godot/doc/classes/AABB.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="AABB" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A 3D axis-aligned bounding box.
</brief_description>
<description>
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The [AABB] built-in [Variant] type represents an axis-aligned bounding box in a 3D space. It is defined by its [member position] and [member size], which are [Vector3]. It is frequently used for fast overlap tests (see [method intersects]). Although [AABB] itself is axis-aligned, it can be combined with [Transform3D] to represent a rotated or skewed bounding box.
It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2]. There is no version of [AABB] that uses integer coordinates.
[b]Note:[/b] Negative values for [member size] are not supported. With negative size, most [AABB] methods do not work correctly. Use [method abs] to get an equivalent [AABB] with a non-negative size.
[b]Note:[/b] In a boolean context, a [AABB] evaluates to [code]false[/code] if both [member position] and [member size] are zero (equal to [constant Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code].
</description>
<tutorials>
<link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link>
<link title="Vector math">$DOCS_URL/tutorials/math/vector_math.html</link>
<link title="Advanced vector math">$DOCS_URL/tutorials/math/vectors_advanced.html</link>
</tutorials>
<constructors>
<constructor name="AABB">
<return type="AABB" />
<description>
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Constructs an [AABB] with its [member position] and [member size] set to [constant Vector3.ZERO].
</description>
</constructor>
<constructor name="AABB">
<return type="AABB" />
<param index="0" name="from" type="AABB" />
<description>
Constructs an [AABB] as a copy of the given [AABB].
</description>
</constructor>
<constructor name="AABB">
<return type="AABB" />
<param index="0" name="position" type="Vector3" />
<param index="1" name="size" type="Vector3" />
<description>
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Constructs an [AABB] by [param position] and [param size].
</description>
</constructor>
</constructors>
<methods>
<method name="abs" qualifiers="const">
<return type="AABB" />
<description>
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Returns an [AABB] equivalent to this bounding box, with its width, height, and depth modified to be non-negative values.
[codeblocks]
[gdscript]
var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))
var absolute = box.abs()
print(absolute.position) # Prints (-15, -10, 0)
print(absolute.size) # Prints (20, 10, 5)
[/gdscript]
[csharp]
var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));
var absolute = box.Abs();
GD.Print(absolute.Position); // Prints (-15, -10, 0)
GD.Print(absolute.Size); // Prints (20, 10, 5)
[/csharp]
[/codeblocks]
[b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Godot assume that the [member size]'s components are greater than [code]0[/code].
</description>
</method>
<method name="encloses" qualifiers="const">
<return type="bool" />
<param index="0" name="with" type="AABB" />
<description>
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Returns [code]true[/code] if this bounding box [i]completely[/i] encloses the [param with] box. The edges of both boxes are included.
[codeblocks]
[gdscript]
var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))
var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))
var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))
print(a.encloses(a)) # Prints true
print(a.encloses(b)) # Prints true
print(a.encloses(c)) # Prints false
[/gdscript]
[csharp]
var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));
var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));
var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));
GD.Print(a.Encloses(a)); // Prints True
GD.Print(a.Encloses(b)); // Prints True
GD.Print(a.Encloses(c)); // Prints False
[/csharp]
[/codeblocks]
</description>
</method>
<method name="expand" qualifiers="const">
<return type="AABB" />
<param index="0" name="to_point" type="Vector3" />
<description>
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Returns a copy of this bounding box expanded to align the edges with the given [param to_point], if necessary.
[codeblocks]
[gdscript]
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var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))
box = box.expand(Vector3(10, 0, 0))
print(box.position) # Prints (0, 0, 0)
print(box.size) # Prints (10, 2, 5)
box = box.expand(Vector3(-5, 0, 5))
print(box.position) # Prints (-5, 0, 0)
print(box.size) # Prints (15, 2, 5)
[/gdscript]
[csharp]
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var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));
box = box.Expand(new Vector3(10, 0, 0));
GD.Print(box.Position); // Prints (0, 0, 0)
GD.Print(box.Size); // Prints (10, 2, 5)
box = box.Expand(new Vector3(-5, 0, 5));
GD.Print(box.Position); // Prints (-5, 0, 0)
GD.Print(box.Size); // Prints (15, 2, 5)
[/csharp]
[/codeblocks]
</description>
</method>
<method name="get_center" qualifiers="const">
<return type="Vector3" />
<description>
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Returns the center point of the bounding box. This is the same as [code]position + (size / 2.0)[/code].
</description>
</method>
<method name="get_endpoint" qualifiers="const">
<return type="Vector3" />
<param index="0" name="idx" type="int" />
<description>
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Returns the position of one of the 8 vertices that compose this bounding box. With a [param idx] of [code]0[/code] this is the same as [member position], and a [param idx] of [code]7[/code] is the same as [member end].
