Hi Matthieu
 
Unfortunately, OSG does not directly support what you want as osg'S
bounding box, is as you have seen is a axially aligned min/max LL/UR
 
 
But you could extend the example on my site
http://www.3drealtimesimulation.com/osg/code/osgcode_bbox1.htm to do
what you want, you will have to do extra work etc
 
where bbox.expandBy( geode.getDrawable( i )->getBound()); you would to:
change this to
 
For every Geode get a pointer to the geoemtry,
then get a pointer to the vertex array
walk the vertext array 
extract the values you need and store them in a set of variables
 
 
This data/parallelpiped you collect will only be of use to you as OSG is
designed to use osg::BoundingBox etc.
 

Gordon

__________________________________________________________
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com


__________________________________________________________
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651

"Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival" 
- Master Tambo Tetsura

 
 

________________________________

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Matthieu DIRRENBERGER
Sent: Thursday, October 02, 2008 10:03 AM
To: [email protected]
Subject: [osg-users] Bounding Parallelepiped



Hello OSG masters,

 

I have a question about BoundingBox (I checked the mailing archives
before).

You know that OSG generate BoundingBox, but it is really a box (all
faces have the same size).

I need the Bounding Parallelepiped of my scene. Not just the bigger
radius from the center applied on each side, but the min/max coordinates
on Z axis, on X axis and on Y axis individually.

I have wasted some time to try myself, but I don't understand how to do
that simply?

I saw this example:
http://www.3drealtimesimulation.com/osg/code/osgcode_bbox1.htm

But it is the same problem than with OSG integrated functions. Can you
help me?

 

Thanks in advance

 

Matthieu DIRRENBERGER

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