Checks if the Ray intersects an Axis-Aligned Bounding Box
A Vector3 containing the intersection point or null if there is no intersection
The Transform of the Axis-Aligned Bounding Box
Checks if the Ray intersects a Box Reference: https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-box-intersection
A Vector3 containing the intersection point or null if there is no intersection
The Box to check for intersection
Computes the intersection between a ray and an oriented bounding sphere
The intersection point if the ray intersects the bounding sphere, otherwise null
The transformation of the bounding sphere
Checks if the Ray intersects a Plane Reference: https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-plane-and-ray-disk-intersection
A Vector3 containing the intersection point or null if there is no intersection
The Plane to check for intersection
Checks if the Ray intersects a Sphere Reference: https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection
A Vector3 containing the intersection point or null if there is no intersection
The Sphere to check for intersection
Implementation of the Möller–Trumbore triangle intersection algorithm https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm
The intersection point if the ray intersects the triangle, otherwise null
Computes the intersection between a ray and a series of triangles
The intersection point if the ray intersects the triangles, otherwise null
Array of either Vector3 objects or numbers representing the vertex positions
Array of indices representing the triangle faces
Generated using TypeDoc
Constructor of the Ray3 class