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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 Plane* p = mPlanes;
- udword Mask = 1;
- while(Mask<=in_clip_mask)
- {
- if(in_clip_mask & Mask)
- {
- float d0 = p->Distance(*mVP.Vertex[0]);
- float d1 = p->Distance(*mVP.Vertex[1]);
- float d2 = p->Distance(*mVP.Vertex[2]);
- 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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