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Rotate bounding box

 
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Fri Nov 07, 2008 9:05 pm    Post subject: Rotate bounding box Reply with quote

Is it possible to rotate the bounding box of some entity? Like rotate the bounding box of the player or some monster?
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Spike



Joined: 05 Nov 2004
Posts: 944
Location: UK

PostPosted: Fri Nov 07, 2008 10:37 pm    Post subject: Reply with quote

Bounding boxes never rotate.

If player bboxes rotated as players rotated, you'd end up with stuff getting stuck in stuff, or not being able to turn.

A few engines support rotation on SOLID_BSP entities (combined with MOVETYPE_PUSH). But really only on the condition that all rotation is changed with avelocities rather than directly setting angles (or you end up with the issue highlighted above).

You can expand bboxes with rotation... but that tends to break more stuff than it helps, so is certainly not advised.

This is how it works in Q1, Q2, Q3 and Hexen2...
Except that normal Q1 engines don't support rotated physics at all - hipnotic rotations are implemented with multiple non-rotating boxes whos origin revolves around the actual rotating object.
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Sat Nov 08, 2008 3:56 am    Post subject: Reply with quote

Hmm.. ok. It would be ok to not be able to turn. Just imagine crawling in a really low and narrow tunnel. I think it would be really difficult to turn around. But I guess the character would eventually get stuck at something, like a 90 degree turn in the tunnel that's still as wide as it's always been.

Well.. could I add another bounding box follow the object with position based on the angle of the object? This would be used for attacks hitting it, but it hitting some walls wouldn't make the master object stuck.
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