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.
Constructs an AABB with its position and size set to Vector3.ZERO.
Constructs an AABB as a copy of the given AABB.
Constructs an AABB by position
and size
.
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.
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.
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.
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.
The origin point. This is usually the corner on the bottom-left and back of the bounding box.
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 Godot 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.
Returns an AABB equivalent to this bounding box, with its width, height, and depth modified to be non-negative values.
Note: It's recommended to use this method when size is negative, as most other methods in Godot assume that the size's components are greater than 0
.
Returns true
if this bounding box completely encloses the with
box. The edges of both boxes are included.
Returns a copy of this bounding box expanded to align the edges with the given to_point
, if necessary.
Returns the center point of the bounding box. This is the same as position + (size / 2.0)
.
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.
Returns the longest normalized axis of this bounding box's size, as a Vector3 (Vector3.RIGHT, Vector3.UP, or Vector3.BACK).
See also get_longest_axis_index and get_longest_axis_size.
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.
Returns the longest dimension of this bounding box's size.
For an example, see get_longest_axis.
Returns the shortest normaalized axis of this bounding box's size, as a Vector3 (Vector3.RIGHT, Vector3.UP, or Vector3.BACK).
See also get_shortest_axis_index and get_shortest_axis_size.
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.
Returns the shortest dimension of this bounding box's size.
For an example, see get_shortest_axis.
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.
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.
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).
Note: If you only need to know whether two bounding boxes are intersecting, use intersects, instead.
Returns true
if this bounding box overlaps with the box with
. The edges of both boxes are always excluded.
Returns true
if this bounding box is on both sides of the given plane
.
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.
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
.
Returns true
if this bounding box and aabb
are approximately equal, by calling Vector2.is_equal_approx on the position and the size.
Returns true
if this bounding box's values are finite, by calling Vector2.is_finite on the position and the size.
Returns an AABB that encloses both this bounding box and with
around the edges. See also encloses.