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XCEngine/docs/api/math/ray/intersects-sphere.md
ssdfasd b414bc5326 refactor(docs): Fix broken links across multiple modules
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- 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

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Ray::Intersects (sphere)

bool Intersects(const Sphere& sphere, float& t) const

检测射线是否与球体相交。使用二次方程求根法计算交点。

参数:

  • sphere - 要检测的球体
  • t - 输出最近交点的参数距离(仅在返回 true 时有效,若射线在球体内部则输出最近的出口点)

返回: bool - 相交返回 true否则返回 false

线程安全:

复杂度: O(1)

异常:

示例:

#include <XCEngine/Core/Math/Ray.h>
#include <XCEngine/Core/Math/Sphere.h>
#include <XCEngine/Core/Math/Vector3.h>

using namespace XCEngine::Math;

Ray ray(Vector3(0.0f, 0.0f, 0.0f), Vector3(1.0f, 0.0f, 0.0f));
Sphere sphere(Vector3(10.0f, 0.0f, 0.0f), 1.0f);
float t;
if (ray.Intersects(sphere, t)) {
    Vector3 hitPoint = ray.GetPoint(t);
}

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