233 lines
7.1 KiB
XML
233 lines
7.1 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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[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 tutorial index">https://docs.godotengine.org/en/latest/tutorials/math/index.html</link>
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<link title="Vector math">https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html</link>
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<link title="Advanced vector math">https://docs.godotengine.org/en/latest/tutorials/math/vectors_advanced.html</link>
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</tutorials>
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<methods>
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<method name="AABB">
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<return type="AABB">
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</return>
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<argument index="0" name="position" type="Vector3">
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</argument>
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<argument index="1" name="size" type="Vector3">
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</argument>
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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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</method>
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<method name="abs">
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<return type="AABB">
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</return>
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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">
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<return type="bool">
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</return>
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<argument index="0" name="with" type="AABB">
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</argument>
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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">
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<return type="AABB">
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</return>
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<argument index="0" name="to_point" type="Vector3">
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</argument>
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<description>
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Returns this [AABB] expanded to include a given point.
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</description>
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</method>
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<method name="get_area">
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<return type="float">
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</return>
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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="get_endpoint">
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<return type="Vector3">
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</return>
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<argument index="0" name="idx" type="int">
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</argument>
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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">
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<return type="Vector3">
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</return>
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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">
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<return type="int">
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</return>
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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">
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<return type="float">
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</return>
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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">
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<return type="Vector3">
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</return>
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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">
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<return type="int">
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</return>
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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">
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<return type="float">
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</return>
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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">
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<return type="Vector3">
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</return>
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<argument index="0" name="dir" type="Vector3">
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</argument>
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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="grow">
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<return type="AABB">
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</return>
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<argument index="0" name="by" type="float">
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</argument>
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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_area">
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<return type="bool">
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</return>
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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_no_surface">
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<return type="bool">
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</return>
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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_point">
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<return type="bool">
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</return>
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<argument index="0" name="point" type="Vector3">
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</argument>
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<description>
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Returns [code]true[/code] if the [AABB] contains a point.
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</description>
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</method>
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<method name="intersection">
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<return type="AABB">
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</return>
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<argument index="0" name="with" type="AABB">
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</argument>
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<description>
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Returns the intersection between two [AABB]. An empty AABB (size 0,0,0) is returned on failure.
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</description>
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</method>
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<method name="intersects">
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<return type="bool">
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</return>
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<argument index="0" name="with" type="AABB">
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</argument>
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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">
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<return type="bool">
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</return>
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<argument index="0" name="plane" type="Plane">
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</argument>
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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">
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<return type="Variant">
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</return>
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<argument index="0" name="from" type="Vector3">
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</argument>
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<argument index="1" name="dir" type="Vector3">
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</argument>
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<description>
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</description>
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</method>
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<method name="intersects_segment">
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<return type="Variant">
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</return>
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<argument index="0" name="from" type="Vector3">
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</argument>
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<argument index="1" name="to" type="Vector3">
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</argument>
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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">
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<return type="bool">
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</return>
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<argument index="0" name="aabb" type="AABB">
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</argument>
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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 @GDScript.is_equal_approx] on each component.
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</description>
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</method>
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<method name="merge">
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<return type="AABB">
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</return>
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<argument index="0" name="with" type="AABB">
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</argument>
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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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<constants>
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</constants>
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</class>
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