Getting Worldspace Bounds

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This method is formatted to return a bounding box in 6 floats, exactly as Mesh.getBounds() does, but whose min and max values are values in worldspace.

    public float[] getWorldSpaceBounds() {

float[] objectSpaceBounds = terrain.getMesh().getBoundingBox(); SimpleVector mins = new SimpleVector(objectSpaceBounds[0], objectSpaceBounds[2], objectSpaceBounds[4]); SimpleVector maxs = new SimpleVector(objectSpaceBounds[1], objectSpaceBounds[3], objectSpaceBounds[5]); SimpleVector[] p = new SimpleVector[8]; p[0] = new SimpleVector(mins.x, mins.y, maxs.z); p[1] = new SimpleVector(mins.x, mins.y, mins.z); p[2] = new SimpleVector(maxs.x, mins.y, mins.z); p[3] = new SimpleVector(maxs.x, mins.y, maxs.z); p[4] = new SimpleVector(maxs.x, maxs.y, mins.z); p[5] = new SimpleVector(maxs.x, maxs.y, maxs.z); p[6] = new SimpleVector(mins.x, maxs.y, mins.z); p[7] = new SimpleVector(mins.x, maxs.x, maxs.z); float minX = Float.MAX_VALUE, minY = Float.MAX_VALUE, minZ = Float.MAX_VALUE, maxX = Float.MIN_VALUE, maxY = Float.MIN_VALUE, maxZ = Float.MIN_VALUE; for (int i = 0; i < 8; i++) { p[i].matMul(terrain.getWorldTransformation()); if (p[i].x < minX) minX = p[i].x; if (p[i].y < minY) minY = p[i].y; if (p[i].z < minZ) minZ = p[i].z; if (p[i].x > maxX) maxX = p[i].x; if (p[i].y > maxY) maxY = p[i].y; if (p[i].z > maxZ) maxZ = p[i].z; } float[] worldSpaceBounds = new float[6]; worldSpaceBounds[0] = minX; worldSpaceBounds[2] = minY; worldSpaceBounds[4] = minZ; worldSpaceBounds[1] = maxX; worldSpaceBounds[3] = maxY; worldSpaceBounds[5] = maxZ; return worldSpaceBounds;

    }