1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938
|
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/1999/REC-html401-19991224/loose.dtd">
<html>
<head>
<title>Castle Game Engine: CastleBoxes: Object TBox3D</title>
<meta name="generator" content="PasDoc 0.13.0">
<meta http-equiv="content-type" content="text/html; charset=utf-8">
<link rel="StyleSheet" type="text/css" href="pasdoc.css">
</head>
<body>
<table class="container"><tr><td class="navigation">
<h2>Castle Game Engine</h2><p><a href="introduction.html" class="navigation">Introduction</a></p><p><a href="AllUnits.html" class="navigation">Units</a></p><p><a href="ClassHierarchy.html" class="navigation">Class Hierarchy</a></p><p><a href="AllClasses.html" class="navigation">Classes, Interfaces, Objects and Records</a></p><p><a href="AllTypes.html" class="navigation">Types</a></p><p><a href="AllVariables.html" class="navigation">Variables</a></p><p><a href="AllConstants.html" class="navigation">Constants</a></p><p><a href="AllFunctions.html" class="navigation">Functions and Procedures</a></p><p><a href="AllIdentifiers.html" class="navigation">Identifiers</a></p></td><td class="content">
<a name="TBox3D"></a><h1 class="cio">Object TBox3D</h1>
<table class="sections wide_list">
<tr>
<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Hierarchy">Hierarchy</a></td><td><a class="section" href="#PasDoc-Fields">Fields</a></td><td><a class="section" href="#PasDoc-Methods">Methods</a></td><td>Properties</td></tr></table>
<a name="PasDoc-Description"></a><h2 class="unit">Unit</h2>
<p class="unitlink">
<a href="CastleBoxes.html">CastleBoxes</a></p>
<h2 class="declaration">Declaration</h2>
<p class="declaration">
<code>type TBox3D = object(TObject)</code></p>
<h2 class="description">Description</h2>
<p>
Axis-aligned box. Rectangular prism with all sides parallel to basic planes X = 0, Y = 0 and Z = 0. This is sometimes called AABB, "axis-aligned bounding box". Many geometric operations are fast and easy on this type.
<p>The actual box dimensions are stored inside the <a class="normal" href="CastleBoxes.TBox3D.html#Data">Data</a> field, as two 3D points. First point has always all the smaller coords, second point has all the larger coords. I.e. always
<p></p>
<pre class="preformatted">
Data[0, 0] <= Data[1, 0] and
Data[0, 1] <= Data[1, 1] and
Data[0, 2] <= Data[1, 2]
</pre>
<p> The only exception is the special value <a class="normal" href="CastleBoxes.html#EmptyBox3D">EmptyBox3D</a>.
<p>Note that the box may still have all sizes equal 0. Consider a 3D model with only a single 3D point — it's not empty, but all the sizes must be 0.
<p>This is an old-style object (withut any virtual methods). This way there's no need for using constructors / destructors to manage this, you can simply declare <code>TBox3D</code> type and copy / pass around this box to other procedures.</p>
<a name="PasDoc-Hierarchy"></a><h2 class="hierarchy">Hierarchy</h2>
<ul class="hierarchy"><li class="ancestor">TObject</li>
<li class="thisitem">TBox3D</li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Fields"></a><h3 class="summary">Fields</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code><b><a href="CastleBoxes.TBox3D.html#Data">Data</a></b>: array [0..1 ] of <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
</tr>
</table>
<a name="PasDoc-Methods"></a><h3 class="summary">Methods</h3>
<table class="summary wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#IsEmpty">IsEmpty</a></b>: boolean;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#IsEmptyOrZero">IsEmptyOrZero</a></b>: boolean;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleBoxes.TBox3D.html#CheckNonEmpty">CheckNonEmpty</a></b>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#Middle">Middle</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#AverageSize">AverageSize</a></b>: Single; overload;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#MaxSize">MaxSize</a></b>: Single; overload;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#MinSize">MinSize</a></b>: Single;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#SizeX">SizeX</a></b>: Single;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#SizeY">SizeY</a></b>: Single;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#SizeZ">SizeZ</a></b>: Single;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#AverageSize">AverageSize</a></b>(const AllowZero: boolean; const EmptyBoxSize: Single): Single; overload;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#MaxSize">MaxSize</a></b>(const AllowZero: boolean; const EmptyBoxSize: Single): Single; overload;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#Area">Area</a></b>(const AllowZero: boolean; const EmptyBoxArea: Single): Single;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleBoxes.TBox3D.html#ExpandMe">ExpandMe</a></b>(const AExpand: Single); overload;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleBoxes.TBox3D.html#ExpandMe">ExpandMe</a></b>(const AExpand: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>); overload;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#Expand">Expand</a></b>(const AExpand: Single): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#Expand">Expand</a></b>(const AExpand: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#PointInside">PointInside</a></b>(const Point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; overload;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#PointInside">PointInside</a></b>(const