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VRageMath.BoundingBox
Malware edited this page Dec 21, 2018
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← Index
Namespace: VRageMath
Assembly: VRage.Math.dll
Defines an axis-aligned box-shaped 3D volume.
| [`Vector3 Min`](VRageMath.Min) | The minimum point the BoundingBox contains. |
| [`Vector3 Max`](VRageMath.Max) | The maximum point the BoundingBox contains. |
| static [`ComparerType Comparer`](VRageMath.Comparer) | |
| static [`int CornerCount`](VRageMath.CornerCount) | Specifies the total number of corners (8) in the BoundingBox. |
| [`BoxCornerEnumerator Corners`](VRageMath.Corners) | |
| [`Vector3 Center`](VRageMath.Center) | Calculates center |
| [`Vector3 HalfExtents`](VRageMath.HalfExtents) | |
| [`Vector3 Extents`](VRageMath.Extents) | |
| [`float Width`](VRageMath.Width) | |
| [`float Height`](VRageMath.Height) | |
| [`float Depth`](VRageMath.Depth) | |
| [`Vector3 Size`](VRageMath.Size) | Size |
| [`Matrix Matrix`](VRageMath.Matrix) | Matrix of AABB, respection center and size |
| [`float Perimeter`](VRageMath.Perimeter) | return perimeter of edges |
| [`Vector3[] GetCorners()`](VRageMath.GetCorners) | Gets an array of points that make up the corners of the BoundingBox. ALLOCATION! |
| [`void GetCorners(Vector3[] corners)`](VRageMath.GetCorners) | Gets the array of points that make up the corners of the BoundingBox. |
| [`void GetCornersUnsafe(*Vector3 corners)`](VRageMath.GetCornersUnsafe) | |
| [`bool Equals(BoundingBox other)`](VRageMath.Equals) | Determines whether two instances of BoundingBox are equal. |
| [`bool Equals(Object obj)`](VRageMath.Equals) | Determines whether two instances of BoundingBox are equal. |
| [`int GetHashCode()`](VRageMath.GetHashCode) | Gets the hash code for this instance. |
| [`string ToString()`](VRageMath.ToString) | Returns a String that represents the current BoundingBox. |
| static [`BoundingBox CreateMerged(BoundingBox original, BoundingBox additional)`](VRageMath.CreateMerged) | Creates the smallest BoundingBox that contains the two specified BoundingBox instances. |
| static [`void CreateMerged(ref BoundingBox original, ref BoundingBox additional, ref BoundingBox result)`](VRageMath.CreateMerged) | Creates the smallest BoundingBox that contains the two specified BoundingBox instances. |
| static [`BoundingBox CreateFromSphere(BoundingSphere sphere)`](VRageMath.CreateFromSphere) | Creates the smallest BoundingBox that will contain the specified BoundingSphere. |
| static [`void CreateFromSphere(ref BoundingSphere sphere, ref BoundingBox result)`](VRageMath.CreateFromSphere) | Creates the smallest BoundingBox that will contain the specified BoundingSphere. |
| static [`BoundingBox CreateFromPoints(IEnumerable points)`](VRageMath.CreateFromPoints) | Creates the smallest BoundingBox that will contain a group of points. |
| static [`BoundingBox CreateFromHalfExtent(Vector3 center, float halfExtent)`](VRageMath.CreateFromHalfExtent) | |
| static [`BoundingBox CreateFromHalfExtent(Vector3 center, Vector3 halfExtent)`](VRageMath.CreateFromHalfExtent) | |
| [`BoundingBox Intersect(BoundingBox box)`](VRageMath.Intersect) | Returns bounding box which is intersection of this and box It's called 'Prunik' Result is invalid box when there's no intersection (Min > Max) |
| [`bool Intersects(BoundingBox box)`](VRageMath.Intersects) | Checks whether the current BoundingBox intersects another BoundingBox. |
| [`bool Intersects(ref BoundingBox box)`](VRageMath.Intersects) | |
| [`void Intersects(ref BoundingBox box, ref bool result)`](VRageMath.Intersects) | Checks whether the current BoundingBox intersects another BoundingBox. |
| [`bool IntersectsTriangle(Vector3 v0, Vector3 v1, Vector3 v2)`](VRageMath.IntersectsTriangle) | |
| [`bool IntersectsTriangle(ref Vector3 v0, ref Vector3 v1, ref Vector3 v2)`](VRageMath.IntersectsTriangle) | |
| [`bool Intersects(BoundingFrustum frustum)`](VRageMath.Intersects) | Checks whether the current BoundingBox intersects a BoundingFrustum. |
| [`PlaneIntersectionType Intersects(Plane plane)`](VRageMath.Intersects) | Checks whether the current BoundingBox intersects a Plane. |
