creating bounding box list
        Posted  
        
            by 
                Christian Frantz
            
        on Game Development
        
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        Published on 2013-06-23T20:53:45Z
        Indexed on 
            2013/06/24
            16:39 UTC
        
        
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I'm trying to create a list of bounding boxes for each cube drawn, so I can use the boxes to intersect with a ray that my mouse position is casting, but I have no idea how. I've created a list that stores the boxes, but how am I getting the values from each box?
    for (int x = 0; x < mapHeight; x++)
        {
            for (int z = 0; z < mapWidth; z++)
            {
                cubes.Add(new Vector3(x, map[x, z], z), Matrix.Identity, grass);
                boxList.Add(something here);
            }
        }
    public Cube(GraphicsDevice graphicsDevice)
  {
    device = graphicsDevice;
    var vertices = new List<VertexPositionTexture>();
    BuildFace(vertices, new Vector3(0, 0, 0), new Vector3(0, 1, 1));
    BuildFace(vertices, new Vector3(0, 0, 1), new Vector3(1, 1, 1));
    BuildFace(vertices, new Vector3(1, 0, 1), new Vector3(1, 1, 0));
    BuildFace(vertices, new Vector3(1, 0, 0), new Vector3(0, 1, 0));
    BuildFaceHorizontal(vertices, new Vector3(0, 1, 0), new Vector3(1, 1, 1));
    BuildFaceHorizontal(vertices, new Vector3(0, 0, 1), new Vector3(1, 0, 0));
    cubeVertexBuffer = new VertexBuffer(device, VertexPositionTexture.VertexDeclaration, vertices.Count, BufferUsage.WriteOnly);
    cubeVertexBuffer.SetData<VertexPositionTexture>(vertices.ToArray());
}
There aren't any clearly defined variables for the bounds of each cube created, so where do I create the bounding box from?
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