intersectRayAab
- bool intersectRayAab(double originX, double originY, double originZ, double dirX, double dirY, double dirZ, double minX, double minY, double minZ, double maxX, double maxY, double maxZ, Vector2d result)
- bool intersectRayAab(Vector3d origin, Vector3d dir, Vector3d min, Vector3d max, Vector2d result)
static
bool
intersectRayAab
intersection_d
static functionsstatic variables
Test whether the ray with the given <code>origin</code> and direction <code>dir</code> intersects the axis-aligned box specified as its minimum corner <code>min</code> and maximum corner <code>max</code>, and return the values of the parameter <i>t</i> in the ray equation <i>p(t) = origin + t * dir</i> of the near and far point of intersection.. <p> This method returns <code>true</code> for a ray whose origin lies inside the axis-aligned box. <p> If many boxes need to be tested against the same ray, then the {@link RayAabIntersection} class is likely more efficient. <p> Reference: <a href="https://dl.acm.org/citation.cfm?id=1198748">An Efficient and Robust Ray–Box Intersection</a>
@see #intersectRayAab(double, double, double, double, double, double, double, double, double, double, double, double, Vector2d) @see RayAabIntersection
@param origin the ray's origin @param dir the ray's direction @param min the minimum corner of the axis-aligned box @param max the maximum corner of the axis-aligned box @param result a vector which will hold the resulting values of the parameter <i>t</i> in the ray equation <i>p(t) = origin + t * dir</i> of the near and far point of intersection iff the ray intersects the axis-aligned box @return <code>true</code> if the given ray intersects the axis-aligned box; <code>false</code> otherwise