# Bounds.Intersect

bool Intersect(Ray ray, Vec3& at)

Ray ray | Any Ray in the same coordinate space as the Bounds. |

Vec3& at | If the return is true, this point will be the closest intersection point to the origin of the Ray. |

RETURNS: bool | True if an intersection occurred, false if not. |

Calculate the intersection between a Ray, and these bounds. Returns false if no intersection occurred, and ‘at’ will contain the nearest intersection point to the start of the ray if an intersection is found!

## Examples

```
// 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;
```