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2017590ef6
Contrarily to the 2D Rect2i counterpart, it doesn't make much sense in 3D and for floating-point AABBs to exclude points on some of its faces.
264 lines
9.9 KiB
XML
264 lines
9.9 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="AABB" version="4.0">
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<brief_description>
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Axis-Aligned Bounding Box.
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</brief_description>
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<description>
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[AABB] consists of a position, a size, and several utility functions. It is typically used for fast overlap tests.
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It uses floating-point coordinates. The 2D counterpart to [AABB] is [Rect2].
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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.
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[b]Note:[/b] Unlike [Rect2], [AABB] does not have a variant that uses integer coordinates.
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</description>
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<tutorials>
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<link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link>
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<link title="Vector math">$DOCS_URL/tutorials/math/vector_math.html</link>
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<link title="Advanced vector math">$DOCS_URL/tutorials/math/vectors_advanced.html</link>
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</tutorials>
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<constructors>
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<constructor name="AABB">
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<return type="AABB" />
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<description>
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Constructs a default-initialized [AABB] with default (zero) values of [member position] and [member size].
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</description>
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</constructor>
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<constructor name="AABB">
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<return type="AABB" />
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<argument index="0" name="from" type="AABB" />
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<description>
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Constructs an [AABB] as a copy of the given [AABB].
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</description>
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</constructor>
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<constructor name="AABB">
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<return type="AABB" />
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<argument index="0" name="position" type="Vector3" />
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<argument index="1" name="size" type="Vector3" />
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<description>
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Constructs an [AABB] from a position and size.
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</description>
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</constructor>
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</constructors>
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<methods>
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<method name="abs" qualifiers="const">
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<return type="AABB" />
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<description>
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Returns an AABB with equivalent position and size, modified so that the most-negative corner is the origin and the size is positive.
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</description>
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</method>
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<method name="encloses" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="with" type="AABB" />
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<description>
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Returns [code]true[/code] if this [AABB] completely encloses another one.
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</description>
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</method>
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<method name="expand" qualifiers="const">
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<return type="AABB" />
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<argument index="0" name="to_point" type="Vector3" />
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<description>
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Returns a copy of this [AABB] expanded to include a given point.
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[b]Example:[/b]
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[codeblocks]
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[gdscript]
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# position (-3, 2, 0), size (1, 1, 1)
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var box = AABB(Vector3(-3, 2, 0), Vector3(1, 1, 1))
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# position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and Vector3(0, -1, 2)
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var box2 = box.expand(Vector3(0, -1, 2))
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[/gdscript]
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[csharp]
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// position (-3, 2, 0), size (1, 1, 1)
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var box = new AABB(new Vector3(-3, 2, 0), new Vector3(1, 1, 1));
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// position (-3, -1, 0), size (3, 4, 2), so we fit both the original AABB and Vector3(0, -1, 2)
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var box2 = box.Expand(new Vector3(0, -1, 2));
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[/csharp]
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[/codeblocks]
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</description>
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</method>
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<method name="get_center" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the center of the [AABB], which is equal to [member position] + ([member size] / 2).
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</description>
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</method>
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<method name="get_endpoint" qualifiers="const">
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<return type="Vector3" />
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<argument index="0" name="idx" type="int" />
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<description>
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Gets the position of the 8 endpoints of the [AABB] in space.
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</description>
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</method>
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<method name="get_longest_axis" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the normalized longest axis of the [AABB].
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</description>
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</method>
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<method name="get_longest_axis_index" qualifiers="const">
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<return type="int" />
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<description>
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Returns the index of the longest axis of the [AABB] (according to [Vector3]'s [code]AXIS_*[/code] constants).
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</description>
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</method>
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<method name="get_longest_axis_size" qualifiers="const">
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<return type="float" />
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<description>
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Returns the scalar length of the longest axis of the [AABB].
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</description>
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</method>
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<method name="get_shortest_axis" qualifiers="const">
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<return type="Vector3" />
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<description>
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Returns the normalized shortest axis of the [AABB].
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</description>
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</method>
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<method name="get_shortest_axis_index" qualifiers="const">
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<return type="int" />
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<description>
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Returns the index of the shortest axis of the [AABB] (according to [Vector3]::AXIS* enum).
