Attention: Here be dragons (unstable version)
This is the latest
(unstable) version of this documentation, which may document features
not available in or compatible with released stable versions of Redot.
Checking the stable version of the documentation...
AABB
A 3D axis-aligned bounding box.
Description
The AABB built-in Variant type represents an axis-aligned bounding box in a 3D space. It is defined by its position and size, which are Vector3. It is frequently used for fast overlap tests (see intersects). Although AABB itself is axis-aligned, it can be combined with Transform3D to represent a rotated or skewed bounding box.
It uses floating-point coordinates. The 2D counterpart to AABB is Rect2. There is no version of AABB that uses integer coordinates.
Note: Negative values for size are not supported. With negative size, most AABB methods do not work correctly. Use abs to get an equivalent AABB with a non-negative size.
Note: In a boolean context, a AABB evaluates to false
if both position and size are zero (equal to Vector3.ZERO). Otherwise, it always evaluates to true
.
Note
There are notable differences when using this API with C#. See C# API differences to GDScript for more information.
Tutorials
Properties
|
||
|
||
|
Constructors
AABB() |
|
Methods
abs() const |
|
get_center() const |
|
get_endpoint(idx: int) const |
|
get_longest_axis() const |
|
get_longest_axis_index() const |
|
get_longest_axis_size() const |
|
get_shortest_axis() const |
|
get_shortest_axis_index() const |
|
get_shortest_axis_size() const |
|
get_support(direction: Vector3) const |
|
get_volume() const |
|
has_surface() const |
|
has_volume() const |
|
intersection(with: AABB) const |
|
intersects(with: AABB) const |
|
intersects_plane(plane: Plane) const |
|
intersects_ray(from: Vector3, dir: Vector3) const |
|
intersects_segment(from: Vector3, to: Vector3) const |
|
is_equal_approx(aabb: AABB) const |
|
is_finite() const |
|
Operators
operator !=(right: AABB) |
|
operator *(right: Transform3D) |
|
operator ==(right: AABB) |
Property Descriptions
Vector3 end = Vector3(0, 0, 0)
🔗
The ending point. This is usually the corner on the top-right and forward of the bounding box, and is equivalent to position + size
. Setting this point affects the size.
Vector3 position = Vector3(0, 0, 0)
🔗
The origin point. This is usually the corner on the bottom-left and back of the bounding box.
Vector3 size = Vector3(0, 0, 0)
🔗
The bounding box's width, height, and depth starting from position. Setting this value also affects the end point.
Note: It's recommended setting the width, height, and depth to non-negative values. This is because most methods in Redot assume that the position is the bottom-left-back corner, and the end is the top-right-forward corner. To get an equivalent bounding box with non-negative size, use abs.
Constructor Descriptions
Constructs an AABB with its position and size set to Vector3.ZERO.
Constructs an AABB as a copy of the given AABB.
AABB AABB(position: Vector3, size: Vector3)
Constructs an AABB by position
and size
.
Method Descriptions
Returns an AABB equivalent to this bounding box, with its width, height, and depth modified to be non-negative values.
var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))
var absolute = box.abs()
print(absolute.position) # Prints (-15, -10, 0)
print(absolute.size) # Prints (20, 10, 5)
var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));
var absolute = box.Abs();
GD.Print(absolute.Position); // Prints (-15, -10, 0)
GD.Print(absolute.Size); // Prints (20, 10, 5)
Note: It's recommended to use this method when size is negative, as most other methods in Redot assume that the size's components are greater than 0
.
bool encloses(with: AABB) const 🔗
Returns true
if this bounding box completely encloses the with
box. The edges of both boxes are included.
var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))
var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))
var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))
print(a.encloses(a)) # Prints true
print(a.encloses(b)) # Prints true
print(a.encloses(c)) # Prints false
var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));
var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));
var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));
GD.Print(a.Encloses(a)); // Prints True
GD.Print(a.Encloses(b)); // Prints True
GD.Print(a.Encloses(c)); // Prints False
AABB expand(to_point: Vector3) const 🔗
Returns a copy of this bounding box expanded to align the edges with the given to_point
, if necessary.
var box = AABB(Vector3(0, 0, 0), Vector3(5, 2, 5))
box = box.expand(Vector3(10, 0, 0))
print(box.position) # Prints (0, 0, 0)
print(box.size) # Prints (10, 2, 5)
box = box.expand(Vector3(-5, 0, 5))
print(box.position) # Prints (-5, 0, 0)
print(box.size) # Prints (15, 2, 5)
var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));
box = box.Expand(new Vector3(10, 0, 0));
GD.Print(box.Position); // Prints (0, 0, 0)
GD.Print(box.Size); // Prints (10, 2, 5)
box = box.Expand(new Vector3(-5, 0, 5));
GD.Print(box.Position); // Prints (-5, 0, 0)
GD.Print(box.Size); // Prints (15, 2, 5)
Returns the center point of the bounding box. This is the same as position + (size / 2.0)
.
Vector3 get_endpoint(idx: int) const 🔗
Returns the position of one of the 8 vertices that compose this bounding box. With a idx
of 0
this is the same as position, and a idx
of 7
is the same as end.
