Subscribe to GameDev.net Direct to receive the latest updates and exclusive content.
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.
Posted 17 August 2011 - 03:33 PM
Posted 17 August 2011 - 04:41 PM
radius = math.pow((mMinBox.Extent[0]*mMinBox.Extent[0]) + (mMinBox.Extent[1]*mMinBox.Extent[1]) + (mMinBox.Extent[2]*mMinBox.Extent[2]), .5);
for (var angle=0; angle < 365; angle+=5) { var angle_radians = angle * Math.PI / 180; var x = center[0] + radius * Math.cos(angle_radians); var y = center[1] + radius * Math.sin(angle_radians); var vertex = [x, y, center[2]]; points.push(vertex); }
Posted 18 August 2011 - 04:23 PM
Posted 18 August 2011 - 04:41 PM
Posted 18 August 2011 - 05:28 PM
Posted 20 August 2011 - 02:26 AM
Posted 20 August 2011 - 04:47 AM
This statement is slightly ambiguous, and wrong or right depending on how you interpret it. If you have an object M (such like the character mesh in your picture), and the minimal enclosing OBB O for the object M, then the following statements hold:So you are saying that with any minimum OBB, taking the length of the vector formed by the 3 extents will give a minimum bounding sphere?
Posted 20 August 2011 - 05:27 PM
And also you are generatimg the sphere wrong. The radius is the biggest axe extent.
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.
GameDev.net™, the GameDev.net logo, and GDNet™ are trademarks of GameDev.net, LLC.