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VRageMath.MyOrientedBoundingBoxD
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public struct MyOrientedBoundingBoxD: IEquatable<MyOrientedBoundingBoxD>
Namespace: VRageMath
Assembly: VRage.Math.dll
Implements:
static Int32[] EndXVertices
static Int32[] EndYVertices
static Int32[] EndZVertices
static Int32[] StartVertices
static Int32[] StartXVertices
static Int32[] StartYVertices
static Int32[] StartZVertices
static Vector3[] XNeighbourVectorsBack
static Vector3[] XNeighbourVectorsForw
static Vector3[] YNeighbourVectorsBack
static Vector3[] YNeighbourVectorsForw
static Vector3[] ZNeighbourVectorsBack
static Vector3[] ZNeighbourVectorsForw
MyOrientedBoundingBoxD(MatrixD matrix)
MyOrientedBoundingBoxD(Vector3D center, Vector3D halfExtents, Quaternion orientation)
MyOrientedBoundingBoxD(BoundingBoxD box, MatrixD transform)
static ContainmentType Contains(ref BoundingBox boxA, ref MyOrientedBoundingBox oboxB)
static ContainmentType Contains(BoundingFrustumD frustum, ref MyOrientedBoundingBoxD obox)
static ContainmentType Contains(ref BoundingSphere sphere, ref MyOrientedBoundingBox box)
static ContainmentType ContainsRelativeBox(ref Vector3D hA, ref Vector3D hB, ref MatrixD mB)
static MyOrientedBoundingBoxD Create(BoundingBoxD boundingBox, MatrixD matrix)
static MyOrientedBoundingBoxD CreateFromBoundingBox(BoundingBoxD box)
static bool GetNormalBetweenEdges(int axis, int edge0, int edge1, out Vector3 normal)
Returns normal between two cube edge of same direction
ContainmentType Contains(ref BoundingBox box)
ContainmentType Contains(ref BoundingBoxD box)
ContainmentType Contains(ref MyOrientedBoundingBoxD other)
ContainmentType Contains(BoundingFrustumD frustum)
ContainmentType Contains(ref BoundingSphereD sphere)
bool Contains(ref Vector3 point)
bool Contains(ref Vector3D point)
BoundingFrustumD ConvertToFrustum()
bool Equals(MyOrientedBoundingBoxD other)
Gets corner of the BB by index
void GetCorners(Vector3D[] corners, int startIndex)
bool Intersects(ref BoundingBox box)
bool Intersects(ref BoundingBoxD box)
bool Intersects(ref MyOrientedBoundingBoxD other)
bool Intersects(BoundingFrustumD frustum)
bool Intersects(ref BoundingSphereD sphere)
double? Intersects(ref RayD ray)
double? Intersects(ref LineD line)
PlaneIntersectionType Intersects(ref PlaneD plane)
double? IntersectsOrContains(ref LineD line)
MyOrientedBoundingBoxD Transform(Quaternion rotation, Vector3D translation)
MyOrientedBoundingBoxD Transform(float scale, Quaternion rotation, Vector3D translation)
void Transform(MatrixD matrix)
void Transform(ref MatrixD matrix)
Do you have questions, comments, suggestions for improvements? Is there something I can do better? Did I make a mistake? Please add an issue here, and prefix your issue title with Wiki. Thank you, your help will be very appreciated!