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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <IntrRay3AxisAlignedBox3.h>
Static Public Member Functions | |
| static bool | TestIntersection (const TRay< RealType > &Ray, const TAxisAlignedBox3< RealType > &Box, RealType ExpandExtents=0) |
| static bool | FindIntersection (const TRay< RealType > &Ray, const TAxisAlignedBox3< RealType > &Box, RealType &RayParamOut) |
| static bool | FindIntersection (const TVector< RealType > &Origin, const TVector< RealType > &Direction, const TAxisAlignedBox3< RealType > &Box, RealType &RayParamOut) |
Static Protected Member Functions | |
| static bool | DoClipping (RealType &t0, RealType &t1, const TVector< RealType > &RayOrigin, const TVector< RealType > &RayDirection, const TAxisAlignedBox3< RealType > &Box, bool solid, int &quantity, TVector< RealType > &Point0, TVector< RealType > &Point1, EIntersectionType &intrType) |
| static bool | Clip (RealType denom, RealType numer, RealType &t0, RealType &t1) |
Compute intersection between 3D ray and 3D axis-aligned box
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inlinestaticprotected |
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inlinestaticprotected |
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inlinestatic |
Find intersection of ray with AABB and returns ray T-value of intersection point (or TNumericLimits::Max() on miss)
| Ray | query ray |
| Box | query box |
| RayParamOut | ray intersect T-value, or TNumericLimits::Max() |
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inlinestatic |
Find intersection of ray with AABB and returns ray T-value of intersection point (or TNumericLimits::Max() on miss)
| Origin | query ray origin |
| Direction | query ray direction |
| Box | query box |
| RayParamOut | ray intersect T-value, or TNumericLimits::Max() |
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inlinestatic |
Test if ray intersects box
| Ray | query ray |
| Box | query box |
| ExpandExtents | box is expanded by this amount in each direction, useful for dealing with float imprecision |