|Vec3 bottomLeftBack||The -X,-Y,-Z corner of the box.|
|Vec3 dimensions||The total dimensions of the box.|
|RETURNS: Bounds||A Bounds object that extends from bottomLeftBack to bottomLeftBack+dimensions.|
Create a bounding box from a corner, plus box dimensions.
// All these create bounds for a 1x1x1m cube around the origin! Bounds bounds = new Bounds(Vec3.One); bounds = Bounds.FromCorner(new Vec3(-0.5f, -0.5f, -0.5f), Vec3.One); bounds = Bounds.FromCorners( new Vec3(-0.5f, -0.5f, -0.5f), new Vec3( 0.5f, 0.5f, 0.5f)); // Note that positions must be in a coordinate space relative to // the bounds! if (bounds.Contains(new Vec3(0,0.25f,0))) Log.Info("Super easy to check if something's in it!"); // Casting a ray at a bounds is trivial too, again, ensure // coordinates are in the same space! Ray ray = new Ray(Vec3.Up, -Vec3.Up); if (bounds.Intersect(ray, out Vec3 at)) Log.Info("Bounds intersection at " + at); // <0, 0.5f, 0> // You can also scale a Bounds using the '*' operator overload, // this is really useful if you're working with the Bounds of a // Model that you've scaled. It will scale the center as well as // the size! bounds = bounds * 0.5f;