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reorient center to best fit of BBOX?

reorient center to best fit of BBOX?

2004-05-07       - By Graham D Clark

 Back
Reply:     1     2     3  

Cheers Raffaele,
I have one of those game math books,not sure if its the same one, will
look this weekend to see if its in there. The matrix math required
looked a bit intimidating last time I checked :/ , and will check the
game coding sites now.
-- ---- ---- ---- ---- ---- --
http://www.grahamdclark.com <http://www.grahamdclark.com/>  
2nd hand TD

-- --Original Message-- --
From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf
Of Raffaele "ThE_JacO" Fragapane
Sent: May 7, 2004 2:32 PM
To: XSI@(protected)
Subject: RE: [Script]reorient center to best fit of BBOX?



If you have (or feel like buying it) mathematics for 3D games
programming and computer graphics there's a good half a chapter about
bounding volumes, also in there you can find a really good explanation
of the "best fitting bounding box" maths.

It shouldn't be too hard to implement, but I don't have the book here,
will have a look into it tonight or tomorrow night if you want.



Also a look around on game coding sites should return enough solution.

Figuring out ideal bounding boxes in the least expensive possible way is
something fairly common in the 3Dgames maths scenario.



                   -~== Raffaele Fragapane ==~-
       -~== Freelance Technical Animator & TD ==~-
-~== Senior Technical Animator @ Peerless Camera ==~-

- Currently London Based
- +44 798 4955734


 __ __  


From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf
Of Graham D Clark
Sent: Friday, May 07, 2004 6:42 PM
To: xsi@(protected)
Subject: [Script]reorient center to best fit of BBOX?





Any suggestion for how to reorient center of object to best BBOX fit?
Ie if an elongated cubes points are rotated, center remains, then its
frozen, getting the center orientation back so that the BBOX would be
the same as the elongated cubes? (preferabley with y pointing in longest
direction of mesh)

Ie2 if a cylinders center is moved away and reorinted, and frozen, a way
to return the center as close as possible to the orginal orientation?

To see my issue quickly:
-get cube,
-put display in BBOX
-Rotate it
-freeze it
Now try to get the center orientation back via script.

I can do it manually with ref edges but I have many many objects with
centers way off and edgeloops commands are not yet exposed in any
version of XSI.

Perhaps first I need to move center to average vertices, and perhaps use
edge looping no corners, get top 20 % longest continuos edge loops,
collecting the end points and using the average vector as y orientation,
or perhaps reorienting a BBOX scaling in to mesh surface by checking for
points outside the BBOX, and reorinting until best fit...

Anyways these ideas seem kind of lame. Anyone have a suggestion? Is
there an easier way using basic XSI commands?

Thank you, Graham
-- ---- ---- ---- ---- ---- --
http://www.grahamdclark.com
2nd hand TD




