Gamedev:CollisionVolumes
What is a collision volume?
The collision volume is a geometric shape around (almost) all Spring units. If a projectile collides with this shape, the engine registers it as a hit. Other names are hitbox, hitsphere etc.
How to see them ingame
press ctrl + b and look at the black wireframe shapes around units. If you can not see them, the collision volume might be blocked from view by the 3D model or be very offset like underground or in the sky. red shapes indicate the unit was hit.
What else are they used for?
- collision between units
- when selecting units, where you have to click
???
How to edit their shape
What are they measured in?
In Upspring
in the 3D view, click on the blue "3D" text and a menu opens.
Click "draw model radius + height"
At the right side, go to the "Model" tab and edit the values.
With Upspring, you can only define sphere shaped collision volumes.
editing_hitbox_in_upspring.jpg
in the UnitDef
There are numerous tags that controll shape, size, position of the collision volume. You have to restart spring.exe for the changes to take effect, there is no way to reload unitdefs.
collisionVolumeOffsets = [[0 0 0]],
position of the collision volume, in this example center of the unit.
(this is relative to what? the unit center set in Upspring?) ???
collisionVolumeType = [[box]],
defines the shape. possible are: box, sphere and CylY (cylinder)
collisionVolumeScales = = [[40 20 55]]
dimension in X Y Z directions.
boxxy the hitbox editor
This creation allows you move hitboxes by pressing buttons. This way you can get the needed numbers and copy them to the unitdef file.
Multiple collision volumes
A unit can have multiple collision volumes. For example a tank could use a box for the chasis and a cylinder for the turret.
Each piece can have its own collision volume.
blabla HOW blablabla
Can they be changed during gameplay?
yes. One example would be "pop up" turrets that get a smaller hitbox when sunken into the ground etc.
See Spring.SetUnitCollisionVolumeData() and Spring.SetUnitPieceCollisionVolumeData()
at Lua_SyncedCtrl
There seems to be no noticeable cpu usage when dynamically adjusting collision volumes.
CPU Usage of non-sphere volumes
For the engine, collision with a sphere are fastest to calculate. Cylinders and boxes require more math and so are slower. How much does it really matter? No idea.
Unit radius & height VS collision volume
When a unit uses a box volume, is the unit radius that was set in Upspring used for anything? Unit-Unit collision? Selecting?
Which spot on an enemy do units target
The unit center/height set in Upspring ???
Common problems (and how to solve)
weapons miss the unit
Weapons like Dgun and torpedos might pass through under the unit if the hitboxes does not extend a bit into the ground/underwater.
Intersecting hitboxes
Two near units might refuse to shoot if their turrets intersect each other hitboxes.
Fast projectiles passing through collision volumes
The problem: fast projectiles sometimes fly through small hit volumes without causing damage:
The solution: collisionVolumeTest = true, in the unitDef and hits will register correct.
Works on what weapon types ???
targetBorder = true,
unit targets the border of the hit volume instead of its center.
only works on hitspheres: http://springrts.com/phpbb/viewtopic.php?f=12&t=18824&p=352456&hilit=targetborder#p352456 (???)
others???
Aircraft
the hitspheres of airplanes seem to be scaled down -50% by the engine.
Engine code
related engine parts are: 1 ... 2 ... ...