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VRageMath.BoundingBoxI
Morten Aune Lyrstad edited this page Apr 16, 2022
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← Index ← Namespace Index
public struct BoundingBoxI: IEquatable<VRageMath.BoundingBoxI>
Defines an axis-aligned box-shaped 3D volume.
Namespace: VRageMath
Assembly: VRage.Math.dll
Implements:
Member | Description |
---|---|
Vector3I Max | The maximum point the BoundingBoxI contains. |
Vector3I Min | The minimum point the BoundingBoxI contains. |
Member | Description |
---|---|
Vector3I Center { get; } | Calculates center |
Vector3I HalfExtents { get; } | |
bool IsValid { get; } | |
float Perimeter { get; } | return perimeter of edges |
Vector3I Size { get; } | Size |
Member | Description |
---|---|
BoundingBoxI(BoundingBox) | |
BoundingBoxI(Vector3I, Vector3I) | |
BoundingBoxI(int, int) |
Member | Description |
---|---|
static BoundingBoxI CreateFromPoints(IEnumerable<VRageMath.Vector3I>) | Creates the smallest BoundingBoxI that will contain a group of points. |
static BoundingBoxI CreateFromSphere(BoundingSphere) | Creates the smallest BoundingBoxI that will contain the specified BoundingSphere. |
static void CreateFromSphere(ref BoundingSphere, out BoundingBoxI) | Creates the smallest BoundingBoxI that will contain the specified BoundingSphere. |
static BoundingBoxI CreateInvalid() | |
static BoundingBoxI CreateMerged(BoundingBoxI, BoundingBoxI) | Creates the smallest BoundingBoxI that contains the two specified BoundingBoxI instances. |
static void CreateMerged(ref BoundingBoxI, ref BoundingBoxI, out BoundingBoxI) | Creates the smallest BoundingBoxI that contains the two specified BoundingBoxI instances. |
static IEnumerable<VRageMath.Vector3I> EnumeratePoints(BoundingBoxI) | Enumerate all values in a integer interval (a cuboid). This method is an allocating version of the Vector3I_RangeIterator. This once can be used in the foreach syntax though so it's more convenient for debug routines. |
static IEnumerable<VRageMath.Vector3I> IterateDifference(BoundingBoxI, BoundingBoxI) | Iterate every cell contained in {left} - {right}, where we interpret {box} as the set of all distinct Vector3I points inside a 'box'. Containment is taken in a typical inclusive start, exclusive end fashion. |
ContainmentType Contains(BoundingBoxI) | Tests whether the BoundingBoxI contains another BoundingBoxI. |
void Contains(ref BoundingBoxI, out ContainmentType) | Tests whether the BoundingBoxI contains a BoundingBoxI. |
ContainmentType Contains(Vector3I) | Tests whether the BoundingBoxI contains a point. |
ContainmentType Contains(Vector3) | |
void Contains(ref Vector3I, out ContainmentType) | Tests whether the BoundingBoxI contains a point. |
float Distance(Vector3I) | |
bool Equals(BoundingBoxI) | Determines whether two instances of BoundingBoxI are equal. |
bool Equals(object) | Determines whether two instances of BoundingBoxI are equal. |
Vector3I[] GetCorners() | Gets an array of points that make up the corners of the BoundingBoxI. |
void GetCorners(Vector3I[]) | Gets the array of points that make up the corners of the BoundingBoxI. |
void GetCornersUnsafe(*Vector3I) | |
int GetHashCode() | Gets the hash code for this instance. |
BoundingBoxI GetIncluded(Vector3I) | |
BoundingBoxI Include(ref Vector3I) | return expanded aabb (abb include point) |
BoundingBoxI Include(Vector3I) | |
BoundingBoxI Include(Vector3I, Vector3I, Vector3I) | |
BoundingBoxI Include(ref Vector3I, ref Vector3I, ref Vector3I) | |
BoundingBoxI Include(ref BoundingBoxI) | return expanded aabb (abb include point) |
BoundingBoxI Include(BoundingBoxI) | |
void Inflate(int) | |
void InflateToMinimum(Vector3I) | |
BoundingBoxI Intersect(BoundingBoxI) | Returns bounding box which is intersection of this and box Result is invalid box when there's no intersection (Min > Max) |
bool Intersects(BoundingBoxI) | Checks whether the current BoundingBoxI intersects another BoundingBoxI. |
bool Intersects(ref BoundingBoxI) | |
void Intersects(ref BoundingBoxI, out bool) | Checks whether the current BoundingBoxI intersects another BoundingBoxI. |
PlaneIntersectionType Intersects(Plane) | Checks whether the current BoundingBoxI intersects a Plane. |
void Intersects(ref Plane, out PlaneIntersectionType) | Checks whether the current BoundingBoxI intersects a Plane. |
bool Intersects(Line, out float) | |
float? Intersects(Ray) | Checks whether the current BoundingBoxI intersects a Ray. |
void Intersects(ref Ray, out float?) | Checks whether the current BoundingBoxI intersects a Ray. |
bool IntersectsTriangle(Vector3I, Vector3I, Vector3I) | |
bool IntersectsTriangle(ref Vector3I, ref Vector3I, ref Vector3I) | |
void IntersectWith(ref BoundingBoxI) | Returns bounding box which is intersection of this and box Result is invalid box when there's no intersection (Min > Max) |
float SurfaceArea() | |
string ToString() | Returns a String that represents the current BoundingBoxI. |
BoundingBoxI Translate(Vector3I) | Translate |
float Volume() |
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!