Class AABB
A 3D axis-aligned bounding box.
Remarks
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 AABB.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 ZERO). Otherwise, it always evaluates to true.
See Also
Constructors
AABB
AABB AABB
AABB(AABB)
Constructs an AABB as a copy of the given AABB.
AABB AABB(AABB from)
Parameters
fromAABB
AABB(Vector3, Vector3)
Constructs an AABB by position and size.
AABB AABB(Vector3 position, Vector3 size)
Parameters
Properties
end
The ending point. This is usually the corner on the top-right and back of the bounding box, and is equivalent to position + size. Setting this point affects the size.
var end : Vector3 = Vector3(0, 0, 0)
Property Value
position
The origin point. This is usually the corner on the bottom-left and forward of the bounding box.
var position : Vector3 = Vector3(0, 0, 0)
Property Value
size
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-forward corner, and the end is the top-right-back corner. To get an equivalent bounding box with non-negative size, use abs.
var size : Vector3 = Vector3(0, 0, 0)
Property Value
Methods
abs
Qualifiers: const
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 (-15.0, -10.0, 0.0)
print(absolute.size) # Prints (20.0, 10.0, 5.0)
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.
AABB abs
encloses(AABB)
Qualifiers: const
Returns true if this bounding box completely encloses the with box. The edges of both boxes are included.
bool encloses(AABB with)
Parameters
withAABB
expand(Vector3)
Qualifiers: 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, 0.0, 0.0)
print(box.size) # Prints (10.0, 2.0, 5.0)
box = box.expand(Vector3(-5, 0, 5))
print(box.position) # Prints (-5.0, 0.0, 0.0)
print(box.size) # Prints (15.0, 2.0, 5.0)
AABB expand(Vector3 to_point)
Parameters
to_pointVector3
get_center
Qualifiers: const
Returns the center point of the bounding box. This is the same as position + (size / 2.0).
Vector3 get_center
get_endpoint(int)
Qualifiers: 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_endpoint(int idx)
Parameters
idxint
get_longest_axis
Qualifiers: const
Returns the longest normalized axis of this bounding box's size, as a Vector3 (RIGHT, UP, or BACK).
var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))
print(box.get_longest_axis()) # Prints (0.0, 0.0, 1.0)
print(box.get_longest_axis_index()) # Prints 2
print(box.get_longest_axis_size()) # Prints 8.0
See also get_longest_axis_index and get_longest_axis_size.
Vector3 get_longest_axis
get_longest_axis_index
Qualifiers: 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.
int get_longest_axis_index
get_longest_axis_size
Qualifiers: const
Returns the longest dimension of this bounding box's size.
For an example, see get_longest_axis.
float get_longest_axis_size
get_shortest_axis
Qualifiers: const
Returns the shortest normalized axis of this bounding box's size, as a Vector3 (RIGHT, UP, or BACK).
var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))
print(box.get_shortest_axis()) # Prints (1.0, 0.0, 0.0)
print(box.get_shortest_axis_index()) # Prints 0
print(box.get_shortest_axis_size()) # Prints 2.0
See also get_shortest_axis_index and get_shortest_axis_size.
Vector3 get_shortest_axis
get_shortest_axis_index
Qualifiers: 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.
int get_shortest_axis_index
get_shortest_axis_size
Qualifiers: const
Returns the shortest dimension of this bounding box's size.
For an example, see get_shortest_axis.
float get_shortest_axis_size
get_support(Vector3)
Qualifiers: 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.
Vector3 get_support(Vector3 direction)
Parameters
directionVector3
get_volume
Qualifiers: const
Returns the bounding box's volume. This is equivalent to size.x * size.y * size.z. See also has_volume.
float get_volume
grow(float)
Qualifiers: const
Returns a copy of this bounding box extended on all sides by the given amount by. A negative amount shrinks the box instead.
AABB grow(float by)
Parameters
byfloat
has_point(Vector3)
Qualifiers: 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.
bool has_point(Vector3 point)
Parameters
pointVector3
has_surface
Qualifiers: const
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.
bool has_surface
has_volume
Qualifiers: const
Returns true if this bounding box's width, height, and depth are all positive. See also get_volume.
bool has_volume
intersection(AABB)
Qualifiers: 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, 0.0, 2.0)
print(intersection.size) # Prints (3.0, 2.0, 4.0)
Note: If you only need to know whether two bounding boxes are intersecting, use AABB.intersects, instead.
AABB intersection(AABB with)
Parameters
withAABB
intersects(AABB)
Qualifiers: const
Returns true if this bounding box overlaps with the box with. The edges of both boxes are always excluded.
bool intersects(AABB with)
Parameters
withAABB
intersects_plane(Plane)
Qualifiers: const
Returns true if this bounding box is on both sides of the given plane.
bool intersects_plane(Plane plane)
Parameters
planePlane
intersects_ray(Vector3, Vector3)
Qualifiers: 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_ray(Vector3 from, Vector3 dir)
Parameters
intersects_segment(Vector3, Vector3)
Qualifiers: 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.
Variant intersects_segment(Vector3 from, Vector3 to)
Parameters
is_equal_approx(AABB)
Qualifiers: const
Returns true if this bounding box and aabb are approximately equal, by calling Vector3.is_equal_approx on the position and the size.
bool is_equal_approx(AABB aabb)
Parameters
aabbAABB
is_finite
Qualifiers: const
Returns true if this bounding box's values are finite, by calling is_finite on the position and the size.
bool is_finite
merge(AABB)
Qualifiers: const
Returns an AABB that encloses both this bounding box and with around the edges. See also AABB.encloses.
AABB merge(AABB with)
Parameters
withAABB
Operators
!= (AABB)
Returns true if the position or size of both bounding boxes are not equal.
Note: Due to floating-point precision errors, consider using AABB.is_equal_approx instead, which is more reliable.
bool != (AABB right)
Parameters
rightAABB
* (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 inverse.
For transforming by inverse of an affine transformation (e.g. with scaling) transform.affine_inverse() * aabb can be used instead. See affine_inverse.
AABB * (Transform3D right)
Parameters
rightTransform3D
== (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 AABB.is_equal_approx instead, which is more reliable.
bool == (AABB right)
Parameters
rightAABB