Point: <a href="CastleVectors.html#TVector3Double">TVector3Double</a>): boolean; overload;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#PointInside2D">PointInside2D</a></b>(const Point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const IgnoreIndex: Integer): boolean;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleBoxes.TBox3D.html#Add">Add</a></b>(const box2: <a href="CastleBoxes.TBox3D.html">TBox3D</a>); overload;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleBoxes.TBox3D.html#Add">Add</a></b>(const Point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>); overload;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#Sizes">Sizes</a></b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleBoxes.TBox3D.html#GetAllPoints">GetAllPoints</a></b>(allpoints: <a href="CastleVectors.html#PVector3Single">PVector3Single</a>);</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#Transform">Transform</a></b>(const Matrix: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#Translate">Translate</a></b>(const Translation: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#AntiTranslate">AntiTranslate</a></b>(const Translation: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#ToNiceStr">ToNiceStr</a></b>: string;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#ToRawStr">ToRawStr</a></b>: string;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleBoxes.TBox3D.html#Clamp">Clamp</a></b>(var point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>); overload;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleBoxes.TBox3D.html#Clamp">Clamp</a></b>(var point: <a href="CastleVectors.html#TVector3Double">TVector3Double</a>); overload;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#TryRayClosestIntersection">TryRayClosestIntersection</a></b>( out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out IntersectionDistance: Single; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; overload;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#TryRayClosestIntersection">TryRayClosestIntersection</a></b>( out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; overload;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#TryRayClosestIntersection">TryRayClosestIntersection</a></b>( out IntersectionDistance: Single; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; overload;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#TryRayEntrance">TryRayEntrance</a></b>( out Entrance: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out EntranceDistance: Single; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; overload;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#TryRayEntrance">TryRayEntrance</a></b>( out Entrance: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; overload;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#SegmentCollision">SegmentCollision</a></b>( const Segment1, Segment2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#PlaneCollision">PlaneCollision</a></b>(const Plane: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>): <a href="CastleBoxes.html#TPlaneCollision">TPlaneCollision</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#PlaneCollisionInside">PlaneCollisionInside</a></b>(const Plane: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>): boolean;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#PlaneCollisionOutside">PlaneCollisionOutside</a></b>(const Plane: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>): boolean;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#IsTriangleCollision">IsTriangleCollision</a></b>( const Triangle: <a href="CastleTriangles.html#TTriangle3Single">TTriangle3Single</a>): boolean;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleBoxes.TBox3D.html#BoundingSphere">BoundingSphere</a></b>( var SphereCenter: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; var SphereRadiusSqr: Single);</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#Collision">Collision</a></b>(const Box2: <a href="CastleBoxes.TBox3D.html">TBox3D</a>): boolean;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#Radius">Radius</a></b>: Single;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#Radius2D">Radius2D</a></b>(const IgnoreIndex: Integer): Single;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#SphereSimpleCollision">SphereSimpleCollision</a></b>( const SphereCenter: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const SphereRadius: Single): boolean;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#SphereCollision">SphereCollision</a></b>( const SphereCenter: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const SphereRadius: Single): boolean;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#MaximumPlane">MaximumPlane</a></b>(const Direction: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleVectors.html#TVector4Single">TVector4Single</a>;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#MinimumPlane">MinimumPlane</a></b>(const Direction: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleVectors.html#TVector4Single">TVector4Single</a>;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleBoxes.TBox3D.html#PointDistances">PointDistances</a></b>(const P: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out MinDistance, MaxDistance: Single);</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>procedure <b><a href="CastleBoxes.TBox3D.html#DirectionDistances">DirectionDistances</a></b>( const Point, Dir: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out MinDistance, MaxDistance: Single);</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#PointDistance">PointDistance</a></b>(const Point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): Single;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#PointMaxDistance">PointMaxDistance</a></b>(const Point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const EmptyBoxDistance: Single): Single;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#Equal">Equal</a></b>(const Box2: <a href="CastleBoxes.TBox3D.html">TBox3D</a>): boolean;</code></td>
