如果你有:
vec3 center; // Center of the box.
vec3 dx, dy, dz; // X,Y, and Z directions, normalized.
vec3 half; // Box size in each dimension, divided by 2.
vec3 point; // Point to test.
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那么测试就这么简单:
vec3 d = point - center;
bool inside = abs(dot(d, dx)) <= half.x &&
abs(dot(d, dy)) <= half.y &&
abs(dot(d, dz)) <= half.z;
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点积的主要属性是
X?Y == |X|?|Y|?cos(angle_formed_by_X_and_Y).
如果Y被归一化,然后X?Y基本上给你的突起的长度X上Y(这是当且仅当负所形成的角度X和Y为钝角)。获得投影长度后,您只需要将它们的绝对值与框的相应半边进行比较。