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## 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.func_82733_a(Class par1Class, AxisAlignedBB par2AxisAlignedBB, IEntitySelector par3IEntitySelector)`
`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.
`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.

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