</tr>
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#Equal">Equal</a></b>(const Box2: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const EqualityEpsilon: Single): boolean;</code></td>
</tr>
<tr class="list2">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><code>function <b><a href="CastleBoxes.TBox3D.html#Diagonal">Diagonal</a></b>: Single;</code></td>
</tr>
</table>
<h2 class="description">Description</h2>
<h3 class="detail">Fields</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Data"></a><code><b>Data</b>: array [0..1 ] of <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<h3 class="detail">Methods</h3>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="IsEmpty"></a><code>function <b>IsEmpty</b>: boolean;</code></td>
</tr>
<tr><td colspan="2">
<p>
Check is box empty. You can think of this function as "compare Box with <a class="normal" href="CastleBoxes.html#EmptyBox3D">EmptyBox3D</a>".
<p>But actually it works a little faster, by utilizing the assumption that <a class="normal" href="CastleBoxes.html#EmptyBox3D">EmptyBox3D</a> is the only allowed value that breaks <code>Data[0, 0] <= Data[1, 0]</code> rule.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="IsEmptyOrZero"></a><code>function <b>IsEmptyOrZero</b>: boolean;</code></td>
</tr>
<tr><td colspan="2">
<p>
Check is box empty or has all the sizes equal 0.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="CheckNonEmpty"></a><code>procedure <b>CheckNonEmpty</b>;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Middle"></a><code>function <b>Middle</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
These functions calculate the middle point, average size, max size and particular sizes of given bounding box.
<p>
<p></p>
<h6 class="description_section">Exceptions raised</h6>
<dl class="exceptions_raised">
<dt><a class="normal" href="CastleBoxes.EBox3DEmpty.html">EBox3DEmpty</a></dt>
<dd>If the Box is empty.</dd>
</dl>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AverageSize"></a><code>function <b>AverageSize</b>: Single; overload;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MaxSize"></a><code>function <b>MaxSize</b>: Single; overload;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MinSize"></a><code>function <b>MinSize</b>: Single;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="SizeX"></a><code>function <b>SizeX</b>: Single;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="SizeY"></a><code>function <b>SizeY</b>: Single;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="SizeZ"></a><code>function <b>SizeZ</b>: Single;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AverageSize"></a><code>function <b>AverageSize</b>(const AllowZero: boolean; const EmptyBoxSize: Single): Single; overload;</code></td>
</tr>
<tr><td colspan="2">
<p>
Average size of <a class="normal" href="CastleBoxes.TBox3D.html">TBox3D</a>, or EmptyBoxSize if box is empty. </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>AllowZero</dt>
<dd>Decides what to do when box is not empty but the result would be zero, which means that the box is infinitely thin in all axes. If <code>True</code>, then result is just 0, otherwise it's EmptyBoxSize.</dd>
</dl>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MaxSize"></a><code>function <b>MaxSize</b>(const AllowZero: boolean; const EmptyBoxSize: Single): Single; overload;</code></td>
</tr>
<tr><td colspan="2">
<p>
Largest size of <a class="normal" href="CastleBoxes.TBox3D.html">TBox3D</a>, or EmptyBoxSize if box is empty. </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>AllowZero</dt>
<dd>Decides what to do when box is not empty but the result would be zero, which means that the box is infinitely thin in all axes. If <code>True</code>, then result is just 0, otherwise it's EmptyBoxSize.</dd>
</dl>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Area"></a><code>function <b>Area</b>(const AllowZero: boolean; const EmptyBoxArea: Single): Single;</code></td>
</tr>
<tr><td colspan="2">
<p>
Area of the six <a class="normal" href="CastleBoxes.TBox3D.html">TBox3D</a> sides, EmptyBoxArea if box is empty. </p>
<h6 class="description_section">Parameters</h6>
<dl class="parameters">
<dt>AllowZero</dt>
<dd>Decides what to do when box is not empty but the result would be zero, which means that the box is infinitely thin in all axes. If <code>True</code>, then result is just 0, otherwise it's EmptyBoxSize.</dd>
</dl>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ExpandMe"></a><code>procedure <b>ExpandMe</b>(const AExpand: Single); overload;</code></td>
</tr>
<tr><td colspan="2">
<p>
This decreases Data[0, 0], Data[0, 1], Data[0, 2] by AExpand and increases Data[1, 0], Data[1, 1], Data[1, 2] by AExpand. So you get Box with all sizes increased by 2 * AExpand.
