public abstract bool Overlap(ref SlimMath.BoundingBox bb);
/// <summary> /// Determines whether the current objects contains a <see cref="SlimMath.BoundingBox"/>. /// </summary> /// <param name="box">The box to test.</param> /// <returns>The type of containment the two objects have.</returns> public ContainmentType Contains(ref BoundingBox box) { return(Collision.SphereContainsBox(ref this, ref box)); }
/// <summary> /// Determines if there is an intersection between the current object and a <see cref="SlimMath.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="SlimMath.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(Collision.RayIntersectsBox(ref this, ref box, out point)); }
/// <summary> /// Determines if there is an intersection between the current object and a <see cref="SlimMath.BoundingBox"/>. /// </summary> /// <param name="box">The box to test.</param> /// <returns>Whether the two objects intersected.</returns> public bool Intersects(ref BoundingBox box) { return(Collision.BoxIntersectsSphere(ref box, ref this)); }
/// <summary> /// Determines if there is an intersection between the current object and a <see cref="SlimMath.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(Collision.RayIntersectsBox(ref this, ref box, out distance)); }