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VRageMath.MyOrientedBoundingBox

Morten Aune Lyrstad edited this page Apr 16, 2022 · 51 revisions

IndexNamespace Index

MyOrientedBoundingBox Struct

public struct MyOrientedBoundingBox: IEquatable<MyOrientedBoundingBox>

Namespace: VRageMath
Assembly: VRage.Math.dll

Implements:

Fields

Member Description
\static int CornerCount
\static Int32\[] EndVertices
\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
\Vector3 Center
\Vector3 HalfExtent
\Quaternion Orientation

Constructors

Member Description
\MyOrientedBoundingBox(ref Matrix)
\MyOrientedBoundingBox(Vector3, Vector3, Quaternion)

Methods

Member Description
\static ContainmentType Contains(ref BoundingBox, ref MyOrientedBoundingBox)
\static ContainmentType Contains(BoundingFrustum, ref MyOrientedBoundingBox)
\static ContainmentType Contains(ref BoundingSphere, ref MyOrientedBoundingBox)
\static ContainmentType ContainsRelativeBox(ref Vector3, ref Vector3, ref Matrix)
\static MyOrientedBoundingBox Create(BoundingBox, Matrix)
\static MyOrientedBoundingBox CreateFromBoundingBox(BoundingBox)
\static bool GetNormalBetweenEdges(int, int, int, out Vector3) Returns normal between two cube edge of same direction
\ContainmentType Contains(ref BoundingBox)
\ContainmentType Contains(ref MyOrientedBoundingBox)
\ContainmentType Contains(BoundingFrustum)
\ContainmentType Contains(ref BoundingSphere)
\bool Contains(ref Vector3)
\BoundingFrustum ConvertToFrustum()
\bool Equals(MyOrientedBoundingBox)
\bool Equals(object)
\BoundingBox GetAABB()
\void GetCorners(Vector3\[], int)
\int GetHashCode()
\bool Intersects(ref BoundingBox)
\bool Intersects(ref MyOrientedBoundingBox)
\bool Intersects(BoundingFrustum)
\bool Intersects(ref BoundingSphere)
\float? Intersects(ref Ray)
\float? Intersects(ref Line)
\PlaneIntersectionType Intersects(ref Plane)
\string ToString()
\MyOrientedBoundingBox Transform(Quaternion, Vector3)
\MyOrientedBoundingBox Transform(float, Quaternion, Vector3)
\void Transform(Matrix)

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