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VRageMath.MyOrientedBoundingBoxD
Morten Aune Lyrstad edited this page Apr 16, 2022
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53 revisions
← Index ← Namespace Index
public struct MyOrientedBoundingBoxD: IEquatable<MyOrientedBoundingBox>Namespace: VRageMath
Assembly: VRage.Math.dll
Implements:
| Member | Description |
|---|---|
| [static int CornerCount](VRageMath.MyOrientedBoundingBoxD.CornerCount) | |
| [static Int32[] EndVertices](VRageMath.MyOrientedBoundingBoxD.EndVertices) | |
| [static Int32[] EndXVertices](VRageMath.MyOrientedBoundingBoxD.EndXVertices) | |
| [static Int32[] EndYVertices](VRageMath.MyOrientedBoundingBoxD.EndYVertices) | |
| [static Int32[] EndZVertices](VRageMath.MyOrientedBoundingBoxD.EndZVertices) | |
| [static Int32[] StartVertices](VRageMath.MyOrientedBoundingBoxD.StartVertices) | |
| [static Int32[] StartXVertices](VRageMath.MyOrientedBoundingBoxD.StartXVertices) | |
| [static Int32[] StartYVertices](VRageMath.MyOrientedBoundingBoxD.StartYVertices) | |
| [static Int32[] StartZVertices](VRageMath.MyOrientedBoundingBoxD.StartZVertices) | |
| [static Vector3[] XNeighbourVectorsBack](VRageMath.MyOrientedBoundingBoxD.XNeighbourVectorsBack) | |
| [static Vector3[] XNeighbourVectorsForw](VRageMath.MyOrientedBoundingBoxD.XNeighbourVectorsForw) | |
| [static Vector3[] YNeighbourVectorsBack](VRageMath.MyOrientedBoundingBoxD.YNeighbourVectorsBack) | |
| [static Vector3[] YNeighbourVectorsForw](VRageMath.MyOrientedBoundingBoxD.YNeighbourVectorsForw) | |
| [static Vector3[] ZNeighbourVectorsBack](VRageMath.MyOrientedBoundingBoxD.ZNeighbourVectorsBack) | |
| [static Vector3[] ZNeighbourVectorsForw](VRageMath.MyOrientedBoundingBoxD.ZNeighbourVectorsForw) | |
| [Vector3D Center](VRageMath.MyOrientedBoundingBoxD.Center) | |
| [Vector3D HalfExtent](VRageMath.MyOrientedBoundingBoxD.HalfExtent) | |
| [Quaternion Orientation](VRageMath.MyOrientedBoundingBoxD.Orientation) |
| Member | Description |
|---|---|
| [MyOrientedBoundingBoxD(MatrixD)](VRageMath.MyOrientedBoundingBoxD..ctor) | |
| [MyOrientedBoundingBoxD(Vector3D, Vector3D, Quaternion)](VRageMath.MyOrientedBoundingBoxD..ctor) | |
| [MyOrientedBoundingBoxD(BoundingBoxD, MatrixD)](VRageMath.MyOrientedBoundingBoxD..ctor) |
| Member | Description |
|---|---|
| [static ContainmentType Contains(ref BoundingBox, ref MyOrientedBoundingBox)](VRageMath.MyOrientedBoundingBoxD.Contains) | |
| [static ContainmentType Contains(BoundingFrustumD, ref MyOrientedBoundingBoxD)](VRageMath.MyOrientedBoundingBoxD.Contains) | |
| [static ContainmentType Contains(ref BoundingSphere, ref MyOrientedBoundingBox)](VRageMath.MyOrientedBoundingBoxD.Contains) | |
| [static ContainmentType ContainsRelativeBox(ref Vector3D, ref Vector3D, ref MatrixD)](VRageMath.MyOrientedBoundingBoxD.ContainsRelativeBox) | |
