/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, Inc.

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see <http://www.gnu.org/licenses/>.

Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
(or a modified version of those libraries),
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
licensors of this Program grant you additional
permission to convey the resulting work. Corresponding Source for a
non-source form of such a combination shall include the source code for
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
work.

You can contact Cyan Worlds, Inc. by email legal@cyan.com
 or by snail mail at:
      Cyan Worlds, Inc.
      14617 N Newport Hwy
      Mead, WA   99021

*==LICENSE==*/

#include "HeadSpin.h"
#pragma hdrstop

#include "hsBounds.h"
#include "hsStream.h"

#include "hsFastMath.h"

const float hsBounds::kRealSmall = 1.0e-5f;

///////////////////////////////////////////////////////////////////////////////////////
//
// hsBounds
//
/////////////////////////////////////////////////////////////////////////////////////////

void hsBounds::Read(hsStream *s)
{
    fType =(hsBoundsType) s->ReadLE32();
}

void hsBounds::Write(hsStream *s) 
{
    s->WriteLE32((int32_t)fType);
}

///////////////////////////////////////////////////////////////////////////////////////
//
// hsBounds3
//
/////////////////////////////////////////////////////////////////////////////////////////

void hsBounds3::Transform(const hsMatrix44 *mat) 
{
#if 0 // IDENT
    if( mat->fFlags & hsMatrix44::kIsIdent )
        return;
#endif // IDENT

    hsAssert(fType != kBoundsUninitialized, "Can't transform an unitialized bound");
    if(fType == kBoundsNormal)
    {
        hsPoint3 corners[8];
        this->GetCorners(corners);
        
        mat->MapPoints(8, corners);
        this->Reset(8,corners);
        fBounds3Flags &= ~kCenterValid;
    }
}

void hsBounds3::Reset(const hsPoint3 *p)
{
    fType = kBoundsNormal;
    fMins = fMaxs = *p;
    fBounds3Flags |= kCenterValid;
    fCenter = *p;
}

void hsBounds3::Reset(const hsBounds3 *b)
{
    if( kBoundsNormal == b->fType )
    {
        fType = kBoundsNormal;
        fMins = b->fMins;
        fMaxs = b->fMaxs;
        if( b->fBounds3Flags & kCenterValid )
        {
            fBounds3Flags |= kCenterValid;
            fCenter = b->fCenter;
        }
        else
            fBounds3Flags &= ~kCenterValid;
    }
    else
        fType = b->fType;
}

void hsBounds3::Reset(int n, const hsPoint3 *p)
{
    fType = kBoundsNormal;
    fMins = fMaxs = *p;
    for(int i = 1; i < n ; i++)
        this->Union(&p[i]);
    fBounds3Flags &= ~kCenterValid;
}

void hsBounds3::Union(const hsPoint3 *p)
{
    if(fType == kBoundsNormal) // Add this point if bounds is normal
    {
        for (int i = 0; i < 3; i++)
        {
            if ((*p)[i] > fMaxs[i])
                fMaxs[i] =(*p)[i];
            else if ((*p)[i] < fMins[i])
                fMins[i] =(*p)[i];
        }
        fBounds3Flags &= ~kCenterValid;
    }
    else
    {
        if(fType != kBoundsFull)    // Otherwise re-init unless bounds is full already
            this->Reset(p);
    }   
}

void hsBounds3::Union(const hsVector3 *v)
{
    if(fType == kBoundsNormal) // Add this point if bounds is normal
    {
        for (int i = 0; i < 3; i++)
        {
            if( (*v)[i] > 0 )
                fMaxs[i] += (*v)[i];
            else
                fMins[i] += (*v)[i];
        }
        fBounds3Flags &= ~kCenterValid;
    }
}


void hsBounds3::Union(const hsBounds3 *p)
{
    if(fType == kBoundsNormal && p->GetType() == kBoundsNormal) // Add this point if bounds is normal
    {
        for (int i = 0; i < 3; i++)
        {
            if (p->fMaxs[i] > fMaxs[i])
                fMaxs[i] = p->fMaxs[i];
            if (p->fMins[i] < fMins[i])
                fMins[i] = p->fMins[i];
        }
        fBounds3Flags &= ~kCenterValid;
    }
    else if(fType == kBoundsEmpty || fType == kBoundsUninitialized)
    {
        *this = *p;
    }
    // If fType is kBoundsFull don't do anything
}

void hsBounds3::MakeSymmetric(const hsPoint3* p)
{
    if( fType != kBoundsNormal )
        return;

    float delMax = 0;
    int i;
    for( i = 0; i < 3; i++ )
    {
        float delUp;

        delUp = fMaxs[i] - (*p)[i];
        delMax = hsMaximum(delMax, delUp);
        delUp = (*p)[i] - fMins[i];
        delMax = hsMaximum(delMax, delUp);
    }
    const float sqrtTwo = 1.41421f;
    delMax *= sqrtTwo;
    hsAssert((delMax > -1.e6f)&&(delMax < 1.e6f), "MakeSymmetric going out to sea");
    fCenter = *p;
    fMaxs.Set(delMax, delMax, delMax);
    fMaxs += fCenter;
    fMins.Set(-delMax, -delMax, -delMax);
    fMins += fCenter;
    fBounds3Flags |= kCenterValid;
}

void hsBounds3::InscribeSphere()
{
    if( fType != kBoundsNormal )
        return;

    const float ooSix = hsInvert(2.f * 3.f);
    float a = GetMaxDim() * ooSix;
    hsPoint3 p = GetCenter();
    p.fX += a;
    p.fY += a;
    p.fZ += a;
    fMaxs = p;
    a *= -2.f;
    p.fX += a;
    p.fY += a;
    p.fZ += a;
    fMins = p;

    // Center still valid, type still normal
}

// neg, pos, zero == disjoint, I contain other, overlap
int32_t hsBounds3::TestBound(const hsBounds3& other) const
{
    int32_t retVal = 1;
    int i;
    for( i = 0; i < 3; i++ )
    {
        if( GetMins()[i] > other.GetMaxs()[i] )
            return -1;
        if( GetMaxs()[i] < other.GetMins()[i] )
            return -1;

        if( GetMaxs()[i] < other.GetMaxs()[i] )
            retVal = 0;
        if( GetMins()[i] > other.GetMins()[i] )
            retVal = 0;
    }
    return retVal;
}

bool hsBounds3::IsInside(const hsPoint3* pos) const
{
    hsAssert(fType != kBoundsUninitialized, "Invalid bounds type for hsBounds3::IsInside() ");
    if(fType == kBoundsEmpty)
        return false;
    if(fType == kBoundsFull)
        return true;
    return !(pos->fX>fMaxs.fX || pos->fY>fMaxs.fY || pos->fZ>fMaxs.fZ ||
            pos->fX<fMins.fX || pos->fY<fMins.fY || pos->fZ<fMins.fZ);
}

#if 0 // MESH_GEN_DEFER
void hsBounds3::MakeTriMeshSphere(hsGTriMesh* tMesh, hsPoint3* cornersIn) const
{
    hsPoint3 center = (*GetMaxs() + *GetMins()) * 0.5f;
    float radius = GetMaxDim() * 0.5f;

    const int nLong = 9;
    const int nLati = 5;

    int nPts = nLong * nLati + 3;
    int nFaces = nLong * 2 + nLong * (nLati - 1) * 2; // == nLong * nLati * 2
    tMesh->AllocatePointers(nFaces /*faces*/, nPts /*pts*/, 0 /*uvs*/, 0 /*colors*/);
    tMesh->SetNumTriVertex(nPts);

    int iCenter = nPts - 3;
    int iNorthPole = nPts - 2;
    int iSouthPole = nPts - 1;
    hsPoint3 pt;
    pt = center;
    tMesh->SetPoint(iCenter, &pt);
    pt.fZ += radius;
    tMesh->SetPoint(iNorthPole, &pt);
    pt.fZ -= 2.f * radius;
    tMesh->SetPoint(iSouthPole, &pt);

    int i, j;
    for( i = 0; i < nLong; i++ )
    {
        for( j = 0; j < nLati; j++ )
        {
            float theta = (float(i) / nLong) * 2.f * M_PI;
            float cosTheta = cos(theta);
            float sinTheta = sin(theta);

            float phi = (float(j+1) / (nLati+1)) * M_PI;
            float cosPhi = cos(phi);
            float sinPhi = sin(phi);

            pt.fX = center.fX + radius * sinPhi * cosTheta;
            pt.fY = center.fY + radius * sinPhi * sinTheta;
            pt.fZ = center.fZ + radius * cosPhi;
            tMesh->SetPoint(j + i * nLati, &pt);
        }
    }

    hsTriangle3* tri;
    int nTris = 0;
    int iNext;
    for( i = 0; i < nLong; i++ )
    {
        if( (iNext = i + 1) >= nLong )
            iNext = 0;

        tri = tMesh->GetTriFromPool(nTris);
        tri->Zero();
        tri->fFlags |= hsTriangle3::kTwoSided;
        tMesh->SetTriangle(nTris++, tri);
        tri->SetQuickMeshVerts(i * nLati, iNext * nLati, iNorthPole);

        tri = tMesh->GetTriFromPool(i);
        tri->Zero();
        tri->fFlags |= hsTriangle3::kTwoSided;
        tMesh->SetTriangle(nTris++, tri);
        tri->SetQuickMeshVerts(nLati-1 + iNext * nLati, nLati-1 + i * nLati, iSouthPole);

        int jNext;
        for( j = 0; j < nLati-1; j++ )
        {
            jNext = j + 1;
            
            tri = tMesh->GetTriFromPool(nTris);
            tri->Zero();
            tri->fFlags |= hsTriangle3::kTwoSided;
            tMesh->SetTriangle(nTris++, tri);
            tri->SetQuickMeshVerts(j + i * nLati, j + iNext * nLati, jNext + i * nLati);
            
            tri = tMesh->GetTriFromPool(nTris);
            tri->Zero();
            tri->fFlags |= hsTriangle3::kTwoSided;
            tMesh->SetTriangle(nTris++, tri);
            tri->SetQuickMeshVerts(jNext + iNext * nLati, jNext + i * nLati, j + iNext * nLati);
        }
    }
}

//
// Allocate and create mesh from bounding box
//
void hsBounds3::MakeTriMesh(hsGTriMesh* tMesh, uint32_t triFlags, hsPoint3* cornersIn) const
{
    hsAssert(cornersIn || fType == kBoundsNormal, 
        "Invalid bounds type for hsBounds3::MakeTriMesh ");

    const int maxNew= 12;
    // Setup tMesh
    tMesh->AllocatePointers(maxNew /*faces*/, 8 /*pts*/, 0 /*uvs*/, 0 /*colors*/);
    tMesh->SetNumTriVertex(8);
    int i;
    hsPoint3 corners[8];
    // Set Points
    if( !cornersIn )
    {
        GetCorners(corners);
        cornersIn = corners;
    }
    for(i=0; i<8; i++)
    {
        tMesh->SetPoint(i, &cornersIn[i]);
    }
    tMesh->GetVertexPool()->SetCount(8);

