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

Vector3

end

Vector3( 0, 0, 0 )

Vector3

position

Vector3( 0, 0, 0 )

Vector3

size

Vector3( 0, 0, 0 )

Methods

AABB

AABB ( Vector3 position, Vector3 size )

AABB

abs ( )

bool

encloses ( AABB with )

AABB

expand ( Vector3 to_point )

float

get_area ( )

Vector3

get_endpoint ( int idx )

Vector3

get_longest_axis ( )

int

get_longest_axis_index ( )

float

get_longest_axis_size ( )

Vector3

get_shortest_axis ( )

int

get_shortest_axis_index ( )

float

get_shortest_axis_size ( )

Vector3

get_support ( Vector3 dir )

AABB

grow ( float by )

bool

has_no_area ( )

bool

has_no_surface ( )

bool

has_point ( Vector3 point )

AABB

intersection ( AABB with )

bool

intersects ( AABB with )

bool

intersects_plane ( Plane plane )

bool

intersects_segment ( Vector3 from, Vector3 to )

bool

is_equal_approx ( AABB aabb )

AABB

merge ( AABB with )

Property Descriptions

Default

Vector3( 0, 0, 0 )

Ending corner. This is calculated as position + size. Setting this value will change the size.


Default

Vector3( 0, 0, 0 )

Beginning corner. Typically has values lower than end.


Default

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

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 true if this AABB completely encloses another one.


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))

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.


  • 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.


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.


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.


Returns true if the AABB contains a point.


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.


Returns true if the AABB is on both sides of a plane.


Returns true if the AABB intersects the line segment between from and to.


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.