# Ray.Intersect

bool Intersect(Plane plane, Vec3& at)

Plane plane | Any plane you want to intersect with. |

Vec3& at | An out parameter that will hold the intersection point. If there’s no intersection, this will be (0,0,0). |

RETURNS: bool | True if there’s an intersetion, false if not. Refer to the ‘at’ parameter for intersection information! |

Checks the intersection of this ray with a plane!

bool Intersect(Sphere sphere, Vec3& at)

Sphere sphere | Any Sphere you want to intersect with. |

Vec3& at | An out parameter that will hold the closest intersection point to the ray’s origin. If there’s no intersection, this will be (0,0,0). |

RETURNS: bool | True if intersection occurs, false if it doesn’t. Refer to the ‘at’ parameter for intersection information! |

Checks the intersection of this ray with a sphere!

bool Intersect(Bounds bounds, Vec3& at)

Bounds bounds | Any Bounds you want to intersect with. |

Vec3& at | If the return is true, this point will be the closest intersection point to the origin of the Ray. If there’s no intersection, this will be (0,0,0). |

RETURNS: bool | True if intersection occurs, false if it doesn’t. Refer to the ‘at’ parameter for intersection information! |

Checks the intersection of this ray with a bounding box!

bool Intersect(Mesh mesh, Ray& modelSpaceAt)

Mesh mesh | A mesh containing collision data on the CPU. You can check this with Mesh.KeepData. |

Ray& modelSpaceAt | The intersection point and surface direction of the ray and the mesh, if an intersection occurs. This is in model space, and must be transformed back into world space later. Direction is not guaranteed to be normalized, especially if your own model->world transform contains scale/skew in it. |

RETURNS: bool | True if an intersection occurs, false otherwise! |

Checks the intersection point of this ray and a Mesh with collision data stored on the CPU. A mesh without collision data will always return false. Ray must be in model space, intersection point will be in model space too. You can use the inverse of the mesh’s world transform matrix to bring the ray into model space, see the example in the docs!

## Examples

## Ray Mesh Intersection

Here’s an example of casting a Ray at a mesh someplace in world space, transforming it into model space, calculating the intersection point, and displaying it back in world space.

```
Mesh sphereMesh = Default.MeshSphere;
Mesh boxMesh = Mesh.GenerateRoundedCube(Vec3.One*0.2f, 0.05f);
Pose boxPose = new Pose(0, 0, -0.5f, Quat.Identity);
Pose castPose = new Pose(0.25f, 0.21f, -0.36f, Quat.Identity);
public void Update()
{
// Draw our setup, and make the visuals grab/moveable!
UI.Handle("Box", ref boxPose, boxMesh.Bounds);
UI.Handle("Cast", ref castPose, sphereMesh.Bounds*0.03f);
boxMesh .Draw(Default.MaterialUI, boxPose .ToMatrix());
sphereMesh.Draw(Default.MaterialUI, castPose.ToMatrix(0.03f));
Lines.Add(castPose.position, boxPose.position, Color.White, 0.01f);
// Create a ray that's in the Mesh's model space
Matrix transform = boxPose.ToMatrix();
Ray ray = transform
.Inverse
.Transform(Ray.FromTo(castPose.position, boxPose.position));
// Draw a sphere at the intersection point, if the ray intersects
// with the mesh.
if (ray.Intersect(boxMesh, out Ray at))
{
sphereMesh.Draw(Default.Material, Matrix.TS(transform.Transform(at.position), 0.02f));
}
}
```

Found an issue with these docs, or have some additional questions? Create an Issue on Github!