Returns a clone of this AABB.
Returns the center of the AABB.
Returns the half-extents of the AABB on each axis.
Returns the size (full extent) of the AABB on each axis.
Checks if this AABB overlaps with another AABB. Uses the standard Axis-Aligned Bounding Box intersection algorithm.
Returns an AABB transformed into world-space by a Mat4. Uses the "8-corner transform" technique — correct for any affine transform.
StaticfromStaticfromComputes an AABB from a raw interleaved vertex buffer. Stride must be at least 3 (x, y, z) for positions at the beginning of each vertex.
Flat array of vertex data (position first)
Number of floats per vertex (e.g. 8 for pos+norm+uv)
Axis-Aligned Bounding Box used for broad-phase collision detection. This is a pure math struct with no dependencies on the GPU or scene graph.