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