[Bf-committers] Help with Matrix problem

Ted Schundler tschundler at gmail.com
Sat Dec 11 21:08:05 CET 2004


I think I know what's wrong. Your problem (I think), is that with the
rotation, the min & max end up staying kind of in fixed space, which
ends up lining up with one of the object's axiis and making the box
flat. Don't multiply the min & max by the matrix. First make the
separate coordinates for the box (the bb->vec array). Then multiply
those by the matrix.


On Sat, 11 Dec 2004 20:33:10 +0100 (CET), Alexander Ewering
<blender at instinctive.de> wrote:
> 
> On Sat, 11 Dec 2004, Casey Corn wrote:
> 
> > The bounding boxes shown in your picture are called "axis-aligned bounding
> > boxes."  Even though this link:
> >
> > http://www.gamespp.com/algorithms/AdvancedCollisionDetectionTechniques2.html
> >
> > is more for collision detection, it gives a nice overview of the different
> > bounding box types (scroll down a little).  I believe you are looking for
> > "oriented bounding boxes."
> 
> Thanks for providing this link, now at least I know the proper terms :)
> 
> I can't solve the problem still, though. I would need to construct the
> boundbox on the objects while they're _unaffected_ by the Group's transformation,
> and then transform the boundbox by the Group's transformation...
> 
> 
> 
> | alexander ewering              instinctive mediaworks
> | ae[@]instinctive[.]de   http://www[.]instinctive[.]de
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