UxrMathUtils.IsBoxInsideBox Method (Vector3, Quaternion, Vector3, Vector3, Vector3, BoxCollider, Vector3)
Checks if a box is completely (all corners) inside a BoxCollider
Namespace: UltimateXR.Core.Math
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public static bool IsBoxInsideBox(
Vector3 boxPosition,
Quaternion boxRotation,
Vector3 boxScale,
Vector3 boxCenter,
Vector3 boxSize,
BoxCollider boxVolume,
Vector3 margin = default
)
Parameters
- boxPosition
- Type: Vector3
Position of the box to test if it is inside the BoxCollider - boxRotation
- Type: Quaternion
Rotation of the box to test if it is inside the BoxCollider - boxScale
- Type: Vector3
Scale of the box to test if it is inside the BoxCollider - boxCenter
- Type: Vector3
Center of the box (in local coordinates) to test if it is inside the BoxCollider - boxSize
- Type: Vector3
Size of the box (in local coordinates) to test if it is inside the BoxCollider - boxVolume
- Type: BoxCollider
BoxCollider to test against - margin (Optional)
- Type: Vector3
Allowed margin for each x, y, z component
Return Value
Type: Boolean
True if all corners are inside the BoxCollider plus margin
See Also
Reference
UxrMathUtils Class
IsBoxInsideBox Overload
UltimateXR.Core.Math Namespace