/// <summary> /// Determines if there is an intersection between the current object and a <see cref="Ray" />. /// </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) { return(CollisionsHelper.RayIntersectsPlane(ref ray, ref this, out point)); }
/// <summary> /// Determines if there is an intersection between the current object and a <see cref="Plane" />. /// </summary> /// <param name="plane">The plane to test.</param> /// <param name="line"> /// When the method completes, contains the line of intersection /// as a <see cref="Ray" />, or a zero ray if there was no intersection. /// </param> /// <returns>Whether the two objects intersected.</returns> public bool Intersects(ref Plane plane, out Ray line) { return(CollisionsHelper.PlaneIntersectsPlane(ref this, ref plane, out line)); }
/// <summary> /// Determines if there is an intersection between the current object and a <see cref="Ray" />. /// </summary> /// <param name="ray">The ray 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 Ray ray, out float distance) { return(CollisionsHelper.RayIntersectsPlane(ref ray, ref this, out distance)); }