mirror of
https://github.com/godotengine/godot.git
synced 2024-12-21 10:25:24 +08:00
386 lines
17 KiB
XML
386 lines
17 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="AABB" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
A 3D axis-aligned bounding box.
|
|
</brief_description>
|
|
<description>
|
|
The [AABB] built-in [Variant] type represents an axis-aligned bounding box in a 3D space. It is defined by its [member position] and [member size], which are [Vector3]. It is frequently used for fast overlap tests (see [method 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.
|
|
[b]Note:[/b] Negative values for [member size] are not supported. With negative size, most [AABB] methods do not work correctly. Use [method abs] to get an equivalent [AABB] with a non-negative size.
|
|
[b]Note:[/b] In a boolean context, a [AABB] evaluates to [code]false[/code] if both [member position] and [member size] are zero (equal to [constant Vector3.ZERO]). Otherwise, it always evaluates to [code]true[/code].
|
|
</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 an [AABB] with its [member position] and [member size] set to [constant Vector3.ZERO].
|
|
</description>
|
|
</constructor>
|
|
<constructor name="AABB">
|
|
<return type="AABB" />
|
|
<param 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" />
|
|
<param index="0" name="position" type="Vector3" />
|
|
<param index="1" name="size" type="Vector3" />
|
|
<description>
|
|
Constructs an [AABB] by [param position] and [param size].
|
|
</description>
|
|
</constructor>
|
|
</constructors>
|
|
<methods>
|
|
<method name="abs" qualifiers="const">
|
|
<return type="AABB" />
|
|
<description>
|
|
Returns an [AABB] equivalent to this bounding box, with its width, height, and depth modified to be non-negative values.
|
|
[codeblocks]
|
|
[gdscript]
|
|
var box = AABB(Vector3(5, 0, 5), Vector3(-20, -10, -5))
|
|
var absolute = box.abs()
|
|
print(absolute.position) # Prints (-15, -10, 0)
|
|
print(absolute.size) # Prints (20, 10, 5)
|
|
[/gdscript]
|
|
[csharp]
|
|
var box = new Aabb(new Vector3(5, 0, 5), new Vector3(-20, -10, -5));
|
|
var absolute = box.Abs();
|
|
GD.Print(absolute.Position); // Prints (-15, -10, 0)
|
|
GD.Print(absolute.Size); // Prints (20, 10, 5)
|
|
[/csharp]
|
|
[/codeblocks]
|
|
[b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Godot assume that the [member size]'s components are greater than [code]0[/code].
|
|
</description>
|
|
</method>
|
|
<method name="encloses" qualifiers="const">
|
|
<return type="bool" />
|
|
<param index="0" name="with" type="AABB" />
|
|
<description>
|
|
Returns [code]true[/code] if this bounding box [i]completely[/i] encloses the [param with] box. The edges of both boxes are included.
|
|
[codeblocks]
|
|
[gdscript]
|
|
var a = AABB(Vector3(0, 0, 0), Vector3(4, 4, 4))
|
|
var b = AABB(Vector3(1, 1, 1), Vector3(3, 3, 3))
|
|
var c = AABB(Vector3(2, 2, 2), Vector3(8, 8, 8))
|
|
|
|
print(a.encloses(a)) # Prints true
|
|
print(a.encloses(b)) # Prints true
|
|
print(a.encloses(c)) # Prints false
|
|
[/gdscript]
|
|
[csharp]
|
|
var a = new Aabb(new Vector3(0, 0, 0), new Vector3(4, 4, 4));
|
|
var b = new Aabb(new Vector3(1, 1, 1), new Vector3(3, 3, 3));
|
|
var c = new Aabb(new Vector3(2, 2, 2), new Vector3(8, 8, 8));
|
|
|
|
GD.Print(a.Encloses(a)); // Prints True
|
|
GD.Print(a.Encloses(b)); // Prints True
|
|
GD.Print(a.Encloses(c)); // Prints False
|
|
[/csharp]
|
|
[/codeblocks]
|
|
</description>
|
|
</method>
|
|
<method name="expand" qualifiers="const">
|
|
<return type="AABB" />
|
|
<param index="0" name="to_point" type="Vector3" />
|
|
<description>
|
|
Returns a copy of this bounding box expanded to align the edges with the given [param to_point], if necessary.
