Uses of Class
net.minecraft.src.AxisAlignedBB

Packages that use AxisAlignedBB
net.minecraft.src   
net.minecraftforge.common   
 

Uses of AxisAlignedBB in net.minecraft.src
 

Fields in net.minecraft.src declared as AxisAlignedBB
 AxisAlignedBB Entity.boundingBox
          Axis aligned bounding box.
 AxisAlignedBB WorldRenderer.rendererBoundingBox
          Axis aligned bounding box
 

Methods in net.minecraft.src that return AxisAlignedBB
 AxisAlignedBB AxisAlignedBB.addCoord(double par1, double par3, double par5)
          Adds the coordinates to the bounding box extending it if the point lies outside the current ranges.
 AxisAlignedBB AABBPool.addOrModifyAABBInPool(double par1, double par3, double par5, double par7, double par9, double par11)
          Adds a AABB to the pool, or if there is an available AABB, updates an existing AABB entry to specified coordinates
 AxisAlignedBB AxisAlignedBB.contract(double par1, double par3, double par5)
          Returns a bounding box that is inset by the specified amounts
 AxisAlignedBB AxisAlignedBB.copy()
          Returns a copy of the bounding box.
 AxisAlignedBB AxisAlignedBB.expand(double par1, double par3, double par5)
          Returns a bounding box expanded by the specified vector (if negative numbers are given it will shrink).
 AxisAlignedBB BlockPistonMoving.getAxisAlignedBB(World par1World, int par2, int par3, int par4, int par5, float par6, int par7)
           
 AxisAlignedBB EntityMinecart.getBoundingBox()
          returns the bounding box for this entity
 AxisAlignedBB Entity.getBoundingBox()
          returns the bounding box for this entity
 AxisAlignedBB EntityBoat.getBoundingBox()
          returns the bounding box for this entity
static AxisAlignedBB AxisAlignedBB.getBoundingBox(double par0, double par2, double par4, double par6, double par8, double par10)
          Returns a bounding box with the specified bounds.
 AxisAlignedBB BlockFluid.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockDoor.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockFarmland.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockButton.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockRedstoneWire.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockLadder.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockTrapDoor.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockTorch.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockFlower.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockFenceGate.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockTripWire.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockWall.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockCactus.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockTripWireSource.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockPressurePlate.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockCocoa.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockSkull.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockPortal.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockRail.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockLilyPad.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockVine.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockSign.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockReed.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB Block.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockLever.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockFire.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockFence.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockSoulSand.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockPistonMoving.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockSnow.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockWeb.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockCake.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB BlockPistonBase.getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
          Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been cleared to be reused)
 AxisAlignedBB EntityMinecart.getCollisionBox(Entity par1Entity)
          Returns a boundingBox used to collide the entity with other entities and blocks.
 AxisAlignedBB Entity.getCollisionBox(Entity par1Entity)
          Returns a boundingBox used to collide the entity with other entities and blocks.
 AxisAlignedBB EntityBoat.getCollisionBox(Entity par1Entity)
          Returns a boundingBox used to collide the entity with other entities and blocks.
 AxisAlignedBB AxisAlignedBB.getOffsetBoundingBox(double par1, double par3, double par5)
          Returns a bounding box offseted by the specified vector (if negative numbers are given it will shrink).
 AxisAlignedBB BlockDoor.getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
           
 AxisAlignedBB BlockLadder.getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
           
 AxisAlignedBB BlockTrapDoor.getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
           
 AxisAlignedBB BlockCactus.getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
           
 AxisAlignedBB BlockCocoa.getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
           
 AxisAlignedBB BlockStairs.getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
           
 AxisAlignedBB BlockSign.getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
           
 AxisAlignedBB Block.getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
           
 AxisAlignedBB BlockCake.getSelectedBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
           
 AxisAlignedBB AxisAlignedBB.offset(double par1, double par3, double par5)
          Offsets the current bounding box by the specified coordinates.
 AxisAlignedBB AxisAlignedBB.setBounds(double par1, double par3, double par5, double par7, double par9, double par11)
          Sets the bounds of the bounding box.
 

Methods in net.minecraft.src with parameters of type AxisAlignedBB
 void BlockHalfSlab.addCollidingBlockToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
          if the specified block is in the given AABB, add its collision bounding box to the given list
 void BlockBrewingStand.addCollidingBlockToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
          if the specified block is in the given AABB, add its collision bounding box to the given list
 void BlockPistonExtension.addCollidingBlockToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
          if the specified block is in the given AABB, add its collision bounding box to the given list
 void BlockEndPortalFrame.addCollidingBlockToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
          if the specified block is in the given AABB, add its collision bounding box to the given list
 void BlockLilyPad.addCollidingBlockToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
          if the specified block is in the given AABB, add its collision bounding box to the given list
 void BlockStairs.addCollidingBlockToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
          if the specified block is in the given AABB, add its collision bounding box to the given list
 void BlockEndPortal.addCollidingBlockToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
          if the specified block is in the given AABB, add its collision bounding box to the given list
 void Block.addCollidingBlockToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
          if the specified block is in the given AABB, add its collision bounding box to the given list
 void BlockPane.addCollidingBlockToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
          if the specified block is in the given AABB, add its collision bounding box to the given list
 void BlockCauldron.addCollidingBlockToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
          if the specified block is in the given AABB, add its collision bounding box to the given list
 void BlockPistonBase.addCollidingBlockToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
          if the specified block is in the given AABB, add its collision bounding box to the given list
 double AxisAlignedBB.calculateXOffset(AxisAlignedBB par1AxisAlignedBB, double par2)
          if instance and the argument bounding boxes overlap in the Y and Z dimensions, calculate the offset between them in the X dimension.
 double AxisAlignedBB.calculateYOffset(AxisAlignedBB par1AxisAlignedBB, double par2)
          if instance and the argument bounding boxes overlap in the X and Z dimensions, calculate the offset between them in the Y dimension.
 double AxisAlignedBB.calculateZOffset(AxisAlignedBB par1AxisAlignedBB, double par2)
          if instance and the argument bounding boxes overlap in the Y and X dimensions, calculate the offset between them in the Z dimension.
 boolean World.checkIfAABBIsClear(AxisAlignedBB par1AxisAlignedBB)
          Returns true if there are no solid, live entities in the specified AxisAlignedBB
 boolean World.checkIfAABBIsClearExcludingEntity(AxisAlignedBB par1AxisAlignedBB, Entity par2Entity)
          Returns true if there are no solid, live entities in the specified AxisAlignedBB, excluding the given entity
 Entity World.findNearestEntityWithinAABB(Class par1Class, AxisAlignedBB par2AxisAlignedBB, Entity par3Entity)
           
