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Bouding Box Position problem

Started by November 16, 2017 08:20 PM
1 comment, last by pristondev 7 years, 2 months ago

Hey guys, Im getting bounding box of a mesh in my engine using D3DXComputeBoundingBox, but when I use this function, looks like the mesh is every on position (0,0,0), but it isn't.

 

The bounding box should be in position of sphere, and dont (0,0,0)

db3b905d3f.png

 

D3DXComputeBoundingBox getting wrong sMin and sMax (how we can see on the pic, it isnt a problem of render...)

5c78da7b97.png

 

How it should be:

671b979c51.png

 

The code im using to get bounding box:


		BYTE * pData;
		pMeshContainer->MeshData.pMesh->LockVertexBuffer( D3DLOCK_READONLY, (void**)&pData );

		//Compute Bounding Box
		D3DXComputeBoundingBox( (const D3DXVECTOR3*)(pData), pMeshContainer->MeshData.pMesh->GetNumVertices(), pMeshContainer->MeshData.pMesh->GetNumBytesPerVertex(),
			&pMeshContainer->cBoundingBox.sMin, &pMeshContainer->cBoundingBox.sMax );

		pMeshContainer->cBoundingBox.sMid = (pMeshContainer->cBoundingBox.sMax - pMeshContainer->cBoundingBox.sMin) * 0.5f;
		pMeshContainer->cBoundingBox.sCenter = (pMeshContainer->cBoundingBox.sMax + pMeshContainer->cBoundingBox.sMin) * 0.5f;

		//Compute Bounding Sphere
		D3DXComputeBoundingSphere( (const D3DXVECTOR3*)(pData), pMeshContainer->MeshData.pMesh->GetNumVertices(), pMeshContainer->MeshData.pMesh->GetNumBytesPerVertex(), &pMeshContainer->cBoundingSphere.sCenter, &pMeshContainer->cBoundingSphere.fRadius );
	
		pMeshContainer->MeshData.pMesh->UnlockVertexBuffer();

		//We have min and max values, use these to get the 8 corners of the bounding box
		pMeshContainer->cBoundingBox.sBoxPoints[0] = D3DXVECTOR3( pMeshContainer->cBoundingBox.sMin.x, pMeshContainer->cBoundingBox.sMin.y, pMeshContainer->cBoundingBox.sMin.z ); //xyz
		pMeshContainer->cBoundingBox.sBoxPoints[1] = D3DXVECTOR3( pMeshContainer->cBoundingBox.sMax.x, pMeshContainer->cBoundingBox.sMin.y, pMeshContainer->cBoundingBox.sMin.z ); //Xyz
		pMeshContainer->cBoundingBox.sBoxPoints[2] = D3DXVECTOR3( pMeshContainer->cBoundingBox.sMin.x, pMeshContainer->cBoundingBox.sMax.y, pMeshContainer->cBoundingBox.sMin.z ); //xYz
		pMeshContainer->cBoundingBox.sBoxPoints[3] = D3DXVECTOR3( pMeshContainer->cBoundingBox.sMax.x, pMeshContainer->cBoundingBox.sMax.y, pMeshContainer->cBoundingBox.sMin.z ); //XYz
		pMeshContainer->cBoundingBox.sBoxPoints[4] = D3DXVECTOR3( pMeshContainer->cBoundingBox.sMin.x, pMeshContainer->cBoundingBox.sMin.y, pMeshContainer->cBoundingBox.sMax.z ); //xyZ
		pMeshContainer->cBoundingBox.sBoxPoints[5] = D3DXVECTOR3( pMeshContainer->cBoundingBox.sMax.x, pMeshContainer->cBoundingBox.sMin.y, pMeshContainer->cBoundingBox.sMax.z ); //XyZ
		pMeshContainer->cBoundingBox.sBoxPoints[6] = D3DXVECTOR3( pMeshContainer->cBoundingBox.sMin.x, pMeshContainer->cBoundingBox.sMax.y, pMeshContainer->cBoundingBox.sMax.z ); //xYZ 
		pMeshContainer->cBoundingBox.sBoxPoints[7] = D3DXVECTOR3( pMeshContainer->cBoundingBox.sMax.x, pMeshContainer->cBoundingBox.sMax.y, pMeshContainer->cBoundingBox.sMax.z ); //XYZ
	
		SAFE_RELEASE( pMeshContainer->lpBoundingBoxMesh );
		SAFE_RELEASE( pMeshContainer->lpBoundingSphereMesh );

		//Create Bounding Sphere Mesh
		D3DXCreateSphere( lpDevice, pMeshContainer->cBoundingSphere.fRadius, 15, 10, &pMeshContainer->lpBoundingSphereMesh, NULL );

		//Create Bounding Box Mesh
		float fWidth = pMeshContainer->cBoundingBox.sMax.x - pMeshContainer->cBoundingBox.sMin.x;
		float fHeight = pMeshContainer->cBoundingBox.sMax.y - pMeshContainer->cBoundingBox.sMin.y;
		float fDepth = pMeshContainer->cBoundingBox.sMax.z - pMeshContainer->cBoundingBox.sMin.z;
		D3DXCreateBox( lpDevice, fWidth, fHeight, fDepth, &pMeshContainer->lpBoundingBoxMesh, NULL );

Im not using any World transform on the mesh or bounding box...

Solved.

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