bool Intersect(Ray ray, Vec3& at)

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!

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.


General Usage

// 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;

// Scale the current bounds reference using 'Scale'

// Scale the bounds by a Vec3
bounds = bounds * new Vec3(1, 10, 0.5f);

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