</description>
</method>
<method name="get_longest_axis" qualifiers="const">
<return type="Vector3" />
<description>
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Returns the longest normalized axis of this bounding box's [member size], as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant Vector3.BACK]).
[codeblocks]
[gdscript]
var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))
print(box.get_longest_axis()) # Prints (0, 0, 1)
print(box.get_longest_axis_index()) # Prints 2
print(box.get_longest_axis_size()) # Prints 8
[/gdscript]
[csharp]
var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));
GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)
GD.Print(box.GetLongestAxisIndex()); // Prints 2
GD.Print(box.GetLongestAxisSize()); // Prints 8
[/csharp]
[/codeblocks]
See also [method get_longest_axis_index] and [method get_longest_axis_size].
</description>
</method>
<method name="get_longest_axis_index" qualifiers="const">
<return type="int" />
<description>
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Returns the index to the longest axis of this bounding box's [member size] (see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant Vector3.AXIS_Z]).
For an example, see [method get_longest_axis].
</description>
</method>
<method name="get_longest_axis_size" qualifiers="const">
<return type="float" />
<description>
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Returns the longest dimension of this bounding box's [member size].
For an example, see [method get_longest_axis].
</description>
</method>
<method name="get_shortest_axis" qualifiers="const">
<return type="Vector3" />
<description>
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Returns the shortest normalized axis of this bounding box's [member size], as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant Vector3.BACK]).
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[codeblocks]
[gdscript]
var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))
print(box.get_shortest_axis()) # Prints (1, 0, 0)
print(box.get_shortest_axis_index()) # Prints 0
print(box.get_shortest_axis_size()) # Prints 2
[/gdscript]
[csharp]
var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));
GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)
GD.Print(box.GetShortestAxisIndex()); // Prints 0
GD.Print(box.GetShortestAxisSize()); // Prints 2
[/csharp]
[/codeblocks]
See also [method get_shortest_axis_index] and [method get_shortest_axis_size].
</description>
</method>
<method name="get_shortest_axis_index" qualifiers="const">
<return type="int" />
<description>
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Returns the index to the shortest axis of this bounding box's [member size] (see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant Vector3.AXIS_Z]).
For an example, see [method get_shortest_axis].
</description>
</method>
<method name="get_shortest_axis_size" qualifiers="const">
<return type="float" />
<description>
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Returns the shortest dimension of this bounding box's [member size].
For an example, see [method get_shortest_axis].
</description>
</method>
<method name="get_support" qualifiers="const">
<return type="Vector3" />
<param index="0" name="dir" type="Vector3" />
<description>
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Returns the vertex's position of this bounding box that's the farthest in the given direction. This point is commonly known as the support point in collision detection algorithms.
</description>
</method>
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<method name="get_volume" qualifiers="const">
<return type="float" />
<description>
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Returns the bounding box's volume. This is equivalent to [code]size.x * size.y * size.z[/code]. See also [method has_volume].
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</description>
</method>
<method name="grow" qualifiers="const">
<return type="AABB" />
<param index="0" name="by" type="float" />
<description>
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Returns a copy of this bounding box extended on all sides by the given amount [param by]. A negative amount shrinks the box instead.
[codeblocks]
[gdscript]
var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)
print(a.position) # Prints (0, 0, 0)
print(a.size) # Prints (16, 16, 16)
var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)
print(b.position) # Prints (-2, -2, -2)
print(b.size) # Prints (12, 8, 6)
[/gdscript]
[csharp]
var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);
GD.Print(a.Position); // Prints (0, 0, 0)
GD.Print(a.Size); // Prints (16, 16, 16)
var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);
GD.Print(b.Position); // Prints (-2, -2, -2)
GD.Print(b.Size); // Prints (12, 8, 6)
[/csharp]
[/codeblocks]
</description>
</method>
<method name="has_point" qualifiers="const">
<return type="bool" />
<param index="0" name="point" type="Vector3" />
<description>
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Returns [code]true[/code] if the bounding box contains the given [param point]. By convention, points exactly on the right, top, and front sides are [b]not[/b] included.
[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative[/i] [member size]. Use [method abs] first to get a valid bounding box.
</description>
</method>
<method name="has_surface" qualifiers="const">
<return type="bool" />
<description>
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Returns [code]true[/code] if this bounding box has a surface or a length, that is, at least one component of [member size] is greater than [code]0[/code]. Otherwise, returns [code]false[/code].
</description>
</method>
<method name="has_volume" qualifiers="const">
<return type="bool" />
<description>
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Returns [code]true[/code] if this bounding box's width, height, and depth are all positive. See also [method get_volume].
