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<?xml version="1.0" encoding="UTF-8" ?>
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<class name= "AABB" version= "3.5" >
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<brief_description >
Axis-Aligned Bounding Box.
</brief_description>
<description >
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[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.
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</description>
<tutorials >
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<link title= "Math tutorial 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>
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</tutorials>
<methods >
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<method name= "AABB" >
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<return type= "AABB" />
<argument index= "0" name= "position" type= "Vector3" />
<argument index= "1" name= "size" type= "Vector3" />
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<description >
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Constructs an [AABB] from a position and size.
</description>
</method>
<method name= "abs" >
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<return type= "AABB" />
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<description >
Returns an AABB with equivalent position and size, modified so that the most-negative corner is the origin and the size is positive.
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</description>
</method>
<method name= "encloses" >
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<return type= "bool" />
<argument index= "0" name= "with" type= "AABB" />
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<description >
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Returns [code]true[/code] if this [AABB] completely encloses another one.
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</description>
</method>
<method name= "expand" >
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<return type= "AABB" />
<argument index= "0" name= "to_point" type= "Vector3" />
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<description >
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Returns a copy of this [AABB] expanded to include a given point.
[b]Example:[/b]
[codeblock]
# position (-3, 2, 0), size (1, 1, 1)
var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))
# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and Vector3(0, -1, 2)
var box2 = box.expand(Vector3(0, -1, 2))
[/codeblock]
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</description>
</method>
<method name= "get_area" >
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<return type= "float" />
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<description >
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Returns the volume of the [AABB].
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</description>
</method>
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<method name= "get_center" >
<return type= "Vector3" />
<description >
Returns the center of the [AABB], which is equal to [member position] + ([member size] / 2).
</description>
</method>
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<method name= "get_endpoint" >
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<return type= "Vector3" />
<argument index= "0" name= "idx" type= "int" />
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<description >
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Gets the position of the 8 endpoints of the [AABB] in space.
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</description>
</method>
<method name= "get_longest_axis" >
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<return type= "Vector3" />
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<description >
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Returns the normalized longest axis of the [AABB].
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</description>
</method>
<method name= "get_longest_axis_index" >
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<return type= "int" />
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<description >
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Returns the index of the longest axis of the [AABB] (according to [Vector3]'s [code]AXIS_*[/code] constants).
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</description>
</method>
<method name= "get_longest_axis_size" >
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<return type= "float" />
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<description >
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Returns the scalar length of the longest axis of the [AABB].
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</description>
</method>
<method name= "get_shortest_axis" >
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<return type= "Vector3" />
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<description >
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Returns the normalized shortest axis of the [AABB].
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</description>
</method>
<method name= "get_shortest_axis_index" >
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<return type= "int" />
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<description >
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Returns the index of the shortest axis of the [AABB] (according to [Vector3]::AXIS* enum).
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</description>
</method>
<method name= "get_shortest_axis_size" >
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<return type= "float" />
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<description >
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Returns the scalar length of the shortest axis of the [AABB].
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</description>
</method>
<method name= "get_support" >
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<return type= "Vector3" />
<argument index= "0" name= "dir" type= "Vector3" />
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<description >
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Returns the support point in a given direction. This is useful for collision detection algorithms.
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</description>
</method>
<method name= "grow" >
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<return type= "AABB" />
<argument index= "0" name= "by" type= "float" />
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<description >
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Returns a copy of the [AABB] grown a given amount of units towards all the sides.
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</description>
</method>
<method name= "has_no_area" >
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<return type= "bool" />
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<description >
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Returns [code]true[/code] if the [AABB] is flat or empty.
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</description>
</method>
<method name= "has_no_surface" >
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<return type= "bool" />
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<description >
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Returns [code]true[/code] if the [AABB] is empty.
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</description>
</method>
<method name= "has_point" >
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<return type= "bool" />
<argument index= "0" name= "point" type= "Vector3" />
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<description >
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Returns [code]true[/code] if the [AABB] contains a point.
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</description>
</method>
<method name= "intersection" >
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<return type= "AABB" />
<argument index= "0" name= "with" type= "AABB" />
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<description >
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Returns the intersection between two [AABB]. An empty AABB (size 0,0,0) is returned on failure.
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</description>
</method>
<method name= "intersects" >
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<return type= "bool" />
<argument index= "0" name= "with" type= "AABB" />
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<description >
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Returns [code]true[/code] if the [AABB] overlaps with another.
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</description>
</method>
<method name= "intersects_plane" >
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<return type= "bool" />
<argument index= "0" name= "plane" type= "Plane" />
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<description >
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Returns [code]true[/code] if the [AABB] is on both sides of a plane.
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</description>
</method>
<method name= "intersects_segment" >
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<return type= "bool" />
<argument index= "0" name= "from" type= "Vector3" />
<argument index= "1" name= "to" type= "Vector3" />
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<description >
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Returns [code]true[/code] if the [AABB] intersects the line segment between [code]from[/code] and [code]to[/code].
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</description>
</method>
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<method name= "is_equal_approx" >
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<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>
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<method name= "merge" >
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<return type= "AABB" />
<argument index= "0" name= "with" type= "AABB" />
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<description >
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Returns a larger [AABB] that contains both this [AABB] and [code]with[/code].
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</description>
</method>
</methods>
<members >
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<member name= "end" type= "Vector3" setter= "" getter= "" default= "Vector3( 0, 0, 0 )" >
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Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size.
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</member>
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<member name= "position" type= "Vector3" setter= "" getter= "" default= "Vector3( 0, 0, 0 )" >
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Beginning corner. Typically has values lower than [member end].
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</member>
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<member name= "size" type= "Vector3" setter= "" getter= "" default= "Vector3( 0, 0, 0 )" >
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Size from [member position] to [member end]. Typically, all components are positive.
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If the size is negative, you can use [method abs] to fix it.
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</member>
</members>
<constants >
</constants>
</class>