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</description>
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</method>
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<method name="get_shortest_axis_size" qualifiers="const">
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<return type="float" />
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<description>
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Returns the scalar length of the shortest axis of the [AABB].
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</description>
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</method>
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<method name="get_support" qualifiers="const">
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<return type="Vector3" />
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<argument index="0" name="dir" type="Vector3" />
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<description>
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Returns the support point in a given direction. This is useful for collision detection algorithms.
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</description>
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</method>
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<method name="get_volume" qualifiers="const">
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<return type="float" />
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<description>
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Returns the volume of the [AABB].
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</description>
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</method>
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<method name="grow" qualifiers="const">
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<return type="AABB" />
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<argument index="0" name="by" type="float" />
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<description>
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Returns a copy of the [AABB] grown a given amount of units towards all the sides.
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</description>
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</method>
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<method name="has_no_surface" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the [AABB] is empty.
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</description>
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</method>
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<method name="has_no_volume" qualifiers="const">
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<return type="bool" />
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<description>
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Returns [code]true[/code] if the [AABB] is flat or empty.
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</description>
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</method>
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<method name="has_point" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="point" type="Vector3" />
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<description>
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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.
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[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.
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</description>
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</method>
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<method name="intersection" qualifiers="const">
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<return type="AABB" />
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<argument index="0" name="with" type="AABB" />
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<description>
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Returns the intersection between two [AABB]. An empty AABB (size [code](0, 0, 0)[/code]) is returned on failure.
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</description>
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</method>
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<method name="intersects" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="with" type="AABB" />
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<description>
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Returns [code]true[/code] if the [AABB] overlaps with another.
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</description>
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</method>
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<method name="intersects_plane" qualifiers="const">
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<return type="bool" />
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<argument index="0" name="plane" type="Plane" />
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<description>
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Returns [code]true[/code] if the [AABB] is on both sides of a plane.
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</description>
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</method>
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<method name="intersects_ray" qualifiers="const">
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<return type="Variant" />
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<argument index="0" name="from" type="Vector3" />
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<argument index="1" name="dir" type="Vector3" />
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<description>
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</description>
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</method>
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<method name="intersects_segment" qualifiers="const">
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<return type="Variant" />
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<argument index="0" name="from" type="Vector3" />
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<argument index="1" name="to" type="Vector3" />
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<description>
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Returns [code]true[/code] if the [AABB] intersects the line segment between [code]from[/code] and [code]to[/code].
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</description>
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</method>
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<method name="is_equal_approx" qualifiers="const">
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<return type="bool" />
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<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>
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</method>
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<method name="merge" qualifiers="const">
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<return type="AABB" />
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<argument index="0" name="with" type="AABB" />
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<description>
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Returns a larger [AABB] that contains both this [AABB] and [code]with[/code].
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</description>
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</method>
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</methods>
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<members>
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<member name="end" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
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Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size.
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</member>
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<member name="position" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
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Beginning corner. Typically has values lower than [member end].
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</member>
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<member name="size" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
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Size from [member position] to [member end]. Typically, all components are positive.
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If the size is negative, you can use [method abs] to fix it.
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</member>
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</members>
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<operators>
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<operator name="operator !=">
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<return type="bool" />
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<description>
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</description>
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</operator>
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<operator name="operator !=">
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<return type="bool" />
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<argument index="0" name="right" type="AABB" />
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<description>
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Returns [code]true[/code] if the vectors are not equal.
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[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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</description>
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</operator>
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<operator name="operator *">
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<return type="AABB" />
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<argument index="0" name="right" type="Transform3D" />
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<description>
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Inversely transforms (multiplies) the [AABB] by the given [Transform3D] transformation matrix.
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</description>
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</operator>
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<operator name="operator ==">
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<return type="bool" />
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<description>
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</description>
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</operator>
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<operator name="operator ==">
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<return type="bool" />
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<argument index="0" name="right" type="AABB" />
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<description>
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Returns [code]true[/code] if the AABBs are exactly equal.
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[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
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</description>
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</operator>
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</operators>
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</class>
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