@nxg-org/mineflayer-util-plugin
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mineflayer utils for NextGEN mineflayer plugins.
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Markdown
<div align="center">
<h1>AABB</h1>
<p><code>src/calcs/aabb.ts</code></p>
</div>
<p>
Public axis-aligned bounding box class used throughout the library for collision checks, ray intersection,
and entity hitbox math.
</p>
<h2>Constructor</h2>
<pre><code class="language-ts">new AABB(x0, y0, z0, x1, y1, z1)</code></pre>
<h2>Useful Methods</h2>
<table>
<thead>
<tr>
<th align="left">Method</th>
<th align="left">Description</th>
</tr>
</thead>
<tbody>
<tr>
<td><code>minPoint()</code>, <code>maxPoint()</code></td>
<td>Return the minimum or maximum corner as a <code>Vec3</code>.</td>
</tr>
<tr>
<td><code>distanceToVec(pos)</code></td>
<td>Returns the shortest distance from the box to a point.</td>
</tr>
<tr>
<td><code>intersectsRay(org, dir)</code></td>
<td>Returns the first ray intersection point, or <code>null</code>.</td>
</tr>
<tr>
<td><code>intersects(other)</code>, <code>collides(other)</code></td>
<td>Overlap checks with strict or inclusive bounds.</td>
</tr>
<tr>
<td><code>translateVec(vec)</code>, <code>move(vec)</code>, <code>expand(x, y, z)</code></td>
<td>Mutating or copy-returning geometry transforms.</td>
</tr>
<tr>
<td><code>toShapeFromMin()</code>, <code>toShapeFromBottomMiddle()</code></td>
<td>Converts the box into prismarine-world compatible shapes.</td>
</tr>
<tr>
<td><code>getCenter()</code></td>
<td>Returns the center point of the box.</td>
</tr>
</tbody>
</table>
<h2>Notes</h2>
<ul>
<li>Most methods mutate the current instance when they are geometry transforms.</li>
<li>Ray helpers normalize the direction vector internally.</li>
</ul>