/// <summary>
        /// Determines whether there is an intersection between a <see cref="Ray" /> and a <see cref="OrientedBoundingBox" />.
        /// </summary>
        /// <param name="ray">The ray to test.</param>
        /// <param name="point">When the method completes, contains the point of intersection, or <see cref="Vector3.Zero" /> if there was no intersection.</param>
        /// <returns>Whether the two objects intersected.</returns>
        public bool Intersects(ref Ray ray, out Vector3 point)
        {
            // Put ray in box space
            Ray bRay;

            Transformation.WorldToLocalVector(ref ray.Direction, out bRay.Direction);
            Transformation.WorldToLocal(ref ray.Position, out bRay.Position);

            // Perform a regular ray to BoundingBox check
            var  bb         = new BoundingBox(-Extents, Extents);
            bool intersects = CollisionsHelper.RayIntersectsBox(ref bRay, ref bb, out point);

            // Put the result intersection back to world
            if (intersects)
            {
                Transformation.LocalToWorld(ref point, out point);
            }

            return(intersects);
        }
        /// <summary>
        /// Determines whether there is an intersection between a <see cref="Ray" /> and a <see cref="OrientedBoundingBox" />.
        /// </summary>
        /// <param name="ray">The ray to test.</param>
        /// <param name="point">
        /// When the method completes, contains the point of intersection,
        /// or <see cref="Vector3.Zero" /> if there was no intersection.
        /// </param>
        /// <returns>Whether the two objects intersected.</returns>
        public bool Intersects(ref Ray ray, out Vector3 point)
        {
            // Put ray in box space
            Matrix.Invert(ref Transformation, out Matrix invTrans);

            Ray bRay;

            Vector3.TransformNormal(ref ray.Direction, ref invTrans, out bRay.Direction);
            Vector3.TransformCoordinate(ref ray.Position, ref invTrans, out bRay.Position);

            //Perform a regular ray to BoundingBox check
            var  bb         = new BoundingBox(-Extents, Extents);
            bool intersects = CollisionsHelper.RayIntersectsBox(ref bRay, ref bb, out point);

            //Put the result intersection back to world
            if (intersects)
            {
                Vector3.TransformCoordinate(ref point, ref Transformation, out point);
            }

            return(intersects);
        }
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 /// <summary>
 /// Determines if there is an intersection between the current object and a <see cref="BoundingBox" />.
 /// </summary>
 /// <param name="box">The box to test.</param>
 /// <param name="point">
 /// When the method completes, contains the point of intersection,
 /// or <see cref="Vector3.Zero" /> if there was no intersection.
 /// </param>
 /// <returns>Whether the two objects intersected.</returns>
 public bool Intersects(ref BoundingBox box, out Vector3 point)
 {
     return(CollisionsHelper.RayIntersectsBox(ref this, ref box, out point));
 }
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 /// <summary>
 /// Determines if there is an intersection between the current object and a <see cref="BoundingBox" />.
 /// </summary>
 /// <param name="box">The box to test.</param>
 /// <param name="distance">
 /// When the method completes, contains the distance of the intersection,
 /// or 0 if there was no intersection.
 /// </param>
 /// <returns>Whether the two objects intersected.</returns>
 public bool Intersects(ref BoundingBox box, out float distance)
 {
     return(CollisionsHelper.RayIntersectsBox(ref this, ref box, out distance));
 }