A 3D 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].
Negative values for [member size] are not supported and will not work for most methods. Use [method abs] to get an AABB with a positive size.
[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates.
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Constructs a default-initialized [AABB] with default (zero) values of [member position] and [member size].
Constructs an [AABB] as a copy of the given [AABB].
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 a copy of this [AABB] expanded to include a given point.
[b]Example:[/b]
[codeblocks]
[gdscript]
# 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))
[/gdscript]
[csharp]
// position (-3, 2, 0), size (1, 1, 1)
var box = new Aabb(new Vector3(-3, 2, 0), new 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(new Vector3(0, -1, 2));
[/csharp]
[/codeblocks]
Returns the center of the [AABB], which is equal to [member position] + ([member size] / 2).
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 vertex of the AABB that's the farthest in a given direction. This point is commonly known as the support point in collision detection algorithms.
Returns the volume of the [AABB].
Returns a copy of the [AABB] grown a given number of units towards all the sides.
Returns [code]true[/code] if the [AABB] contains a point. Points on the faces of the AABB are considered included, though float-point precision errors may impact the accuracy of such checks.
[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative size[/i]. Use [method abs] to get a positive sized equivalent [AABB] to check for contained points.
Returns [code]true[/code] if the [AABB] has a surface or a length, and [code]false[/code] if the [AABB] is empty (all components of [member size] are zero or negative).
Returns [code]true[/code] if the [AABB] has a volume, and [code]false[/code] if the [AABB] is flat, empty, or has a negative [member size].
Returns the intersection between two [AABB]. An empty AABB (size [code](0, 0, 0)[/code]) 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 the point of intersection of the given ray with this [AABB] or [code]null[/code] if there is no intersection. Ray length is infinite.
Returns the point of intersection between [param from] and [param to] with this [AABB] or [code]null[/code] if there is no intersection.
Returns [code]true[/code] if this [AABB] and [param aabb] are approximately equal, by calling [method @GlobalScope.is_equal_approx] on each component.
Returns [code]true[/code] if this [AABB] is finite, by calling [method @GlobalScope.is_finite] on each component.
Returns a larger [AABB] that contains both this [AABB] and [param with].
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.
Returns [code]true[/code] if the AABBs are not equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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].
Returns [code]true[/code] if the AABBs are exactly equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.