Type:BoundingBox: Difference between revisions

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A BoundingBox is a type that describes an AABB box (Axis Aligned Bounding Box) which as in the name, has zero rotations. Bounding boxes are usually used to make a simplistic 3 dimensional area around a set of colliders or points, which can be used for detecting points within or out of areas, whether 2 bounding boxes are touching, and the rough size of an object
A '''BoundingBox''' is a [[Value Type|type]] that describes an AABB box (Axis Aligned Bounding Box) which as in the name, has zero rotations. [https://en.wikipedia.org/wiki/Minimum_bounding_box Bounding boxes] are usually used to make a simplistic [[Coordinate spaces|3 dimensional area]] around a set of [[Collider|colliders]] or points, which can be used for detecting points within or out of areas, whether 2 bounding boxes are touching, and the rough size of an object


To use a bounding box as if it is an OOBB (Object Oriented Bounding Box) which includes rotations, then translate the other box or point (Object A) to the transform space of a Bounding Box (Object B). Calculations done with Object A after translating them to the transform space of Object B are now treated like OOBB calculations.
To use a bounding box as if it is an OOBB (Object Oriented Bounding Box) which includes rotations, then translate the other box or point (Object A) to the transform space of a Bounding Box (Object B). Calculations done with Object A after translating them to the transform space of Object B are now treated like OOBB calculations.

Latest revision as of 04:33, 29 May 2024

A BoundingBox is a type that describes an AABB box (Axis Aligned Bounding Box) which as in the name, has zero rotations. Bounding boxes are usually used to make a simplistic 3 dimensional area around a set of colliders or points, which can be used for detecting points within or out of areas, whether 2 bounding boxes are touching, and the rough size of an object

To use a bounding box as if it is an OOBB (Object Oriented Bounding Box) which includes rotations, then translate the other box or point (Object A) to the transform space of a Bounding Box (Object B). Calculations done with Object A after translating them to the transform space of Object B are now treated like OOBB calculations.

As an example, other games like Minecraft use only AABB calculations for their collisions. Only some very special mods like Minecraft's Create mod is able to break the AABB limitation of Minecraft.