 List World.getAllCollidingBoundingBoxes(AxisAlignedBB par1AxisAlignedBB)
          calculates and returns a list of colliding bounding boxes within a given AABB
 float World.getBlockDensity(Vec3 par1Vec3, AxisAlignedBB par2AxisAlignedBB)
          Gets the percentage of real blocks within within a bounding box, along a specified vector.
 List World.getCollidingBoundingBoxes(Entity par1Entity, AxisAlignedBB par2AxisAlignedBB)
          Returns a list of bounding boxes that collide with aabb excluding the passed in entity's collision.
 void EmptyChunk.getEntitiesOfTypeWithinAAAB(Class par1Class, AxisAlignedBB par2AxisAlignedBB, List par3List, IEntitySelector par4IEntitySelector)
          Gets all entities that can be assigned to the specified class.
 void Chunk.getEntitiesOfTypeWithinAAAB(Class par1Class, AxisAlignedBB par2AxisAlignedBB, List par3List, IEntitySelector par4IEntitySelector)
          Gets all entities that can be assigned to the specified class.
 List World.getEntitiesWithinAABB(Class par1Class, AxisAlignedBB par2AxisAlignedBB)
          Returns all entities of the specified class type which intersect with the AABB.
 List World.getEntitiesWithinAABBExcludingEntity(Entity par1Entity, AxisAlignedBB par2AxisAlignedBB)
          Will get all entities within the specified AABB excluding the one passed into it.
 void EmptyChunk.getEntitiesWithinAABBForEntity(Entity par1Entity, AxisAlignedBB par2AxisAlignedBB, List par3List)
          Fills the given list of all entities that intersect within the given bounding box that aren't the passed entity Args: entity, aabb, listToFill
 void Chunk.getEntitiesWithinAABBForEntity(Entity par1Entity, AxisAlignedBB par2AxisAlignedBB, List par3List)
          Fills the given list of all entities that intersect within the given bounding box that aren't the passed entity Args: entity, aabb, listToFill
 boolean World.handleMaterialAcceleration(AxisAlignedBB par1AxisAlignedBB, Material par2Material, Entity par3Entity)
          handles the acceleration of an object whilst in water.
 boolean AxisAlignedBB.intersectsWith(AxisAlignedBB par1AxisAlignedBB)
          Returns whether the given bounding box intersects with this one.
 boolean World.isAABBInMaterial(AxisAlignedBB par1AxisAlignedBB, Material par2Material)
          checks if the given AABB is in the material given.
 boolean World.isAABBNonEmpty(AxisAlignedBB par1AxisAlignedBB)
          Returns true if there are any blocks in the region constrained by an AxisAlignedBB
 boolean World.isAnyLiquid(AxisAlignedBB par1AxisAlignedBB)
          Returns if any of the blocks within the aabb are liquids.
 boolean World.isBoundingBoxBurning(AxisAlignedBB par1AxisAlignedBB)
          Returns whether or not the given bounding box is on fire or not
 boolean ICamera.isBoundingBoxInFrustum(AxisAlignedBB var1)
          Returns true if the bounding box is inside all 6 clipping planes, otherwise returns false.
 boolean Frustrum.isBoundingBoxInFrustum(AxisAlignedBB par1AxisAlignedBB)
          Returns true if the bounding box is inside all 6 clipping planes, otherwise returns false.
 boolean World.isMaterialInBB(AxisAlignedBB par1AxisAlignedBB, Material par2Material)
          Returns true if the given bounding box contains the given material
static void Render.renderAABB(AxisAlignedBB par0AxisAlignedBB)
          Adds to the tesselator a box using the aabb for the bounds.
static void Render.renderOffsetAABB(AxisAlignedBB par0AxisAlignedBB, double par1, double par3, double par5)
          Renders a white box with the bounds of the AABB translated by the offset.
 List World.selectEntitiesWithinAABB(Class par1Class, AxisAlignedBB par2AxisAlignedBB, IEntitySelector par3IEntitySelector)
           
 void AxisAlignedBB.setBB(AxisAlignedBB par1AxisAlignedBB)
          Sets the bounding box to the same bounds as the bounding box passed in.
 

Uses of AxisAlignedBB in net.minecraftforge.common
 

Methods in net.minecraftforge.common that return AxisAlignedBB
 AxisAlignedBB IMinecartCollisionHandler.getBoundingBox(EntityMinecart cart)
          This function replaces the function of the same name in EntityMinecart.
 AxisAlignedBB IMinecartCollisionHandler.getCollisionBox(EntityMinecart cart, Entity other)
          This function replaced the function of the same name in EntityMinecart.
 AxisAlignedBB IMinecartCollisionHandler.getMinecartCollisionBox(EntityMinecart cart)
          This function is used to define the box used for detecting minecart collisions.