1 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
3 * Planes-triangle overlap test.
4 * \param in_clip_mask [in] bitmask for active planes
5 * \return TRUE if triangle overlap planes
6 * \warning THIS IS A CONSERVATIVE TEST !! Some triangles will be returned as intersecting, while they're not!
8 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
9 inline_ BOOL
PlanesCollider::PlanesTriOverlap(udword in_clip_mask
)
14 const Plane
* p
= mPlanes
;
17 while(Mask
<=in_clip_mask
)
19 if(in_clip_mask
& Mask
)
21 float d0
= p
->Distance(*mVP
.Vertex
[0]);
22 float d1
= p
->Distance(*mVP
.Vertex
[1]);
23 float d2
= p
->Distance(*mVP
.Vertex
[2]);
24 if(d0
>0.0f
&& d1
>0.0f
&& d2
>0.0f
) return FALSE
;
25 // if(!(IR(d0)&SIGN_BITMASK) && !(IR(d1)&SIGN_BITMASK) && !(IR(d2)&SIGN_BITMASK)) return FALSE;
31 for(udword i=0;i<6;i++)
33 float d0 = p[i].Distance(mLeafVerts[0]);
34 float d1 = p[i].Distance(mLeafVerts[1]);
35 float d2 = p[i].Distance(mLeafVerts[2]);
36 if(d0>0.0f && d1>0.0f && d2>0.0f) return false;