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VRageMath.MyOrientedBoundingBox
Morten Aune Lyrstad edited this page Apr 16, 2022
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51 revisions
← Index ← Namespace Index
public struct MyOrientedBoundingBox: IEquatable<MyOrientedBoundingBox>Namespace: VRageMath
Assembly: VRage.Math.dll
Implements:
| Member | Description |
|---|---|
| \%1static int CornerCount](VRageMath.MyOrientedBoundingBox.CornerCount) | |
| \%1static Int32\%1] EndVertices](VRageMath.MyOrientedBoundingBox.EndVertices) | |
| \%1static Int32\%1] EndXVertices](VRageMath.MyOrientedBoundingBox.EndXVertices) | |
| \%1static Int32\%1] EndYVertices](VRageMath.MyOrientedBoundingBox.EndYVertices) | |
| \%1static Int32\%1] EndZVertices](VRageMath.MyOrientedBoundingBox.EndZVertices) | |
| \%1static Int32\%1] StartVertices](VRageMath.MyOrientedBoundingBox.StartVertices) | |
| \%1static Int32\%1] StartXVertices](VRageMath.MyOrientedBoundingBox.StartXVertices) | |
| \%1static Int32\%1] StartYVertices](VRageMath.MyOrientedBoundingBox.StartYVertices) | |
| \%1static Int32\%1] StartZVertices](VRageMath.MyOrientedBoundingBox.StartZVertices) | |
| \%1static Vector3\%1] XNeighbourVectorsBack](VRageMath.MyOrientedBoundingBox.XNeighbourVectorsBack) | |
| \%1static Vector3\%1] XNeighbourVectorsForw](VRageMath.MyOrientedBoundingBox.XNeighbourVectorsForw) | |
| \%1static Vector3\%1] YNeighbourVectorsBack](VRageMath.MyOrientedBoundingBox.YNeighbourVectorsBack) | |
| \%1static Vector3\%1] YNeighbourVectorsForw](VRageMath.MyOrientedBoundingBox.YNeighbourVectorsForw) | |
| \%1static Vector3\%1] ZNeighbourVectorsBack](VRageMath.MyOrientedBoundingBox.ZNeighbourVectorsBack) | |
| \%1static Vector3\%1] ZNeighbourVectorsForw](VRageMath.MyOrientedBoundingBox.ZNeighbourVectorsForw) | |
| \%1Vector3 Center](VRageMath.MyOrientedBoundingBox.Center) | |
| \%1Vector3 HalfExtent](VRageMath.MyOrientedBoundingBox.HalfExtent) | |
| \%1Quaternion Orientation](VRageMath.MyOrientedBoundingBox.Orientation) |
| Member | Description |
|---|---|
| \%1MyOrientedBoundingBox(ref Matrix)](VRageMath.MyOrientedBoundingBox..ctor) | |
| \%1MyOrientedBoundingBox(Vector3, Vector3, Quaternion)](VRageMath.MyOrientedBoundingBox..ctor) |
| Member | Description |
|---|---|
| \%1static ContainmentType Contains(ref BoundingBox, ref MyOrientedBoundingBox)](VRageMath.MyOrientedBoundingBox.Contains) | |
| \%1static ContainmentType Contains(BoundingFrustum, ref MyOrientedBoundingBox)](VRageMath.MyOrientedBoundingBox.Contains) | |
| \%1static ContainmentType Contains(ref BoundingSphere, ref MyOrientedBoundingBox)](VRageMath.MyOrientedBoundingBox.Contains) | |
| \%1static ContainmentType ContainsRelativeBox(ref Vector3, ref Vector3, ref Matrix)](VRageMath.MyOrientedBoundingBox.ContainsRelativeBox) | |
| \%1static MyOrientedBoundingBox Create(BoundingBox, Matrix)](VRageMath.MyOrientedBoundingBox.Create) | |
| \%1static MyOrientedBoundingBox CreateFromBoundingBox(BoundingBox)](VRageMath.MyOrientedBoundingBox.CreateFromBoundingBox) | |
| \%1static bool GetNormalBetweenEdges(int, int, int, out Vector3)](VRageMath.MyOrientedBoundingBox.GetNormalBetweenEdges) | Returns normal between two cube edge of same direction |
| \%1ContainmentType Contains(ref BoundingBox)](VRageMath.MyOrientedBoundingBox.Contains) | |
| \%1ContainmentType Contains(ref MyOrientedBoundingBox)](VRageMath.MyOrientedBoundingBox.Contains) | |
| \%1ContainmentType Contains(BoundingFrustum)](VRageMath.MyOrientedBoundingBox.Contains) | |
| \%1ContainmentType Contains(ref BoundingSphere)](VRageMath.MyOrientedBoundingBox.Contains) | |
| \%1bool Contains(ref Vector3)](VRageMath.MyOrientedBoundingBox.Contains) | |
| \%1BoundingFrustum ConvertToFrustum()](VRageMath.MyOrientedBoundingBox.ConvertToFrustum) | |
| \%1bool Equals(MyOrientedBoundingBox)](VRageMath.MyOrientedBoundingBox.Equals) | |
| \%1bool Equals(object)](VRageMath.MyOrientedBoundingBox.Equals) | |
| \%1BoundingBox GetAABB()](VRageMath.MyOrientedBoundingBox.GetAABB) | |
| \%1void GetCorners(Vector3\%1], int)](VRageMath.MyOrientedBoundingBox.GetCorners) | |
| \%1int GetHashCode()](VRageMath.MyOrientedBoundingBox.GetHashCode) | |
| \%1bool Intersects(ref BoundingBox)](VRageMath.MyOrientedBoundingBox.Intersects) | |
| \%1bool Intersects(ref MyOrientedBoundingBox)](VRageMath.MyOrientedBoundingBox.Intersects) | |
| \%1bool Intersects(BoundingFrustum)](VRageMath.MyOrientedBoundingBox.Intersects) | |
| \%1bool Intersects(ref BoundingSphere)](VRageMath.MyOrientedBoundingBox.Intersects) | |
| \%1float? Intersects(ref Ray)](VRageMath.MyOrientedBoundingBox.Intersects) | |
| \%1float? Intersects(ref Line)](VRageMath.MyOrientedBoundingBox.Intersects) | |
| \%1PlaneIntersectionType Intersects(ref Plane)](VRageMath.MyOrientedBoundingBox.Intersects) | |
| \%1string ToString()](VRageMath.MyOrientedBoundingBox.ToString) | |
| \%1MyOrientedBoundingBox Transform(Quaternion, Vector3)](VRageMath.MyOrientedBoundingBox.Transform) | |
| \%1MyOrientedBoundingBox Transform(float, Quaternion, Vector3)](VRageMath.MyOrientedBoundingBox.Transform) | |
| \%1void Transform(Matrix)](VRageMath.MyOrientedBoundingBox.Transform) |
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!