/// <summary> /// Determines if there is an intersection between the current object and a <see cref="MyRay"/>. /// </summary> /// <param name="ray">The ray to test.</param> /// <returns>Whether the two objects intersected.</returns> public bool Intersects(ref MyRay ray) { float distance; return(MyCollision.RayIntersectsSphere(ref ray, ref this, out distance)); }
/// <summary> /// Determines if there is an intersection between the current object and a <see cref="MyBoundingSphere"/>. /// </summary> /// <param name="sphere">The sphere to test.</param> /// <param name="point">When the method completes, contains the point of intersection, /// or <see cref="MyVector3.Zero"/> if there was no intersection.</param> /// <returns>Whether the two objects intersected.</returns> public bool Intersects(ref MyBoundingSphere sphere, out MyVector3 point) { return(MyCollision.RayIntersectsSphere(ref this, ref sphere, out point)); }
/// <summary> /// Determines if there is an intersection between the current object and a <see cref="MyRay"/>. /// </summary> /// <param name="ray">The ray to test.</param> /// <param name="point">When the method completes, contains the point of intersection, /// or <see cref="MyVector3.Zero"/> if there was no intersection.</param> /// <returns>Whether the two objects intersected.</returns> public bool Intersects(ref MyRay ray, out MyVector3 point) { return(MyCollision.RayIntersectsSphere(ref ray, ref this, out point)); }
/// <summary> /// Determines if there is an intersection between the current object and a <see cref="MyBoundingSphere"/>. /// </summary> /// <param name="sphere">The sphere 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 MyBoundingSphere sphere, out float distance) { return(MyCollision.RayIntersectsSphere(ref this, ref sphere, out distance)); }