Bounding box: Difference between revisions
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The '''Bounding Box''' is a simple, rectilinear box that encloses all the [[Solid]] parts of a model; ie. its [[Collision Hull]], [[ | The '''Bounding Box''' is a simple, rectilinear box that encloses all the [[Solid]] parts of a model; ie. its [[Collision Hull]], [[Hit box]]es, etc. | ||
* 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. | ||
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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 [[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 06:40, 9 May 2008
The Bounding Box is a simple, rectilinear box that encloses all the Solid parts of a model; ie. its Collision Hull, Hit boxes, etc.
- 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.
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 Bounding boxes, Hit boxes, NPC Hulls and Player Hull in code, and is obviously a great deal simpler than listing SMD mesh triangles.