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<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">
<h1 class="unit">Unit CastleBoxes</h1>
<table class="sections wide_list">
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<td><a class="section" href="#PasDoc-Description">Description</a></td><td><a class="section" href="#PasDoc-Uses">Uses</a></td><td><a class="section" href="#PasDoc-Classes">Classes, Interfaces, Objects and Records</a></td><td><a class="section" href="#PasDoc-FuncsProcs">Functions and Procedures</a></td><td><a class="section" href="#PasDoc-Types">Types</a></td><td><a class="section" href="#PasDoc-Constants">Constants</a></td><td><a class="section" href="#PasDoc-Variables">Variables</a></td></tr></table>
<a name="PasDoc-Description"></a><h2 class="description">Description</h2>
<p>
Axis-aligned 3D boxes (<a class="normal" href="CastleBoxes.TBox3D.html">TBox3D</a>).</p>
<a name="PasDoc-Uses"></a><h2 class="uses">Uses</h2>
<ul class="useslist"><li><a href="CastleVectors.html">CastleVectors</a></li><li>SysUtils</li><li><a href="CastleUtils.html">CastleUtils</a></li><li><a href="CastleGenericLists.html">CastleGenericLists</a></li><li><a href="CastleTriangles.html">CastleTriangles</a></li></ul><h2 class="overview">Overview</h2>
<a name="PasDoc-Classes"></a><h3 class="cio">Classes, Interfaces, Objects and Records</h3>
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<tr class="listheader">
<th class="itemname">Name</th>
<th class="itemdesc">Description</th>
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<td class="itemname">Class <a class="bold" href="CastleBoxes.EBox3DEmpty.html"><code>EBox3DEmpty</code></a></td>
<td class="itemdesc"> </td>
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<td class="itemname">Object <a class="bold" href="CastleBoxes.TBox3D.html"><code>TBox3D</code></a></td>
<td class="itemdesc">Axis-aligned box.</td>
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<a name="PasDoc-FuncsProcs"></a><h3 class="summary">Functions and Procedures</h3>
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<td class="itemcode"><code>function <b><a href="CastleBoxes.html#Box3D">Box3D</a></b>(const p0, p1: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleBoxes.html#Box3DAroundPoint">Box3DAroundPoint</a></b>(const Pt: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; Size: Single): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleBoxes.html#Box3DAroundPoint">Box3DAroundPoint</a></b>(const Pt: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; Size: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleBoxes.html#CalculateBoundingBox">CalculateBoundingBox</a></b>( Verts: <a href="CastleVectors.html#PVector3Single">PVector3Single</a>; VertsCount: Cardinal; VertsStride: Cardinal): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleBoxes.html#CalculateBoundingBox">CalculateBoundingBox</a></b>( Verts: <a href="CastleVectors.html#PVector3Single">PVector3Single</a>; VertsCount: Cardinal; VertsStride: Cardinal; const Transform: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleBoxes.html#CalculateBoundingBox">CalculateBoundingBox</a></b>(Verts: <a href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleBoxes.html#CalculateBoundingBox">CalculateBoundingBox</a></b>(Verts: <a href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>; const Transform: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleBoxes.html#CalculateBoundingBox">CalculateBoundingBox</a></b>( GetVertex: <a href="CastleVectors.html#TGetVertexFromIndexFunc">TGetVertexFromIndexFunc</a>; VertsCount: integer): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleBoxes.html#CalculateBoundingBoxFromIndices">CalculateBoundingBoxFromIndices</a></b>( GetVertIndex: <a href="CastleBoxes.html#TGetIndexFromIndexNumFunc">TGetIndexFromIndexNumFunc</a>; VertsIndicesCount: integer; GetVertex: <a href="CastleVectors.html#TGetVertexFromIndexFunc">TGetVertexFromIndexFunc</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleBoxes.html#CalculateBoundingBoxFromIndices">CalculateBoundingBoxFromIndices</a></b>( GetVertIndex: <a href="CastleBoxes.html#TGetIndexFromIndexNumFunc">TGetIndexFromIndexNumFunc</a>; VertsIndicesCount: integer; GetVertex: <a href="CastleVectors.html#TGetVertexFromIndexFunc">TGetVertexFromIndexFunc</a>; const Transform: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleBoxes.html#TriangleBoundingBox">TriangleBoundingBox</a></b>(const T: <a href="CastleTriangles.html#TTriangle3Single">TTriangle3Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleBoxes.html#IsCenteredBox3DPlaneCollision">IsCenteredBox3DPlaneCollision</a></b>( const BoxHalfSize: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Plane: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>): boolean; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleBoxes.html#IsCenteredBox3DPlaneCollision">IsCenteredBox3DPlaneCollision</a></b>( const BoxHalfSize: <a href="CastleVectors.html#TVector3Double">TVector3Double</a>; const Plane: <a href="CastleVectors.html#TVector4Double">TVector4Double</a>): boolean; overload;</code></td>
