From c01469dddabe404506ef3a64542e8423f9e11f2c Mon Sep 17 00:00:00 2001 From: Aki Date: Sun, 30 Jan 2022 17:44:05 +0100 Subject: Converted Opcode and Ice into unix newlines format --- Opcode/OPC_PlanesTriOverlap.h | 80 +++++++++++++++++++++---------------------- 1 file changed, 40 insertions(+), 40 deletions(-) (limited to 'Opcode/OPC_PlanesTriOverlap.h') diff --git a/Opcode/OPC_PlanesTriOverlap.h b/Opcode/OPC_PlanesTriOverlap.h index cdd6ff8..17d065d 100644 --- a/Opcode/OPC_PlanesTriOverlap.h +++ b/Opcode/OPC_PlanesTriOverlap.h @@ -1,40 +1,40 @@ -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -/** - * 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 IcePlane* 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; -} +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +/** + * 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 IcePlane* 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; +} -- cgit v1.1