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"Kenneth" <kdw### [at] gmailcom> wrote:
I have no idea how to compensate for that-- no
> 'fudge factor' that I can think of.
You take the vectors for the original bounding box and do the same vector
transform on them that you do for the object. Then they define the corners of
the original bounding box, but in the new location / orientation.
If you'd like, for posterity, maybe take a long-ish cylinder, show a bounding
box (like a wire_box) and animate the cylinder being rotated, and how the BB
changes.
Then do the same with a "bounding box" using the transformed vectors as corners
- you'll have to build that wire box manually, or at least edit the code for it
in the include file so it takes 8 corners as arguments...
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