    // Set faces
    hsTriangle3 *tri;
    int triNum=0;


    static int verts[maxNew * 3] = {        
    /* -Y */    6,2,3,
    /* -Y */    6,3,7,
    /* Y  */    5,1,0,
    /* Y  */    5,0,4,
    /* -X */    7,3,1,
    /* -X */    7,1,5,
    /* X  */    4,0,2,
    /* X  */    4,2,6,
    /* Z  */    3,0,1,
    /* Z  */    3,2,0,
    /* -Z */    7,4,6,
    /* -Z */    7,5,4
    };
    int v=0;
    for (;triNum < maxNew;triNum++)
    {
        tri = tMesh->GetTriFromPool(triNum);
        tri->Zero();
        tri->fFlags |= triFlags;
        tMesh->SetTriangle(triNum, tri);
        tri->SetQuickMeshVerts(verts[v + 0],verts[v + 1],verts[v + 2]);
        v += 3;
    }
    tMesh->SetTrianglePointers();
}
#endif // MESH_GEN_DEFER

void hsBounds3::TestPlane(const hsPlane3 *p, hsPoint2 &depth) const
{
    TestPlane(p->fN, depth);
}
void hsBounds3::TestPlane(const hsVector3 &n, hsPoint2 &depth) const
{
    hsAssert(fType == kBoundsNormal, "TestPlane only valid for kBoundsNormal filled bounds");

    float dmax = fMins.InnerProduct(n);
    float dmin = dmax;

    int i;
    for( i = 0; i < 3; i++ )
    {
        float dd;
        dd = fMaxs[i] - fMins[i];
        dd *= n[i];

        if( dd < 0 )
            dmin += dd;
        else
            dmax += dd;
    }

    depth.fX = dmin;
    depth.fY = dmax;
}

float hsBounds3::ClosestPointToLine(const hsPoint3 *p, const hsPoint3 *v0, const hsPoint3 *v1, hsPoint3 *out)
{
    hsVector3 del(v1, v0);
    float magSq = del.MagnitudeSquared();
    float t = 0.f;
    if( magSq < hsBounds::kRealSmall )
    {
        *out = *v0;
    }
    else
    {
        t = del.InnerProduct(hsVector3(p, v0)) * hsInvert(magSq);
        if( t >= 1.f )
            *out = *v1;
        else if( t <= 0 )
            *out = *v0;
        else
            *out = *v0 + del * t;
    }
    return t;
}

float hsBounds3::ClosestPointToInfiniteLine(const hsPoint3* p, const hsVector3* v, hsPoint3* out)
{
    float magSq = v->MagnitudeSquared();
    float t = 0.f;
    hsPoint3 origin(0,0,0);
    if( magSq < hsBounds::kRealSmall )
    {
        *out = origin;
    }
    else
    {
        t = v->InnerProduct(hsVector3(*p)) * hsInvert(magSq);
        *out = hsPoint3(*v * t);
    }
    return t;
}

bool hsBounds3::ClosestPoint(const hsPoint3& p, hsPoint3& inner, hsPoint3& outer) const
{
    // Look for axis intervals p is within
    int nSect = 0;
    int i;
    for( i = 0; i < 3; i++ )
    {
        if( p[i] < fMins[i] )
        {
            inner[i] = fMins[i];
            outer[i] = fMaxs[i];
        }
        else if( p[i] > fMaxs[i] )
        {
            inner[i] = fMaxs[i];
            outer[i] = fMins[i];
        }
        else
        {
            inner[i] = p[i];
            outer[i] = (p[i] - fMins[i] > fMaxs[i] - p[i]) ? fMins[i] : fMaxs[i];
            nSect++;
        }
    }

    return nSect == 3;
}

void hsBounds3::Read(hsStream *stream)
{
    hsBounds::Read(stream);
    fMins.Read(stream);
    fMaxs.Read(stream);
    fBounds3Flags = 0;
}

void hsBounds3::Write(hsStream *stream) 
{
    hsBounds::Write(stream);
    fMins.Write(stream);
    fMaxs.Write(stream);
}

//////////////////////////////////
//////////////////////////////////////////////////
// Plane Bounds util class
//////////////////////////////////////////////////

hsPoint3  hsBoundsOriented::GetCenter() const
{ 
    hsAssert(fCenterValid==true, "Unset center for hsBoundsOriented::GetCenter()"); 
    return fCenter; 
}

void hsBoundsOriented::TestPlane(const hsVector3 &n, hsPoint2 &depth) const
{
    hsAssert(false, "TestPlane not a valid operation for hsBounsOriented");
}
//
// Return true if inside all the planes
//
bool hsBoundsOriented::IsInside(const hsPoint3* pos) const
{
    hsAssert(fType == kBoundsNormal, "Invalid bounds type for hsBounds3::IsInside() ");
    if(fType == kBoundsEmpty)
        return false;
    if(fType == kBoundsFull)
        return true;
    int i;
    for( i = 0; i < fNumPlanes; i++ )
    {
        float dis = fPlanes[i].fN.InnerProduct(pos);
        dis += fPlanes[i].fD;
        if( dis > 0.f )
            return false;
    }

    return true;
}

void hsBoundsOriented::SetNumberPlanes(uint32_t n)
{
    delete [] fPlanes;
    fPlanes = new hsPlane3[fNumPlanes = n];
}

void hsBoundsOriented::SetPlane(uint32_t i, hsPlane3 *pln)
{
    fType = kBoundsNormal;
    if( i >= fNumPlanes )
    {
        hsPlane3 *newPlanes = new hsPlane3[i+1];
        if( fPlanes )
        {
            int k;
            for( k = 0; k < fNumPlanes; k++ )
                *newPlanes++ = *fPlanes++;
            delete [] fPlanes;
        }
        fPlanes = newPlanes;
        fNumPlanes = i+1;
    }
    fPlanes[i] = *pln;
}

//
// Make mesh from bounds3. Make boundsOriented from mesh tris.
//
void hsBoundsOriented::Reset(const hsBounds3* bounds)
{
#if 0 // MESH_GEN_DEFER
    hsGTriMesh tMesh;
    bounds->MakeTriMesh(&tMesh, 0 /* triFlags */);
    Reset(&tMesh);
#endif // MESH_GEN_DEFER
}

#if 0
//
// Make mesh from bounds3. Make boundsOriented from mesh tris.
//
void    hsBoundsOriented::Union(const hsBounds3 *b)
{
#if 0 // MESH_GEN_DEFER
    hsGTriMesh tMesh;
    bounds->MakeTriMesh(&tMesh);
    int i;
    hsTriangle3 tri;
    for (i=0; i<tMesh.GetNumTriangles(); i++)
    {
        tMesh.GetTriangle(i, &tri);
        Union(&tri);
    }
#endif // MESH_GEN_DEFER
}
#endif

//
//
//

void hsBoundsOriented::Write(hsStream *stream)
{
    hsBounds::Write(stream);
    fCenter.Write(stream);
    stream->WriteLE32(fCenterValid);
    stream->WriteLE32(fNumPlanes);
    int i;
    for( i = 0; i < fNumPlanes; i++ )
    {
        fPlanes[i].Write(stream);
    }
}

void hsBoundsOriented::Read(hsStream *stream)
{
    hsBounds::Read(stream);
    fCenter.Read(stream);
    fCenterValid = (bool)stream->ReadLE32();
    fNumPlanes = stream->ReadLE32();
    if (fPlanes)
        delete [] fPlanes;
    fPlanes = new hsPlane3[fNumPlanes];
    int i;
    for( i = 0; i < fNumPlanes; i++ )
    {
        fPlanes[i].Read(stream);
    }
}


///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////////////////

hsBounds3Ext::hsBounds3Ext(const hsBounds3 &b)
{
    Reset(&b);
}
hsBounds3Ext &hsBounds3Ext::operator=(const hsBounds3 &b)
{
    Reset(&b);
    return *this;
}

void hsBounds3Ext::IMakeMinsMaxs()
{
    hsAssert(!(fExtFlags & kAxisAligned), "Axis aligned box defined by min and max");
    fMins = fMaxs = fCorner;
    int i;
    for( i = 0; i < 3; i++ )
    {
        if(!IAxisIsZero(i) )
        {
            int j;
            for( j = 0; j < 3; j++ )
            {
                if( fAxes[i][j] < 0 )
                    fMins[j] += fAxes[i][j];
                else
                    fMaxs[j] += fAxes[i][j];
            }
        }
    }
}

void hsBounds3Ext::IMakeDists() const
{
    hsAssert(!(fExtFlags & kAxisAligned), "Dists only useful for transformed BB");

    int i;
    for( i = 0; i < 3; i++ )
    {
        fDists[i].fX = fCorner.InnerProduct(fAxes[i]);
        if( !IAxisIsZero(i) )
        {
            fDists[i].fY = fDists[i].fX + fAxes[i].InnerProduct(fAxes[i]);
            if( fDists[i].fX > fDists[i].fY )
            {
                float t = fDists[i].fX;
                fDists[i].fX = fDists[i].fY;
                fDists[i].fY = t;
            }
        }
        else
            fDists[i].fY = fDists[i].fX;
    }
    fExtFlags |= kDistsSet;
}

void hsBounds3Ext::IMakeSphere() const
{
    if(!(fBounds3Flags & kCenterValid) )
        ICalcCenter();
    if( fExtFlags & kAxisAligned )
    {
        if( fBounds3Flags & kIsSphere )
        {
            fRadius = fMaxs[0] - fMins[0];
            int i;
            for( i = 1; i < 3; i++ )
            {
                float dist = fMaxs[i] - fMins[i];
                if( dist < fRadius )
                    fRadius = dist;
            }
            fRadius *= 0.5f;
        }
        else
        {
            fRadius = sqrt(hsVector3(&fMaxs, &fCenter).MagnitudeSquared());
        }
    }
    else
    {
        if( fBounds3Flags & kIsSphere )
        {
            float minMagSq = fAxes[0].MagnitudeSquared();
            float magSq = fAxes[1].MagnitudeSquared();
            if( magSq < minMagSq )
                magSq = minMagSq;
            magSq = fAxes[2].MagnitudeSquared();
            if( magSq < minMagSq )
                magSq = minMagSq;
            fRadius = sqrt(magSq);
        }
        else
        {
            hsVector3 accum;
            accum.Set(0,0,0);
            int i;
            for( i = 0; i < 3; i++ )
            {
                if( !IAxisIsZero(i) )
                    accum += fAxes[i];
            }
            fRadius = sqrt((accum * 0.5f).MagnitudeSquared());
        }
    }
    fExtFlags |= kSphereSet;
}

void hsBounds3Ext::Reset(const hsBounds3 *b)
{
    fExtFlags = kAxisAligned;
    hsBounds3::Reset(b);
}

void hsBounds3Ext::Reset(const hsPoint3 *p)
{
    fExtFlags = kAxisAligned | kSphereSet;
    hsBounds3::Reset(p);
    fRadius = 0;
}
 
