>
> Or you could make a small function that would find the bounding box of the
> model


There's an app for that :)

http://code.google.com/p/osgworks/

*osgwbvv:* A bounding volume visualizer to display bounding spheres and
boxes.

K.

On 4 March 2011 02:49, Jean-Sébastien Guay
<[email protected]>wrote:

> Hi Tim,
>
>
>  I still would like to know  the whys and wherefors and how comes
>> surrounding this effect.... do different models have built in heights with
>> respect to 0,0,0?
>>
>
> It all depends on how the model was built in the modeling program...
> Clearly if one model's local origin (its own (0,0,0)) is 10 meters below the
> bottom of the hull, then when just naively placing it in the scene at the
> world origin, it will look like it's floating in the air...
>
> If you can't load the boat model in a modeling program, you can easily make
> a model that is just a plane at Z=0. Then load that along with your boat
> model, and see if the boat model floats high above that plane.
>
> There are a few solutions you could adopt to make sure this doesn't happen.
> You could make sure your models are built with a local origin that makes
> sense. For a boat it could be the center in XY, and Z at the "normal"
> waterline. For a car it might be in the center in XY, and Z at the bottom of
> the wheels.
>
> Or you could make a small function that would find the bounding box of the
> model (try the osg::ComputeBoundsVisitor) and then from that tries to find a
> correct position to move the local origin to, using a MatrixTransform to
> decorate your model's subgraph and setting that matrix to translate the
> local origin. For example if your boat was 10m higher than you wanted, the
> MatrixTransform would have a translation by (0,0,-10). Then you just pass
> that node as the new root of the model, and from then on the model will be
> placed correctly. This offset could also be stored in a config file, or you
> can save out the transform I just mentioned and use that instead of your
> previous model with a bad local origin.
>
> So, it's all about how your data was created. Hope this helps,
>
> J-S
> --
> ______________________________________________________
> Jean-Sebastien Guay    [email protected]
>                               http://www.cm-labs.com/
>                        http://whitestar02.webhop.org/
>
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