57 float delta = point[plane.
Normal] - plane.
Dist;
58 if (delta > COINCIDENCE_EPSILON) {
61 if (delta < -COINCIDENCE_EPSILON) {
73 return eval_overlap_mask(mask);
83 return eval_overlap_mask(mask);
90 if (delta > sphere.
Radius) {
93 if (delta < sphere.
Radius) {
125 return eval_overlap_mask(mask);
146 return eval_overlap_mask(mask);
156 return eval_overlap_mask(mask);
163 if (dist > sphere.
Radius) {
166 if (dist < -sphere.
Radius) {
185 negfarpt = -posfarpt;
static OverlapType Overlap_Test(const AAPlaneClass &plane, const Vector3 &point)
const Vector3 & Get_P1() const
const Vector3 & Get_P0() const
static WWINLINE void Rotate_Vector(const Matrix3x3 &tm, const Vector3 &in, Vector3 *out)
static WWINLINE void Transpose_Rotate_Vector(const Matrix3x3 &tm, const Vector3 &in, Vector3 *out)
static WWINLINE float Dot_Product(const Vector3 &a, const Vector3 &b)
void get_far_extent(const Vector3 &normal, const Vector3 &extent, Vector3 *posfarpt)