<p>Box must not be empty. Note that AExpand may be negative, but then you must be sure that it doesn't make Box empty.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ExpandMe"></a><code>procedure <b>ExpandMe</b>(const AExpand: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>); overload;</code></td>
</tr>
<tr><td colspan="2">
<p>
This decreases Data[0] by AExpand, and increases Data[1] by AExpand. So you get Box with all sizes increased by 2 * AExpand.
<p>Box must not be empty. Note that AExpand may be negative, but then you must be sure that it doesn't make Box empty.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Expand"></a><code>function <b>Expand</b>(const AExpand: Single): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Expand"></a><code>function <b>Expand</b>(const AExpand: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PointInside"></a><code>function <b>PointInside</b>(const Point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; overload;</code></td>
</tr>
<tr><td colspan="2">
<p>
Check is the point inside the box. Always false if Box is empty (obviously, no point is inside an empty box).
<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PointInside"></a><code>function <b>PointInside</b>(const Point: <a href="CastleVectors.html#TVector3Double">TVector3Double</a>): boolean; overload;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PointInside2D"></a><code>function <b>PointInside2D</b>(const Point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const IgnoreIndex: Integer): boolean;</code></td>
</tr>
<tr><td colspan="2">
<p>
Is the 2D point inside the 2D projection of the box. 2D projection (of point and box) is obtained by rejecting the IgnoreIndex coordinate (must be 0, 1 or 2).</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Add"></a><code>procedure <b>Add</b>(const box2: <a href="CastleBoxes.TBox3D.html">TBox3D</a>); overload;</code></td>
</tr>
<tr><td colspan="2">
<p>
Sum two <a class="normal" href="CastleBoxes.TBox3D.html">TBox3D</a> values. This calculates the smallest box that encloses both Box1 and Box2. You can also use + operator.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Add"></a><code>procedure <b>Add</b>(const Point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>); overload;</code></td>
</tr>
<tr><td colspan="2">
<p>
Make box larger, if necessary, to contain given Point.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Sizes"></a><code>function <b>Sizes</b>: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Three box sizes.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="GetAllPoints"></a><code>procedure <b>GetAllPoints</b>(allpoints: <a href="CastleVectors.html#PVector3Single">PVector3Single</a>);</code></td>
</tr>
<tr><td colspan="2">
<p>
Calculate eight corners of the box. Place them in AllPointsˆ[0..7].</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Transform"></a><code>function <b>Transform</b>(const Matrix: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Transform the Box by given matrix. Since this is still an axis-aligned box, rotating etc. of the box usually makes larger box.
<p>Note that this is very optimized for Matrix with no projection (where last row of the last matrix = [0, 0, 0, 1]). It still works for all matrices (eventually fallbacks to simple "transform 8 corners and get box enclosing them" method).
<p></p>
<h6 class="description_section">Exceptions raised</h6>
<dl class="exceptions_raised">
<dt><a class="normal" href="CastleVectors.ETransformedResultInvalid.html">ETransformedResultInvalid</a></dt>
<dd>When the Matrix will transform some point to a direction (vector with 4th component equal zero). In this case we just cannot interpret the result as a 3D point, so we also cannot interpret the final result as a box.</dd>
</dl>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Translate"></a><code>function <b>Translate</b>(const Translation: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Move Box. Does nothing if Box is empty.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="AntiTranslate"></a><code>function <b>AntiTranslate</b>(const Translation: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Move Box, by -Translation. Does nothing if Box is empty.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ToNiceStr"></a><code>function <b>ToNiceStr</b>: string;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="ToRawStr"></a><code>function <b>ToRawStr</b>: string;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Clamp"></a><code>procedure <b>Clamp</b>(var point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>); overload;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Clamp"></a><code>procedure <b>Clamp</b>(var point: <a href="CastleVectors.html#TVector3Double">TVector3Double</a>); overload;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="TryRayClosestIntersection"></a><code>function <b>TryRayClosestIntersection</b>( out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out IntersectionDistance: Single; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; overload;</code></td>
</tr>
<tr><td colspan="2">
<p>
TryBoxRayClosestIntersection calculates intersection between the ray (returns closest intersection to RayOrigin) and the box.
