Talk:$bbox

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Revision as of 19:53, 28 April 2008 by Beeswax (talk | contribs)
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bbox = hull ?

I'm confused. I'd got the idea from CollisionProperty that the "Surrounding Bounds" (== "Bounding Box" == $bbox right?) enclosed all the collision geometry, including the collision hull (as in NPC Hull and Player Hull), hitboxes, etc and is used for a preliminary collision-test filter before testing against specific bits of the model? --Beeswax 16:31, 28 Apr 2008 (PDT)

A bounding box is a general term for the cubic dimensions of the entity extents. It can be used for multiple purposes, including collision and early-out trace testing. There's no contradiction. This command is used infrequently anyway. --JeffLane 18:14, 28 Apr 2008 (PDT)
So the bounding box's geometry is often the same as the collision hull's geometry, but not always? I was interpreting the bbox and hull as different properties of a model, which would help understanding when and why they might have different dimensions ... presumably a model's bbox is calculated by StudioMDL, so $bbox is only used as an override by people who know what effect it has in game ? --Beeswax 19:53, 28 Apr 2008 (PDT)
BTW you wouldn't happen to know why NPC Hulls define 2 nested boxes per Hull? (see Talk:NPC_Hull) I assume the larger one is the collision hull, but the other ? --Beeswax 19:53, 28 Apr 2008 (PDT)