Fixed broken references: - texture-import-settings: Fix 16 files referencing wrong overview filename - math/rectint: Fix 9 method links (rectint-* → get*, contains, intersects) - rhi/opengl/device: Fix 8 cross-references (opengl-* → */**) - resources/mesh: Fix meshsection and vertexattribute links - rhi/d3d12/sampler: Fix RHISampler reference path - math/vector3: Fix projectonplane → project-on-plane - rhi/opengl/command-list: Remove broken ClearFlag enum ref - rhi/opengl/device: Create 2 new method docs (MakeContextCurrent, GetNativeContext) - rhi/device: Fix device-info types reference All 0 broken references remaining.
42 lines
961 B
Markdown
42 lines
961 B
Markdown
# Ray::Intersects (plane)
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```cpp
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bool Intersects(const Plane& plane, float& t) const
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```
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检测射线是否与平面相交。通过计算射线与平面法线的点积判断平行,通过求交公式计算交点。
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**参数:**
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- `plane` - 要检测的平面
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- `t` - 输出交点的参数距离(仅在返回 true 时有效)
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**返回:** `bool` - 相交返回 true(t >= 0),否则返回 false
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**线程安全:** ✅
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**复杂度:** O(1)
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**异常:** 无
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**示例:**
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```cpp
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#include <XCEngine/Core/Math/Ray.h>
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#include <XCEngine/Core/Math/Plane.h>
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#include <XCEngine/Core/Math/Vector3.h>
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using namespace XCEngine::Math;
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Ray ray(Vector3(0.0f, 1.0f, 0.0f), Vector3(0.0f, -1.0f, 0.0f));
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Plane groundPlane(Vector3(0.0f, 1.0f, 0.0f), 0.0f);
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float t;
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if (ray.Intersects(groundPlane, t)) {
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Vector3 hitPoint = ray.GetPoint(t);
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}
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```
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## 相关文档
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- [Ray 类总览](ray.md) - 返回类总览
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- [Plane](../plane/plane.md) - 平面类型
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