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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: IEquatableDefines 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) | 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 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 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!