<p>The box is treated just like a set of 6 rectangles in 3D. This means that the intersection will always be placed on one of the box sides, even if RayOrigin starts inside the box. See TryBoxRayEntrance for the other version.
<p>Returns also IntersectionDistance, which is the distance to the Intersection relative to RayDirection (i.e. Intersection is always = RayOrigin + IntersectionDistance * RayDirection).
<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="TryRayClosestIntersection"></a><code>function <b>TryRayClosestIntersection</b>( out Intersection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; overload;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="TryRayClosestIntersection"></a><code>function <b>TryRayClosestIntersection</b>( out IntersectionDistance: Single; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; overload;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="TryRayEntrance"></a><code>function <b>TryRayEntrance</b>( out Entrance: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out EntranceDistance: Single; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; overload;</code></td>
</tr>
<tr><td colspan="2">
<p>
Intersection between the ray (returns closest intersection to RayOrigin) and the box, treating the box as a filled volume.
<p>If RayOrigin is inside the box, TryBoxRayEntrance simply returns RayOrigin. If RayOrigin is outside of the box, the answer is the same as with TryBoxRayClosestIntersection.
<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="TryRayEntrance"></a><code>function <b>TryRayEntrance</b>( out Entrance: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const RayOrigin, RayDirection: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean; overload;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="SegmentCollision"></a><code>function <b>SegmentCollision</b>( const Segment1, Segment2: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): boolean;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PlaneCollision"></a><code>function <b>PlaneCollision</b>(const Plane: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>): <a href="CastleBoxes.html#TPlaneCollision">TPlaneCollision</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Collision between axis-aligned box (<a class="normal" href="CastleBoxes.TBox3D.html">TBox3D</a>) and 3D plane. Returns detailed result as <a class="normal" href="CastleBoxes.html#TPlaneCollision">TPlaneCollision</a>.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PlaneCollisionInside"></a><code>function <b>PlaneCollisionInside</b>(const Plane: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>): boolean;</code></td>
</tr>
<tr><td colspan="2">
<p>
Check is axis-aligned box (<a class="normal" href="CastleBoxes.TBox3D.html">TBox3D</a>) fully inside/outside the plane.
<p>Inside/outside are defined as for <a class="normal" href="CastleBoxes.html#TPlaneCollision">TPlaneCollision</a>: Outside is where plane direction (normal) points. Inside is where the <i>inverted</i> plane direction (normal) points.
<p>They work exactly like Box3DPlaneCollision, except they returns <code>True</code> when box is inside/outside (when Box3DPlaneCollision returned pcInside/pcOutside), and <code>False</code> otherwise.
<p>For example Box3DPlaneCollisionInside doesn't differentiate between case when box is empty, of partially intersects the plane, and is on the outside. But it works (very slightly) faster.
