Bounding box: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
		
	
No edit summary  | 
				mNo edit summary  | 
				||
| Line 1: | Line 1: | ||
{{stub}}  | {{stub}}  | ||
The '''Bounding Box'''  is a simple, rectilinear box that   | 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.  | * 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.  | * 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.  | ||
* {{confirm|The bounding box does rotate when the entity changes orientation: it is, like a hitbox, an [http://en.wikipedia.org/wiki/Bounding_volume#Common_types_of_bounding_volume Oriented-Bounding-Box], whereas NPC Hulls, etc do not rotate. }}  | |||
==See Also==  | ==See Also==  | ||
| Line 8: | Line 9: | ||
* '''Surrounding Bounds''' section [[CollisionProperty]] article.  | * '''Surrounding Bounds''' section [[CollisionProperty]] article.  | ||
* [[$bbox]] is the QC command for defining a Model's Bounding Box.  | * [[$bbox]] is the QC command for defining a Model's Bounding Box.  | ||
* The [http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.boundingbox.boundingbox.aspx BoundingBox Constructor] is a method of 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 [[Bounding box]]es, [[Hit box]]es, [[NPC Hull]]s and [[Player Hull]]<!-- Hulls = Movement Boxes ?--> in code, and is obviously a great deal simpler than listing [[SMD|SMD mesh triangles]].  | * The [http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.boundingbox.boundingbox.aspx BoundingBox Constructor] is a method of 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 box]]es, [[Hit box]]es, [[NPC Hull]]s and [[Player Hull]]<!-- Hulls = Movement Boxes ?--> in code, and is obviously a great deal simpler than listing [[SMD|SMD mesh triangles]].  | ||
[[Category:Glossary]]  | [[Category:Glossary]]  | ||
Revision as of 08:02, 9 May 2008
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.
 
 Confirm:The bounding box does rotate when the entity changes orientation: it is, like a hitbox, an Oriented-Bounding-Box, whereas NPC Hulls, etc do not rotate. 
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 is a method of 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.