// =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= // // // Project: Talina Gaming System (TgS) (∂) // File: TgS Collision - Box-Triangle.inl // Author: Andrew Aye (EMail: andrew.aye@gmail.com, Web: http://www.andrewaye.com) // Version: 3.11 // // ------------------------------------------------------------------------------------------------------------------------------ // // // Copyright: © 2002-2008, Andrew Aye. All Rights Reserved. // // This software is free for non-commercial use. Redistribution and use in source and binary forms, with or without modification, // are permitted provided that the following conditions are met: // Redistributions of source code must retain this copyright notice, this list of conditions and the following disclaimers. // Redistributions in binary form must reproduce this copyright notice, this list of conditions and the following // disclaimers in the documentation and other materials provided with the distribution. // // Neither the names of the copyright owner nor the names of its contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // The intellectual property rights of the algorithms used reside with Andrew Aye. You may not use this software, in whole or // in part, in support of any commercial product without the express written consent of the author. // // There is no warranty or other guarantee of fitness of this software for any purpose. It is provided solely "as is". // // =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= // #if !defined(_TGS_COLLISION_BOX_TRIANGLE_INL_) #define _TGS_COLLISION_BOX_TRIANGLE_INL_ #pragma once // ============================================================================================================================== // // tgBX0 Box (Input) // iFace An index to indicate which face of the box is to perform the clipping operation. (Input) // tgPN0 Point Triangle (Input) // tgCL Container of points resulting from the clip operation. (Output) // ============================================================================================================================== // namespace TGS { // START TGS /////////////////////////////////////////////////////////////////////////////////////////////////////// namespace COL { // START COL /////////////////////////////////////////////////////////////////////////////////////////////////////// // ============================================================================================================================== // template <typename TYPE, int DIM> TgFORCEINLINE TgRESULT F_Clip( PC_(CLIP_LIST,DIM) ptgCL, CR_(BOX,DIM) tgBX0, C_TgINT iFace, CR_(PTRI,DIM) tgPT1 ) { ptgCL->m_niMax= 3; ptgCL->m_ptvPoint[0] = tgPT1.Query_Point0(); ptgCL->m_ptvPoint[1] = tgPT1.Query_Point1(); ptgCL->m_ptvPoint[2] = tgPT1.Query_Point2(); return (F_Clip( ptgCL, tgBX0, iFace )); }; // ============================================================================================================================== // }; // END COL ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// }; // END TGS ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #endif //// END //////////////////////////////////////////////////////////////////////////////////////////////////////////////