79 return eval_overlap_collision(res);
87 return eval_overlap_collision(res);
116 return eval_overlap_collision(res);
134 if (dist + move > extent) {
139 frac = (extent - dist) / move;
142 }
else if (dist < -extent) {
143 if (dist + move < -extent) {
148 frac = (-extent - dist) / move;
156 if (frac < result->Fraction) {
static bool Collide(const LineSegClass &line, const AAPlaneClass &plane, CastResultStruct *result)
static OverlapType Overlap_Test(const AAPlaneClass &plane, const Vector3 &point)
static bool Intersection_Test(const AABoxClass &box, const TriClass &tri)
static WWINLINE void Transpose_Rotate_Vector(const Matrix3x3 &tm, const Vector3 &in, Vector3 *out)
float Project_To_Axis(const Vector3 &axis) const
static WWINLINE float Dot_Product(const Vector3 &a, const Vector3 &b)
static WWINLINE float Fabs(float val)