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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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