Bounding box: Difference between revisions

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* '''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 ''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]].
* The [http://msdn.microsoft.com/en-us/library/microsoft.xna.framework.boundingbox.boundingbox.aspx BoundingBox Constructor] 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 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 09:03, 9 May 2008

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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.
  • 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