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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: IEquatable<BoundingBoxI>
Defines an axis-aligned box-shaped 3D volume.
Namespace: VRageMath
Assembly: VRage.Math.dll
Implements:
Member | Description |
---|---|
\$1Vector3I Max](VRageMath.BoundingBoxI.Max) | The maximum point the BoundingBoxI contains. |
\$1Vector3I Min](VRageMath.BoundingBoxI.Min) | The minimum point the BoundingBoxI contains. |
Member | Description |
---|---|
\$1Vector3I Center { get; }](VRageMath.BoundingBoxI.Center) | Calculates center |
\$1Vector3I HalfExtents { get; }](VRageMath.BoundingBoxI.HalfExtents) | |
\$1bool IsValid { get; }](VRageMath.BoundingBoxI.IsValid) | |
\$1float Perimeter { get; }](VRageMath.BoundingBoxI.Perimeter) | return perimeter of edges |
\$1Vector3I Size { get; }](VRageMath.BoundingBoxI.Size) | Size |
Member | Description |
---|---|
\$1BoundingBoxI(BoundingBox)](VRageMath.BoundingBoxI..ctor) | |
\$1BoundingBoxI(Vector3I, Vector3I)](VRageMath.BoundingBoxI..ctor) | |
\$1BoundingBoxI(int, int)](VRageMath.BoundingBoxI..ctor) |
Member | Description |
---|---|
\$1static BoundingBoxI CreateFromPoints(IEnumerable\$1Vector3I>)](VRageMath.BoundingBoxI.CreateFromPoints) | Creates the smallest BoundingBoxI that will contain a group of points. |
\$1static BoundingBoxI CreateFromSphere(BoundingSphere)](VRageMath.BoundingBoxI.CreateFromSphere) | Creates the smallest BoundingBoxI that will contain the specified BoundingSphere. |
\$1static void CreateFromSphere(ref BoundingSphere, out BoundingBoxI)](VRageMath.BoundingBoxI.CreateFromSphere) | Creates the smallest BoundingBoxI that will contain the specified BoundingSphere. |
\$1static BoundingBoxI CreateInvalid()](VRageMath.BoundingBoxI.CreateInvalid) | |
\$1static BoundingBoxI CreateMerged(BoundingBoxI, BoundingBoxI)](VRageMath.BoundingBoxI.CreateMerged) | Creates the smallest BoundingBoxI that contains the two specified BoundingBoxI instances. |
\$1static void CreateMerged(ref BoundingBoxI, ref BoundingBoxI, out BoundingBoxI)](VRageMath.BoundingBoxI.CreateMerged) | Creates the smallest BoundingBoxI that contains the two specified BoundingBoxI instances. |
\$1static IEnumerable\$1Vector3I> EnumeratePoints(BoundingBoxI)](VRageMath.BoundingBoxI.EnumeratePoints) | 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. |
\$1static IEnumerable\$1Vector3I> IterateDifference(BoundingBoxI, BoundingBoxI)](VRageMath.BoundingBoxI.IterateDifference) | 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. |
\$1ContainmentType Contains(BoundingBoxI)](VRageMath.BoundingBoxI.Contains) | Tests whether the BoundingBoxI contains another BoundingBoxI. |
\$1void Contains(ref BoundingBoxI, out ContainmentType)](VRageMath.BoundingBoxI.Contains) | Tests whether the BoundingBoxI contains a BoundingBoxI. |
\$1ContainmentType Contains(Vector3I)](VRageMath.BoundingBoxI.Contains) | Tests whether the BoundingBoxI contains a point. |
\$1ContainmentType Contains(Vector3)](VRageMath.BoundingBoxI.Contains) | |
\$1void Contains(ref Vector3I, out ContainmentType)](VRageMath.BoundingBoxI.Contains) | Tests whether the BoundingBoxI contains a point. |
\$1float Distance(Vector3I)](VRageMath.BoundingBoxI.Distance) | |
\$1bool Equals(BoundingBoxI)](VRageMath.BoundingBoxI.Equals) | Determines whether two instances of BoundingBoxI are equal. |
