godot/doc/classes/AABB.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AABB" version="3.5">
<brief_description>
Axis-Aligned Bounding Box.
</brief_description>
<description>
[AABB] consists of a position, a size, and several utility functions. It is typically used for fast overlap tests.
It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2].
[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates.
</description>
<tutorials>
<link title="Math tutorial index">https://docs.godotengine.org/en/3.4/tutorials/math/index.html</link>
<link title="Vector math">https://docs.godotengine.org/en/3.4/tutorials/math/vector_math.html</link>
<link title="Advanced vector math">https://docs.godotengine.org/en/3.4/tutorials/math/vectors_advanced.html</link>
</tutorials>
<methods>
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<method name="AABB">
<return type="AABB" />
<argument index="0" name="position" type="Vector3" />
<argument index="1" name="size" type="Vector3" />
<description>
Constructs an [AABB] from a position and size.
</description>
</method>
<method name="abs">
<return type="AABB" />
<description>
Returns an AABB with equivalent position and size, modified so that the most-negative corner is the origin and the size is positive.
</description>
</method>
<method name="encloses">
<return type="bool" />
<argument index="0" name="with" type="AABB" />
<description>
Returns [code]true[/code] if this [AABB] completely encloses another one.
</description>
</method>
<method name="expand">
<return type="AABB" />
<argument index="0" name="to_point" type="Vector3" />
<description>
Returns this [AABB] expanded to include a given point.
</description>
</method>
<method name="get_area">
<return type="float" />
<description>
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Returns the volume of the [AABB].
</description>
</method>
<method name="get_endpoint">
<return type="Vector3" />
<argument index="0" name="idx" type="int" />
<description>
Gets the position of the 8 endpoints of the [AABB] in space.
</description>
</method>
<method name="get_longest_axis">
<return type="Vector3" />
<description>
Returns the normalized longest axis of the [AABB].
</description>
</method>
<method name="get_longest_axis_index">
<return type="int" />
<description>
Returns the index of the longest axis of the [AABB] (according to [Vector3]'s [code]AXIS_*[/code] constants).
</description>
</method>
<method name="get_longest_axis_size">
<return type="float" />
<description>
Returns the scalar length of the longest axis of the [AABB].
</description>
</method>
<method name="get_shortest_axis">
<return type="Vector3" />
<description>
Returns the normalized shortest axis of the [AABB].
</description>
</method>
<method name="get_shortest_axis_index">
<return type="int" />
<description>
Returns the index of the shortest axis of the [AABB] (according to [Vector3]::AXIS* enum).
</description>
</method>
<method name="get_shortest_axis_size">
<return type="float" />
<description>
Returns the scalar length of the shortest axis of the [AABB].
</description>
</method>
<method name="get_support">
<return type="Vector3" />
<argument index="0" name="dir" type="Vector3" />
<description>
Returns the support point in a given direction. This is useful for collision detection algorithms.
</description>
</method>
<method name="grow">
<return type="AABB" />
<argument index="0" name="by" type="float" />
<description>
Returns a copy of the [AABB] grown a given amount of units towards all the sides.
</description>
</method>
<method name="has_no_area">
<return type="bool" />
<description>
Returns [code]true[/code] if the [AABB] is flat or empty.
</description>
</method>
<method name="has_no_surface">
<return type="bool" />
<description>
Returns [code]true[/code] if the [AABB] is empty.
</description>
</method>
<method name="has_point">
<return type="bool" />
<argument index="0" name="point" type="Vector3" />
<description>
Returns [code]true[/code] if the [AABB] contains a point.
</description>
</method>
<method name="intersection">
<return type="AABB" />
<argument index="0" name="with" type="AABB" />
<description>
Returns the intersection between two [AABB]. An empty AABB (size 0,0,0) is returned on failure.
</description>
</method>
<method name="intersects">
<return type="bool" />
<argument index="0" name="with" type="AABB" />
<description>
Returns [code]true[/code] if the [AABB] overlaps with another.
</description>
</method>
<method name="intersects_plane">
<return type="bool" />
<argument index="0" name="plane" type="Plane" />
<description>
Returns [code]true[/code] if the [AABB] is on both sides of a plane.
</description>
</method>
<method name="intersects_segment">
<return type="bool" />
<argument index="0" name="from" type="Vector3" />
<argument index="1" name="to" type="Vector3" />
<description>
Returns [code]true[/code] if the [AABB] intersects the line segment between [code]from[/code] and [code]to[/code].
</description>
</method>
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<method name="is_equal_approx">
<return type="bool" />
<argument index="0" name="aabb" type="AABB" />
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<description>
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Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are approximately equal, by calling [method @GDScript.is_equal_approx] on each component.
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</description>
</method>
<method name="merge">
<return type="AABB" />
<argument index="0" name="with" type="AABB" />
<description>
Returns a larger [AABB] that contains both this [AABB] and [code]with[/code].
</description>
</method>
</methods>
<members>
<member name="end" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )">
Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size.
</member>
<member name="position" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )">
Beginning corner. Typically has values lower than [member end].
</member>
<member name="size" type="Vector3" setter="" getter="" default="Vector3( 0, 0, 0 )">
Size from [member position] to [member end]. Typically, all components are positive.
If the size is negative, you can use [method abs] to fix it.
</member>
</members>
<constants>
</constants>
</class>