Bounding box for 3D models (md2/md3)

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X-DOOM
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Bounding box for 3D models (md2/md3)

Post by X-DOOM »

Hello, could it be possible to create something for a correct bounding box other than juste a radius size?
We already have a height parameter, but no length and no width.

This could be awesome for other shaped model than a round/square shape.
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Jaxxoon R
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Re: Bounding box for 3D models (md2/md3)

Post by Jaxxoon R »

Sure, if you can find someone willing to rewrite the dreaded black box that is the Doom physics engine whilst not breaking over 15 years of previous zdoom mods. Though an actual developer could tell you more about that, I'm just repeating what I've heard said in the past.
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Major Cooke
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Re: Bounding box for 3D models (md2/md3)

Post by Major Cooke »

Not to mention this feature has been no'd a few times before. This is just one of the things that will never change, and one thing the fabled doomscript will not grant. :(
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Kinsie
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Re: Bounding box for 3D models (md2/md3)

Post by Kinsie »

Yeah, basically, the Doom engine is built with the assumption that all actors are non-rotating squares, and it's gonna take a whoooole lot of rewriting and untangling to allow different actor collision shapes.
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Re: Bounding box for 3D models (md2/md3)

Post by Gez »

The Doom engine doesn't really work with collision boxes. It works with center coordinates and then sometimes factor in the radius. (And sometimes it doesn't, e.g. hitscan collision in vanilla, making it hard to punch wide monsters like the spiders.) The result is that the effective collision box is square-based and doesn't rotate.

Things that the collision code doesn't take into account at all:
- the actor's angle
- the actor's pitch
- the actor's roll
- trigonometry of any sort

So the only thing you could obtain if you changed radius by width and length would be that you could imagine getting a X-axis radius and a Y-axis radius, but it wouldn't change when the actor rotates.
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