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VRageMath.MyOrientedBoundingBox
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public struct MyOrientedBoundingBox: IEquatable<MyOrientedBoundingBox>
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
MyOrientedBoundingBox(ref Matrix matrix)
MyOrientedBoundingBox(Vector3 center, Vector3 halfExtents, Quaternion orientation)
static ContainmentType Contains(ref BoundingBox boxA, ref MyOrientedBoundingBox oboxB)
static ContainmentType Contains(BoundingFrustum frustum, ref MyOrientedBoundingBox obox)
static ContainmentType Contains(ref BoundingSphere sphere, ref MyOrientedBoundingBox box)
static ContainmentType ContainsRelativeBox(ref Vector3 hA, ref Vector3 hB, ref Matrix mB)
static MyOrientedBoundingBox Create(BoundingBox boundingBox, Matrix matrix)
static MyOrientedBoundingBox CreateFromBoundingBox(BoundingBox 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 MyOrientedBoundingBox other)
ContainmentType Contains(BoundingFrustum frustum)
ContainmentType Contains(ref BoundingSphere sphere)
bool Contains(ref Vector3 point)
BoundingFrustum ConvertToFrustum()
bool Equals(MyOrientedBoundingBox other)
void GetCorners(Vector3[] corners, int startIndex)
bool Intersects(ref BoundingBox box)
bool Intersects(ref MyOrientedBoundingBox other)
bool Intersects(BoundingFrustum frustum)
bool Intersects(ref BoundingSphere sphere)
float? Intersects(ref Ray ray)
float? Intersects(ref Line line)
PlaneIntersectionType Intersects(ref Plane plane)
MyOrientedBoundingBox Transform(Quaternion rotation, Vector3 translation)
MyOrientedBoundingBox Transform(float scale, Quaternion rotation, Vector3 translation)
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!