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<DIV><SPAN class=042191018-07052004><FONT face=Arial color=#0000ff size=2
>Cheers
Raffaele,</FONT></SPAN></DIV>
<DIV><SPAN class=042191018-07052004><FONT face=Arial color=#0000ff size=2>I
have
one of those game math books,not sure if its the same one, will look this
weekend to see if its in there.&nbsp;The matrix math required looked a bit
intimidating last time I checked :/ , <SPAN class=042191018-07052004><FONT
face=Arial color=#0000ff size=2>and will check the game coding sites
now.</FONT></SPAN></FONT></SPAN></DIV>
<DIV><FONT face="Times New Roman">-- ---- ---- ---- ---- ---- --</FONT>
<BR><FONT face="Times New Roman"><A
href="http://www.grahamdclark.com/">http://www.grahamdclark.com</A></FONT>
<BR><FONT face="Times New Roman">2nd hand TD</FONT> </DIV>
<BLOCKQUOTE dir=ltr
style="PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT: #0000ff 2px solid;
MARGIN-RIGHT: 0px">
 <DIV></DIV>
 <DIV class=OutlookMessageHeader lang=en-us dir=ltr align=left><FONT
 face=Tahoma size=2>-- --Original Message-- --<BR><B>From:</B>
 owner-xsi@(protected) [mailto:owner-xsi@(protected)] <B>On Behalf Of
 </B>Raffaele "ThE_JacO" Fragapane<BR><B>Sent:</B> May 7, 2004 2:32
 PM<BR><B>To:</B> XSI@(protected)<BR><B>Subject:</B> RE: [Script]reorient
 center to best fit of BBOX?<BR><BR></FONT></DIV>
 <DIV class=Section1>
 <P class=MsoNormal><FONT face=Arial color=navy size=2><SPAN
 style="FONT-SIZE: 10pt; COLOR: navy; FONT-FAMILY: Arial">If you have (or feel
 like buying it) mathematics for 3D games programming and computer graphics
 there&#8217;s a good half a chapter about bounding volumes, also in there you
can
 find a really good explanation of the &#8220;best fitting bounding box&#8221;
 maths.<o:p></o:p></SPAN></FONT></P>
 <P class=MsoNormal><FONT face=Arial color=navy size=2><SPAN
 style="FONT-SIZE: 10pt; COLOR: navy; FONT-FAMILY: Arial">It shouldn&#8217;t
be too
 hard to implement, but I don&#8217;t have the book here, will have a look
into it
 tonight or tomorrow night if you want.<o:p></o:p></SPAN></FONT></P>
 <P class=MsoNormal><FONT face=Arial color=navy size=2><SPAN
 style="FONT-SIZE: 10pt; COLOR: navy; FONT-FAMILY: Arial"><o:p>&nbsp;</o:p><
/SPAN></FONT></P>
 <P class=MsoNormal><FONT face=Arial color=navy size=2><SPAN
 style="FONT-SIZE: 10pt; COLOR: navy; FONT-FAMILY: Arial">Also a look around
on
 game coding sites should return enough solution.<o:p></o:p></SPAN></FONT></P>
 <P class=MsoNormal><FONT face=Arial color=navy size=2><SPAN
 style="FONT-SIZE: 10pt; COLOR: navy; FONT-FAMILY: Arial">Figuring out ideal
 bounding boxes in the least expensive possible way is something fairly common
 in the 3Dgames maths scenario.<o:p></o:p></SPAN></FONT></P>
 <P class=MsoNormal><FONT face=Arial color=navy size=2><SPAN
 style="FONT-SIZE: 10pt; COLOR: navy; FONT-FAMILY: Arial"><o:p>&nbsp;</o:p><
/SPAN></FONT></P>
 <DIV>
 <P><FONT face=Arial color=navy size=2><SPAN
 style="FONT-SIZE: 10pt; COLOR: navy; FONT-FAMILY: Arial">&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;
 -~== Raffaele Fragapane ==~-</SPAN></FONT><FONT color=navy><SPAN
 style="COLOR: navy"> <BR></SPAN></FONT><FONT face=Arial color=navy
 size=2><SPAN
 style="FONT-SIZE: 10pt; COLOR: navy; FONT-FAMILY: Arial">&nbsp;&nbsp;&nbsp;
&nbsp;&nbsp;&nbsp;&nbsp;
 -~== Freelance Technical Animator &amp; TD ==~-</SPAN></FONT><FONT
