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 09:02, 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.