<p></p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PlaneCollisionOutside"></a><code>function <b>PlaneCollisionOutside</b>(const Plane: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>): boolean;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="IsTriangleCollision"></a><code>function <b>IsTriangleCollision</b>( const Triangle: <a href="CastleTriangles.html#TTriangle3Single">TTriangle3Single</a>): boolean;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="BoundingSphere"></a><code>procedure <b>BoundingSphere</b>( var SphereCenter: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; var SphereRadiusSqr: Single);</code></td>
</tr>
<tr><td colspan="2">
<p>
Smallest possible sphere completely enclosing given Box. When Box is empty we return SphereRadiusSqr = 0 and undefined SphereCenter.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Collision"></a><code>function <b>Collision</b>(const Box2: <a href="CastleBoxes.TBox3D.html">TBox3D</a>): boolean;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Radius"></a><code>function <b>Radius</b>: Single;</code></td>
</tr>
<tr><td colspan="2">
<p>
Radius of the minimal sphere that contains this box. Sphere center is assumed to be in (0, 0, 0). 0 if box is empty.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Radius2D"></a><code>function <b>Radius2D</b>(const IgnoreIndex: Integer): Single;</code></td>
</tr>
<tr><td colspan="2">
<p>
Radius of the minimal circle that contains the 2D projection of this box. 2D box projection is obtained by rejecting the IgnoreIndex coordinate (must be 0, 1 or 2). Circle center is assumed to be in (0, 0). 0 if box is empty.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="SphereSimpleCollision"></a><code>function <b>SphereSimpleCollision</b>( const SphereCenter: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const SphereRadius: Single): boolean;</code></td>
</tr>
<tr><td colspan="2">
<p>
Check for collision between box and sphere, fast <i>but not entirely correct</i>.
<p>This considers a Box enlarged by SphereRadius in each direction. Then checks whether SphereCenter is inside such enlarged Box. So this check will incorrectly report collision while in fact there's no collision in the case when the sphere center is near the corner of the Box.
<p>So this check is not 100% correct. But often this is good enough — in games, if you know that the SphereRadius is going to be relatively small compared to the Box, this may be perfectly acceptable. And it's fast.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="SphereCollision"></a><code>function <b>SphereCollision</b>( const SphereCenter: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const SphereRadius: Single): boolean;</code></td>
</tr>
<tr><td colspan="2">
<p>
Check for box <-> sphere collision. This is a little slower than <a class="normal" href="CastleBoxes.TBox3D.html#SphereSimpleCollision">SphereSimpleCollision</a>, although still damn fast, and it's a precise check.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MaximumPlane"></a><code>function <b>MaximumPlane</b>(const Direction: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleVectors.html#TVector4Single">TVector4Single</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Calculate a plane in 3D space with direction = given Direction, moved maximally in Direction and still intersecting the given Box.
<p>For example, if Direction = -Z = (0, 0, -1), then this will return the bottom plane of this box. For Direction = (1, 1, 1), this will return a plane intersecting the Data[1] (maximum) point, with slope = (1, 1, 1). The resulting plane always intersects at least one of the 8 corners of the box.
<p></p>
<h6 class="description_section">Exceptions raised</h6>
<dl class="exceptions_raised">
<dt><a class="normal" href="CastleBoxes.EBox3DEmpty.html">EBox3DEmpty</a></dt>
<dd>If the Box is empty.</dd>
</dl>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="MinimumPlane"></a><code>function <b>MinimumPlane</b>(const Direction: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleVectors.html#TVector4Single">TVector4Single</a>;</code></td>
</tr>
<tr><td colspan="2">
<p>
Calculate a plane in 3D space with direction = given Direction, moved such that it touches the Box but takes minimum volume of this box.
<p>For example, if Direction = +Z = (0, 0, 1), then this will return the bottom plane of this box. For Direction = (1, 1, 1), this will return a plane intersecting the Data[0] (minimum) point, with slope = (1, 1, 1). The resulting plane always intersects at least one of the 8 corners of the box.
<p></p>
<h6 class="description_section">Exceptions raised</h6>
<dl class="exceptions_raised">
<dt><a class="normal" href="CastleBoxes.EBox3DEmpty.html">EBox3DEmpty</a></dt>
<dd>If the Box is empty.</dd>
</dl>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PointDistances"></a><code>procedure <b>PointDistances</b>(const P: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out MinDistance, MaxDistance: Single);</code></td>
</tr>
<tr><td colspan="2">
<p>
Calculate the distances between a given 3D point and a box. MinDistance is the distance to the closest point of the box, MaxDistance is the distance to the farthest point of the box.
<p>Note that always MinDistance <= MaxDistance. Note that both distances are always >= 0.
<p>When the point is inside the box, it works correct too: minimum distance is zero in this case.
