Hi,
yesterday I was writing the collision detection code, and I had a really pain, figuring why the code:
Geometry.BoxBoundProbe(BoundingMin, BoundingMax, Position, Direction);
isn't the same as:
if(BoundingMin.X<(Position.X + Direction.X) && (Position.X + Direction.X)<BoundingMax.X)
if(BoundingMin.Y<(Position.Y + Direction.Y) && (Position.Y + Direction.Y)<BoundingMax.Y)
if(BoundingMin.Z<(Position.Z + Direction.Z) && (Position.Z + Direction.Z)<BoundingMax.Z)
return(true);
return(false);
I tought so... actually I use the above function, but if I could use the Geometry class, i'll be happy.
I'm using the Apr 2005 Dx9 SDK.

Geometry.BoxBoundProbe not working as intended?
adepumadhu
You can always find the latest SDK at http://msdn.com/directx/sdk
Flopik
BoxBoundProbe computes if a ray with a certain direction, that passes through a position intersects with the box. The documentation isn't specific enough so I don't know if its an infinite ray through that point or a ray that starts at Position and ends at Position+direction.
Ed Lorenz
ZMan: I find generally the D3DX documentation a bit unclear. Sometimes, it is a real pain to figure out what each parameter does...
epepping
-Juan