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MathUtilsGetRayRayClosestPoint Method |
Sets intersectionPoint to a point on the ray1 that is the closest to the ray2.
Returns true if closestPoint is valid; false if intersection is not found (if rays are parallel).
Namespace: Ab4d.SharpEngine.UtilitiesAssembly: Ab4d.SharpEngine (in Ab4d.SharpEngine.dll) Version: 3.1.9316+94bbd23b55747f096f056a5602f7dd90558b3673
Syntaxpublic static bool GetRayRayClosestPoint(
Vector3 ray1Origin,
Vector3 ray1Direction,
Vector3 ray2Origin,
Vector3 ray2Direction,
out Vector3 closestPoint
)
Parameters
- ray1Origin Vector3
- ray1 origin as Vector3
- ray1Direction Vector3
- ray1 direction as Vector3
- ray2Origin Vector3
- ray1 origin as Vector3
- ray2Direction Vector3
- ray2 direction as Vector3
- closestPoint Vector3
- out Vector3 that is a point on the ray1 that is the closest to the ray2
Return Value
Booleantrue if closestPoint is valid; false if intersection is not found (if rays are parallel)
Remarks[Missing <remarks> documentation for "M:Ab4d.SharpEngine.Utilities.MathUtils.GetRayRayClosestPoint(System.Numerics.Vector3,System.Numerics.Vector3,System.Numerics.Vector3,System.Numerics.Vector3,System.Numerics.Vector3@)"]
See Also