| [static MyOrientedBoundingBoxD Create(BoundingBoxD, MatrixD)](VRageMath.MyOrientedBoundingBoxD.Create) | |
| [static MyOrientedBoundingBoxD CreateFromBoundingBox(BoundingBoxD)](VRageMath.MyOrientedBoundingBoxD.CreateFromBoundingBox) | |
| [static bool GetNormalBetweenEdges(int, int, int, out Vector3)](VRageMath.MyOrientedBoundingBoxD.GetNormalBetweenEdges) | Returns normal between two cube edge of same direction |
| [ContainmentType Contains(ref BoundingBox)](VRageMath.MyOrientedBoundingBoxD.Contains) | |
| [ContainmentType Contains(ref BoundingBoxD)](VRageMath.MyOrientedBoundingBoxD.Contains) | |
| [ContainmentType Contains(ref MyOrientedBoundingBoxD)](VRageMath.MyOrientedBoundingBoxD.Contains) | |
| [ContainmentType Contains(BoundingFrustumD)](VRageMath.MyOrientedBoundingBoxD.Contains) | |
| [ContainmentType Contains(ref BoundingSphereD)](VRageMath.MyOrientedBoundingBoxD.Contains) | |
| [bool Contains(ref Vector3)](VRageMath.MyOrientedBoundingBoxD.Contains) | |
| [bool Contains(ref Vector3D)](VRageMath.MyOrientedBoundingBoxD.Contains) | |
| [BoundingFrustumD ConvertToFrustum()](VRageMath.MyOrientedBoundingBoxD.ConvertToFrustum) | |
| [float Distance(RayD)](VRageMath.MyOrientedBoundingBoxD.Distance) | |
| [bool Equals(MyOrientedBoundingBox)](VRageMath.MyOrientedBoundingBoxD.Equals) | |
| [bool Equals(object)](VRageMath.MyOrientedBoundingBoxD.Equals) | |
| [BoundingBoxD GetAABB()](VRageMath.MyOrientedBoundingBoxD.GetAABB) | |
| [void GetCorners(Vector3D[], int)](VRageMath.MyOrientedBoundingBoxD.GetCorners) | |
| [int GetHashCode()](VRageMath.MyOrientedBoundingBoxD.GetHashCode) | |
| [bool Intersects(ref BoundingBox)](VRageMath.MyOrientedBoundingBoxD.Intersects) | |
| [bool Intersects(ref BoundingBoxD)](VRageMath.MyOrientedBoundingBoxD.Intersects) | |
| [bool Intersects(ref MyOrientedBoundingBoxD)](VRageMath.MyOrientedBoundingBoxD.Intersects) | |
| [bool Intersects(BoundingFrustumD)](VRageMath.MyOrientedBoundingBoxD.Intersects) | |
| [bool Intersects(ref BoundingSphereD)](VRageMath.MyOrientedBoundingBoxD.Intersects) | |
| [double? Intersects(ref RayD)](VRageMath.MyOrientedBoundingBoxD.Intersects) | |
| [double? Intersects(ref LineD)](VRageMath.MyOrientedBoundingBoxD.Intersects) | |
| [PlaneIntersectionType Intersects(ref PlaneD)](VRageMath.MyOrientedBoundingBoxD.Intersects) | |
| [double? IntersectsOrContains(ref LineD)](VRageMath.MyOrientedBoundingBoxD.IntersectsOrContains) | |
| [string ToString()](VRageMath.MyOrientedBoundingBoxD.ToString) | |
| [MyOrientedBoundingBoxD Transform(Quaternion, Vector3D)](VRageMath.MyOrientedBoundingBoxD.Transform) | |
| [MyOrientedBoundingBoxD Transform(float, Quaternion, Vector3D)](VRageMath.MyOrientedBoundingBoxD.Transform) | |
| [void Transform(MatrixD)](VRageMath.MyOrientedBoundingBoxD.Transform) | |
| [void Transform(ref MatrixD)](VRageMath.MyOrientedBoundingBoxD.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!