|
|
[codeblocks]
|
|
[gdscript]
|
|
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)
|
|
print(box.size) # Prints (10, 2, 5)
|
|
|
|
box = box.expand(Vector3(-5, 0, 5))
|
|
print(box.position) # Prints (-5, 0, 0)
|
|
print(box.size) # Prints (15, 2, 5)
|
|
[/gdscript]
|
|
[csharp]
|
|
var box = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 5));
|
|
|
|
box = box.Expand(new Vector3(10, 0, 0));
|
|
GD.Print(box.Position); // Prints (0, 0, 0)
|
|
GD.Print(box.Size); // Prints (10, 2, 5)
|
|
|
|
box = box.Expand(new Vector3(-5, 0, 5));
|
|
GD.Print(box.Position); // Prints (-5, 0, 0)
|
|
GD.Print(box.Size); // Prints (15, 2, 5)
|
|
[/csharp]
|
|
[/codeblocks]
|
|
</description>
|
|
</method>
|
|
<method name="get_center" qualifiers="const">
|
|
<return type="Vector3" />
|
|
<description>
|
|
Returns the center point of the bounding box. This is the same as [code]position + (size / 2.0)[/code].
|
|
</description>
|
|
</method>
|
|
<method name="get_endpoint" qualifiers="const">
|
|
<return type="Vector3" />
|
|
<param index="0" name="idx" type="int" />
|
|
<description>
|
|
Returns the position of one of the 8 vertices that compose this bounding box. With a [param idx] of [code]0[/code] this is the same as [member position], and a [param idx] of [code]7[/code] is the same as [member end].
|
|
</description>
|
|
</method>
|
|
<method name="get_longest_axis" qualifiers="const">
|
|
<return type="Vector3" />
|
|
<description>
|
|
Returns the longest normalized axis of this bounding box's [member size], as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant Vector3.BACK]).
|
|
[codeblocks]
|
|
[gdscript]
|
|
var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))
|
|
|
|
print(box.get_longest_axis()) # Prints (0, 0, 1)
|
|
print(box.get_longest_axis_index()) # Prints 2
|
|
print(box.get_longest_axis_size()) # Prints 8
|
|
[/gdscript]
|
|
[csharp]
|
|
var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));
|
|
|
|
GD.Print(box.GetLongestAxis()); // Prints (0, 0, 1)
|
|
GD.Print(box.GetLongestAxisIndex()); // Prints 2
|
|
GD.Print(box.GetLongestAxisSize()); // Prints 8
|
|
[/csharp]
|
|
[/codeblocks]
|
|
See also [method get_longest_axis_index] and [method get_longest_axis_size].
|
|
</description>
|
|
</method>
|
|
<method name="get_longest_axis_index" qualifiers="const">
|
|
<return type="int" />
|
|
<description>
|
|
Returns the index to the longest axis of this bounding box's [member size] (see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant Vector3.AXIS_Z]).
|
|
For an example, see [method get_longest_axis].
|
|
</description>
|
|
</method>
|
|
<method name="get_longest_axis_size" qualifiers="const">
|
|
<return type="float" />
|
|
<description>
|
|
Returns the longest dimension of this bounding box's [member size].
|
|
For an example, see [method get_longest_axis].
|
|
</description>
|
|
</method>
|
|
<method name="get_shortest_axis" qualifiers="const">
|
|
<return type="Vector3" />
|
|
<description>
|
|
Returns the shortest normalized axis of this bounding box's [member size], as a [Vector3] ([constant Vector3.RIGHT], [constant Vector3.UP], or [constant Vector3.BACK]).
|
|
[codeblocks]
|
|
[gdscript]
|
|
var box = AABB(Vector3(0, 0, 0), Vector3(2, 4, 8))
|
|
|
|
print(box.get_shortest_axis()) # Prints (1, 0, 0)
|
|
print(box.get_shortest_axis_index()) # Prints 0
|
|
print(box.get_shortest_axis_size()) # Prints 2
|
|
[/gdscript]
|
|
[csharp]
|
|
var box = new Aabb(new Vector3(0, 0, 0), new Vector3(2, 4, 8));
|
|
|
|
GD.Print(box.GetShortestAxis()); // Prints (1, 0, 0)
|
|
GD.Print(box.GetShortestAxisIndex()); // Prints 0
|
|
GD.Print(box.GetShortestAxisSize()); // Prints 2
|
|
[/csharp]
|
|
[/codeblocks]
|
|
See also [method get_shortest_axis_index] and [method get_shortest_axis_size].
|
|
</description>
|
|
</method>
|
|
<method name="get_shortest_axis_index" qualifiers="const">
|
|
<return type="int" />
|
|
<description>
|
|
Returns the index to the shortest axis of this bounding box's [member size] (see [constant Vector3.AXIS_X], [constant Vector3.AXIS_Y], and [constant Vector3.AXIS_Z]).
