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.