<p>
<p>TODO: calculation of MinDistance is not perfect now. We assume that the closest/farthest point of the box is one of the 8 box corners. Which may not be true in case of the closest point, because it may lie in the middle of some box face (imagine a sphere with increasing radius reaching from a point to a box). So our minimum may be a *little* too large.</p>
<h6 class="description_section">Exceptions raised</h6>
<dl class="exceptions_raised">
<dt><a class="normal" href="CastleBoxes.EBox3DEmpty.html">EBox3DEmpty</a></dt>
<dd>When used with an empty box.</dd>
</dl>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="DirectionDistances"></a><code>procedure <b>DirectionDistances</b>( const Point, Dir: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; out MinDistance, MaxDistance: Single);</code></td>
</tr>
<tr><td colspan="2">
<p>
Calculate the distances along a direction to a box. The idea is that you have a 3D plane orthogonal to direction Dir and passing through Point. You can move this plane, but you have to keep it's direction constant. MinDistance is the minimal distance along the Dir that you can move this plane, such that it touches the box. MaxDistance is the maximum such distance.
<p>Note that always MinDistance <= MaxDistance. Note that one distance (MinDistance) or both distances may be negative.
<p>As a practical example: imagine a DirectionalLight (light rays are parallel) that has a location. Now MinDistance and MaxDistance give ranges of depth where the Box is, as seen from the light source.
<p></p>
<h6 class="description_section">Exceptions raised</h6>
<dl class="exceptions_raised">
<dt><a class="normal" href="CastleBoxes.EBox3DEmpty.html">EBox3DEmpty</a></dt>
<dd>When used with an empty box.</dd>
</dl>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PointDistance"></a><code>function <b>PointDistance</b>(const Point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): Single;</code></td>
</tr>
<tr><td colspan="2">
<p>
Shortest distance between the box and a point. Always zero when the point is inside the box.
<p></p>
<h6 class="description_section">Exceptions raised</h6>
<dl class="exceptions_raised">
<dt><a class="normal" href="CastleBoxes.EBox3DEmpty.html">EBox3DEmpty</a></dt>
<dd>When used with an empty box.</dd>
</dl>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="PointMaxDistance"></a><code>function <b>PointMaxDistance</b>(const Point: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const EmptyBoxDistance: Single): Single;</code></td>
</tr>
<tr><td colspan="2">
<p>
Maximum distance between the box and a point. Returns EmptyBoxDistance when box is empty.</p>
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Equal"></a><code>function <b>Equal</b>(const Box2: <a href="CastleBoxes.TBox3D.html">TBox3D</a>): boolean;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Equal"></a><code>function <b>Equal</b>(const Box2: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const EqualityEpsilon: Single): boolean;</code></td>
</tr>
<tr><td colspan="2">
</td></tr>
</table>
<table class="detail wide_list">
<tr class="list">
<td class="visibility"><a href="legend.html"><img src="public.gif" alt="Public" title="Public"></a></td>
<td class="itemcode"><a name="Diagonal"></a><code>function <b>Diagonal</b>: Single;</code></td>
</tr>
<tr><td colspan="2">
<p>
<code>Diagonal</code> of the box, zero if empty.</p>
</td></tr>
</table>
<!-- Piwik -->
<script type="text/javascript">
var _paq = _paq || [];
_paq.push(["trackPageView"]);
_paq.push(["enableLinkTracking"]);
(function() {
var u=(("https:" == document.location.protocol) ? "https" : "http") + "://michalis.ii.uni.wroc.pl/piwik-castle-engine/";
_paq.push(["setTrackerUrl", u+"piwik.php"]);
_paq.push(["setSiteId", "1"]);
var d=document, g=d.createElement("script"), s=d.getElementsByTagName("script")[0]; g.type="text/javascript";
g.defer=true; g.async=true; g.src=u+"piwik.js"; s.parentNode.insertBefore(g,s);
})();
</script>
<!-- End Piwik Code -->
<noscript>
<!-- Piwik Image Tracker -->
<img src="http://michalis.ii.uni.wroc.pl/piwik-castle-engine/piwik.php?idsite=1&rec=1" style="border:0" alt="" />
<!-- End Piwik -->
</noscript>
<hr noshade size="1"><span class="appinfo"><em>Generated by <a href="http://pasdoc.sourceforge.net/">PasDoc 0.13.0</a> on 2015-06-15 04:43:08</em>
</span>
</td></tr></table></body></html>
|