Description
The Trace
method in the Sphere
struct is used to determine if a given ray intersects with the sphere within a specified maximum distance. If an intersection occurs, the method returns true
and outputs the distance from the ray's origin to the point of intersection. Otherwise, it returns false
.
Usage
To use the Trace
method, you need to provide a Ray
object representing the ray to test against the sphere, a float
value for the maximum distance to check for an intersection, and an output parameter to store the distance to the intersection point if one is found.
Example usage:
Sphere sphere = new Sphere(new Vector3(0, 0, 0), 5);
Ray ray = new Ray(new Vector3(0, 0, -10), Vector3.Forward);
float distance;
bool intersects = sphere.Trace(ray, 20.0f, out distance);
if (intersects)
{
// Handle intersection
// distance contains the distance from the ray origin to the intersection point
}
else
{
// No intersection within the specified distance
}
Example
Sphere sphere = new Sphere(new Vector3(0, 0, 0), 5);
Ray ray = new Ray(new Vector3(0, 0, -10), Vector3.Forward);
float distance;
bool intersects = sphere.Trace(ray, 20.0f, out distance);
if (intersects)
{
// Handle intersection
// distance contains the distance from the ray origin to the intersection point
}
else
{
// No intersection within the specified distance
}