The normalized direction vector of the ray.
The origin point of the ray.
Tests whether this ray intersects the given AABB. Uses the slab method.
The axis-aligned bounding box.
The distance t to the intersection, or -1 if no intersection.
Tests whether this ray intersects the given OBB. Uses the slab method projected onto the OBB's local axes.
The oriented bounding box.
The distance t to the nearest intersection, or -1 if no intersection.
Tests whether this ray intersects the given bounding sphere.
The bounding sphere.
The distance t to the nearest intersection, or -1 if no intersection.
Tests whether this ray intersects any bounding volume (Sphere, Box, OBB).
Target bounding volume.
Distance t to the nearest intersection, or -1 if no intersection.
Tests whether this ray intersects any bounding volume, computing the exact world hit point and outward surface normal.
Target bounding volume.
Vector3D receiving the computed world hit position.
Vector3D receiving the outward-pointing surface normal.
Distance t to the nearest intersection, or -1 if no intersection.
Represents a mathematical ray in 3D space.