Axis-Aligned Bounding Box. [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. $DOCS_URL/tutorials/math/index.html $DOCS_URL/tutorials/math/vector_math.html $DOCS_URL/tutorials/math/vectors_advanced.html Constructs a default-initialized [AABB] with default (zero) values of [member position] and [member size]. Constructs an [AABB] as a copy of the given [AABB]. Constructs an [AABB] from a position and size. Returns an AABB with equivalent position and size, modified so that the most-negative corner is the origin and the size is positive. Returns [code]true[/code] if this [AABB] completely encloses another one. 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] Returns the center of the [AABB], which is equal to [member position] + ([member size] / 2). Gets the position of the 8 endpoints of the [AABB] in space. Returns the normalized longest axis of the [AABB]. Returns the index of the longest axis of the [AABB] (according to [Vector3]'s [code]AXIS_*[/code] constants). Returns the scalar length of the longest axis of the [AABB]. Returns the normalized shortest axis of the [AABB]. Returns the index of the shortest axis of the [AABB] (according to [Vector3]::AXIS* enum). Returns the scalar length of the shortest axis of the [AABB]. Returns the support point in a given direction. This is useful for collision detection algorithms. Returns the volume of the [AABB]. Returns a copy of the [AABB] grown a given number of units towards all the sides. 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. Returns [code]true[/code] if the [AABB] has a surface or a length, and [code]false[/code] if the [AABB] is empty (all components of [member size] are zero or negative). Returns [code]true[/code] if the [AABB] has a volume, and [code]false[/code] if the [AABB] is flat, empty, or has a negative [member size]. Returns the intersection between two [AABB]. An empty AABB (size [code](0, 0, 0)[/code]) is returned on failure. Returns [code]true[/code] if the [AABB] overlaps with another. Returns [code]true[/code] if the [AABB] is on both sides of a plane. Returns [code]true[/code] if the [AABB] intersects the line segment between [param from] and [param to]. Returns [code]true[/code] if this [AABB] and [param aabb] are approximately equal, by calling [method @GlobalScope.is_equal_approx] on each component. Returns [code]true[/code] if this [AABB] is finite, by calling [method @GlobalScope.is_finite] on each component. Returns a larger [AABB] that contains both this [AABB] and [param with]. Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size. Beginning corner. Typically has values lower than [member end]. 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. 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. Inversely transforms (multiplies) the [AABB] by the given [Transform3D] transformation matrix. 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.