void hsBounds3Ext::Reset(const hsBounds3Ext *b)
{
    hsBounds3::Reset(b);
    fExtFlags   = b->fExtFlags;
    if (!(fExtFlags & kAxisAligned))
    {
        fCorner     = b->fCorner;
        fAxes[0]    = b->fAxes[0];
        fAxes[1]    = b->fAxes[1];
        fAxes[2]    = b->fAxes[2];
    }
    if (fExtFlags & kDistsSet)
    {
        fDists[0]   = b->fDists[0];
        fDists[1]   = b->fDists[1];
        fDists[2]   = b->fDists[2];
    }
    if (fExtFlags & kSphereSet)
        fRadius     = b->fRadius;
}


void hsBounds3Ext::GetCorners(hsPoint3 *b) const
{
    if( fExtFlags & kAxisAligned )
    {
        hsBounds3::GetCorners(b);
    }
    else
    {
        int i;
        for( i = 0; i < 8; i++ )
        {
            b[i] = fCorner;
            if( !(i & 0x1) && !(fExtFlags & kAxisZeroZero) )b[i] += fAxes[0];
            if( !(i & 0x2) && !(fExtFlags & kAxisOneZero) )b[i] += fAxes[1];
            if( !(i & 0x4) && !(fExtFlags & kAxisTwoZero) )b[i] += fAxes[2];
        }
    }
}

void hsBounds3Ext::GetAxes(hsVector3 *fAxis0, hsVector3 *fAxis1, hsVector3 *fAxis2) const
{
    if( !(fExtFlags & kAxisAligned) )
    {
        *fAxis0 = fAxes[0];
        *fAxis1 = fAxes[1];
        *fAxis2 = fAxes[2];
    }
    else
    {
        fAxis0->Set(fMaxs.fX - fMins.fX, 0, 0);
        fAxis1->Set(0, fMaxs.fY - fMins.fY, 0);
        fAxis2->Set(0, 0, fMaxs.fZ - fMins.fZ);
    }
}

void hsBounds3Ext::Reset(int n, const hsPoint3 *p)
{
    fExtFlags = kAxisAligned;
    hsBounds3::Reset(n, p);
}

// mf horse - could union in a point preserving axes...
void hsBounds3Ext::Union(const hsPoint3 *p)
{
    fExtFlags = kAxisAligned;
    hsBounds3::Union(p);
}
void hsBounds3Ext::Union(const hsVector3 *v)
{
#if 0 // smarter union
    fExtFlags = kAxisAligned;
    hsBounds3::Union(v);
#else // smarter union
    if( fExtFlags & kAxisAligned )
    {
        hsBounds3::Union(v);
    }
    else
    {
        int i;
        for( i = 0; i < 3; i++ )
        {
            float dot = fAxes[i].InnerProduct(v);
            dot /= fAxes[i].MagnitudeSquared();
            if( dot > 0 )
            {
                fAxes[i] += dot * fAxes[i];
                fExtFlags &= ~(1 << (20+i)); // axis not zero no more
            }
            else if( dot < 0 )
            {
                hsVector3 del = dot * fAxes[i];
                fCorner += del;
                del = -del;
                fAxes[i] += del;
                fExtFlags &= ~(1 << (20+i)); // axis not zero no more
            }
        }
        fExtFlags &= ~(kSphereSet | kDistsSet);
        fBounds3Flags &= ~kCenterValid;
    }
#endif // smarter union
}

void hsBounds3Ext::Union(const hsBounds3 *b)
{
    fExtFlags = kAxisAligned;
    hsBounds3::Union(b);
}

void hsBounds3Ext::MakeSymmetric(const hsPoint3* p)
{
    if( fType != kBoundsNormal )
        return;

    if( fExtFlags & kAxisAligned )
    {
        fExtFlags = kAxisAligned;
        hsBounds3::MakeSymmetric(p);
        return;
    }

    // Can do this preserving axes, but may not be worth it.
    fExtFlags = kAxisAligned;
    hsBounds3::MakeSymmetric(p);
}

void hsBounds3Ext::InscribeSphere()
{
    fBounds3Flags |= kIsSphere;
    fExtFlags |= kAxisAligned;
    IMakeSphere();
    return;
#if 0
    if( fType != kBoundsNormal )
        return;

    if( fExtFlags & kAxisAligned )
    {
        hsBounds3::InscribeSphere();
        return;
    }

    const float oneThird = hsInvert(3.f);
//  float a = GetMaxDim() * hsInvert(6.f);
    float a = GetRadius() * oneThird;
    hsPoint3 p = GetCenter();
    p.fX += a;
    p.fY += a;
    p.fZ += a;
    fMaxs = p;
    a *= -2.f;
    p.fX += a;
    p.fY += a;
    p.fZ += a;
    fMins = p;

    // Center still valid, type still normal
    fExtFlags = kAxisAligned;
#endif
}

void hsBounds3Ext::Transform(const hsMatrix44 *m)
{
    if( fType != kBoundsNormal )
        return;

    if( fExtFlags & kAxisAligned )
    {
        fExtFlags = 0;

        fCorner = *m * fMins;
        hsVector3 v;
        float span;
        span = fMaxs.fX - fMins.fX;
        if( span < kRealSmall )
        {
            fExtFlags |= kAxisZeroZero;
            span = 1.f;
        }
        v.Set(span, 0, 0);
        fAxes[0] = *m * v;
        span = fMaxs.fY - fMins.fY;
        if( span < kRealSmall )
        {
            fExtFlags |= kAxisOneZero;
            span = 1.f;
        }
        v.Set(0, span, 0);
        fAxes[1] = *m * v;
        span = fMaxs.fZ - fMins.fZ;
        if( span < kRealSmall )
        {
            fExtFlags |= kAxisTwoZero;
            span = 1.f;
        }
        v.Set(0, 0, span);
        fAxes[2] = *m * v;

    }
    else
    {
#if 0 // IDENT
        if( m->fFlags & hsMatrix44::kIsIdent )
            return;
#endif // IDENT

        fCorner = *m * fCorner;
        fAxes[0] = *m * fAxes[0];
        fAxes[1] = *m * fAxes[1];
        fAxes[2] = *m * fAxes[2];

        fExtFlags &= kAxisZeroZero|kAxisOneZero|kAxisTwoZero;
    }
    IMakeMinsMaxs();
    fBounds3Flags &= ~kCenterValid;
}

void hsBounds3Ext::Translate(const hsVector3 &v)
{
    if( fType != kBoundsNormal )
        return;

    fMins += v;
    fMaxs += v;
    if( fBounds3Flags & kCenterValid )
        fCenter += v;
    if( !(fExtFlags & kAxisAligned) )
    {
        fCorner += v;
        int i;
        for( i = 0; i < 3; i++ )
        {
            float d;
            d = fAxes[i].InnerProduct(v);
            fDists[i].fX += d;
            fDists[i].fY += d;
        }
    }
}

bool hsBounds3Ext::IsInside(const hsPoint3 *p) const
{
    if( fExtFlags & kAxisAligned )
        return hsBounds3::IsInside(p);

    if( !(fExtFlags & kDistsSet) )
        IMakeDists();

    int i;
    for( i = 0; i < 3; i++ )
    {
        float diss = p->InnerProduct(fAxes[i]);
        if( (diss < fDists[i].fX)
            ||(diss > fDists[i].fY) )
            return false;
    }
    return true;

}

// neg, pos, zero == disjoint, I contain other, overlap
int32_t hsBounds3Ext::TestBound(const hsBounds3Ext& other) const
{
    if( fExtFlags & kAxisAligned )
        return hsBounds3::TestBound(other);

    if( !(fExtFlags & kDistsSet) )
        IMakeDists();

    int32_t retVal = 1;
    int i;
    for( i = 0; i < 3; i++ )
    {
        hsPoint2 depth;
        other.TestPlane(fAxes[i], depth);

        if( fDists[i].fX > depth.fY )
            return -1;
        if( fDists[i].fY < depth.fX )
            return -1;

        if( fDists[i].fY < depth.fY )
            retVal = 0;
        if( fDists[i].fX > depth.fX )
            retVal = 0;
    }
    return retVal;
}


void hsBounds3Ext::TestPlane(const hsVector3 &n, hsPoint2 &depth) const
{
    hsAssert(fType == kBoundsNormal, "TestPlane only valid for kBoundsNormal filled bounds");
    if( fExtFlags & kAxisAligned )
    {
        hsBounds3::TestPlane(n, depth);
    }
    else
    {
        float dmax = fCorner.InnerProduct(n);
        float dmin = dmax;

        int i;
        for( i = 0; i < 3; i++ )
        {
            if( !IAxisIsZero(i) )
            {
                float d;
                d = fAxes[i].InnerProduct(n);
                if( d < 0 )
                    dmin += d;
                else
                    dmax += d;
            }
        }

        depth.fX = dmin;
        depth.fY = dmax;
    }
}

void hsBounds3Ext::TestPlane(const hsPlane3 *p, const hsVector3 &myVel, hsPoint2 &depth) const
{
    TestPlane(p->fN, myVel, depth);
}
void hsBounds3Ext::TestPlane(const hsVector3 &n, const hsVector3 &myVel, hsPoint2 &depth) const
{
    if( fExtFlags & kAxisAligned )
    {
        float dmax = fMins.InnerProduct(n);
        float dmin = dmax;
        float dvel = myVel.InnerProduct(n);
        if( dvel < 0 )
            dmin += dvel;
        else
            dmax += dvel;

        int i;
        for( i = 0; i < 3; i++ )
        {
            float dd;
            dd = fMaxs[i] - fMins[i];
            dd *= n[i];

            if( dd < 0 )
                dmin += dd;
            else
                dmax += dd;
        }

        depth.fX = dmin;
        depth.fY = dmax;
    }
    else
    {
        float dmax = fCorner.InnerProduct(n);
        float dmin = dmax;
        float dvel = myVel.InnerProduct(n);
        if( dvel < 0 )
            dmin += dvel;
        else
            dmax += dvel;

        int i;
        for( i = 0; i < 3; i++ )
        {
            if( !IAxisIsZero(i) )
            {
                float d;
                d = fAxes[i].InnerProduct(n);
                if( d < 0 )
                    dmin += d;
                else
                    dmax += d;
            }
        }

        depth.fX = dmin;
        depth.fY = dmax;
    }
}

int32_t hsBounds3Ext::TestPoints(int n, const hsPoint3 *pList, const hsVector3 &ptVel) const
{
    if( fExtFlags & kAxisAligned )
    {
        int32_t retVal = -1;
        int i;
        for( i = 0; i < 3; i++ )
        {
            float effMax = fMaxs[i];
            float effMin = fMins[i];
            if( ptVel[i] < 0 )
                effMax -= ptVel[i];
            else
                effMin -= ptVel[i];

