/// <summary> /// Determines if there is an intersection between the current object and a triangle. /// </summary> /// <param name="vertex1">The first vertex of the triangle to test.</param> /// <param name="vertex2">The second vertex of the triangle to test.</param> /// <param name="vertex3">The third vertex of the triangle 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 Vector3 vertex1, ref Vector3 vertex2, ref Vector3 vertex3, out Vector3 point) { return(CollisionsHelper.RayIntersectsTriangle(ref this, ref vertex1, ref vertex2, ref vertex3, out point)); }
/// <summary> /// Determines if there is an intersection between the current object and a triangle. /// </summary> /// <param name="vertex1">The first vertex of the triangle to test.</param> /// <param name="vertex2">The second vertex of the triangle to test.</param> /// <param name="vertex3">The third vertex of the triangle 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 Vector3 vertex1, ref Vector3 vertex2, ref Vector3 vertex3, out float distance) { return(CollisionsHelper.RayIntersectsTriangle(ref this, ref vertex1, ref vertex2, ref vertex3, out distance)); }