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<td class="itemcode"><code>function <b><a href="CastleBoxes.html#BoundingBox3DFromSphere">BoundingBox3DFromSphere</a></b>(const Center: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Radius: Single): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><code>operator + (const Box1, Box2: <a href="CastleBoxes.TBox3D.html">TBox3D</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><code>operator + (const B: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const V: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><code>operator + (const V: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const B: <a href="CastleBoxes.TBox3D.html">TBox3D</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<a name="PasDoc-Types"></a><h3 class="summary">Types</h3>
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<td class="itemcode"><code><b><a href="CastleBoxes.html#TGetIndexFromIndexNumFunc">TGetIndexFromIndexNumFunc</a></b> = function (indexNum: integer): integer of object;</code></td>
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<td class="itemcode"><code><b><a href="CastleBoxes.html#TPlaneCollision">TPlaneCollision</a></b> = (...);</code></td>
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<td class="itemcode"><code><b><a href="CastleBoxes.html#TBox3DBool">TBox3DBool</a></b> = array [boolean] of <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleBoxes.html#PBox3D">PBox3D</a></b> = ˆ<a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><code><b><a href="CastleBoxes.html#TBox3DList">TBox3DList</a></b> = specialize <a href="CastleGenericLists.TGenericStructList.html">TGenericStructList</a><<a href="CastleBoxes.TBox3D.html">TBox3D</a>>;</code></td>
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<a name="PasDoc-Constants"></a><h3 class="summary">Constants</h3>
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<td class="itemcode"><code><b><a href="CastleBoxes.html#EmptyBox3D">EmptyBox3D</a></b>: <a href="CastleBoxes.TBox3D.html">TBox3D</a> = (Data: ((0, 0, 0), (-1, -1, -1)));</code></td>
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<a name="PasDoc-Variables"></a><h3 class="summary">Variables</h3>
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<td class="itemcode"><code><b><a href="CastleBoxes.html#Box3DPlaneCollisionEqualityEpsilon">Box3DPlaneCollisionEqualityEpsilon</a></b>: Double = 1e-5;</code></td>
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<h2 class="description">Description</h2>
<h3 class="detail">Functions and Procedures</h3>
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<td class="itemcode"><a name="Box3D"></a><code>function <b>Box3D</b>(const p0, p1: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<p>
Various comfortable functions to construct <a class="normal" href="CastleBoxes.TBox3D.html">TBox3D</a> value. </p>
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<td class="itemcode"><a name="Box3DAroundPoint"></a><code>function <b>Box3DAroundPoint</b>(const Pt: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; Size: Single): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><a name="Box3DAroundPoint"></a><code>function <b>Box3DAroundPoint</b>(const Pt: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; Size: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><a name="CalculateBoundingBox"></a><code>function <b>CalculateBoundingBox</b>( Verts: <a href="CastleVectors.html#PVector3Single">PVector3Single</a>; VertsCount: Cardinal; VertsStride: Cardinal): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
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<p>
Calculate bounding box of a set of 3D points. This calculates the smallest possible box enclosing all given points. For VertsCount = 0 this returns <a class="normal" href="CastleBoxes.html#EmptyBox3D">EmptyBox3D</a>.
<p>Overloaded version with Transform parameter transforms each point by given matrix.