            int j;
            const uint32_t low = 0x1, hi = 0x2;
            uint32_t mask = low | hi;
            for( j = 0; j < n; j++ )
            {
                if( pList[j][i] > effMin )
                    mask &= ~low;
                if( pList[j][i] < effMax )
                    mask &= ~hi;
                if( mask )
                    retVal = 0;
            }
            if( mask )
                return 1;
        }
        return retVal;
    }
    else // non-axis aligned case
    {
        int32_t retVal = -1; // all inside
        if( !(fExtFlags & kDistsSet) )
            IMakeDists();
        int i;
        for( i = 0; i < 3; i++ )
        {
            float diff = fAxes[i].InnerProduct(ptVel);
            bool someLow = false;
            bool someHi = false;
            bool someIn = false;
            int j;
            for( j = 0; j < n; j++ )
            {
                float d = fAxes[i].InnerProduct(pList[j]);
                float ddiff = d + diff;
                if( d < fDists[i].fX )
                    someLow = true;
                else if( d > fDists[i].fY )
                    someHi = true;
                else
                    someIn = true;

                if( ddiff < fDists[i].fX )
                    someLow = true;
                else if( ddiff > fDists[i].fY )
                    someHi = true;
                else
                    someIn = true;

                if( someIn &&(someHi || someLow) )
                    break;
            }
            if( someHi && !(someLow || someIn) )
                return 1;
            if( someLow && !(someHi || someIn) )
                return 1;
            if( someHi || someLow )
                retVal = 0;
        }
        return retVal;
    }
}

int32_t hsBounds3Ext::TestPoints(int n, const hsPoint3 *pList) const
{
    bool someIn = false;
    bool someOut = false;
    int i;
    for( i = 0; i < n; i++ )
    {
        if( IsInside(pList+i) )
            someIn = true;
        else
            someOut = true;
        if( someIn && someOut )
            return 0;
    }
    if( someIn )
        return -1;
    return 1;
}

bool hsBounds3Ext::ClosestPoint(const hsPoint3& p, hsPoint3& inner, hsPoint3& outer) const
{
    if( fExtFlags & kAxisAligned )
        return hsBounds3::ClosestPoint(p, inner, outer);

    if( !(fExtFlags & kDistsSet) )
        IMakeDists();

    int nSect = 0;
    inner = outer = fCorner;
    int i;
    for( i = 0; i < 3; i++ )
    {
        float dist = fAxes[i].InnerProduct(p);
        if( dist < fDists[i].fX )
        {
            outer += fAxes[i];
        }
        else if( dist > fDists[i].fY )
        {
            inner += fAxes[i];
        }
        else
        {
            float t = (dist - fDists[i].fX) / (fDists[i].fY - fDists[i].fX);
            inner += t * fAxes[i];
            if( t > 0.5f )
                outer += fAxes[i];

            nSect++;
        }
    }
    return nSect == 3;
}

bool hsBounds3Ext::ISectBB(const hsBounds3Ext &other, const hsVector3 &myVel) const
{
    if( fExtFlags & kAxisAligned )
    {
        if( other.fExtFlags & kAxisAligned )
            return ISectABB(other, myVel);

        return other.ISectBB(*this, -myVel);
    }
    hsAssert(!(fExtFlags & kAxisAligned), "Other can be axis-aligned, but not me!");
    hsPoint2 depth;

    if( !(fExtFlags & kDistsSet) )
        IMakeDists();
    if( !(other.fExtFlags & (kDistsSet|kAxisAligned)) )
        other.IMakeDists();

    int i;
    for( i = 0; i < 3; i++ )
    {
        other.TestPlane(fAxes[i], -myVel, depth);
        if( (depth.fX > fDists[i].fY)
            ||(depth.fY < fDists[i].fX) )
            return false;

        if( other.fExtFlags & kAxisAligned )
        {
            float myMin = fMins[i];
            float myMax = fMaxs[i];
            if( myVel[i] < 0 )
                myMin += myVel[i];
            else
                myMax += myVel[i];
            if( (other.fMins[i] > myMax)
                ||(other.fMaxs[i] < myMin) )
                return false;
        }
        else
        {
            TestPlane(other.fAxes[i], myVel, depth);
            if( (depth.fX > other.fDists[i].fY)
                ||(depth.fY < other.fDists[i].fX) )
                return false;
        }

        // still leaves the 3 axes of origAxis.Cross(myVel)
        hsVector3 ax = fAxes[i] % myVel;
        float dmax = fCorner.InnerProduct(ax);
        float dmin = dmax;
        int j = i+1;
        if( 3 == j )j = 0;
        float d;
        d = fAxes[j].InnerProduct(ax);
        if( d < 0 )
            dmin += d;
        else
            dmax += d;
        j = ( j == 2 ? 0 : j+1 );
        d = fAxes[j].InnerProduct(ax);
        if( d < 0 )
            dmin += d;
        else
            dmax += d;
        other.TestPlane(ax, depth);
        if( (depth.fX > dmax)
            ||(depth.fY < dmin) )
            return false;
    }


    return true;
}


static bool ISectInterval(const hsPoint2& other, const hsPoint2& mine)
{
    if( other.fY - mine.fX <= 0 )
        return false;
    if( mine.fY - other.fX <= 0 )
        return false;

    return true;
}

static bool ITestDepth(const hsPoint2& other, const hsPoint2& mine, 
                          const hsVector3& inAx, 
                          hsVector3 &outAx, float& depth)
{
    depth = 0;
    float d0, d1;
    d0 = other.fY - mine.fX;
    if( d0 <= 0 )
        return false;
    d1 = mine.fY - other.fX;
    if( d1 <= 0 )
        return false;

    // if one interval is proper subset of other, skip
    if( (mine.fX < other.fX)^(mine.fY < other.fY) )
    {
        depth = 0;
        return true;
    }
    if( d0 < d1 )
    {
        outAx = inAx;
        depth = d0;
        return true;
    }

    outAx = -inAx;
    depth = d1;
    return true;
}

int32_t hsBounds3Ext::IClosestISect(const hsBounds3Ext& other, const hsVector3& myVel,
                              float* tClose, float* tImpact) const
{
    // Should assert both have their spheres set.

    hsVector3 meToOt(&other.GetCenter(), &GetCenter());

    // cTerm = (myCenter - otCenter)^2 - (myRad + otRad)^2
    float cTerm;

    cTerm = GetRadius() + other.GetRadius();
    cTerm *= -cTerm;

    float meToOtLen = meToOt.MagnitudeSquared();
    cTerm += meToOtLen;
    if( cTerm <= 0 )
    {
        *tClose = *tImpact = 0;
        return -1; // started off in contact
    }

    float ooATerm = myVel.InnerProduct(myVel);
    if( ooATerm < hsBounds::kRealSmall )
    {
        *tClose = *tImpact = 0;
        return 0;
    }
    ooATerm = hsInvert(ooATerm);

    float bTerm = myVel.InnerProduct(meToOt);
    bTerm *= ooATerm;
    float bSqTerm = bTerm * bTerm;
    // bTerm is t for closest point to line

    float det = bSqTerm - ooATerm * cTerm;
    if( det < 0 )
    {
        *tClose = *tImpact = bTerm;
        return 0;
    }

    det = sqrt(det);
    *tClose = bTerm;
    *tImpact = bTerm - det;

    return 1;
}

void hsBounds3Ext::Unalign()
{
    fExtFlags = 0;

    fCorner = fMins;
    hsVector3 v;
    float span;
    span = fMaxs.fX - fMins.fX;
    if( span < kRealSmall )
    {
        fExtFlags |= kAxisZeroZero;
        span = 1.f;
    }
    fAxes[0].Set(span, 0, 0);
    span = fMaxs.fY - fMins.fY;
    if( span < kRealSmall )
    {
        fExtFlags |= kAxisOneZero;
        span = 1.f;
    }
    fAxes[1].Set(0, span, 0);
    span = fMaxs.fZ - fMins.fZ;
    if( span < kRealSmall )
    {
        fExtFlags |= kAxisTwoZero;
        span = 1.f;
    }
    fAxes[2].Set(0, 0, span);
}

bool hsBounds3Ext::ISectBB(const hsBounds3Ext &other, const hsVector3 &myVel, hsHitInfoExt *hit) const
{
    if( fExtFlags & kAxisAligned )
    {
        hsBounds3Ext meUnalign(*this);
        meUnalign.Unalign();
        return meUnalign.ISectBB(other, myVel, hit);
    }
    hsAssert(!(fExtFlags & kAxisAligned), "Other can be axis-aligned, but not me!");
    hsPoint2 depth;

    if( !(fExtFlags & kDistsSet) )
        IMakeDists();
    if( !(other.fExtFlags & (kDistsSet|kAxisAligned)) )
        other.IMakeDists();

    const float kRealBig = 1.e30f;
    float tstDepths[9];
    hsVector3 tstAxes[9];
    float totDepth = 0;
    int nDeep = 0;
    int i;
    for( i = 0; i < 3; i++ )
    {
        const float kFavorConstant = 0.01f; // smaller is favored

        other.TestPlane(fAxes[i], -myVel, depth);

        if( !ITestDepth(depth, fDists[i], fAxes[i], tstAxes[i], tstDepths[i]) )
            return false;

        other.TestPlane(fAxes[i], depth);
        if( !ISectInterval(depth, fDists[i]) )
            tstDepths[i] *= kFavorConstant;

        if( tstDepths[i] > 0 )
        {
            totDepth += tstDepths[i];
            nDeep++;
        }

        if( other.fExtFlags & kAxisAligned )
        {
            hsPoint2 mine;
            mine.fX = fMins[i];
            mine.fY = fMaxs[i];
            if( myVel[i] > 0 )mine.fY += myVel[i];
            else mine.fX += myVel[i];
            depth.fX = other.fMins[i];
            depth.fY = other.fMaxs[i];

            hsVector3 ax;
            ax.Set( 0 == i ? 1.f : 0,
                    1 == i ? 1.f : 0,
                    2 == i ? 1.f : 0);

            if( !ITestDepth(depth, mine, ax, tstAxes[i+3], tstDepths[i+3]) )
                return false;

            mine.fX = fMins[i];
            mine.fY = fMaxs[i];
            if( !ISectInterval(depth, mine) )
                tstDepths[i+3] *= kFavorConstant;

            if( tstDepths[i+3] )
            {
                totDepth += tstDepths[i+3];
                nDeep++;
            }
        }
        else
        {
            TestPlane(other.fAxes[i], myVel, depth);

            if( !ITestDepth(other.fDists[i], depth, other.fAxes[i], tstAxes[i+3], tstDepths[i+3]) )
                return false;

            TestPlane(other.fAxes[i], depth);

            if( !ISectInterval(other.fDists[i], depth) )
                tstDepths[i+3] *= kFavorConstant;

            if( tstDepths[i+3] )
            {
                totDepth += tstDepths[i+3];
                nDeep++;
            }
    }

