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The smallest box shape that fully encloses a 3D mesh. They are usually used for things like broad phase culling, a technique to do an initial coarse check for which parts of a 3D scene to include for rendering or collision detection.
1
vote
Accepted
Ray-Square Intersection where the Ray always lies on the Interior of the Square?
Here's some glsl-type code for how we can do this. The trick is to think of the ray as a particle starting at some position and moving at some velocity. Then we can calculate how long it takes the par …
1
vote
Project 3D points to a plane, then project their bounding box back to 3D
As you go through your points, before you project them to the plane, look at their height off the plane. Note down the greatest and least height off plane that you encounter for each object.
Once you …
2
votes
Accepted
Ray-Box (AABB) is slower than without
It looks like you're using the bounding boxes on sphere primitives.
A sphere intersection is very cheap, as computer graphics operations go. In fact, it's often substantially cheaper than testing agai …
2
votes
Accepted
Categorize contact & overlap cases for 2D & 3D axis-aligned bounding boxes
For each axis, compute whether the intervals spanned by the two boxes are...
-1: overlapped (minA < maxB & maxA > minB)
0: adjacent (minA == maxB or minB == maxA)
+1: separated (minA > maxB or mi …
0
votes
Accepted
Unity Vertex shader recalculate renderer bounds
You can't recalculate the bounds in the vertex shader itself (culling happens before we've even decided to send those vertices to the GPU), but we can manually set the bounds in a C# script:
// Note: …
2
votes
How do Axis-Aligned Bounding Boxes update with rotations?
Given an original axis-aligned bounding box and a transformation matrix, you can compute a new axis-aligned bounding box from the extents of the original box, transformed by the matrix, like so:
// K …
0
votes
How to check if one object's local bounding box contains another
You're still mixing and matching different coordinate spaces.
Mesh.bounds is defined in local space. You can't use it to check for containment of a point in world space.
Similarly, Collider.bounds is …