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.
960 B
960 B
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: 无
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);
}