#if 0
        // still leaves the 3 axes of origAxis.Cross(myVel)
        hsVector3 ax = fAxes[i] % myVel;
        if( ax.MagnitudeSquared() > kRealSmall )
        {
            hsPoint2 myDepth;
            myDepth.fX = myDepth.fY = fCorner.InnerProduct(ax);
            float d;
            int j = i == 2 ? 0 : i+1;
            if( !IAxisIsZero(j) )
            {
                d = fAxes[j].InnerProduct(ax);
                if( d < 0 )
                    myDepth.fX += d;
                else
                    myDepth.fY += d;
            }
            j = ( j == 2 ? 0 : j+1 );
            if( !IAxisIsZero(j) )
            {
                d = fAxes[j].InnerProduct(ax);
                if( d < 0 )
                    myDepth.fX += d;
                else
                    myDepth.fY += d;
            }
            other.TestPlane(ax, depth);

            if( !ITestDepth(depth, myDepth, ax, tstAxes[i+6], tstDepths[i+6]) )
                return false;
            totDepth += tstDepths[i+6];
        }
        else
            tstDepths[i+6] = 0;
#endif
    }

    hsVector3 norm;
    if( totDepth <= 0 )
    {
        float t, tIgnore;
        IClosestISect(other, myVel, &tIgnore, &t);
        if( t < 0 )
            t = 0;
        else if( t > 1.f )
            t = 1.f;
        hsPoint3 hitPt = GetCenter() + myVel * t;
        norm.Set(&hitPt, &other.GetCenter());
    }
    else
    {
        // now do a weighted average of the axes
        hsAssert(totDepth > 0, "nobody home");
        norm.Set(0,0,0);
        for( i =0; i < 6; i++ )
        {
            if( tstDepths[i] > 0 )
                norm += tstAxes[i] / tstDepths[i];
//              norm += tstAxes[i] * (1.f - tstDepths[i] / totDepth);
        }
    }
    hsPoint2 otherDepth;
    norm.Normalize();
    other.TestPlane(norm, otherDepth);
    TestPlane(norm, myVel, depth);

    hit->Set(this, &other, norm, otherDepth.fY - depth.fX);

    // mf horse hack test
    if( hit->fDepth < 0 )
        return false;
    hsAssert(hit->fDepth >= 0, "Negative Depth");

    return true;
}

bool hsBounds3Ext::ISectABB(const hsBounds3Ext &other, const hsVector3 &myVel) const
{
    hsPoint3 effMaxs = fMaxs;
    hsPoint3 effMins = fMins;

    int i;
    for( i = 0; i < 3; i++ )
    {
        float effMax = fMaxs[i];
        float effMin = fMins[i];
        if( myVel[i] > 0 )
            effMax += myVel[i];
        else
            effMin += myVel[i];

        if( (effMax < other.fMins[i])
            ||(effMin > other.fMaxs[i]) )
            return false;
    }
    return true;
}

bool hsBounds3Ext::ISectBS(const hsBounds3Ext &other, const hsVector3 &myVel) const
{
    if( !(fExtFlags & kSphereSet) )
        IMakeSphere();
    if( !(other.fExtFlags & kSphereSet) )
        other.IMakeSphere();

    hsPoint3 closestPt = GetCenter();
    // we should know whether we have a useful velocity or not...
    // having the speed cached away would get rid of several
    // such uglies...
    if( myVel.MagnitudeSquared() > 0 )
    {
        float parm = hsVector3(&other.GetCenter(), &fCenter).InnerProduct(myVel) 
            / myVel.InnerProduct(myVel);
        if( parm > 0 )
        {
            if( parm > 1.f )
                parm = 1.f;
            closestPt += myVel * parm;
        }
    }

    float combRad = fRadius + other.fRadius;

    return hsVector3(&closestPt, &other.GetCenter()).MagnitudeSquared() < combRad*combRad;
}

#if 0 // Commenting out this which will be made redundant and/or obsolete by Havok integration
bool hsBounds3Ext::ISectTriABB(hsBounds3Tri &tri, const hsVector3 &myVel) const
{
    int i;
    for( i = 0; i < 3; i++ )
    {
        float effMax = fMaxs[i];
        float effMin = fMins[i];
        if( myVel[i] < 0 )
            effMin += myVel[i];
        else
            effMax += myVel[i];

        int j;
        const uint32_t low = 0x1, hi = 0x2;
        uint32_t mask = low | hi;
        for( j = 0; j < 3; j++ )
        {
            if( tri.fVerts[j][i] > effMin )
                mask &= ~low;
            if( tri.fVerts[j][i] < effMax )
                mask &= ~hi;
        }
        if( mask )
            return false;
    }
    return true;
}

bool hsBounds3Ext::TriBSHitInfo(hsBounds3Tri& tri, const hsVector3& myVel, hsHitInfoExt* hit) const
{
    hsPoint3 myPt = GetCenter();
    myPt += myVel;

    hsPoint3 closePt;
    bool onTri = tri.ClosestTriPoint(&myPt, &closePt);

    hsVector3 repel;
    repel.Set(&myPt, &closePt);

    float myDepth;
    float repelMagSq = repel.MagnitudeSquared();
    if( repelMagSq < hsBounds::kRealSmall )
    {
        repel = tri.fNormal;
        myDepth = GetRadius();
    }
    else
    {
        myDepth = hsFastMath::InvSqrt(repelMagSq);
        repel *= myDepth;
        myDepth = 1.f / myDepth;
        myDepth = GetRadius() - myDepth;
        if( myDepth < 0 )
            myDepth = 0;
    }

    if( tri.fNormal.InnerProduct(myPt) < tri.fDist )
    {
        repel += tri.fNormal * (-2.f * repel.InnerProduct(tri.fNormal));
        myDepth = GetRadius() * 2.f - myDepth;
        if( myDepth < 0 )
            myDepth = 0;
    }

    hit->Set(this, &tri, &repel, myDepth);

    return true;
}

#if 0 // TOCENTER
bool hsBounds3Ext::TriBBHitInfo(hsBounds3Tri& tri, const hsVector3& myVel, hsHitInfoExt* hit) const
{
    // Find our closest point (after movement)
    hsPoint3 myPt = fCorner;
    myPt += myVel;

    const float kMinDist = 1.f; // Huge min dist because world is really big right now. mf horse
    int i;
    for( i = 0; i < 3; i++ )
    {
        float axDot = fAxes[i].InnerProduct(tri.fNormal);
        if( axDot < -kMinDist )
        {
            // moving towards
            myPt += fAxes[i];
        }
        else if( axDot < kMinDist )
        {
            // need to interp
            axDot /= -(kMinDist*2.f);
            axDot += 0.5f;
            myPt += fAxes[i] * axDot;
        }
        // else moving away, skip it
    }

    // Find closest point on tri to our closest corner
    hsPoint3 closePt;
    bool onTri = tri.ClosestTriPoint(&myPt, &closePt);

    // Repel vector is from closest corner to closest point on tri
    hsVector3 repel;
    repel.Set(&myPt, &closePt);
    repel += (-2.f * repel.InnerProduct(tri.fNormal)) * tri.fNormal;

    float repelMag = hsFastMath::InvSqrt(repel.MagnitudeSquared());
    
    if( repelMag < hsBounds::kRealSmall )
    {
        hsPoint2 faceDepth;
        TestPlane(tri.fNormal, myVel, faceDepth);
        hit->Set(this, &tri, &tri.fNormal, tri.fDist - faceDepth.fX);
        return true;
    }

    repel *= repelMag;
    repelMag = 1.f / repelMag;

    hit->Set(this, &tri, &repel, repelMag);
    
    // Return true of our closest corner projects on to tri (along normal or myVel?)
    return onTri;
}
#else // TOCENTER

bool hsBounds3Ext::TriBBHitInfo(hsBounds3Tri& tri, const hsVector3& myVel, hsHitInfoExt* hit) const
{
    hsPoint3 myPt = GetCenter();
    myPt += myVel;

    hsPoint3 closePt;
    bool onTri = tri.ClosestTriPoint(&myPt, &closePt);

    hsVector3 repel;
    repel.Set(&myPt, &closePt);
    float repelDotNorm = repel.InnerProduct(tri.fNormal);
    if( repelDotNorm < 0 )
    {
        repel += (-2.f * repelDotNorm) * tri.fNormal;
    }

    float repelMagSq = repel.MagnitudeSquared();
    if( repelMagSq < hsBounds::kRealSmall )
        repel = tri.fNormal;
    else
    {
        float repelMag = hsFastMath::InvSqrt(repelMagSq);
        repel *= repelMag;
    }


    hsPoint2 triDepth;
    tri.TestPlane(repel, triDepth);

    hsPoint2 myDepth;
    TestPlane(repel, myVel, myDepth);

    hit->Set(this, &tri, &repel, triDepth.fY - myDepth.fX);

    return true;
}

#endif // TOCENTER

bool hsBounds3Ext::ISectTriBB(hsBounds3Tri &tri, const hsVector3 &myVel) const
{
    hsPoint2 faceDepth;
    // first test box against the triangle plane
    TestPlane(tri.fNormal, myVel, faceDepth);

    if( (tri.fDist > faceDepth.fY)
        ||(tri.fDist < faceDepth.fX) )
        return false;

    // now test tri against box planes
    if( TestPoints(3, tri.fVerts, -myVel) > 0 )
        return false;

    if( !(tri.fTriFlags & hsBounds3Tri::kAxesSet) )
        tri.SetAxes();

    float depth = tri.fDist - faceDepth.fX;
    hsVector3 norm = tri.fNormal;

    // that only leaves the planes of triEdge.Cross(vel)
    int i;
    for( i = 0; i < 3; i++ )
    {
        hsPoint2 depths;
        TestPlane(tri.fPerpAxes[i], myVel, depths);
        if( (tri.fPerpDists[i].fY < depths.fX)
            ||(tri.fPerpDists[i].fX > depths.fY) )
            return false;

#if 0
        float testDepth = tri.fPerpDists[i].fY - depths.fX;
        if( testDepth < depth )
        {
            depth = testDepth;
            norm = tri.fPerpAxes[i];
        }
#endif
    }
    float vDotN = myVel.InnerProduct(tri.fNormal);
    if( vDotN > 0 )
        depth -= vDotN;

    if( depth <= 0 )
        return false;

    return true;
}

bool hsBounds3Ext::ISectTriBB(hsBounds3Tri &tri, const hsVector3 &myVel, hsHitInfoExt *hit) const
{
    hsPoint2 faceDepth;
    // first test box against the triangle plane
    TestPlane(tri.fNormal, myVel, faceDepth);

    if( (tri.fDist > faceDepth.fY)
        ||(tri.fDist < faceDepth.fX) )
        return false;

    float centDist = tri.fNormal.InnerProduct(hit->fRootCenter);
    if( centDist < tri.fDist )
        return false;

    // now test tri against box planes
    if( TestPoints(3, tri.fVerts, -myVel) > 0 )
        return false;

    if( !(tri.fTriFlags & hsBounds3Tri::kAxesSet) )
        tri.SetAxes();

    float depth = tri.fDist - faceDepth.fX;
    hsVector3 norm = tri.fNormal;

    // that only leaves the planes of triEdge.Cross(vel)
    int i;
    for( i = 0; i < 3; i++ )
    {
        hsPoint2 depths;
        TestPlane(tri.fPerpAxes[i], myVel, depths);
        if( (tri.fPerpDists[i].fY < depths.fX)
            ||(tri.fPerpDists[i].fX > depths.fY) )
            return false;

