/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /** * 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; }