1 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
2 /**
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!
7 */
8 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
PlanesTriOverlap(udword in_clip_mask)9 inline_ BOOL PlanesCollider::PlanesTriOverlap(udword in_clip_mask)
10 {
11 // Stats
12 mNbVolumePrimTests++;
13
14 const Plane* p = mPlanes;
15 udword Mask = 1;
16
17 while(Mask<=in_clip_mask)
18 {
19 if(in_clip_mask & Mask)
20 {
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;
26 }
27 Mask+=Mask;
28 p++;
29 }
30 /*
31 for(udword i=0;i<6;i++)
32 {
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;
37 }
38 */
39 return TRUE;
40 }
41