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Bounding box coordinates in datablocks

by Martin Banks · in Torque 3D Professional · 08/27/2009 (1:50 pm) · 5 replies

What frame of reference is used to define the coordinates of a bounding box in a datablock? I am having trouble defining them for a character that I have created. Examples of how others have done this successfully would be useful.

Thanks is advance.


#1
08/27/2009 (2:00 pm)
I've set them up by visually viewing the bounds of the player in the editor. Eg. spawn in game as the player of choice, hit F8 to toggle into Free camera, hit F11 to enter the Editor, select your player and you will see a white box-like "frame" around him -- this shows your current bounding box coordinates in the XYZ axes.

Now for the tedious bit... exit the game and make your change(s) to the boundingbox setting(s) in the datablock. Restart and check your new bounding box.
#2
08/27/2009 (2:17 pm)
Thanks Michael, that was the method that I have employed. I was hoping to either have a way to simply select and scale the bounding box by eye, or to get some coordinate reference so I could calculate it based on the object's dimensions.
#3
08/27/2009 (3:36 pm)
You should be able to modify the datablock's bounds from the console ( or probably the datablock editor ) and then re-assign the same datablock on your player from the inspector ( to get onNewDataBlock triggered ).
#4
08/28/2009 (12:02 pm)
Awesome that will work.

I have a character whose bounding box is not centered. Is there a way I can move the center?
#5
08/30/2009 (11:18 pm)
Not without some code changes. You could add a new field to the PlayerData datablock, then modify where the bounding box is calculated in Player::onNewDataBlock. Just look at one of the existing fields (like boxSize) to see what to change.