#if 0
        float testDepth = tri.fPerpDists[i].fY - depths.fX;
        if( testDepth < depth )
        {
            depth = testDepth;
            norm = tri.fPerpAxes[i];
        }
#endif
    }
    float vDotN = myVel.InnerProduct(tri.fNormal);
    if( vDotN > 0 )
        depth -= vDotN;

    if( (tri.fTriFlags & hsBounds3Tri::kDoubleSide) )
    {
        if( tri.fNormal.InnerProduct(hit->fRootCenter) - tri.fDist < 0 )
        {
            depth = -tri.fDist + faceDepth.fY;
            if( vDotN < 0 )
                depth += vDotN;

            tri.fNormal = -tri.fNormal;
            tri.fDist = -tri.fDist;
        }
    }
    if( depth <= 0 )
        return false;

    //  printf("ATTRIBUTE triBnd addr %x\n",&tri.fNormal);  /* Takashi Nakata TEST Add */
    hit->Set(this, &tri, &norm, depth);

    return hit->fDepth > hsBounds::kRealSmall;
}

bool hsBounds3Ext::ISectTriBS(hsBounds3Tri &tri, const hsVector3 &myVel) const
{
    if( !(fExtFlags & kSphereSet) )
        IMakeSphere();

    hsAssert(fBounds3Flags & kCenterValid, "Sphere set but not center (TriBS)");
    float radScaled = fRadius * tri.fNormal.Magnitude();
    float centerDist = tri.fNormal.InnerProduct(fCenter);
    float velDist = tri.fNormal.InnerProduct(myVel);
    float effMin = centerDist;
    float effMax = centerDist;

    if( velDist > 0 )
        effMax += velDist;
    else
        effMin += velDist;
    effMax += radScaled;
    effMin -= radScaled;

    if( tri.fDist <= effMin )
        return false;
    if( tri.fDist >= effMax )
        return false;

    // mf horse
    float normDepth = tri.fDist - (centerDist - radScaled + velDist);
    if( normDepth <= 0 )
    {
        // we'll report a depth of zero to (hopefully) neutralize any effects
        if( tri.fTriFlags & hsBounds3Tri::kDoubleSide )
        {
            normDepth = -tri.fDist + (centerDist + radScaled + velDist);
            if( normDepth > 0 )
            {   
                tri.fDist = -tri.fDist;
                tri.fNormal = -tri.fNormal;
            }
            else
                normDepth = 0;
        }
        else
            normDepth = 0;
    }
    hsAssert(normDepth >= 0, "NegativeDepth");

    if( !(tri.fTriFlags & hsBounds3Tri::kAxesSet) )
        tri.SetAxes();

    hsAssert(fBounds3Flags & kCenterValid, "Sphere set but not center (TriBS)");
    int i;
    for( i = 0; i < 3; i++ )
    {
        centerDist = tri.fPerpAxes[i].InnerProduct(fCenter);
        velDist = tri.fPerpAxes[i].InnerProduct(myVel);
        effMin = centerDist;
        effMax = centerDist;

        if( velDist > 0 )
            effMax += velDist;
        else
            effMin += velDist;

        float radScale = fRadius * tri.fPerpAxes[i].Magnitude();
        effMax += radScale;
        effMin -= radScale;
        if( tri.fPerpDists[i].fY <= effMin )
            return false;
        if( tri.fPerpDists[i].fX >= effMax )
            return false;

    }

    return true;
}

bool hsBounds3Ext::ISectTriBS(hsBounds3Tri &tri, const hsVector3 &myVel, hsHitInfoExt *hit) const
{
    if( !(fExtFlags & kSphereSet) )
        IMakeSphere();

    hsAssert(fBounds3Flags & kCenterValid, "Sphere set but not center (TriBS)");
    float radScaled = fRadius * tri.fNormal.Magnitude();
    float centerDist = tri.fNormal.InnerProduct(fCenter);
    float velDist = tri.fNormal.InnerProduct(myVel);
    float effMin = centerDist;
    float effMax = centerDist;

    if( velDist > 0 )
        effMax += velDist;
    else
        effMin += velDist;
    effMax += radScaled;
    effMin -= radScaled;

    if( tri.fDist <= effMin )
        return false;
    if( tri.fDist >= effMax )
        return false;

    // mf horse
    float normDepth = tri.fDist - (centerDist - radScaled + velDist);
    if( normDepth <= 0 )
    {
#if 0 // need to report the collision even if the object is leaving the tri
        // we'll report a depth of zero to (hopefully) neutralize any effects
        if(!(tri.fTriFlags & hsBounds3Tri::kDoubleSide) )
            return false;
        normDepth = -tri.fDist + (centerDist + radScaled + velDist);
        if( normDepth <= 0 )
            return false;
        tri.fDist = -tri.fDist;
        tri.fNormal = -tri.fNormal;
#else
        // we'll report a depth of zero to (hopefully) neutralize any effects
        if( tri.fTriFlags & hsBounds3Tri::kDoubleSide )
        {
            normDepth = -tri.fDist + (centerDist + radScaled + velDist);
            if( normDepth > 0 )
            {   
                tri.fDist = -tri.fDist;
                tri.fNormal = -tri.fNormal;
            }
            else
                normDepth = 0;
        }
        else
            normDepth = 0;
#endif
    }
    hsAssert(normDepth >= 0, "NegativeDepth");

    if( !(tri.fTriFlags & hsBounds3Tri::kAxesSet) )
        tri.SetAxes();

    hsAssert(fBounds3Flags & kCenterValid, "Sphere set but not center (TriBS)");
    int i;
    for( i = 0; i < 3; i++ )
    {
        centerDist = tri.fPerpAxes[i].InnerProduct(fCenter);
        velDist = tri.fPerpAxes[i].InnerProduct(myVel);
        effMin = centerDist;
        effMax = centerDist;

        if( velDist > 0 )
            effMax += velDist;
        else
            effMin += velDist;

        float radScale = fRadius * tri.fPerpAxes[i].Magnitude();
        effMax += radScale;
        effMin -= radScale;
        if( tri.fPerpDists[i].fY <= effMin )
            return false;
        if( tri.fPerpDists[i].fX >= effMax )
            return false;

    }

    float invLen = hsInvert(tri.fNormal.Magnitude());
    hit->Set(this, &tri, &tri.fNormal, normDepth);

    // mf horse - move this into Set()?
    hit->fNormal *= invLen;
    hit->fDepth *= invLen;

    return true;
}

#endif // Commenting out this which will be made redundant and/or obsolete by Havok integration

bool hsBounds3Ext::ISectBSBS(const hsBounds3Ext& other, const hsVector3& myVel, hsHitInfoExt *hit) const
{
    if(!(fExtFlags & kSphereSet) )
        IMakeSphere();
    if(!(other.fExtFlags & kSphereSet) )
        other.IMakeSphere();

    float tClose, tImpact;
    if( !IClosestISect(other, myVel, &tClose, &tImpact) )
        return false;
    if( (tImpact < 0) || (tImpact > 1.f) )
        return false;
    if( tClose < 0 )
        tClose = 0;
    if( tClose > 1.f )
        tClose = 1.f;

    hsPoint3 closePt = GetCenter() + myVel * tClose;
    hsVector3 del;
    del.Set(&closePt, &other.GetCenter());

    float mag = del.Magnitude();
    float depth = GetRadius() + other.GetRadius() - mag;
    if( depth <= 0 )
        return false;

    hsPoint3 hitPt = GetCenter() + myVel * tImpact;
    hsVector3 norm;
    norm.Set(&hitPt, &other.GetCenter());
    norm.Normalize();

    hit->Set(this, &other, norm, depth);
    return true;
}

bool hsBounds3Ext::ISectBSBox(const hsBounds3Ext &other, const hsVector3 &myVel, hsHitInfoExt *hit) const
{
    hit->fDelPos = -myVel;
    if( other.ISectBoxBS(*this, hit->fDelPos, hit) )
    {
        hit->fNormal = -hit->fNormal;
        hit->fBoxBnd = this;
        hit->fOtherBoxBnd = &other;
        hit->fDelPos = myVel;

        return true;
    }

    hit->fDelPos = myVel;
    return false;
}

bool hsBounds3Ext::ISectBoxBS(const hsBounds3Ext &other, const hsVector3 &myVel, hsHitInfoExt *hit) const
{
    if(!(fExtFlags & kSphereSet) )
        IMakeSphere();
    hsAssert(fBounds3Flags & kCenterValid, "Sphere set but not center (BoxBS(vel))");

    hsVector3 minAxis;
    float minDepth;
    bool haveAxis = false;
    hsVector3 tstAxis;
    float tstDepth;
    int i;

    for( i = 0; i < 3; i++ )
    {
        bool tryAxis = false;

        if( other.fExtFlags & kAxisAligned )
        {
            // first try the other box axes
            float effMin = fCenter[i];
            float effMax = effMin;
            float velDist = myVel[i];
            if( velDist > 0 )
                effMax += velDist;
            else
                effMin += velDist;
            effMax += fRadius;
            effMin -= fRadius;

            if( effMax < other.fMins[i] )
                return false;
            if( effMin > other.fMaxs[i] )
                return false;

            if ((other.fMins[i] <= effMin) &&
                (other.fMaxs[i] <= effMax))
            {
                tstDepth = other.fMaxs[i] - effMin;
                hsAssert(tstDepth > -kRealSmall, "Late to be finding sep axis");
                tstAxis.Set(i == 0 ? 1.f : 0, i & 1 ? 1.f : 0, i & 2 ? 1.f : 0);
                tryAxis = true;
            }
            else if ((other.fMins[i] >= effMin) &&
                     (other.fMaxs[i] >= effMax))
            {
                tstDepth = effMax - other.fMins[i];
                hsAssert(tstDepth > -kRealSmall, "Late to be finding sep axis");
                tstAxis.Set(i == 0 ? -1.f : 0, i & 1 ? -1.f : 0, i & 2 ? -1.f : 0);
                tryAxis = true;
            }
        }
        else
        {
            // first try the other box axes
            float radScaled = fRadius * other.fAxes[i].Magnitude();
            float centerDist = other.fAxes[i].InnerProduct(fCenter);
            float effMin = centerDist;
            float effMax = centerDist;
            float velDist = other.fAxes[i].InnerProduct(myVel);
            if( velDist > 0 )
                effMax += velDist;
            else
                effMin += velDist;
            effMax += radScaled;
            effMin -= radScaled;

            if( !(other.fExtFlags & kDistsSet) )
                other.IMakeDists();

            if( effMax < other.fDists[i].fX )
                return false;
            if( effMin > other.fDists[i].fY )
                return false;

            if (centerDist <= other.fDists[i].fX)
            {
                tstDepth = effMax - other.fDists[i].fX;
                tstAxis = -other.fAxes[i];
                hsAssert(tstDepth > -kRealSmall, "Late to be finding sep axis");
            }
            else if (centerDist >= other.fDists[i].fY)
            {
                tstDepth = other.fDists[i].fY - effMin;
                tstAxis = other.fAxes[i];
                hsAssert(tstDepth > -kRealSmall, "Late to be finding sep axis");
            }
        }