<p>Overloaded version with GetVertex as a function uses GetVertex to query for indexes from [0 .. VertsCount - 1] range.
<p>As usual, VertsStride = 0 means VertsStride = SizeOf(<a class="normal" href="CastleVectors.html#TVector3Single">TVector3Single</a>).
<p></p>
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<td class="itemcode"><a name="CalculateBoundingBox"></a><code>function <b>CalculateBoundingBox</b>( Verts: <a href="CastleVectors.html#PVector3Single">PVector3Single</a>; VertsCount: Cardinal; VertsStride: Cardinal; const Transform: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
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<td class="itemcode"><a name="CalculateBoundingBox"></a><code>function <b>CalculateBoundingBox</b>(Verts: <a href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
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<td class="itemcode"><a name="CalculateBoundingBox"></a><code>function <b>CalculateBoundingBox</b>(Verts: <a href="CastleVectors.TVector3SingleList.html">TVector3SingleList</a>; const Transform: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
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<td class="itemcode"><a name="CalculateBoundingBox"></a><code>function <b>CalculateBoundingBox</b>( GetVertex: <a href="CastleVectors.html#TGetVertexFromIndexFunc">TGetVertexFromIndexFunc</a>; VertsCount: integer): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
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<td class="itemcode"><a name="CalculateBoundingBoxFromIndices"></a><code>function <b>CalculateBoundingBoxFromIndices</b>( GetVertIndex: <a href="CastleBoxes.html#TGetIndexFromIndexNumFunc">TGetIndexFromIndexNumFunc</a>; VertsIndicesCount: integer; GetVertex: <a href="CastleVectors.html#TGetVertexFromIndexFunc">TGetVertexFromIndexFunc</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
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<p>
Calculate bounding box of a set of indexed 3D points.
<p>This is much like <a class="normal" href="CastleBoxes.html#CalculateBoundingBox">CalculateBoundingBox</a>, except there are two functions: For each number in [0 .. VertsIndicesCount - 1] range, GetVertIndex returns an index. If this index is >= 0 then it's used to query GetVertex function to get actual vertex position.
<p>Indexes < 0 are ignored, this is sometimes comfortable. E.g. for X3D models, you often have a list of indexes with -1 in between marking end of faces.
<p>Returns smallest box enclosing all vertexes.
<p>Overloaded version with Transform parameter transforms each point by given matrix.
<p></p>
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<td class="itemcode"><a name="CalculateBoundingBoxFromIndices"></a><code>function <b>CalculateBoundingBoxFromIndices</b>( GetVertIndex: <a href="CastleBoxes.html#TGetIndexFromIndexNumFunc">TGetIndexFromIndexNumFunc</a>; VertsIndicesCount: integer; GetVertex: <a href="CastleVectors.html#TGetVertexFromIndexFunc">TGetVertexFromIndexFunc</a>; const Transform: <a href="CastleVectors.html#TMatrix4Single">TMatrix4Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>; overload;</code></td>
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<td class="itemcode"><a name="TriangleBoundingBox"></a><code>function <b>TriangleBoundingBox</b>(const T: <a href="CastleTriangles.html#TTriangle3Single">TTriangle3Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><a name="IsCenteredBox3DPlaneCollision"></a><code>function <b>IsCenteredBox3DPlaneCollision</b>( const BoxHalfSize: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Plane: <a href="CastleVectors.html#TVector4Single">TVector4Single</a>): boolean; overload;</code></td>
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<p>
Tests for collision between <a class="normal" href="CastleBoxes.html#Box3D">box3d</a> centered around (0, 0, 0) and a plane.
<p>Note that you can't express empty <a class="normal" href="CastleBoxes.html#Box3D">box3d</a> here: all BoxHalfSize items must be >= 0. The case when size = 0 is considered like infintely small box in some dimension (e.g. if all three sizes are = 0 then the box becomes a point).