| [`void Intersects(ref Plane plane, ref PlaneIntersectionType result)`](VRageMath.Intersects) | Checks whether the current BoundingBox intersects a Plane. |
| [`bool Intersects(Line line, ref float distance)`](VRageMath.Intersects) | |
| [`Nullable Intersects(Ray ray)`](VRageMath.Intersects) | Checks whether the current BoundingBox intersects a Ray. |
| [`void Intersects(ref Ray ray, ref Nullable result)`](VRageMath.Intersects) | Checks whether the current BoundingBox intersects a Ray. |
| [`bool Intersects(BoundingSphere sphere)`](VRageMath.Intersects) | Checks whether the current BoundingBox intersects a BoundingSphere. |
| [`void Intersects(ref BoundingSphere sphere, ref bool result)`](VRageMath.Intersects) | Checks whether the current BoundingBox intersects a BoundingSphere. |
| [`bool Intersects(ref BoundingSphere sphere)`](VRageMath.Intersects) | |
| [`bool Intersects(ref BoundingSphereD sphere)`](VRageMath.Intersects) | |
| [`float Distance(Vector3 point)`](VRageMath.Distance) | |
| [`float DistanceSquared(Vector3 point)`](VRageMath.DistanceSquared) | |
| [`ContainmentType Contains(BoundingBox box)`](VRageMath.Contains) | Tests whether the BoundingBox contains another BoundingBox. |
| [`void Contains(ref BoundingBox box, ref ContainmentType result)`](VRageMath.Contains) | Tests whether the BoundingBox contains a BoundingBox. |
| [`ContainmentType Contains(BoundingFrustum frustum)`](VRageMath.Contains) | Tests whether the BoundingBox contains a BoundingFrustum. |
| [`ContainmentType Contains(Vector3 point)`](VRageMath.Contains) | Tests whether the BoundingBox contains a point. |
| [`ContainmentType Contains(Vector3D point)`](VRageMath.Contains) | |
| [`void Contains(ref Vector3 point, ref ContainmentType result)`](VRageMath.Contains) | Tests whether the BoundingBox contains a point. |
| [`ContainmentType Contains(BoundingSphere sphere)`](VRageMath.Contains) | Tests whether the BoundingBox contains a BoundingSphere. |
| [`void Contains(ref BoundingSphere sphere, ref ContainmentType result)`](VRageMath.Contains) | Tests whether the BoundingBox contains a BoundingSphere. |
| [`BoundingBox Translate(Matrix worldMatrix)`](VRageMath.Translate) | Translate |
| [`BoundingBox Translate(Vector3 vctTranlsation)`](VRageMath.Translate) | Translate |
| [`BoundingBox Transform(Matrix worldMatrix)`](VRageMath.Transform) | |
| [`BoundingBoxD Transform(MatrixD worldMatrix)`](VRageMath.Transform) | |
| [`BoundingBox Transform(ref Matrix m)`](VRageMath.Transform) | |
| [`void Transform(ref Matrix m, ref BoundingBox bb)`](VRageMath.Transform) | |
| [`BoundingBoxD Transform(ref MatrixD m)`](VRageMath.Transform) | |
| [`void Transform(ref MatrixD m, ref BoundingBoxD bb)`](VRageMath.Transform) | |
| [`BoundingBox Include(ref Vector3 point)`](VRageMath.Include) | return expanded aabb (aabb include point) |
| [`BoundingBox GetIncluded(Vector3 point)`](VRageMath.GetIncluded) | |
| [`BoundingBox Include(Vector3 point)`](VRageMath.Include) | |
| [`BoundingBox Include(Vector3 p0, Vector3 p1, Vector3 p2)`](VRageMath.Include) | |
| [`BoundingBox Include(ref Vector3 p0, ref Vector3 p1, ref Vector3 p2)`](VRageMath.Include) | |
| [`BoundingBox Include(ref BoundingBox box)`](VRageMath.Include) | return expanded aabb (aabb include aabb) |
| [`BoundingBox Include(BoundingBox box)`](VRageMath.Include) | |
| [`void Include(ref Line line)`](VRageMath.Include) | |
| [`BoundingBox Include(BoundingSphere sphere)`](VRageMath.Include) | |
| [`BoundingBox Include(ref BoundingSphere sphere)`](VRageMath.Include) | |
| [`BoundingBox Include(ref BoundingFrustum frustum)`](VRageMath.Include) | |
| static [`BoundingBox CreateInvalid()`](VRageMath.CreateInvalid) | |
| [`float SurfaceArea()`](VRageMath.SurfaceArea) | |
| [`float Volume()`](VRageMath.Volume) | |
| [`float ProjectedArea(Vector3 viewDir)`](VRageMath.ProjectedArea) | |
| [`void Inflate(float size)`](VRageMath.Inflate) | |
| [`void Inflate(Vector3 size)`](VRageMath.Inflate) | |
| [`void InflateToMinimum(Vector3 minimumSize)`](VRageMath.InflateToMinimum) | |
| [`void Scale(Vector3 scale)`](VRageMath.Scale) |
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!