UxrMathUtils.IsBoxInsideBox Method (Vector3, Quaternion, Vector3, Vector3, Vector3, Vector3, Quaternion, Vector3, Vector3, Vector3, Vector3)
Checks if box1 is completely (all corners) inside box2
Namespace: UltimateXR.Core.Math
Assembly: UltimateXR (in UltimateXR.dll) Version: 0.0.0.0
Syntax
C#
public static bool IsBoxInsideBox(
Vector3 box1Position,
Quaternion box1Rotation,
Vector3 box1Scale,
Vector3 box1Center,
Vector3 box1Size,
Vector3 box2Position,
Quaternion box2Rotation,
Vector3 box2Scale,
Vector3 box2Center,
Vector3 box2Size,
Vector3 margin = default
)
Parameters
- box1Position
- Type: Vector3
Position of box1 - box1Rotation
- Type: Quaternion
Rotation of box1 - box1Scale
- Type: Vector3
Scale of box1 - box1Center
- Type: Vector3
Center of box1 in its own local coordinates - box1Size
- Type: Vector3
Size of box1 in its own local coordinates - box2Position
- Type: Vector3
Position of box2 - box2Rotation
- Type: Quaternion
Rotation of box2 - box2Scale
- Type: Vector3
Scale of box2 - box2Center
- Type: Vector3
Center of box2 in its own local coordinates - box2Size
- Type: Vector3
Size of box2 in its own local coordinates - margin (Optional)
- Type: Vector3
Allowed margin for each x, y, z component
Return Value
Type: Boolean
True if all corners of box1 are inside box2 plus margin
See Also
Reference
UxrMathUtils Class
IsBoxInsideBox Overload
UltimateXR.Core.Math Namespace