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AABB[Class Summary]
minPoint
maxPoint
ctor (+3 overloads)
MinX()[const]
MinY()[const]
MinZ()[const]
MaxX()[const]
MaxY()[const]
MaxZ()[const]
SetNegativeInfinity()
SetFromCenterAndSize(center,size)
SetFrom(obb) (+2 overloads)
ToPolyhedron()[const]
ToPBVolume()[const]
ToOBB()[const]
MinimalEnclosingSphere()[const]
MaximalContainedSphere()[const]
IsFinite()[const]
IsDegenerate()[const]
CenterPoint()[const]
Centroid()[const]
AnyPointFast()[const]
PointInside(x,y,z)[const]
Edge(edgeIndex)[const]
CornerPoint(cornerIndex)[const]
ExtremePoint(direction)[const] (+1 overload)
PointOnEdge(edgeIndex,u)[const]
FaceCenterPoint(faceIndex)[const]
FacePoint(faceIndex,u,v)[const]
FaceNormal(faceIndex)[const]
FacePlane(faceIndex)[const]
GetCornerPoints(outPointArray)[const]
GetFacePlanes(outPlaneArray)[const]
Size()[const]
HalfSize()[const]
Diagonal()[const]
HalfDiagonal()[const]
Volume()[const]
SurfaceArea()[const]
RandomPointInside(rng)[const]
RandomPointOnSurface(rng)[const]
RandomPointOnEdge(rng)[const]
RandomCornerPoint(rng)[const]
Translate(offset)
Scale(...) (+1 overload)
TransformAsAABB(transform) (+3 overloads)
Transform(transform)[const] (+3 overloads)
ClosestPoint(targetPoint)[const]
Distance(point)[const] (+1 overload)
Contains(point)[const] (+10 overloads)
Intersects(ray,dNear,dFar)[const] (+14 overloads)
ProjectToAxis(axis,dMin,dMax)[const]
UniqueFaceNormals(out)[const]
UniqueEdgeDirections(out)[const]
Enclose(point) (+11 overloads)
Triangulate(...)[const]
ToEdgeList(outPos)[const]
ToString()[const]
SerializeToString()[const]
SerializeToCodeString()[const]
Intersection(aabb)[const]
IntersectLineAABB(...)[const]
IntersectLineAABB_CPP(...)[const]
Equals(rhs,epsilon)[const]
BitEquals(other)[const]
NumFaces()[static]
NumEdges()[static]
NumVertices()[static]
MinimalEnclosingAABB(...)[static]
ExtremePointsAlongAABB(...)[static]
FromCenterAndSize(...)[static]
NumVerticesInTriangulation(...)[static]
NumVerticesInEdgeList()[static]
FromString(str,outEndStr)[static] (+1 overload)

AABB::Contains

Syntax

bool AABB::Contains(const float4 &point) const; [31 lines of code]
bool AABB::Contains(const LineSegment &lineSegment) const; [4 lines of code]
bool AABB::Contains(const float4 &aabbMinPoint, const float4 &aabbMaxPoint) const; [13 lines of code]
bool AABB::Contains(const AABB &aabb) const; [1 lines of code]
bool AABB::Contains(const OBB &obb) const; [4 lines of code]
bool AABB::Contains(const Sphere &sphere) const; [4 lines of code]
bool AABB::Contains(const Triangle &triangle) const; [4 lines of code]
bool AABB::Contains(const Polygon &polygon) const; [4 lines of code]
bool AABB::Contains(const Frustum &frustum) const; [4 lines of code]
bool AABB::Contains(const Polyhedron &polyhedron) const; [4 lines of code]
bool AABB::Contains(const Capsule &capsule) const; [4 lines of code]

Tests if the given object is fully contained inside this AABB.

This function returns true if the given object lies inside this AABB, and false otherwise.

Note
The comparison is performed using less-or-equal, so the faces of this AABB count as being inside, but due to float inaccuracies, this cannot generally be relied upon.

See Also

Distance(), Intersects(), ClosestPoint().

Work in progress:

Todo: in bool AABB::Contains(const float4 &point) const:
Add Contains(Circle/Disc/Sphere/Capsule).