        if( tryAxis )
        {
            float magSq = tstAxis.MagnitudeSquared();
            if( magSq > kRealSmall )
            {
                tstDepth *= tstDepth * hsInvert(magSq);
                if( !haveAxis||(tstDepth < minDepth) )
                {
                    minDepth = tstDepth;
                    minAxis = tstAxis;
                    haveAxis = true;
                }
                hsAssert(!haveAxis || (minAxis.MagnitudeSquared() > kRealSmall), "Bogus");
            }
        }
    }
    // now try the axis between the center of sphere and center of other box
    hsVector3 diag(&fCenter, &other.GetCenter());
    if( !haveAxis && (diag.MagnitudeSquared() < kRealSmall) )
        diag.Set(1.f, 0, 0);
    float effMin = diag.InnerProduct(fCenter);
    float effMax = effMin;
    float velDist = diag.InnerProduct(myVel);
    if( velDist > 0 )
        effMax += velDist;
    else
        effMin += velDist;
    float radDist = fRadius * diag.Magnitude();
    effMax += radDist;
    effMin -= radDist;
    hsPoint2 otherDepth;
    other.TestPlane(diag, otherDepth);
    if( effMax < otherDepth.fX )
        return false;
    if( effMin > otherDepth.fY )
        return false;

    tstAxis = diag;
    tstDepth = otherDepth.fY - effMin;
    float magSq = tstAxis.MagnitudeSquared();
    if( magSq > 0 )
    {
        tstDepth *= tstDepth * hsInvert(magSq);
        if( !haveAxis ||(tstDepth < minDepth) )
        {
            minDepth = tstDepth;
            minAxis = tstAxis;
        }
    }

    float invMag = hsInvert(minAxis.Magnitude());
    minAxis *= invMag;
    hsAssert(minDepth >= 0, "Late to find sep plane");
    minDepth = sqrt(minDepth);
    hit->Set(this, &other, minAxis, minDepth);

    return true;
}

bool hsBounds3Ext::ISectBoxBS(const hsBounds3Ext &other, const hsVector3 &myVel) const
{
    if( !(fExtFlags & kSphereSet) )
        IMakeSphere();
    hsAssert(fBounds3Flags & kCenterValid, "Sphere set but not center (BoxBS)");

    if( other.fExtFlags & kAxisAligned )
    {
        // first try the other box axes
        int i;
        for( i = 0; i < 3; i++ )
        {
            float effMin = fCenter[i];
            float effMax = effMin;
            float velDist = myVel[i];
            if( velDist > 0 )
                effMax += velDist;
            else
                effMin += velDist;
            effMax += fRadius;
            effMin -= fRadius;

            if( effMax < other.fMins[i] )
                return false;
            if( effMin > other.fMaxs[i] )
                return false;
        }
    }
    else
    {
        // first try the other box axes
        if( !(other.fExtFlags & kDistsSet) )
            other.IMakeDists();

        int i;
        for( i = 0; i < 3; i++ )
        {
            float effMin = other.fAxes[i].InnerProduct(fCenter);
            float effMax = effMin;
            float velDist = other.fAxes[i].InnerProduct(myVel);
            if( velDist > 0 )
                effMax += velDist;
            else
                effMin += velDist;
            float radScaled = fRadius * other.fAxes[i].Magnitude();
            effMax += radScaled;
            effMin -= radScaled;

            if( effMax < other.fDists[i].fX )
                return false;
            if( effMin > other.fDists[i].fY )
                return false;
        }
    }

    // now try the axis between the center of sphere and center of other box
    hsVector3 diag(&fCenter, &other.GetCenter());
    float effMin = diag.InnerProduct(fCenter);
    float effMax = effMin;
    float velDist = diag.InnerProduct(myVel);
    if( velDist > 0 )
        effMax += velDist;
    else
        effMin += velDist;
    float radDist = fRadius * diag.Magnitude();
    effMax += radDist;
    effMin -= radDist;
    hsPoint2 otherDepth;
    other.TestPlane(diag, otherDepth);
    if( effMax < otherDepth.fX )
        return false;
    if( effMin > otherDepth.fY )
        return false;

    return true;
}

bool hsBounds3Ext::ISectLine(const hsPoint3* from, const hsPoint3* at) const
{
    if( !(fExtFlags & kSphereSet) )
        IMakeSphere();

    hsPoint3 onLine;
    float z = ClosestPointToLine(&fCenter, from, at, &onLine);
    
    float distSq = hsVector3(&onLine, &fCenter).MagnitudeSquared();
    if( distSq >= fRadius*fRadius )
        return false;

    if( fExtFlags & kAxisAligned )
    {
        int i;
        for( i = 0; i < 3; i++ )
        {
            if( ((*from)[i] < fMins[i])&&((*at)[i] < fMins[i]) )
                return false;
            if( ((*from)[i] > fMaxs[i])&&((*at)[i] > fMaxs[i]) )
                return false;
        }
    }
    else
    {
        if( !(fExtFlags & kDistsSet) )
            IMakeDists();

        int i;
        for( i = 0; i < 3; i++ )
        {
            float d0 = fAxes[i].InnerProduct(from);
            float d1 = fAxes[i].InnerProduct(at);
            if( d0 < d1 )
            {
                if( d1 < fDists[i].fX )
                    return false;
                if( d0 > fDists[i].fY )
                    return false;
            }
            else
            {
                if( d0 < fDists[i].fX )
                    return false;
                if( d1 > fDists[i].fY )
                    return false;
            }
        }
    }
    return true;
}

bool hsBounds3Ext::ISectCone(const hsPoint3* from, const hsPoint3* at, float radius) const
{
    if( !(fExtFlags & kSphereSet) )
        IMakeSphere();

    // expensive
    hsPoint3 onLine;
    ClosestPointToLine(&fCenter, from, at, &onLine);

    float distSq = hsVector3(&onLine, &fCenter).MagnitudeSquared();
    float radiusSq = fRadius * fRadius;
    if (distSq - radius*radius >= radiusSq)
        return false;

    float dist = hsVector3(from, &onLine).Magnitude();
    float len = hsVector3(from, at).Magnitude();
    float partRadius = radius/len * dist;
    if (distSq - fRadius*fRadius - partRadius*partRadius >= 0)
    {
        hsVector3 rayToCenter(&fCenter,&onLine);
        rayToCenter.Normalize();

        hsPoint3 atEdge = *at + rayToCenter*radius;

        ClosestPointToLine(&fCenter, from, &atEdge, &onLine);

        distSq = hsVector3(&onLine, &fCenter).MagnitudeSquared();
        if( distSq >= radiusSq )
            return false;
    }

    // incorrect
    if( fExtFlags & kAxisAligned )
    {
        int i;
        for( i = 0; i < 3; i++ )
        {
            if( ((*from)[i] < fMins[i])&&((*at)[i]+radius < fMins[i]) )
                return false;
            if( ((*from)[i] > fMaxs[i])&&((*at)[i]-radius > fMaxs[i]) )
                return false;
        }
    }
    else
    {
        if( !(fExtFlags & kDistsSet) )
            IMakeDists();

        int i;
        for( i = 0; i < 3; i++ )
        {
            ClosestPointToInfiniteLine(at, &fAxes[i], &onLine);
            hsVector3 atLine(&onLine,at);
            atLine.Normalize();
            hsPoint3 atEdge = *at + atLine * radius;

            float d0 = fAxes[i].InnerProduct(*from);
            float d1 = fAxes[i].InnerProduct(atEdge);
            if( d0 < d1 )
            {
                if( d1 < fDists[i].fX )
                    return false;
                if( d0 > fDists[i].fY )
                    return false;
            }
            else
            {
                if( d0 < fDists[i].fX )
                    return false;
                if( d1 > fDists[i].fY )
                    return false;
            }
        }
    }
    return true;
}


bool hsBounds3Ext::ISectRayBS(const hsPoint3& from, const hsPoint3& to, hsPoint3& at) const
{
    hsVector3 c2f(&from,&GetCenter());
    hsVector3 f2t(&to,&from);
    float a = f2t.MagnitudeSquared();
    float b = 2 * (c2f.InnerProduct(f2t));
    float c = c2f.MagnitudeSquared() - GetRadius()*GetRadius();
        
    float disc = b*b - 4*a*c;
    if (disc < 0)
        return false;
    else
    {
        float discSqrt = sqrt(disc);
        float denom = 1.f/(2*a);
        float t = (-b - discSqrt) * denom;

        if (t<1 && t>0)
            at = from + (f2t * t);
        else
            return false;
#if 0
        {
            t = (-b + discSqrt) * denom;
            if (t > 1)
                return false;
            at = from + (f2t * t);
        }
#endif
        return true;
    }
}

void hsBounds3Ext::Read(hsStream *s)
{
    fExtFlags = s->ReadLE32();
    hsBounds3::Read(s);
    if( !(fExtFlags & kAxisAligned) )
    {
        fCorner.Read(s);
        int i;
        for( i = 0; i < 3; i++ )
        {
            fAxes[i].Read(s);
            fDists[i].fX = s->ReadLEScalar();
            fDists[i].fY = s->ReadLEScalar();
        }
        IMakeMinsMaxs();
        IMakeDists();
    }
    IMakeSphere();
}
void hsBounds3Ext::Write(hsStream *s)
{
    s->WriteLE32(fExtFlags);
    hsBounds3::Write(s);
    if( !(fExtFlags & kAxisAligned) )
    {
        fCorner.Write(s);
        int i;
        for( i = 0; i < 3; i++ )
        {
            fAxes[i].Write(s);
            if( fExtFlags & kDistsSet )
            {
                s->WriteLEScalar(fDists[i].fX);
                s->WriteLEScalar(fDists[i].fY);
            }
            else
            {
                // Playing nice with binary patches--writing uninited values BAD!
                s->WriteLEScalar( 0.f );
                s->WriteLEScalar( 0.f );
            }
        }
    }
}

