Boundary box of rotated object

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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++  ;

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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

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 RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED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...