📄 opc_planestrioverlap.h
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/**
* Planes-triangle overlap test.
* \param in_clip_mask [in] bitmask for active planes
* \return TRUE if triangle overlap planes
* \warning THIS IS A CONSERVATIVE TEST !! Some triangles will be returned as intersecting, while they're not!
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
inline_ BOOL PlanesCollider::PlanesTriOverlap(udword in_clip_mask)
{
// Stats
mNbVolumePrimTests++;
const IceMaths::Plane* p = mPlanes;
udword Mask = 1;
while(Mask<=in_clip_mask)
{
if(in_clip_mask & Mask)
{
// distance with scaled vertices
float d0 = p->Distance( (*mVP.Vertex[0])*mLocalScale );
float d1 = p->Distance( (*mVP.Vertex[1])*mLocalScale );
float d2 = p->Distance( (*mVP.Vertex[2])*mLocalScale );
if(d0>0.0f && d1>0.0f && d2>0.0f) return FALSE;
// if(!(IR(d0)&SIGN_BITMASK) && !(IR(d1)&SIGN_BITMASK) && !(IR(d2)&SIGN_BITMASK)) return FALSE;
}
Mask+=Mask;
p++;
}
/*
for(udword i=0;i<6;i++)
{
float d0 = p[i].Distance(mLeafVerts[0]);
float d1 = p[i].Distance(mLeafVerts[1]);
float d2 = p[i].Distance(mLeafVerts[2]);
if(d0>0.0f && d1>0.0f && d2>0.0f) return false;
}
*/
return TRUE;
}
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