Bounding box
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The Bounding Box is a simple, rectilinear box that should enclose all the Solid and Visible parts of a model; ie. both its Render geometry and Collision geometry.
- Any geometry outside the Bounding Box (eg a Viewcone) will be regarded as NotSolid to Bullets, Line of Sight and Solid Objects.
- It is used only for crude proximity tests so that no sophisticated (expensive) collision tests need to be performed against objects which do not enter the Bounding Box.
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confirm: The bounding box does rotate when the entity changes orientation: it is, like a hitbox, an Oriented-Bounding-Box (http://en.wikipedia.org/wiki/Bounding_volume#Common_types_of_bounding_volume), whereas NPC Hulls, etc do not rotate.
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See Also
- Anatomy of a Model
- Surrounding Bounds section CollisionProperty article.
- $bbox is the QC command for defining a Model's Bounding Box.
- The BoundingBox Constructor (http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.boundingbox.boundingbox.aspx) is a method for defining cuboid vertices. By specifying only the "min" and "max" 3D coordinates - representing two diagonally opposed corners of the box relative to a point origin - the other six vertices are implied. This method is used to define Axis Aligned Bounding boxes, Hit boxes, NPC Hulls and Player Hull in code, and is obviously a great deal simpler than listing SMD mesh triangles.
Categories: Stubs | TODO | Glossary
