Boundary box of rotated object
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/10/2004 at 04:02, xxxxxxxx wrote:
User Information:
Cinema 4D Version: 8.206
Platform:
Language(s) : C++ ;---------
Hi,I'm trying to find the boundary box of an object. To do this im using BaseObject::GetRad()
That's works fine if the object isn't rotated.If for example I rotated a default cube by 45 degrees on the Pitch axis, the boundary box would be slightly larger than Vector(50,50,50)(which GetRad() returns).
Will I have to calculate it myself?
Thanks
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 07/10/2004 at 05:23, xxxxxxxx wrote:
To avoid to calculate yourself the bounding box, you could try something like this:
// PSEUDOCODE 1. Make a copy of the object global matrix (oldMtx = obj->GetMg()) 2. Assign an identity global matrix to the object (obj->SetMg(identity)) 3. Calculate the object bounding box (obj->GetRad()) 4. Reassign the original global matrix to the object (obj->SetMg(oldMtx))
Hope it helps...