minemap-collision-and-bounding

Implement BVH-based collision detection and geometric intersection tests for MineMap scenes.

3|Updated Mar 20, 2026
One-click install
npx skills add https://github.com/ming1zhou88/minemap-skills --skill minemap-collision-and-bounding
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: minemap-collision-and-bounding
Source: https://github.com/ming1zhou88/minemap-skills/tree/main/skills/minemap-collision-and-bounding
Command: npx skills add https://github.com/ming1zhou88/minemap-skills --skill minemap-collision-and-bounding

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

MineMap Collision and Bounding provides a formalized approach to detect intersections among spatial primitives (AxisAlignedBoundingBox, OrientedBoundingBox, BoundingSphere) and runtime BVH-based collision for character movement and debugging bounding boxes.

Core Features & Use Cases

  • Geometry-level intersection tests: AABB, OBB, and bounding-sphere checks for static and dynamic objects.
  • Runtime collision: BVH-based collision handling for characters and movable entities, with visual debugging of bounding boxes.
  • Integration patterns: expose primitives like AxisAlignedBoundingBox, OrientedBoundingBox, BoundingSphere and hooks such as map.setCollisionDetection(...) and map.collisionDetection.showBvhBoundingBox for practical workflows.

Quick Start

Initialize the collision system in a MineMap scene and validate AABB/OBB/sphere tests with the provided demo objects.

Frequently Asked Questions about minemap-collision-and-bounding

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement collision detection for character movement in a MineMap scene?

To implement character collision detection in MineMap, use the runtime BVH-based collision system by calling map.setCollisionDetection to handle movement intersections and enable visual debugging of bounding boxes for dynamic entities.

What is the difference between AABB, OBB, and bounding sphere intersection tests?

AABB intersection tests use axis-aligned bounding boxes for fast static checks, OBB uses oriented bounding boxes for rotated dynamic objects, and bounding sphere checks use radius-based tests, all supporting precise geometric primitive intersection validation.

Can I visualize bounding volume hierarchy boxes during runtime collision checks?

Yes, you can visualize bounding volume hierarchy boxes during runtime by accessing map.collisionDetection.showBvhBoundingBox, which provides debug visualization of bounding boxes across static and dynamic MineMap scenes.

How do I set up collision detection for both static and dynamic objects in MineMap?

Set up collision detection by initializing AxisAlignedBoundingBox, OrientedBoundingBox, and BoundingSphere primitives for static objects, then apply runtime BVH-based collision handling for dynamic characters and movable entities.

Does MineMap collision support oriented bounding boxes for rotated objects?

Yes, MineMap collision supports OrientedBoundingBox primitives, allowing precise intersection tests for rotated dynamic objects alongside axis-aligned bounding box and bounding sphere checks.

When should I use bounding sphere checks instead of AABB in collision detection?

Use bounding sphere checks for fast approximate collision when object shapes are roughly spherical, while AABB is better for box-shaped static objects, and OBB handles rotated dynamic entities requiring precise intersection resolution.