godot/core/math/aabb.h

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/*  aabb.h                                                                */
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#ifndef AABB_H
#define AABB_H

#include "core/math/plane.h"
#include "core/math/vector3.h"

/**
 * AABB (Axis Aligned Bounding Box)
 * This is implemented by a point (position) and the box size.
 */

class Variant;

struct [[nodiscard]] AABB {};

inline bool AABB::intersects(const AABB &p_aabb) const {}

inline bool AABB::intersects_inclusive(const AABB &p_aabb) const {}

inline bool AABB::encloses(const AABB &p_aabb) const {}

Vector3 AABB::get_support(const Vector3 &p_direction) const {}

Vector3 AABB::get_endpoint(int p_point) const {}

bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const {}

bool AABB::inside_convex_shape(const Plane *p_planes, int p_plane_count) const {}

bool AABB::has_point(const Vector3 &p_point) const {}

inline void AABB::expand_to(const Vector3 &p_vector) {}

void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const {}

inline real_t AABB::get_longest_axis_size() const {}

inline real_t AABB::get_shortest_axis_size() const {}

bool AABB::smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t p_t0, real_t p_t1) const {}

void AABB::grow_by(real_t p_amount) {}

void AABB::quantize(real_t p_unit) {}

AABB AABB::quantized(real_t p_unit) const {}

#endif // AABB_H