To check the intersection between a ray and a cube, we can use the following algorithm:
- Determine the origin and direction of the ray.
- Determine the minimum and maximum values of the cube's bounding box in each dimension (x, y, and z).
- If the ray's direction is parallel to any of the cube's faces in any dimension, then it cannot intersect the cube.
- For each dimension, calculate the distance from the ray's origin to the minimum and maximum values of the cube's bounding box.
- Calculate the t-values for each dimension by dividing the distance by the ray's direction in that dimension.
- Determine the minimum and maximum t-values among the three dimensions.
- If the minimum t-value is greater than the maximum t-value, then the ray does not intersect the cube.
- If the maximum t-value is negative, then the intersection point is behind the ray's origin and therefore cannot be seen.
- Otherwise, the intersection point is the position of the ray at the minimum t-value.
If the intersection point is within the cube's bounding box, then the ray intersects the cube.