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Zh/$bbox: Difference between revisions

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{{wip}}{{translating}}
{{LanguageBar}}
{{lang|$bbox|$title=$bbox}}
{{tabsBar|main=gs|base=$bbox}}
{{tabsBar|main=gs|base=$bbox}}
{{this is a|QC command|name=$bbox}} It defines an axis-aligned {{L|bounding box}} used by the {{LCategory|AI}} to detect collisions with the world, mostly for movement purposes.
{{this is a|QC命令|name=$bbox}} 它定义了一个{{L|bounding box|轴对齐边界框}},被{{ACategory|AI}}用于检测与世界的碰撞,主要用于移动目的。


Models will be culled (hidden) when the bounding box is no longer in the players field of view, as a means to optimize the game. Too small bounding boxes can cause a model to disappear before it really left the {{L|Field_of_View|FOV}}.
当边界框离开玩家{{L|Field_of_View|视野}}时,模型将被剔除(隐藏),这是优化游戏的一种手段。过小的边界框可能导致模型在真正离开视野前就消失。


This is also called the ''hull''.
这也被称为''外壳''(hull)。


<code>$bbox</code> lines are automatically generated when {{L|Compiling_a_model|compiling a model}}, as long as there are no lines existing already.
<code>$bbox</code>参数行在{{L|Compiling_a_model|模型编译}}时会自动生成,前提是当前不存在已有的定义行。


==Syntax==
==语法==
  $bbox (min x) (min y) (min z) (max x) (max y) (max z)
  $bbox (最小X) (最小Y) (最小Z) (最大X) (最大Y) (最大Z)


==See also==
==另见==
* {{L|$cbox}}
* {{L|$cbox}}
* {{L|$hbox}}
* {{L|$hbox}}
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{{ACategory|Modeling}}
{{ACategory|Modeling}}
{{ACategory|QC Commands|bbox}}
{{ACategory|QC Commands|bbox}}
{{ACategory|Source}}__NOTOC__
{{ACategory|Source}}
 
__NOTOC__

Latest revision as of 20:32, 18 April 2025

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$bbox是一个QC命令,可在所有的 起源 起源 游戏中使用。 它定义了一个轴对齐边界框(en),被用于检测与世界的碰撞,主要用于移动目的。

当边界框离开玩家视野(en)时,模型将被剔除(隐藏),这是优化游戏的一种手段。过小的边界框可能导致模型在真正离开视野前就消失。

这也被称为外壳(hull)。

$bbox参数行在模型编译(en)时会自动生成,前提是当前不存在已有的定义行。

语法

$bbox (最小X) (最小Y) (最小Z) (最大X) (最大Y) (最大Z)

另见