#if 0 // Commenting out this which will be made redundant and/or obsolete by Havok integration
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////

void hsBounds3Tri::TestPlane(const hsVector3 &n, hsPoint2 &depth) const
{
    depth.fX = depth.fY = n.InnerProduct(fVerts[0]);

    float d1, d2;

    d1 = n.InnerProduct(fVerts[1]);
    d2 = n.InnerProduct(fVerts[2]);

    if( d1 > d2 )
    {
        if( d1 > depth.fY )
            depth.fY = d1;
        if( d2 < depth.fX )
            depth.fX = d2;
    }
    else
    {
        if( d2 > depth.fY )
            depth.fY = d2;
        if( d1 < depth.fX )
            depth.fX = d1;
    }
}
bool hsBounds3Tri::ClosestTriPoint(const hsPoint3 *p, hsPoint3 *out, const hsVector3 *ax) const
{
    // project point onto tri plane
    hsPoint3 pPln;
    if( ax )
    {
        float t;

        t =  fNormal.InnerProduct(fVerts[0] - *p);
        float s = fNormal.InnerProduct(ax);
        if( (s > hsBounds::kRealSmall)||(s < -hsBounds::kRealSmall) )
        {
            t /= s;

            pPln = *p;
            pPln += *ax * t;
        }
        else
        {
            return ClosestTriPoint(p, out);
        }
    }
    else
    {
        float t;

        t =  fNormal.InnerProduct(fVerts[0] - *p);
        t /= fNormal.MagnitudeSquared();

        pPln = *p;
        pPln += fNormal * t;
    }

    if( !(fTriFlags & kAxesSet) )
        SetAxes();
    
    int nIn = 0;
    int firstIn, secondIn;
    int i;
    for( i = 0; i < 3; i++ )
    {
        float tst = fPerpAxes[i].InnerProduct(pPln);
        bool in = false;
        if( fOnIsMax & (1 << i) )
        {
            if( tst <= fPerpDists[i].fY )
                in = true;
        }
        else
        {
            if( tst >= fPerpDists[i].fX )
                in = true;
        }
        if( in )
        {
            if( nIn++ )
                secondIn = i;
            else
                firstIn = i;
        }
    }
    switch( nIn )
    {
    case 3:
        *out = pPln;
        break;
    case 1:
        {
            int k, kPlus;
            k = firstIn == 2 ? 0 : firstIn+1;
            kPlus = k == 2 ? 0 : k+1;

            hsPoint3 pTmp;
            float z;
            z = hsBounds3::ClosestPointToLine(&pPln, fVerts+k, fVerts+kPlus, &pTmp);
            if( z <= 1.f )
                *out = pTmp;
            else
            {
                k = kPlus;
                kPlus = k == 2 ? 0 : k+1;
                z = hsBounds3::ClosestPointToLine(&pPln, fVerts+k, fVerts+kPlus, out);
            }
        }
        break;
    case 2:
        {
            int k, kPlus;
            k = secondIn == 2 ? 0 : secondIn+1;
            if( k == firstIn )
                k++;
            kPlus = k == 2 ? 0 : k+1;

            hsBounds3::ClosestPointToLine(&pPln, fVerts+k, fVerts+kPlus, out);
            break;
        }

    case 0:
        hsAssert(false, "Extreme bogosity, inverted tri?!?");
        *out = pPln;
        return false;
    }

#ifdef HS_DEBUGGING // mf horse testing
#if 0
    if( 0 )
    {
        hsVector3 ndeb = hsVector3(fVerts+1, fVerts) % hsVector3(fVerts+2, fVerts);
        float dis;
        dis = fNormal.InnerProduct(pPln) - fDist;
        if( (fDist > hsBounds::kRealSmall)||(fDist < -hsBounds::kRealSmall) )
            dis /= fDist;
        hsAssert((dis < hsBounds::kRealSmall)&&(dis > -hsBounds::kRealSmall), "Non-planar pPln");
        dis = hsVector3(&pPln, out).MagnitudeSquared();
        float vDis;
        vDis = hsVector3(&pPln, fVerts+0).MagnitudeSquared();
        hsAssert( vDis - dis > -hsBounds::kRealSmall, "Bad closest point");
        vDis = hsVector3(&pPln, fVerts+1).MagnitudeSquared();
        hsAssert( vDis - dis > -hsBounds::kRealSmall, "Bad closest point");
        vDis = hsVector3(&pPln, fVerts+2).MagnitudeSquared();
        hsAssert( vDis - dis > -hsBounds::kRealSmall, "Bad closest point");
        bool dork = false;
        if( dork )
        {
            float zn[3];
            float zf[3];
            float z[3];
            int i;
            for( i = 0; i < 3; i++ )
            {
                z[i] = fPerpAxes[i].InnerProduct(fVerts[i]);
                int j;
                j = i == 0 ? 2 : i-1;
                zf[i] = fPerpAxes[i].InnerProduct(fVerts[j]);
                j = i == 2 ? 0 : i+1;
                zn[i] = fPerpAxes[i].InnerProduct(fVerts[j]);
            }
            return ClosestTriPoint(p, out, ax);
        }
    }
#endif
#endif

    return 3 == nIn;
}

void hsBounds3Tri::SetAxes() const
{
    fOnIsMax = 0;

    hsVector3 edge[3];
    edge[0].Set(fVerts, fVerts+1);
    edge[1].Set(fVerts+1, fVerts+2);
    edge[2].Set(fVerts+2, fVerts);
    hsVector3 perp = edge[2] % edge[0];

    int i;
    for( i = 0; i < 3; i++ )
    {
        int j = i == 2 ? 0 : i+1;
        int k = j == 2 ? 0 : j+1;
        fPerpAxes[i] = edge[i] % perp;
        fPerpAxes[i].Normalize();

        fPerpDists[i].fX = fPerpAxes[i].InnerProduct(fVerts[i]);
        fPerpDists[i].fY = fPerpAxes[i].InnerProduct(fVerts[k]);
        if( fPerpDists[i].fX > fPerpDists[i].fY )
        {
            fOnIsMax |= 1 << i;
            float d = fPerpDists[i].fX;
            fPerpDists[i].fX = fPerpDists[i].fY;
            fPerpDists[i].fY = d;
        }
    }
    fTriFlags |= kAxesSet;
}

hsBounds3Tri* hsBounds3Tri::Transform(const hsMatrix44& x)
{
#if 0 // IDENT
    if( x.fFlags & hsMatrix44::kIsIdent )
        return this;
#endif // IDENT

    fVerts[0] = x * fVerts[0];
    fVerts[1] = x * fVerts[1];
    fVerts[2] = x * fVerts[2];

    hsVector3 v1, v2;
    v1.Set(&fVerts[1], &fVerts[0]);
    v2.Set(&fVerts[2], &fVerts[0]);
    fNormal = v1 % v2;
    // mf horse - do we need to normalize here?
    // fNormal.Normalize();

    fDist = fNormal.InnerProduct(fVerts[0]);

    fTriFlags &= ~kAxesSet;

    SetAxes();

    return this;
}

hsBounds3Tri* hsBounds3Tri::Translate(const hsVector3& v)
{
    fVerts[0] += v;
    fVerts[1] += v;
    fVerts[2] += v;

    fDist = fNormal.InnerProduct(fVerts[0]);

    int i;
    for( i = 0; i < 3; i++ )
    {
        int j = i == 2 ? 0 : i+1;
        int k = j == 2 ? 0 : j+1;

        float del = fPerpAxes[i].InnerProduct(v);
        fPerpDists[i].fX += del;
        fPerpDists[i].fY += del;
    }

    return this;
}

void hsBounds3Tri::Set(const hsPoint3& v0, 
                           const hsPoint3& v1, 
                           const hsPoint3& v2,
                           hsTriangle3* t,
                           const hsMatrix44& x)
{
    fVerts[0] = v0;
    fVerts[1] = v1;
    fVerts[2] = v2;

    fOnIsMax = 0;
    fTriangle = t;

    if( t->fFlags & hsTriangle3::kTwoSided )
        fTriFlags |= kDoubleSide;

#if 0 // IDENT
    if( x.fFlags & hsMatrix44::kIsIdent )
    {
        hsVector3 v1, v2;
        v1.Set(&fVerts[1], &fVerts[0]);
        v2.Set(&fVerts[2], &fVerts[0]);
        fNormal = v1 % v2;
        // mf horse - do we need to normalize here?
        // fNormal.Normalize();

        fDist = fNormal.InnerProduct(fVerts[0]);

        fTriFlags &= ~kAxesSet;

        SetAxes();
    }
    else
#endif // IDENT
        Transform(x);
}

hsBounds3Tri::hsBounds3Tri(const hsPoint3& v0, 
                           const hsPoint3& v1, 
                           const hsPoint3& v2,
                           hsTriangle3* t,
                           const hsMatrix44& x)
{
    Set(v0, v1, v2, t, x);
}

hsBounds3Tri::hsBounds3Tri(hsTriangle3* t, const hsMatrix44& x)
{
    Set(t->fVert[0]->fVtx->fLocalPos, 
        t->fVert[2]->fVtx->fLocalPos, 
        t->fVert[2]->fVtx->fLocalPos, 
        t, x);
}

void hsBounds3Tri::Set(hsPoint3 *v0, hsPoint3 *v1, hsPoint3 *v2, hsVector3 *n, uint32_t triFlags, hsTriangle3 *t)
{
    fTriFlags = 0;

    if( triFlags & hsTriangle3::kTwoSided )
        fTriFlags |= kDoubleSide;

    fNormal = *n;
    fVerts[0] = *v0;
    fVerts[1] = *v1;
    fVerts[2] = *v2;

    fOnIsMax = 0;
    fTriangle = t;

    fDist = fNormal.InnerProduct(fVerts[0]);
}

hsBounds3Tri::hsBounds3Tri(hsPoint3 *v0, hsPoint3 *v1, hsPoint3 *v2, hsVector3 *n, uint32_t triFlags, hsTriangle3 *t)
{
    Set(v0, v1, v2, n, triFlags, t);
}

hsBounds3Tri::hsBounds3Tri(hsTriangle3* t)
{
    Set(&t->fVert[0]->fVtx->fLocalPos, 
        &t->fVert[1]->fVtx->fLocalPos, 
        &t->fVert[2]->fVtx->fLocalPos, 
        &t->fNormal, t->fFlags, t);
}

hsBounds3Tri::~hsBounds3Tri()
{
}


// Finds closest intersection vertex or triangle/center-line intersection
bool hsBounds3Tri::ISectCone(const hsPoint3& from, const hsPoint3& to, float cosThetaSq, bool ignoreFacing, hsPoint3& at, bool& backSide) const
{
    float d0 = from.InnerProduct(fNormal);
    float d1 = at.InnerProduct(fNormal);
    float dt = fNormal.InnerProduct(fVerts[0]);
    backSide = d0 < dt;
    if( !ignoreFacing && backSide )
        return false;
    if ( (d0 < dt || d1 < dt) && 
         (d0 > dt || d1 > dt) &&
         ClosestTriPoint(&from, &at, &hsVector3(&to,&from)) )
         return true;

    hsVector3 av(&to,&from);
    float distASq = av.MagnitudeSquared();
    float radiusSq = distASq * (1-cosThetaSq)/cosThetaSq;

    float minDistSq = 0;
    int32_t minVert = 0;
    bool sect = false;
    for (int32_t i=0; i<3; i++)
    {
        hsPoint3 onLine;
        float t = hsBounds3::ClosestPointToLine(&fVerts[i], &from, &to, &onLine);

        // outside the cap of the cylinder
        if (t<0 || t>1)
            continue;

        // outside the edge of the cylinder
        if (hsVector3(&onLine, &fVerts[i]).MagnitudeSquared() >= radiusSq)
            continue;

        hsVector3 bv(&fVerts[i],&from);

        float distBSq = bv.MagnitudeSquared();

        float cosMuSquared = (av * bv) / (distASq * distBSq);

        // outside the angle of the cone
        if (cosMuSquared > cosThetaSq)
            continue;
        
        if (!sect || distBSq < minDistSq)
        {
            minVert = i;
            minDistSq = distBSq;
            sect = true;
        }
    }
    at = fVerts[minVert];
    return sect;
}
#endif // Commenting out this which will be made redundant and/or obsolete by Havok integration