Assembly: VRage.Math.dll

public struct MyOrientedBoundingBox: IEquatable<MyOrientedBoundingBox>

Fields

Member Description
static CornerCount
static EndVertices
static EndXVertices
static EndYVertices
static EndZVertices
static StartVertices
static StartXVertices
static StartYVertices
static StartZVertices
static XNeighbourVectorsBack
static XNeighbourVectorsForw
static YNeighbourVectorsBack
static YNeighbourVectorsForw
static ZNeighbourVectorsBack
static ZNeighbourVectorsForw
Center
HalfExtent
Orientation

Constructors

Member Description
MyOrientedBoundingBox(ref Matrix)
MyOrientedBoundingBox(Vector3, Vector3, Quaternion)

Methods

Member Description
static Contains(ref BoundingBox, ref MyOrientedBoundingBox)
static Contains(BoundingFrustum, ref MyOrientedBoundingBox)
static Contains(ref BoundingSphere, ref MyOrientedBoundingBox)
static ContainsRelativeBox(ref Vector3, ref Vector3, ref Matrix)
static Create(BoundingBox, Matrix)
static CreateFromBoundingBox(BoundingBox)
static GetNormalBetweenEdges(int, int, int, out Vector3) Returns normal between two cube edge of same direction
Contains(ref BoundingBox)
Contains(ref MyOrientedBoundingBox)
Contains(BoundingFrustum)
Contains(ref BoundingSphere)
Contains(ref Vector3)
ConvertToFrustum()
Equals(MyOrientedBoundingBox)
Equals(object)
GetAABB()
GetCorners(Vector3[], int)
GetHashCode()
Intersects(ref BoundingBox)
Intersects(ref MyOrientedBoundingBox)
Intersects(BoundingFrustum)
Intersects(ref BoundingSphere)
Intersects(ref Ray)
Intersects(ref Line)
Intersects(ref Plane)
ToString()
Transform(Quaternion, Vector3)
Transform(float, Quaternion, Vector3)
Transform(Matrix)

Implements: