# D3DXBoxBoundProbe Function

Determines if a ray intersects the volume of a box's bounding box.

Syntax

```BOOL D3DXBoxBoundProbe(          CONST D3DXVECTOR3 *pMin,
CONST D3DXVECTOR3 *pMax,
D3DXVECTOR3 *pRayPosition,
D3DXVECTOR3 *pRayDirection
);```

Parameters

pMin
[in] Pointer to a D3DXVECTOR3 structure, describing the lower-left corner of the bounding box. See Remarks.
pMax
[in] Pointer to a D3DXVECTOR3 structure, describing the upper-right corner of the bounding box. See Remarks.
pRayPosition
[in] Pointer to a D3DXVECTOR3 structure, specifying the origin coordinate of the ray.
pRayDirection
[in] Pointer to a D3DXVECTOR3 structure, specifying the direction of the ray. This vector should not be (0,0,0) but does not need to be normalized.

Return Value

Returns TRUE if the ray intersects the volume of the box's bounding box. Otherwise, returns FALSE.

Remarks

D3DXBoxBoundProbe determines if the ray intersects the volume of the box's bounding box, not just the surface of the box.

The values passed to D3DXBoxBoundProbe are xmin, xmax, ymin, ymax, zmin, and zmax. Thus, the following defines the corners of the bounding box.

```xmax, ymax, zmax
xmax, ymax, zmin
xmax, ymin, zmax
xmax, ymin, zmin
xmin, ymax, zmax
xmin, ymax, zmin
xmin, ymin, zmax
xmin, ymin, zmin```

The depth of the bounding box in the z direction is zmax - zmin, in the y direction is ymax - ymin, and in the x direction is xmax - xmin. For example, with the following minimum and maximum vectors, min (-1, -1, -1) and max (1, 1, 1), the bounding box is defined in the following manner.

``` 1,  1,  1
1,  1, -1
1, -1,  1
1, -1, -1
-1,  1,  1
-1,  1, -1
-1, -1,  1
-1, -1, -1```

Function Information