Up to date

This page is up to date for Godot 4.3. If you still find outdated information, please open an issue.

AABBΒΆ

A 3D axis-aligned bounding box.

DescriptionΒΆ

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.

Note

There are notable differences when using this API with C#. See C# API differences to GDScript for more information.

TutorialsΒΆ

PropertiesΒΆ

Vector3

end

Vector3(0, 0, 0)

Vector3

position

Vector3(0, 0, 0)

Vector3

size

Vector3(0, 0, 0)

ConstructorsΒΆ

AABB

AABB()

AABB

AABB(from: AABB)

AABB

AABB(position: Vector3, size: Vector3)

MethodsΒΆ

AABB

abs() const

bool

encloses(with: AABB) const

AABB

expand(to_point: Vector3) const

Vector3

get_center() const

Vector3

get_endpoint(idx: int) const

Vector3

get_longest_axis() const

int

get_longest_axis_index() const

float

get_longest_axis_size() const

Vector3

get_shortest_axis() const

int

get_shortest_axis_index() const

float

get_shortest_axis_size() const

Vector3

get_support(dir: Vector3) const

float

get_volume() const

AABB

grow(by: float) const

bool

has_point(point: Vector3) const

bool

has_surface() const

bool

has_volume() const

AABB

intersection(with: AABB) const

bool

intersects(with: AABB) const

bool

intersects_plane(plane: Plane) const

Variant

intersects_ray(from: Vector3, dir: Vector3) const

Variant

intersects_segment(from: Vector3, to: Vector3) const

bool

is_equal_approx(aabb: AABB) const

bool

is_finite() const

AABB

merge(with: AABB) const

OperatorsΒΆ

bool

operator !=(right: AABB)

AABB

operator *(right: Transform3D)

bool

operator ==(right: AABB)


Property DescriptionsΒΆ

Vector3 end = Vector3(0, 0, 0) πŸ”—

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) πŸ”—

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


Vector3 size = Vector3(0, 0, 0) πŸ”—

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.


Constructor DescriptionsΒΆ

AABB AABB() πŸ”—

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.


Method DescriptionsΒΆ

AABB abs() const πŸ”—

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)

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) const πŸ”—

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

AABB expand(to_point: Vector3) const πŸ”—

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)

Vector3 get_center() const πŸ”—

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


Vector3 get_endpoint(idx: int) const πŸ”—

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() const πŸ”—

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

See also get_longest_axis_index and get_longest_axis_size.


int get_longest_axis_index() const πŸ”—

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() const πŸ”—

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

For an example, see get_longest_axis.


Vector3 get_shortest_axis() const πŸ”—

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

See also get_shortest_axis_index and get_shortest_axis_size.


int get_shortest_axis_index() const πŸ”—

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() const πŸ”—

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

For an example, see get_shortest_axis.


Vector3 get_support(dir: Vector3) const πŸ”—

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() const πŸ”—

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


AABB grow(by: float) const πŸ”—

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)

bool has_point(point: Vector3) const πŸ”—

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() const πŸ”—

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() const πŸ”—

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


AABB intersection(with: AABB) const πŸ”—

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)

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


bool intersects(with: AABB) const πŸ”—

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


bool intersects_plane(plane: Plane) const πŸ”—

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


Variant intersects_ray(from: Vector3, dir: Vector3) const πŸ”—

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) const πŸ”—

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) const πŸ”—

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() const πŸ”—

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) const πŸ”—

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


Operator DescriptionsΒΆ

bool operator !=(right: AABB) πŸ”—

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) πŸ”—

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) πŸ”—

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.