Gems/LmbrCentral/Code/Source/Shape/PolygonPrismShape.cpp
bool PolygonPrismShape::IsPointInside(const AZ::Vector3& point)
    {
        m_intersectionDataCache.UpdateIntersectionParams(m_currentTransform, *m_polygonPrism, m_currentNonUniformScale);

        // initial early aabb rejection test
        // note: will implicitly do height test too
        if (!GetEncompassingAabb().Contains(point))
        {
            return false;
        }

        return PolygonPrismUtil::IsPointInside(*m_polygonPrism, point, m_currentTransform);
    }
/// Return if the point is inside of the polygon prism volume or not.
/// Use 'Crossings Test' to determine if point lies in or out of the polygon.
/// @param point Position in world space to test against.
Return if the point is inside of the polygon prism volume or not.
Use 'Crossings Test' to determine if point lies in or out of the polygon.
Return if the point is inside of the polygon prism volume or not . Use ' Crossings Test ' to determine if point lies in or out of the polygon .
bool PolygonPrismShape::IsPointInside(const AZ::Vector3& point)
    {
        m_intersectionDataCache.UpdateIntersectionParams(m_currentTransform, *m_polygonPrism, m_currentNonUniformScale);
        if (!GetEncompassingAabb().Contains(point))
        {
            return false;
        }
        return PolygonPrismUtil::IsPointInside(*m_polygonPrism, point, m_currentTransform);
    }
bool PolygonPrismShape :: IsPointInside ( const AZ :: Vector3 & point ) { m_intersectionDataCache . UpdateIntersectionParams ( m_currentTransform , * m_polygonPrism , m_currentNonUniformScale ) ; if ( ! GetEncompassingAabb ( ) . Contains ( point ) ) { return false ; } return PolygonPrismUtil :: IsPointInside ( * m_polygonPrism , point , m_currentTransform ) ; }
Return if the point is inside of the polygon prism volume or not.
Return if the point is inside of the polygon prism volume or not .
// initial early aabb rejection test // note: will implicitly do height test too