Vector3 get_longest_axis() const 🔗
Returns the longest normalized axis of this bounding box's size, as a Vector3 (Vector3.RIGHT, Vector3.UP, or Vector3.BACK).
var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))
print(box.get_longest_axis()) # Prints (0, 0, 1)
print(box.get_longest_axis_index()) # Prints 2
print(box.get_longest_axis_size()) # Prints 8
var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));
GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)
GD.Print(box.GetLongestAxisIndex()); // Prints 2
GD.Print(box.GetLongestAxisSize()); // Prints 8
See also get_longest_axis_index and get_longest_axis_size.
int get_longest_axis_index() const 🔗
Returns the index to the longest axis of this bounding box's size (see Vector3.AXIS_X, Vector3.AXIS_Y, and Vector3.AXIS_Z).
For an example, see get_longest_axis.
float get_longest_axis_size() const 🔗
Returns the longest dimension of this bounding box's size.
For an example, see get_longest_axis.
Vector3 get_shortest_axis() const 🔗
Returns the shortest normalized axis of this bounding box's size, as a Vector3 (Vector3.RIGHT, Vector3.UP, or Vector3.BACK).
var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))
print(box.get_shortest_axis()) # Prints (1, 0, 0)
print(box.get_shortest_axis_index()) # Prints 0
print(box.get_shortest_axis_size()) # Prints 2
var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));
GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)
GD.Print(box.GetShortestAxisIndex()); // Prints 0
GD.Print(box.GetShortestAxisSize()); // Prints 2
See also get_shortest_axis_index and get_shortest_axis_size.
int get_shortest_axis_index() const 🔗
Returns the index to the shortest axis of this bounding box's size (see Vector3.AXIS_X, Vector3.AXIS_Y, and Vector3.AXIS_Z).
For an example, see get_shortest_axis.
float get_shortest_axis_size() const 🔗
Returns the shortest dimension of this bounding box's size.
For an example, see get_shortest_axis.
Vector3 get_support(direction: Vector3) const 🔗
Returns the vertex's position of this bounding box that's the farthest in the given direction. This point is commonly known as the support point in collision detection algorithms.
Returns the bounding box's volume. This is equivalent to size.x * size.y * size.z
. See also has_volume.
Returns a copy of this bounding box extended on all sides by the given amount by
. A negative amount shrinks the box instead.
var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)
print(a.position) # Prints (0, 0, 0)
print(a.size) # Prints (16, 16, 16)
var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)
print(b.position) # Prints (-2, -2, -2)
print(b.size) # Prints (12, 8, 6)
var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);
GD.Print(a.Position); // Prints (0, 0, 0)
GD.Print(a.Size); // Prints (16, 16, 16)
var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);
GD.Print(b.Position); // Prints (-2, -2, -2)
GD.Print(b.Size); // Prints (12, 8, 6)
bool has_point(point: Vector3) const 🔗
Returns true
if the bounding box contains the given point
. By convention, points exactly on the right, top, and front sides are not included.
Note: This method is not reliable for AABB with a negative size. Use abs first to get a valid bounding box.
Returns true
if this bounding box has a surface or a length, that is, at least one component of size is greater than 0
. Otherwise, returns false
.
Returns true
if this bounding box's width, height, and depth are all positive. See also get_volume.
AABB intersection(with: AABB) const 🔗
Returns the intersection between this bounding box and with
. If the boxes do not intersect, returns an empty AABB. If the boxes intersect at the edge, returns a flat AABB with no volume (see has_surface and has_volume).
var box1 = AABB(Vector3(0, 0, 0), Vector3(5, 2, 8))
var box2 = AABB(Vector3(2, 0, 2), Vector3(8, 4, 4))
var intersection = box1.intersection(box2)
print(intersection.position) # Prints (2, 0, 2)
print(intersection.size) # Prints (3, 2, 4)
var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));
var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));
var intersection = box1.Intersection(box2);
GD.Print(intersection.Position); // Prints (2, 0, 2)
GD.Print(intersection.Size); // Prints (3, 2, 4)
Note: If you only need to know whether two bounding boxes are intersecting, use intersects, instead.
bool intersects(with: AABB) const 🔗
Returns true
if this bounding box overlaps with the box with
. The edges of both boxes are always excluded.
bool intersects_plane(plane: Plane) const 🔗
Returns true
if this bounding box is on both sides of the given plane
.
Variant intersects_ray(from: Vector3, dir: Vector3) const 🔗
Returns the first point where this bounding box and the given ray intersect, as a Vector3. If no intersection occurs, returns null
.
The ray begin at from
, faces dir
and extends towards infinity.
Variant intersects_segment(from: Vector3, to: Vector3) const 🔗
Returns the first point where this bounding box and the given segment intersect, as a Vector3. If no intersection occurs, returns null
.
The segment begins at from
and ends at to
.
bool is_equal_approx(aabb: AABB) const 🔗
Returns true
if this bounding box and aabb
are approximately equal, by calling Vector3.is_equal_approx on the position and the size.
Returns true
if this bounding box's values are finite, by calling Vector3.is_finite on the position and the size.
AABB merge(with: AABB) const 🔗
Returns an AABB that encloses both this bounding box and with
around the edges. See also encloses.
Operator Descriptions
bool operator !=(right: AABB) 🔗
Returns true
if the position or size of both bounding boxes are not equal.
Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.
AABB operator *(right: Transform3D) 🔗
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).
aabb * transform
is equivalent to transform.inverse() * aabb
. See Transform3D.inverse.
For transforming by inverse of an affine transformation (e.g. with scaling) transform.affine_inverse() * aabb
can be used instead. See Transform3D.affine_inverse.
bool operator ==(right: AABB) 🔗
Returns true
if both position and size of the bounding boxes are exactly equal, respectively.
Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.