Oriented Bounding Box (rotating about the central point)
Now seems to REALLY rotate about the world center . I think the first try it's more correct. When I draw a cube like this:
glBegin(GL_POLYGON);
glColor3f( 1.0, 1.0, 1.0 );
glVertex3f( 0.5, -0.5, 0.5 );
glVertex3f( 0.5, 0.5, 0.5 );
glVertex3f( -0.5, 0.5, 0.5 );
glVertex3f( -0.5, -0.5, 0.5 );
glEnd();
// Purple side - RIGHT
glBegin(GL_POLYGON);
glColor3f( 1.0, 0.0, 1.0 );
glVertex3f( 0.5, -0.5, -0.5 );
glVertex3f( 0.5, 0.5, -0.5 );
glVertex3f( 0.5, 0.5, 0.5 );
glVertex3f( 0.5, -0.5, 0.5 );
glEnd();
// Green side - LEFT
glBegin(GL_POLYGON);
glColor3f( 0.0, 1.0, 0.0 );
glVertex3f( -0.5, -0.5, 0.5 );
glVertex3f( -0.5, 0.5, 0.5 );
glVertex3f( -0.5, 0.5, -0.5 );
glVertex3f( -0.5, -0.5, -0.5 );
glEnd();
// Blue side - TOP
glBegin(GL_POLYGON);
glColor3f( 0.0, 0.0, 1.0 );
glVertex3f( 0.5, 0.5, 0.5 );
glVertex3f( 0.5, 0.5, -0.5 );
glVertex3f( -0.5, 0.5, -0.5 );
glVertex3f( -0.5, 0.5, 0.5 );
glEnd();
// Red side - BOTTOM
glBegin(GL_POLYGON);
glColor3f( 1.0, 0.0, 0.0 );
glVertex3f( 0.5, -0.5, -0.5 );
glVertex3f( 0.5, -0.5, 0.5 );
glVertex3f( -0.5, -0.5, 0.5 );
glVertex3f( -0.5, -0.5, -0.5 );
glEnd();
Rotates perfectly. Maybe is a problem with max and min and I can't figure out. If someone know how to correctly draw a OBB...
glTranslate(x,y,z);glRotate(angle,x,y,z) and Set up all your vertices as if your box is axigned aligned. If you are using Quaternion you can always convert your quaternion of your object local rotation to an axis and angle and feed that to glRotate.
Would changing:
min = 0, 0, 0
max = 2, 2, 2
to
min = -1.0, -1.0, -1.0
max = 1.0, 1.0, 1.0
work?