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<td class="itemcode"><a name="IsCenteredBox3DPlaneCollision"></a><code>function <b>IsCenteredBox3DPlaneCollision</b>( const BoxHalfSize: <a href="CastleVectors.html#TVector3Double">TVector3Double</a>; const Plane: <a href="CastleVectors.html#TVector4Double">TVector4Double</a>): boolean; overload;</code></td>
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<td class="itemcode"><a name="BoundingBox3DFromSphere"></a><code>function <b>BoundingBox3DFromSphere</b>(const Center: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const Radius: Single): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<p>
Smallest possible box enclosing a sphere with Center, Radius.</p>
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<td class="itemcode"><a name="+"></a><code>operator + (const Box1, Box2: <a href="CastleBoxes.TBox3D.html">TBox3D</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><a name="+"></a><code>operator + (const B: <a href="CastleBoxes.TBox3D.html">TBox3D</a>; const V: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><a name="+"></a><code>operator + (const V: <a href="CastleVectors.html#TVector3Single">TVector3Single</a>; const B: <a href="CastleBoxes.TBox3D.html">TBox3D</a>): <a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<h3 class="detail">Types</h3>
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<td class="itemcode"><a name="TGetIndexFromIndexNumFunc"></a><code><b>TGetIndexFromIndexNumFunc</b> = function (indexNum: integer): integer of object;</code></td>
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<td class="itemcode"><a name="TPlaneCollision"></a><code><b>TPlaneCollision</b> = (...);</code></td>
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<p>
State of collision between a plane and some other object.
<p>pcNone occurs only when the "other object" is empty (<a class="normal" href="CastleBoxes.TBox3D.html#IsEmpty">TBox3D.IsEmpty</a>, in case of box). Other values mean that the other object is not empty.
<p>pcOutside means that the whole object is on the side of the plane pointed by plane direction (normal) vector. More formally, every point P inserted into the plane equation will yield (P*PlaneNormal + PlaneD) > 0.
<p>pcInside is the reverse of pcOutside: the other object is on the side of plane pointed by inverted plane normal. Every point inserted into plane equation will yield < 0.
<p>pcIntersecting is, well, the remaining case. It means that there's for sure some point P of other object that, when inserted into plane equation, will yield = 0.</p>
<h6 class="description_section">Values</h6>
<ul>
<li>
pcIntersecting: </li>
<li>
pcOutside: </li>
<li>
pcInside: </li>
<li>
pcNone: </li>
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<td class="itemcode"><a name="TBox3DBool"></a><code><b>TBox3DBool</b> = array [boolean] of <a href="CastleVectors.html#TVector3Single">TVector3Single</a>;</code></td>
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<td class="itemcode"><a name="PBox3D"></a><code><b>PBox3D</b> = ˆ<a href="CastleBoxes.TBox3D.html">TBox3D</a>;</code></td>
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<td class="itemcode"><a name="TBox3DList"></a><code><b>TBox3DList</b> = specialize <a href="CastleGenericLists.TGenericStructList.html">TGenericStructList</a><<a href="CastleBoxes.TBox3D.html">TBox3D</a>>;</code></td>
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<h3 class="detail">Constants</h3>
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<td class="itemcode"><a name="EmptyBox3D"></a><code><b>EmptyBox3D</b>: <a href="CastleBoxes.TBox3D.html">TBox3D</a> = (Data: ((0, 0, 0), (-1, -1, -1)));</code></td>
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<p>
Special <a class="normal" href="CastleBoxes.TBox3D.html">TBox3D</a> value meaning "bounding box is empty". This is different than just bounding box with zero sizes, as bounding box with zero sizes still has some position. Empty bounding box doesn't contain any portion of 3D space.</p>
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<h3 class="detail">Variables</h3>
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<td class="itemcode"><a name="Box3DPlaneCollisionEqualityEpsilon"></a><code><b>Box3DPlaneCollisionEqualityEpsilon</b>: Double = 1e-5;</code></td>
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<p>
Special equality epsilon used by <a class="normal" href="CastleBoxes.html#IsCenteredBox3DPlaneCollision">IsCenteredBox3DPlaneCollision</a>. For implementation reasons, they always use Double precision (even when called with arguments with Single precision), and still have to use epsilon slightly larger than usual <a class="normal" href="CastleVectors.html#DoubleEqualityEpsilon">CastleVectors.DoubleEqualityEpsilon</a>.</p>
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