This page has been translated automatically.
视频教程
界面
要领
高级
实用建议
专业(SIM)
UnigineEditor
界面概述
资源工作流程
设置和首选项
项目开发
调整节点参数
Setting Up Materials
设置属性
照明
Sandworm
使用编辑器工具执行特定任务
如何擴展編輯器功能
嵌入式节点类型
Nodes
Objects
Effects
Decals
光源
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
编程
基本原理
搭建开发环境
使用范例
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
双精度坐标
应用程序接口
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
创建内容
内容优化
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
注意! 这个版本的文档是过时的,因为它描述了一个较老的SDK版本!请切换到最新SDK版本的文档。
注意! 这个版本的文档描述了一个不再受支持的旧SDK版本!请升级到最新的SDK版本。

Bounds-Related Classes

A bound object represents a spherical or cubical volume enclosing the whole node, used for describing node's size and location. In UNIGINE, this can be an axis-aligned bounding box (AABB) or a sphere. The size of this box or sphere is defined as the minimum one that can contain the object.

Bounds are defined only for the nodes that have visual representation or their own size. The following "abstract" objects do not have bounds at all and therefore are excluded from the spatial tree:

This approach significantly reduces the size of the tree and improves performance due to saving time on bound recalculation when transforming such nodes. Moreover, AABBs ensure very fast checks due to simplified operations, and to define such bounding box just two points are required — (Xmin, Ymin, Zmin) and (Xmax, Ymax, Zmax).

However, bound checks may be inaccurate as the bound doesn't follow the object contours precisely. In addition to that, the bounding box is axis-aligned (i.e., its edges are parallel to the coordinate axes) and when the object is rotated the bound changes. Therefore, bounds are used just to quick check if objects might be colliding. If yes, then a more accurate check should be performed.

The following types of bounds are used:

  • Local Bounds — bound objects with local coordinates which do not take into account physics and children. Obtained via the following methods of the Node class: getBoundBox() and getBoundSphere().
  • World Bounds — same as local ones, but with world coordinates. Obtained via the following methods of the Node class: getWorldBoundBox() and getWorldBoundSphere().
  • Spatial Bounds — bound objects with world coordinates used by the spatial tree, and therefore taking physics into account (shape bounds, etc.). Obtained via the following methods of the Node class: getSpatialBoundBox() and getSpatialBoundSphere().
Notice
Spatial bounds are calculated faster than World ones.

And their hierarchical analogues (taking into account all children) to be used where hierarchical bounds are required (they are slow, but offer correct calculations):

Last update: 2022-10-10
Build: ()