Space Engineers
VRageMath.MyOrientedBoundingBox Member List

This is the complete list of members for VRageMath.MyOrientedBoundingBox, including all inherited members.

CenterVRageMath.MyOrientedBoundingBox
Contains(ref BoundingBox box)VRageMath.MyOrientedBoundingBoxinline
Contains(ref BoundingBox boxA, ref MyOrientedBoundingBox oboxB)VRageMath.MyOrientedBoundingBoxinlinestatic
Contains(ref MyOrientedBoundingBox other)VRageMath.MyOrientedBoundingBoxinline
Contains(BoundingFrustum frustum)VRageMath.MyOrientedBoundingBoxinline
Contains(BoundingFrustum frustum, ref MyOrientedBoundingBox obox)VRageMath.MyOrientedBoundingBoxinlinestatic
Contains(ref BoundingSphere sphere)VRageMath.MyOrientedBoundingBoxinline
Contains(ref BoundingSphere sphere, ref MyOrientedBoundingBox box)VRageMath.MyOrientedBoundingBoxinlinestatic
Contains(ref Vector3 point)VRageMath.MyOrientedBoundingBoxinline
ContainsRelativeBox(ref Vector3 hA, ref Vector3 hB, ref Matrix mB)VRageMath.MyOrientedBoundingBoxinlinestatic
ConvertToFrustum()VRageMath.MyOrientedBoundingBoxinline
CornerCountVRageMath.MyOrientedBoundingBox
Create(BoundingBox boundingBox, Matrix matrix)VRageMath.MyOrientedBoundingBoxinlinestatic
CreateFromBoundingBox(BoundingBox box)VRageMath.MyOrientedBoundingBoxinlinestatic
EndVerticesVRageMath.MyOrientedBoundingBoxstatic
EndXVerticesVRageMath.MyOrientedBoundingBoxstatic
EndYVerticesVRageMath.MyOrientedBoundingBoxstatic
EndZVerticesVRageMath.MyOrientedBoundingBoxstatic
Equals(MyOrientedBoundingBox other)VRageMath.MyOrientedBoundingBoxinline
Equals(Object obj)VRageMath.MyOrientedBoundingBoxinline
GetAABB()VRageMath.MyOrientedBoundingBoxinline
GetCorners(Vector3[] corners, int startIndex)VRageMath.MyOrientedBoundingBoxinline
GetHashCode()VRageMath.MyOrientedBoundingBoxinline
GetNormalBetweenEdges(int axis, int edge0, int edge1, out Vector3 normal)VRageMath.MyOrientedBoundingBoxinlinestatic
HalfExtentVRageMath.MyOrientedBoundingBox
Intersects(ref BoundingBox box)VRageMath.MyOrientedBoundingBoxinline
Intersects(ref MyOrientedBoundingBox other)VRageMath.MyOrientedBoundingBoxinline
Intersects(BoundingFrustum frustum)VRageMath.MyOrientedBoundingBoxinline
Intersects(ref BoundingSphere sphere)VRageMath.MyOrientedBoundingBoxinline
Intersects(ref Ray ray)VRageMath.MyOrientedBoundingBoxinline
Intersects(ref Line line)VRageMath.MyOrientedBoundingBoxinline
Intersects(ref Plane plane)VRageMath.MyOrientedBoundingBoxinline
MyOrientedBoundingBox(ref Matrix matrix)VRageMath.MyOrientedBoundingBoxinline
MyOrientedBoundingBox(Vector3 center, Vector3 halfExtents, Quaternion orientation)VRageMath.MyOrientedBoundingBoxinline
operator!=(MyOrientedBoundingBox a, MyOrientedBoundingBox b)VRageMath.MyOrientedBoundingBoxinlinestatic
operator==(MyOrientedBoundingBox a, MyOrientedBoundingBox b)VRageMath.MyOrientedBoundingBoxinlinestatic
OrientationVRageMath.MyOrientedBoundingBox
RAY_EPSILONVRageMath.MyOrientedBoundingBox
StartVerticesVRageMath.MyOrientedBoundingBoxstatic
StartXVerticesVRageMath.MyOrientedBoundingBoxstatic
StartYVerticesVRageMath.MyOrientedBoundingBoxstatic
StartZVerticesVRageMath.MyOrientedBoundingBoxstatic
ToString()VRageMath.MyOrientedBoundingBoxinline
Transform(Quaternion rotation, Vector3 translation)VRageMath.MyOrientedBoundingBoxinline
Transform(float scale, Quaternion rotation, Vector3 translation)VRageMath.MyOrientedBoundingBoxinline
Transform(Matrix matrix)VRageMath.MyOrientedBoundingBoxinline
XNeighbourVectorsBackVRageMath.MyOrientedBoundingBoxstatic
XNeighbourVectorsForwVRageMath.MyOrientedBoundingBoxstatic
YNeighbourVectorsBackVRageMath.MyOrientedBoundingBoxstatic
YNeighbourVectorsForwVRageMath.MyOrientedBoundingBoxstatic
ZNeighbourVectorsBackVRageMath.MyOrientedBoundingBoxstatic
ZNeighbourVectorsForwVRageMath.MyOrientedBoundingBoxstatic