|
|
For an example, see [method get_shortest_axis].
|
|
</description>
|
|
</method>
|
|
<method name="get_shortest_axis_size" qualifiers="const">
|
|
<return type="float" />
|
|
<description>
|
|
Returns the shortest dimension of this bounding box's [member size].
|
|
For an example, see [method get_shortest_axis].
|
|
</description>
|
|
</method>
|
|
<method name="get_support" qualifiers="const">
|
|
<return type="Vector3" />
|
|
<param index="0" name="direction" type="Vector3" />
|
|
<description>
|
|
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.
|
|
</description>
|
|
</method>
|
|
<method name="get_volume" qualifiers="const">
|
|
<return type="float" />
|
|
<description>
|
|
Returns the bounding box's volume. This is equivalent to [code]size.x * size.y * size.z[/code]. See also [method has_volume].
|
|
</description>
|
|
</method>
|
|
<method name="grow" qualifiers="const">
|
|
<return type="AABB" />
|
|
<param index="0" name="by" type="float" />
|
|
<description>
|
|
Returns a copy of this bounding box extended on all sides by the given amount [param by]. A negative amount shrinks the box instead.
|
|
[codeblocks]
|
|
[gdscript]
|
|
var a = AABB(Vector3(4, 4, 4), Vector3(8, 8, 8)).grow(4)
|
|
print(a.position) # Prints (0, 0, 0)
|
|
print(a.size) # Prints (16, 16, 16)
|
|
|
|
var b = AABB(Vector3(0, 0, 0), Vector3(8, 4, 2)).grow(2)
|
|
print(b.position) # Prints (-2, -2, -2)
|
|
print(b.size) # Prints (12, 8, 6)
|
|
[/gdscript]
|
|
[csharp]
|
|
var a = new Aabb(new Vector3(4, 4, 4), new Vector3(8, 8, 8)).Grow(4);
|
|
GD.Print(a.Position); // Prints (0, 0, 0)
|
|
GD.Print(a.Size); // Prints (16, 16, 16)
|
|
|
|
var b = new Aabb(new Vector3(0, 0, 0), new Vector3(8, 4, 2)).Grow(2);
|
|
GD.Print(b.Position); // Prints (-2, -2, -2)
|
|
GD.Print(b.Size); // Prints (12, 8, 6)
|
|
[/csharp]
|
|
[/codeblocks]
|
|
</description>
|
|
</method>
|
|
<method name="has_point" qualifiers="const">
|
|
<return type="bool" />
|
|
<param index="0" name="point" type="Vector3" />
|
|
<description>
|
|
Returns [code]true[/code] if the bounding box contains the given [param point]. By convention, points exactly on the right, top, and front sides are [b]not[/b] included.
|
|
[b]Note:[/b] This method is not reliable for [AABB] with a [i]negative[/i] [member size]. Use [method abs] first to get a valid bounding box.
|
|
</description>
|
|
</method>
|
|
<method name="has_surface" qualifiers="const">
|
|
<return type="bool" />
|
|
<description>
|
|
Returns [code]true[/code] if this bounding box has a surface or a length, that is, at least one component of [member size] is greater than [code]0[/code]. Otherwise, returns [code]false[/code].
|
|
</description>
|
|
</method>
|
|
<method name="has_volume" qualifiers="const">
|
|
<return type="bool" />
|
|
<description>
|
|
Returns [code]true[/code] if this bounding box's width, height, and depth are all positive. See also [method get_volume].
|
|
</description>
|
|
</method>
|
|
<method name="intersection" qualifiers="const">
|
|
<return type="AABB" />
|
|
<param index="0" name="with" type="AABB" />
|
|
<description>
|
|
Returns the intersection between this bounding box and [param 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 [method has_surface] and [method has_volume]).
|
|
[codeblocks]
|
|
[gdscript]
|
|
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, 2)
|
|
print(intersection.size) # Prints (3, 2, 4)
|
|
[/gdscript]
|
|
[csharp]
|
|
var box1 = new Aabb(new Vector3(0, 0, 0), new Vector3(5, 2, 8));
|
|
var box2 = new Aabb(new Vector3(2, 0, 2), new Vector3(8, 4, 4));
|
|
|
|
var intersection = box1.Intersection(box2);
|
|
GD.Print(intersection.Position); // Prints (2, 0, 2)
|
|
GD.Print(intersection.Size); // Prints (3, 2, 4)
|
|
[/csharp]
|
|
[/codeblocks]
|
|
[b]Note:[/b] If you only need to know whether two bounding boxes are intersecting, use [method intersects], instead.
