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Extract 6 planes from bounding box

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I need to create six planes from axis aligned bounding box, so that each plane normal points inside "cube" it creates. If you know what i mean?


I think i got it right for normals that point outside? Do i?

struct Plane
    float nx, ny, nz, d;

std::array<Plane, 6> ExtractPlanesFromBBox(D3DXVECTOR3 bMin, D3DXVECTOR3 bMax)


    std::array<Plane, 6> out;

    D3DXVECTOR3 center = (bMax + bMin) * 0.5f;

    D3DXVECTOR3 extent = (bMax - bMin) * 0.5f;

    // up

    out[0].d  = center.y + extent.y;

    out[0].nx = 0.0f;

    out[0].ny = 1.0f;

    out[0].nz = 0.0f;

    // down

    out[1].d  = center.y - extent.y;

    out[1].nx = 0.0f;

    out[1].ny = -1.0f;

    out[1].nz = 0.0f;

    // left

    out[2].d  = center.x - extent.x;

    out[2].nx = 1.0f;

    out[2].ny = 0.0f;

    out[2].nz = 0.0f;

    // right

    out[3].d  = center.x + extent.x;

    out[3].nx = -1.0f;

    out[3].ny = 0.0f;

    out[3].nz = 0.0f;

    // back

    out[4].d  = center.z - extent.z;

    out[4].nx = 0.0f;

    out[4].ny = 0.0f;

    out[4].nz = 1.0f;

    // front

    out[5].d  = center.z + extent.z;

    out[5].nx = 0.0f;

    out[5].ny = 0.0f;

    out[5].nz = -1.0f;
    return out;


But normals to point inside, i don't know how to calculate 'd' ? Please advise.


Thank you for your time.

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Compute it the same way you would compute the bounding frustum for an Orthographic view. Using the max and min of the box you can compute all 6 sides of the box.

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