godot/doc/classes/AABB.xml

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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AABB" version="4.0">
<brief_description>
Axis-Aligned Bounding Box.
</brief_description>
<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].
Negative values for [member size] are not supported and will not work for most methods. Use [method abs] to get an AABB with a positive size.
[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates.
</description>
<tutorials>
<link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link>
<link title="Vector math">$DOCS_URL/tutorials/math/vector_math.html</link>
<link title="Advanced vector math">$DOCS_URL/tutorials/math/vectors_advanced.html</link>
</tutorials>
<constructors>
<constructor name="AABB">
<return type="AABB" />
<description>
Constructs a default-initialized [AABB] with default (zero) values of [member position] and [member size].
</description>
</constructor>
<constructor name="AABB">
<return type="AABB" />
<argument index="0" name="from" type="AABB" />
<description>
Constructs an [AABB] as a copy of the given [AABB].
</description>
</constructor>
<constructor name="AABB">
<return type="AABB" />
<argument index="0" name="position" type="Vector3" />
<argument index="1" name="size" type="Vector3" />
<description>
Constructs an [AABB] from a position and size.
</description>
</constructor>
</constructors>
<methods>
<method name="abs" qualifiers="const">
<return type="AABB" />
<description>
Returns an AABB with equivalent position and size, modified so that the most-negative corner is the origin and the size is positive.
</description>
</method>
<method name="encloses" qualifiers="const">
<return type="bool" />
<argument index="0" name="with" type="AABB" />
<description>
Returns [code]true[/code] if this [AABB] completely encloses another one.
</description>
</method>
<method name="expand" qualifiers="const">
<return type="AABB" />
<argument index="0" name="to_point" type="Vector3" />
<description>
Returns a copy of this [AABB] expanded to include a given point.
[b]Example:[/b]
[codeblocks]
[gdscript]
# 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))
[/gdscript]
[csharp]
// position (-3, 2, 0), size (1, 1, 1)
var box = new AABB(new Vector3(-3, 2, 0), new 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(new Vector3(0, -1, 2));
[/csharp]
[/codeblocks]
</description>
</method>
<method name="get_center" qualifiers="const">
<return type="Vector3" />
<description>
Returns the center of the [AABB], which is equal to [member position] + ([member size] / 2).
</description>
</method>
<method name="get_endpoint" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="idx" type="int" />
<description>
Gets the position of the 8 endpoints of the [AABB] in space.
</description>
</method>
<method name="get_longest_axis" qualifiers="const">
<return type="Vector3" />
<description>
Returns the normalized longest axis of the [AABB].
</description>
</method>
<method name="get_longest_axis_index" qualifiers="const">
<return type="int" />
<description>
Returns the index of the longest axis of the [AABB] (according to [Vector3]'s [code]AXIS_*[/code] constants).
</description>
</method>
<method name="get_longest_axis_size" qualifiers="const">
<return type="float" />
<description>
Returns the scalar length of the longest axis of the [AABB].
</description>
</method>
<method name="get_shortest_axis" qualifiers="const">
<return type="Vector3" />
<description>
Returns the normalized shortest axis of the [AABB].
</description>
</method>
<method name="get_shortest_axis_index" qualifiers="const">
<return type="int" />
<description>
Returns the index of the shortest axis of the [AABB] (according to [Vector3]::AXIS* enum).
</description>
</method>
<method name="get_shortest_axis_size" qualifiers="const">
<return type="float" />
<description>
Returns the scalar length of the shortest axis of the [AABB].
</description>
</method>
<method name="get_support" qualifiers="const">
<return type="Vector3" />
<argument index="0" name="dir" type="Vector3" />
<description>
Returns the support point in a given direction. This is useful for collision detection algorithms.
</description>
</method>
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<method name="get_volume" qualifiers="const">
<return type="float" />
<description>
Returns the volume of the [AABB].
</description>
</method>
<method name="grow" qualifiers="const">
<return type="AABB" />
<argument index="0" name="by" type="float" />
<description>
Returns a copy of the [AABB] grown a given amount of units towards all the sides.
</description>
</method>
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<method name="has_no_surface" qualifiers="const">
<return type="bool" />
<description>
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Returns [code]true[/code] if the [AABB] is empty.
</description>
</method>
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<method name="has_no_volume" qualifiers="const">
<return type="bool" />
<description>
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Returns [code]true[/code] if the [AABB] is flat or empty.
</description>
</method>
<method name="has_point" qualifiers="const">
<return type="bool" />
<argument index="0" name="point" type="Vector3" />
<description>
Returns [code]true[/code] if the [AABB] contains a point. Points on the faces of the AABB are considered included, though float-point precision errors may impact the accuracy of such checks.
[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative size[/i]. Use [method abs] to get a positive sized equivalent [AABB] to check for contained points.
</description>
</method>
<method name="intersection" qualifiers="const">
<return type="AABB" />
<argument index="0" name="with" type="AABB" />
<description>
Returns the intersection between two [AABB]. An empty AABB (size [code](0, 0, 0)[/code]) is returned on failure.
</description>
</method>
<method name="intersects" qualifiers="const">
<return type="bool" />
<argument index="0" name="with" type="AABB" />
<description>
Returns [code]true[/code] if the [AABB] overlaps with another.
</description>
</method>
<method name="intersects_plane" qualifiers="const">
<return type="bool" />
<argument index="0" name="plane" type="Plane" />
<description>
Returns [code]true[/code] if the [AABB] is on both sides of a plane.
</description>
</method>
<method name="intersects_ray" qualifiers="const">
<return type="Variant" />
<argument index="0" name="from" type="Vector3" />
<argument index="1" name="dir" type="Vector3" />
<description>
</description>
</method>
<method name="intersects_segment" qualifiers="const">
<return type="Variant" />
<argument index="0" name="from" type="Vector3" />
<argument index="1" name="to" type="Vector3" />
<description>
Returns [code]true[/code] if the [AABB] intersects the line segment between [code]from[/code] and [code]to[/code].
</description>
</method>
<method name="is_equal_approx" qualifiers="const">
<return type="bool" />
<argument index="0" name="aabb" type="AABB" />
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<description>
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Returns [code]true[/code] if this [AABB] and [code]aabb[/code] are approximately equal, by calling [method @GlobalScope.is_equal_approx] on each component.
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</description>
</method>
<method name="merge" qualifiers="const">
<return type="AABB" />
<argument index="0" name="with" type="AABB" />
<description>
Returns a larger [AABB] that contains both this [AABB] and [code]with[/code].
</description>
</method>
</methods>
<members>
<member name="end" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size.
</member>
<member name="position" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
Beginning corner. Typically has values lower than [member end].
</member>
<member name="size" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
Size from [member position] to [member end]. Typically, all components are positive.
If the size is negative, you can use [method abs] to fix it.
</member>
</members>
<operators>
<operator name="operator !=">
<return type="bool" />
<description>
</description>
</operator>
<operator name="operator !=">
<return type="bool" />
<argument index="0" name="right" type="AABB" />
<description>
Returns [code]true[/code] if the vectors are not equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
</description>
</operator>
<operator name="operator *">
<return type="AABB" />
<argument index="0" name="right" type="Transform3D" />
<description>
Inversely transforms (multiplies) the [AABB] by the given [Transform3D] transformation matrix.
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<description>
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<argument index="0" name="right" type="AABB" />
<description>
Returns [code]true[/code] if the AABBs are exactly equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
</description>
</operator>
</operators>
</class>