|
|
</description>
|
|
</method>
|
|
<method name="intersects" qualifiers="const">
|
|
<return type="bool" />
|
|
<param index="0" name="with" type="AABB" />
|
|
<description>
|
|
Returns [code]true[/code] if this bounding box overlaps with the box [param with]. The edges of both boxes are [i]always[/i] excluded.
|
|
</description>
|
|
</method>
|
|
<method name="intersects_plane" qualifiers="const">
|
|
<return type="bool" />
|
|
<param index="0" name="plane" type="Plane" />
|
|
<description>
|
|
Returns [code]true[/code] if this bounding box is on both sides of the given [param plane].
|
|
</description>
|
|
</method>
|
|
<method name="intersects_ray" qualifiers="const">
|
|
<return type="Variant" />
|
|
<param index="0" name="from" type="Vector3" />
|
|
<param index="1" name="dir" type="Vector3" />
|
|
<description>
|
|
Returns the first point where this bounding box and the given ray intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/code].
|
|
The ray begin at [param from], faces [param dir] and extends towards infinity.
|
|
</description>
|
|
</method>
|
|
<method name="intersects_segment" qualifiers="const">
|
|
<return type="Variant" />
|
|
<param index="0" name="from" type="Vector3" />
|
|
<param index="1" name="to" type="Vector3" />
|
|
<description>
|
|
Returns the first point where this bounding box and the given segment intersect, as a [Vector3]. If no intersection occurs, returns [code]null[/code].
|
|
The segment begins at [param from] and ends at [param to].
|
|
</description>
|
|
</method>
|
|
<method name="is_equal_approx" qualifiers="const">
|
|
<return type="bool" />
|
|
<param index="0" name="aabb" type="AABB" />
|
|
<description>
|
|
Returns [code]true[/code] if this bounding box and [param aabb] are approximately equal, by calling [method Vector3.is_equal_approx] on the [member position] and the [member size].
|
|
</description>
|
|
</method>
|
|
<method name="is_finite" qualifiers="const">
|
|
<return type="bool" />
|
|
<description>
|
|
Returns [code]true[/code] if this bounding box's values are finite, by calling [method Vector3.is_finite] on the [member position] and the [member size].
|
|
</description>
|
|
</method>
|
|
<method name="merge" qualifiers="const">
|
|
<return type="AABB" />
|
|
<param index="0" name="with" type="AABB" />
|
|
<description>
|
|
Returns an [AABB] that encloses both this bounding box and [param with] around the edges. See also [method encloses].
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
<members>
|
|
<member name="end" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
|
|
The ending point. This is usually the corner on the top-right and back of the bounding box, and is equivalent to [code]position + size[/code]. Setting this point affects the [member size].
|
|
</member>
|
|
<member name="position" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
|
|
The origin point. This is usually the corner on the bottom-left and forward of the bounding box.
|
|
</member>
|
|
<member name="size" type="Vector3" setter="" getter="" default="Vector3(0, 0, 0)">
|
|
The bounding box's width, height, and depth starting from [member position]. Setting this value also affects the [member end] point.
|
|
[b]Note:[/b] It's recommended setting the width, height, and depth to non-negative values. This is because most methods in Godot assume that the [member position] is the bottom-left-forward corner, and the [member end] is the top-right-back corner. To get an equivalent bounding box with non-negative size, use [method abs].
|
|
</member>
|
|
</members>
|
|
<operators>
|
|
<operator name="operator !=">
|
|
<return type="bool" />
|
|
<param index="0" name="right" type="AABB" />
|
|
<description>
|
|
Returns [code]true[/code] if the [member position] or [member size] of both bounding boxes 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" />
|
|
<param index="0" name="right" type="Transform3D" />
|
|
<description>
|
|
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).
|
|
[code]aabb * transform[/code] is equivalent to [code]transform.inverse() * aabb[/code]. See [method Transform3D.inverse].
|
|
For transforming by inverse of an affine transformation (e.g. with scaling) [code]transform.affine_inverse() * aabb[/code] can be used instead. See [method Transform3D.affine_inverse].
|
|
</description>
|
|
</operator>
|
|
<operator name="operator ==">
|
|
<return type="bool" />
|
|
<param index="0" name="right" type="AABB" />
|
|
<description>
|
|
Returns [code]true[/code] if both [member position] and [member size] of the bounding boxes are exactly equal, respectively.
|
|
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
|
|
</description>
|
|
</operator>
|
|
</operators>
|
|
</class>
|