\$1bool Equals(object)](VRageMath.BoundingBoxI.Equals) | Determines whether two instances of BoundingBoxI are equal. |
\$1Vector3I\$1] GetCorners()](VRageMath.BoundingBoxI.GetCorners) | Gets an array of points that make up the corners of the BoundingBoxI. |
\$1void GetCorners(Vector3I\$1])](VRageMath.BoundingBoxI.GetCorners) | Gets the array of points that make up the corners of the BoundingBoxI. |
\$1void GetCornersUnsafe(*Vector3I)](VRageMath.BoundingBoxI.GetCornersUnsafe) | |
\$1int GetHashCode()](VRageMath.BoundingBoxI.GetHashCode) | Gets the hash code for this instance. |
\$1BoundingBoxI GetIncluded(Vector3I)](VRageMath.BoundingBoxI.GetIncluded) | |
\$1BoundingBoxI Include(ref Vector3I)](VRageMath.BoundingBoxI.Include) | return expanded aabb (abb include point) |
\$1BoundingBoxI Include(Vector3I)](VRageMath.BoundingBoxI.Include) | |
\$1BoundingBoxI Include(Vector3I, Vector3I, Vector3I)](VRageMath.BoundingBoxI.Include) | |
\$1BoundingBoxI Include(ref Vector3I, ref Vector3I, ref Vector3I)](VRageMath.BoundingBoxI.Include) | |
\$1BoundingBoxI Include(ref BoundingBoxI)](VRageMath.BoundingBoxI.Include) | return expanded aabb (abb include point) |
\$1BoundingBoxI Include(BoundingBoxI)](VRageMath.BoundingBoxI.Include) | |
\$1void Inflate(int)](VRageMath.BoundingBoxI.Inflate) | |
\$1void InflateToMinimum(Vector3I)](VRageMath.BoundingBoxI.InflateToMinimum) | |
\$1BoundingBoxI Intersect(BoundingBoxI)](VRageMath.BoundingBoxI.Intersect) | Returns bounding box which is intersection of this and box Result is invalid box when there's no intersection (Min > Max) |
\$1bool Intersects(BoundingBoxI)](VRageMath.BoundingBoxI.Intersects) | Checks whether the current BoundingBoxI intersects another BoundingBoxI. |
\$1bool Intersects(ref BoundingBoxI)](VRageMath.BoundingBoxI.Intersects) | |
\$1void Intersects(ref BoundingBoxI, out bool)](VRageMath.BoundingBoxI.Intersects) | Checks whether the current BoundingBoxI intersects another BoundingBoxI. |
\$1PlaneIntersectionType Intersects(Plane)](VRageMath.BoundingBoxI.Intersects) | Checks whether the current BoundingBoxI intersects a Plane. |
\$1void Intersects(ref Plane, out PlaneIntersectionType)](VRageMath.BoundingBoxI.Intersects) | Checks whether the current BoundingBoxI intersects a Plane. |
\$1bool Intersects(Line, out float)](VRageMath.BoundingBoxI.Intersects) | |
\$1float? Intersects(Ray)](VRageMath.BoundingBoxI.Intersects) | Checks whether the current BoundingBoxI intersects a Ray. |
\$1void Intersects(ref Ray, out float?)](VRageMath.BoundingBoxI.Intersects) | Checks whether the current BoundingBoxI intersects a Ray. |
\$1bool IntersectsTriangle(Vector3I, Vector3I, Vector3I)](VRageMath.BoundingBoxI.IntersectsTriangle) | |
\$1bool IntersectsTriangle(ref Vector3I, ref Vector3I, ref Vector3I)](VRageMath.BoundingBoxI.IntersectsTriangle) | |
\$1void IntersectWith(ref BoundingBoxI)](VRageMath.BoundingBoxI.IntersectWith) | Returns bounding box which is intersection of this and box Result is invalid box when there's no intersection (Min > Max) |
\$1float SurfaceArea()](VRageMath.BoundingBoxI.SurfaceArea) | |
\$1string ToString()](VRageMath.BoundingBoxI.ToString) | Returns a String that represents the current BoundingBoxI. |
\$1BoundingBoxI Translate(Vector3I)](VRageMath.BoundingBoxI.Translate) | Translate |
\$1float Volume()](VRageMath.BoundingBoxI.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!