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53 lines
2.3 KiB
C
53 lines
2.3 KiB
C
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// AABB-triangle overlap test code originally by Tomas Akenine-Möller
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// Assisted by Pierre Terdiman and David Hunt
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// http://www.cs.lth.se/home/Tomas_Akenine_Moller/code/
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// Ported to TSE by BJG, 2005-4-14
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// Modified to avoid a lot of copying by ASM, 2007-9-28
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//-----------------------------------------------------------------------------
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#ifndef _TRIBOXCHECK_H_
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#define _TRIBOXCHECK_H_
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#include "math/mPoint3.h"
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#include "math/mBox.h"
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bool triBoxOverlap(const Point3F &boxcenter, const Point3F &boxhalfsize, const Point3F triverts[3]);
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/// Massage stuff into right format for triBoxOverlap test. This is really
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/// just a helper function - use the other version if you want to be fast!
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inline bool triBoxOverlap(Box3F box, Point3F a, Point3F b, Point3F c)
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{
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Point3F halfSize(box.len_x() / 2.f, box.len_y() / 2.f, box.len_z() / 2.f);
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Point3F center;
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box.getCenter(¢er);
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Point3F verts[3] = {a,b,c};
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return triBoxOverlap(center, halfSize, verts);
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}
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#endif |