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docs/api/math/ray/getpoint.md
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docs/api/math/ray/getpoint.md
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# Ray::GetPoint
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```cpp
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Vector3 GetPoint(float t) const
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```
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获取射线上指定距离处的点。
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**参数:**
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- `t` - 沿射线方向的参数距离
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**返回:** `Vector3` - 射线上的点 `origin + direction * t`
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**复杂度:** O(1)
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**示例:**
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```cpp
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Ray ray(cameraPosition, mouseRayDir.Normalized());
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float t = 100.0f;
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Vector3 point = ray.GetPoint(t); // 沿射线方向 100 单位处的点
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```
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docs/api/math/ray/intersects-box.md
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docs/api/math/ray/intersects-box.md
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# Ray::Intersects (box)
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```cpp
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bool Intersects(const Box& box, float& t) const
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```
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检测射线是否与 OBB(有向包围盒)相交。
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**参数:**
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- `box` - 要检测的 OBB 盒体
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- `t` - 输出交点的参数距离
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**返回:** `bool` - 相交返回 true,否则返回 false
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**复杂度:** O(1)
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**示例:**
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```cpp
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Ray ray(cameraPosition, rayDirection);
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Box colliderBox = object.GetWorldBox();
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float t;
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if (ray.Intersects(colliderBox, t)) {
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Vector3 hitPoint = ray.GetPoint(t);
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// 处理命中
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}
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```
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docs/api/math/ray/intersects-plane.md
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docs/api/math/ray/intersects-plane.md
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# 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。
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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
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**返回:** `bool` - 相交返回 true(射线朝向平面),否则返回 false
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**复杂度:** O(1)
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**示例:**
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```cpp
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Ray ray(cameraPosition, rayDirection);
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Plane groundPlane = Plane::FromNormalAndPoint(Vector3::Up(), Vector3::Zero());
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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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// 射线命中地面
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}
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```
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docs/api/math/ray/intersects-sphere.md
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docs/api/math/ray/intersects-sphere.md
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# Ray::Intersects (sphere)
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```cpp
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bool Intersects(const Sphere& sphere, float& t) const
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```
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检测射线是否与球体相交。
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**参数:**
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- `sphere` - 要检测的球体
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- `t` - 输出最近交点的参数距离
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**返回:** `bool` - 相交返回 true,否则返回 false
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**复杂度:** O(1)
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**示例:**
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```cpp
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Ray ray(cameraPosition, rayDirection);
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float t;
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if (ray.Intersects(sphere, t)) {
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Vector3 hitPoint = ray.GetPoint(t);
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// 处理命中
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}
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```
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docs/api/math/ray/ray.md
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docs/api/math/ray/ray.md
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# Ray
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3D 射线结构体,用于光线投射和拾取。
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**头文件:** `#include <XCEngine/Math/Ray.h>`
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**命名空间:** `XCEngine::Math`
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## 结构体定义
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```cpp
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struct Ray {
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Vector3 origin; // 射线起点
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Vector3 direction; // 归一化方向
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Ray() = default;
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Ray(const Vector3& origin, const Vector3& direction);
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Vector3 GetPoint(float t) const;
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bool Intersects(const Sphere& sphere, float& t) const;
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bool Intersects(const Box& box, float& t) const;
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bool Intersects(const Plane& plane, float& t) const;
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};
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```
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## 构造函数
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| 方法 | 描述 |
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|------|------|
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| `Ray()` | 默认构造 |
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| `Ray(origin, direction)` | 从起点和方向构造 |
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## 实例方法
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| 方法 | 返回值 | 描述 |
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|------|--------|------|
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| [GetPoint(t)](getpoint.md) | `Vector3` | 获取射线上 t 距离处的点 |
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| [Intersects(sphere, t)](intersects-sphere.md) | `bool` | 与球体相交,输出距离 t |
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| [Intersects(box, t)](intersects-box.md) | `bool` | 与 OBB 相交,输出距离 t |
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| [Intersects(plane, t)](intersects-plane.md) | `bool` | 与平面相交,输出距离 t |
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## 相关文档
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- [Math 模块总览](../math.md) - 返回 Math 模块总览
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