Getting bounding box
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 23/03/2005 at 14:49, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 9
Platform: Windows ;
Language(s) : C++ ;---------
I need to get the bounding box of an object for a plugin Im writing. I know about the GetRad function, but that only give the radius of the bounding box. How can I use that to get the MIN and MAX vectors of the objects bounding box? What happens if the axis is off center? Sample code would be great!Matt
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 23/03/2005 at 17:51, xxxxxxxx wrote:
the GetRad function return a vector where x = width, y = heigth and z = depth. GetMp returns the bounding box center.
Matthias
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 24/03/2005 at 10:41, xxxxxxxx wrote:
max = center+rad;
min = center-rad;easy, isn´t it?!
bounding box isec test?
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 24/03/2005 at 11:59, xxxxxxxx wrote:
Ok, I got that. I didn't think about the midpoint thing. Im still new at this. Now that I have the bounding box, I am trying to shoot rays at the object to see where they collide. I am using the GeRayCollider functions (Intersect, etc) but it never intersects. I even hardcoded the start and direction vectors in to make sure it would intersect and still no go. What am I doing wrong?
while (i<particles/3) { rc->Intersect(Vector(0,300,0), Vector(0,1,0), 100000.0,false); GeRayColResult res; if (rc->GetNearestIntersection(&res;)) { GePrint("Hit the object"); } i=i+1; }
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 24/03/2005 at 12:19, xxxxxxxx wrote:
Nevermind. I gues the object in question needs to be a polygonal object? ALso, in the code I posted I had the direction vector pointed up instead of down. That was a typo. It seems to work now.
Matt
Thanks everyone!