</description>
</method>
<method name="intersection" qualifiers="const">
<return type="AABB" />
<param index="0" name="with" type="AABB" />
<description>
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Returns the intersection between this bounding box and [param with]. If the boxes do not intersect, returns an empty [AABB]. If the boxes intersect at the edge, returns a flat [AABB] with no volume (see [method has_surface] and [method has_volume]).
[codeblocks]
[gdscript]
var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))
var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))
var intersection = box1.intersection(box2)
print(intersection.position) # Prints (2, 0, 2)
print(intersection.size) # Prints (3, 2, 4)
[/gdscript]
[csharp]
var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));
var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));
var intersection = box1.Intersection(box2);
GD.Print(intersection.Position); // Prints (2, 0, 2)
GD.Print(intersection.Size); // Prints (3, 2, 4)
[/csharp]
[/codeblocks]
[b]Note:[/b] If you only need to know whether two bounding boxes are intersecting, use [method intersects], instead.
</description>
</method>
<method name="intersects" qualifiers="const">
<return type="bool" />
<param index="0" name="with" type="AABB" />
<description>
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Returns [code]true[/code] if this bounding box overlaps with the box [param with]. The edges of both boxes are [i]always[/i] excluded.
</description>
</method>
<method name="intersects_plane" qualifiers="const">
<return type="bool" />
<param index="0" name="plane" type="Plane" />
<description>
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Returns [code]true[/code] if this bounding box is on both sides of the given [param plane].
</description>
</method>
<method name="intersects_ray" qualifiers="const">
<return type="Variant" />
<param index="0" name="from" type="Vector3" />
<param index="1" name="dir" type="Vector3" />
<description>
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Returns the first point where this bounding box and the given ray intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/code].
The ray begin at [param from], faces [param dir] and extends towards infinity.
</description>
</method>
<method name="intersects_segment" qualifiers="const">
<return type="Variant" />
<param index="0" name="from" type="Vector3" />
<param index="1" name="to" type="Vector3" />
<description>
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Returns the first point where this bounding box and the given segment intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/code].
The segment begins at [param from] and ends at [param to].
</description>
</method>
<method name="is_equal_approx" qualifiers="const">
<return type="bool" />
<param index="0" name="aabb" type="AABB" />
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<description>
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Returns [code]true[/code] if this bounding box and [param aabb] are approximately equal, by calling [method Vector2.is_equal_approx] on the [member position] and the [member size].
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</description>
</method>
<method name="is_finite" qualifiers="const">
<return type="bool" />
<description>
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Returns [code]true[/code] if this bounding box's values are finite, by calling [method Vector2.is_finite] on the [member position] and the [member size].
</description>
</method>
<method name="merge" qualifiers="const">
<return type="AABB" />
<param index="0" name="with" type="AABB" />
<description>
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Returns an [AABB] that encloses both this bounding box and [param with] around the edges. See also [method encloses].
</description>
</method>
</methods>
<members>
<member name="end" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
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The ending point. This is usually the corner on the top-right and forward of the bounding box, and is equivalent to [code]position + size[/code]. Setting this point affects the [member size].
</member>
<member name="position" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
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The origin point. This is usually the corner on the bottom-left and back of the bounding box.
</member>
<member name="size" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
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The bounding box's width, height, and depth starting from [member position]. Setting this value also affects the [member end] point.
[b]Note:[/b] It's recommended setting the width, height, and depth to non-negative values. This is because most methods in Godot assume that the [member position] is the bottom-left-back corner, and the [member end] is the top-right-forward corner. To get an equivalent bounding box with non-negative size, use [method abs].
</member>
</members>
<operators>
<operator name="operator !=">
<return type="bool" />
<param index="0" name="right" type="AABB" />
<description>
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Returns [code]true[/code] if the [member position] or [member size] of both bounding boxes are not equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
</description>
</operator>
<operator name="operator *">
<return type="AABB" />
<param index="0" name="right" type="Transform3D" />
<description>
Inversely transforms (multiplies) the [AABB] by the given [Transform3D] transformation matrix, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
[code]aabb * transform[/code] is equivalent to [code]transform.inverse() * aabb[/code]. See [method Transform3D.inverse].
For transforming by inverse of an affine transformation (e.g. with scaling) [code]transform.affine_inverse() * aabb[/code] can be used instead. See [method Transform3D.affine_inverse].
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<param index="0" name="right" type="AABB" />
<description>
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Returns [code]true[/code] if both [member position] and [member size] of the bounding boxes are exactly equal, respectively.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
</description>
</operator>
</operators>
</class>