AABB¶
Axis-Aligned Bounding Box.
Description¶
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.
Note: Unlike Rect2, AABB does not have a variant that uses integer coordinates.
Tutorials¶
Properties¶
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Methods¶
abs ( ) |
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get_area ( ) |
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get_center ( ) |
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get_endpoint ( int idx ) |
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get_longest_axis ( ) |
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get_support ( Vector3 dir ) |
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has_no_area ( ) |
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has_no_surface ( ) |
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intersection ( AABB with ) |
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intersects ( AABB with ) |
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intersects_plane ( Plane plane ) |
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intersects_segment ( Vector3 from, Vector3 to ) |
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is_equal_approx ( AABB aabb ) |
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Property Descriptions¶
Vector3 end = Vector3( 0, 0, 0 )
Ending corner. This is calculated as position + size
. Setting this value will change the size.
Vector3 position = Vector3( 0, 0, 0 )
Beginning corner. Typically has values lower than end.
Vector3 size = Vector3( 0, 0, 0 )
Size from position to end. Typically, all components are positive.
If the size is negative, you can use abs to fix it.
Method Descriptions¶
AABB AABB ( Vector3 position, Vector3 size )
Constructs an AABB from a position and size.
AABB abs ( )
Returns an AABB with equivalent position and size, modified so that the most-negative corner is the origin and the size is positive.
Returns true
if this AABB completely encloses another one.
AABB expand ( Vector3 to_point )
Returns a copy of this AABB expanded to include a given point.
Example:
# 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))
float get_area ( )
Returns the volume of the AABB.
Vector3 get_center ( )
Returns the center of the AABB, which is equal to position + (size / 2).
Vector3 get_endpoint ( int idx )
Gets the position of the 8 endpoints of the AABB in space.
Vector3 get_longest_axis ( )
Returns the normalized longest axis of the AABB.
int get_longest_axis_index ( )
Returns the index of the longest axis of the AABB (according to Vector3's AXIS_*
constants).
float get_longest_axis_size ( )
Returns the scalar length of the longest axis of the AABB.
Vector3 get_shortest_axis ( )
Returns the normalized shortest axis of the AABB.
int get_shortest_axis_index ( )
Returns the index of the shortest axis of the AABB (according to Vector3::AXIS* enum).
float get_shortest_axis_size ( )
Returns the scalar length of the shortest axis of the AABB.
Vector3 get_support ( Vector3 dir )
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.
bool has_no_area ( )
Returns true
if the AABB is flat or empty.
bool has_no_surface ( )
Returns true
if the AABB is empty.
bool has_point ( Vector3 point )
Returns true
if the AABB contains a point.
AABB intersection ( AABB with )
Returns the intersection between two AABB. An empty AABB (size 0,0,0) is returned on failure.
Returns true
if the AABB overlaps with another.
bool intersects_plane ( Plane plane )
Returns true
if the AABB is on both sides of a plane.
bool intersects_segment ( Vector3 from, Vector3 to )
Returns true
if the AABB intersects the line segment between from
and to
.
bool is_equal_approx ( AABB aabb )
Returns true
if this AABB and aabb
are approximately equal, by calling @GDScript.is_equal_approx on each component.
Returns a larger AABB that contains both this AABB and with
.