AABB

A 3D axis-aligned bounding box.

描述

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.

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 Vector3.ZERO). Otherwise, it always evaluates to true.

通过 C# 使用该 API 时会有显著不同,详见 :ref:doc_c_sharp_differences\ 。

属性

构造函数

AABBAABB ( )
AABBAABB ( from: AABB )
AABBAABB ( position: Vector3, size: Vector3 )

方法

AABBabs ( ) const1
boolencloses ( with: AABB ) const1
AABBexpand ( to_point: Vector3 ) const1
Vector3get_center ( ) const1
Vector3get_endpoint ( idx: int ) const1
Vector3get_longest_axis ( ) const1
intget_longest_axis_index ( ) const1
floatget_longest_axis_size ( ) const1
Vector3get_shortest_axis ( ) const1
intget_shortest_axis_index ( ) const1
floatget_shortest_axis_size ( ) const1
Vector3get_support ( direction: Vector3 ) const1
floatget_volume ( ) const1
AABBgrow ( by: float ) const1
boolhas_point ( point: Vector3 ) const1
boolhas_surface ( ) const1
boolhas_volume ( ) const1
AABBintersection ( with: AABB ) const1
boolintersects ( with: AABB ) const1
boolintersects_plane ( plane: Plane ) const1
Variantintersects_ray ( from: Vector3, dir: Vector3 ) const1
Variantintersects_segment ( from: Vector3, to: Vector3 ) const1
boolis_equal_approx ( aabb: AABB ) const1
boolis_finite ( ) const1
AABBmerge ( with: AABB ) const1

运算符


属性说明

Vector3 end = Vector3(0, 0, 0)

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.


Vector3 position = Vector3(0, 0, 0)

The origin point. This is usually the corner on the bottom-left and back of the bounding box.


Vector3 size = Vector3(0, 0, 0)

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.


构造函数说明

AABB AABB ( )

Constructs an AABB with its position and size set to Vector3.ZERO.


AABB AABB ( from: AABB )

Constructs an AABB as a copy of the given AABB.


AABB AABB ( position: Vector3, size: Vector3 )

Constructs an AABB by position and size.


方法说明

AABB abs ( ) const1

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, -10, 0)
    print(absolute.size)     # Prints (20, 10, 5)

    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)

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.


bool encloses ( with: AABB ) const1

Returns true if this bounding box completely encloses the with box. The edges of both boxes are included.


    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

    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

AABB expand ( to_point: Vector3 ) const1

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)
    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)

    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)

Vector3 get_center ( ) const1

Returns the center point of the bounding box. This is the same as position + (size / 2.0).


Vector3 get_endpoint ( idx: int ) const1

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_longest_axis ( ) const1

Returns the longest normalized axis of this bounding box's size, as a Vector3 (Vector3.RIGHT, Vector3.UP, or Vector3.BACK).


    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

    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

See also get_longest_axis_index and get_longest_axis_size.


int get_longest_axis_index ( ) const1

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.


float get_longest_axis_size ( ) const1

Returns the longest dimension of this bounding box's size.

For an example, see get_longest_axis.


Vector3 get_shortest_axis ( ) const1

Returns the shortest normalized axis of this bounding box's size, as a Vector3 (Vector3.RIGHT, Vector3.UP, or Vector3.BACK).


    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

    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

See also get_shortest_axis_index and get_shortest_axis_size.


int get_shortest_axis_index ( ) const1

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.


float get_shortest_axis_size ( ) const1

Returns the shortest dimension of this bounding box's size.

For an example, see get_shortest_axis.


Vector3 get_support ( direction: Vector3 ) const1

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.


float get_volume ( ) const1

Returns the bounding box's volume. This is equivalent to size.x * size.y * size.z. See also has_volume.


AABB grow ( by: float ) const1

Returns a copy of this bounding box extended on all sides by the given amount by. A negative amount shrinks the box instead.


    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)

    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)

bool has_point ( point: Vector3 ) const1

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_surface ( ) const1

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_volume ( ) const1

Returns true if this bounding box's width, height, and depth are all positive. See also get_volume.


AABB intersection ( with: AABB ) const1

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, 2)
    print(intersection.size)     # Prints (3, 2, 4)

    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)

Note: If you only need to know whether two bounding boxes are intersecting, use intersects, instead.


bool intersects ( with: AABB ) const1

Returns true if this bounding box overlaps with the box with. The edges of both boxes are always excluded.


bool intersects_plane ( plane: Plane ) const1

Returns true if this bounding box is on both sides of the given plane.


Variant intersects_ray ( from: Vector3, dir: Vector3 ) const1

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_segment ( from: Vector3, to: Vector3 ) const1

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.


bool is_equal_approx ( aabb: AABB ) const1

Returns true if this bounding box and aabb are approximately equal, by calling Vector2.is_equal_approx on the position and the size.


bool is_finite ( ) const1

Returns true if this bounding box's values are finite, by calling Vector2.is_finite on the position and the size.


AABB merge ( with: AABB ) const1

Returns an AABB that encloses both this bounding box and with around the edges. See also encloses.


运算符说明

bool operator != ( right: AABB )

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.


AABB **operator *** ( right: 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 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.


bool operator == ( right: 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 is_equal_approx instead, which is more reliable.

2

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1

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3

本方法除了能接受在此处描述的参数外,还能够继续接受任意数量的参数。

4

本方法用于构造某个类型。

5

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6

本方法描述的是使用本类型作为左操作数的有效运算符。

7

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8

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