Axis-Aligned Bounding Box.
[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.
https://docs.godotengine.org/en/3.4/tutorials/math/index.html
https://docs.godotengine.org/en/3.4/tutorials/math/vector_math.html
https://docs.godotengine.org/en/3.4/tutorials/math/vectors_advanced.html
Constructs an [AABB] from a position and size.
Returns an AABB with equivalent position and size, modified so that the most-negative corner is the origin and the size is positive.
Returns [code]true[/code] if this [AABB] completely encloses another one.
Returns this [AABB] expanded to include a given point.
Returns the volume of the [AABB].
Gets the position of the 8 endpoints of the [AABB] in space.
Returns the normalized longest axis of the [AABB].
Returns the index of the longest axis of the [AABB] (according to [Vector3]'s [code]AXIS_*[/code] constants).
Returns the scalar length of the longest axis of the [AABB].
Returns the normalized shortest axis of the [AABB].
Returns the index of the shortest axis of the [AABB] (according to [Vector3]::AXIS* enum).
Returns the scalar length of the shortest axis of the [AABB].
Returns the support point in a given direction. This is useful for collision detection algorithms.
Returns a copy of the [AABB] grown a given amount of units towards all the sides.
Returns [code]true[/code] if the [AABB] is flat or empty.
Returns [code]true[/code] if the [AABB] is empty.
Returns [code]true[/code] if the [AABB] contains a point.
Returns the intersection between two [AABB]. An empty AABB (size 0,0,0) is returned on failure.
Returns [code]true[/code] if the [AABB] overlaps with another.
Returns [code]true[/code] if the [AABB] is on both sides of a plane.
Returns [code]true[/code] if the [AABB] intersects the line segment between [code]from[/code] and [code]to[/code].
Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are approximately equal, by calling [method @GDScript.is_equal_approx] on each component.
Returns a larger [AABB] that contains both this [AABB] and [code]with[/code].
Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size.
Beginning corner. Typically has values lower than [member end].
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.