 color=navy><SPAN style="COLOR: navy"> <BR></SPAN></FONT><FONT face=Arial
 color=navy size=2><SPAN
 style="FONT-SIZE: 10pt; COLOR: navy; FONT-FAMILY: Arial">-~== Senior
Technical
 Animator @ Peerless Camera ==~-</SPAN></FONT><FONT color=navy><SPAN
 style="COLOR: navy"> <o:p></o:p></SPAN></FONT></P>
 <P><FONT face=Arial color=navy size=2><SPAN lang=IT
 style="FONT-SIZE: 10pt; COLOR: navy; FONT-FAMILY: Arial">- Currently London
 Based</SPAN></FONT><FONT color=navy><SPAN style="COLOR: navy">
 <BR></SPAN></FONT><FONT face=Arial color=navy size=2><SPAN lang=IT
 style="FONT-SIZE: 10pt; COLOR: navy; FONT-FAMILY: Arial">- +44 798
 4955734</SPAN></FONT><FONT color=navy><SPAN lang=IT style="COLOR: navy">
 </SPAN></FONT><o:p></o:p></P></DIV>
 <DIV>
 <DIV class=MsoNormal style="MARGIN-LEFT: 36pt; TEXT-ALIGN: center"
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<SPAN
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/FONT></B><FONT
 face=Tahoma size=2><SPAN style="FONT-SIZE: 10pt; FONT-FAMILY: Tahoma">
 owner-xsi@(protected) [mailto:owner-xsi@(protected)] <B><SPAN
 style="FONT-WEIGHT: bold">On Behalf Of </SPAN></B>Graham D Clark<BR><B><SPAN
 style="FONT-WEIGHT: bold">Sent:</SPAN></B> Friday, May 07, 2004 6:42
 PM<BR><B><SPAN style="FONT-WEIGHT: bold">To:</SPAN></B>
 xsi@(protected)<BR><B><SPAN style="FONT-WEIGHT: bold">Subject:</SPAN></B>
 [Script]reorient center to best fit of
BBOX?</SPAN></FONT><o:p></o:p></P></DIV>
 <P class=MsoNormal style="MARGIN-LEFT: 36pt"><FONT face="Times New Roman"
 size=3><SPAN style="FONT-SIZE: 12pt"><o:p>&nbsp;</o:p></SPAN></FONT></P>
 <P class=MsoNormal style="MARGIN-LEFT: 36pt"><FONT face="Times New Roman"
 size=3><SPAN style="FONT-SIZE: 12pt"><o:p>&nbsp;</o:p></SPAN></FONT></P>
 <P style="MARGIN-LEFT: 36pt"><FONT face=Arial size=2><SPAN
 style="FONT-SIZE: 10pt; FONT-FAMILY: Arial">Any suggestion for how to
reorient
 center of object to best BBOX fit?</SPAN></FONT> <BR><FONT face=Arial
 size=2><SPAN style="FONT-SIZE: 10pt; FONT-FAMILY: Arial">Ie if an elongated
 cubes points are rotated, center remains, then its frozen, getting the center
 orientation back so that the BBOX would be the same as the elongated cubes?
 (preferabley with y pointing in longest direction of
 mesh)</SPAN></FONT><o:p></o:p></P>
 <P style="MARGIN-LEFT: 36pt"><FONT face=Arial size=2><SPAN
 style="FONT-SIZE: 10pt; FONT-FAMILY: Arial">Ie2 if a cylinders center is
moved
 away and reorinted, and frozen, a way to return the center as close as
 possible to the orginal orientation?</SPAN></FONT><o:p></o:p></P>
 <P style="MARGIN-LEFT: 36pt"><FONT face=Arial size=2><SPAN
 style="FONT-SIZE: 10pt; FONT-FAMILY: Arial">To see my issue
 quickly:</SPAN></FONT> <BR><FONT face=Arial size=2><SPAN
 style="FONT-SIZE: 10pt; FONT-FAMILY: Arial">-get cube,</SPAN></FONT> <BR>
<FONT
 face=Arial size=2><SPAN style="FONT-SIZE: 10pt; FONT-FAMILY: Arial">-put
 display in BBOX</SPAN></FONT> <BR><FONT face=Arial size=2><SPAN
 style="FONT-SIZE: 10pt; FONT-FAMILY: Arial">-Rotate it</SPAN></FONT> <BR>
<FONT
 face=Arial size=2><SPAN style="FONT-SIZE: 10pt; FONT-FAMILY: Arial">-freeze
 it</SPAN></FONT> <BR><FONT face=Arial size=2><SPAN
 style="FONT-SIZE: 10pt; FONT-FAMILY: Arial">Now try to get the center
 orientation back via script.</SPAN></FONT> <o:p></o:p></P>
 <P style="MARGIN-LEFT: 36pt"><FONT face=Arial size=2><SPAN
 style="FONT-SIZE: 10pt; FONT-FAMILY: Arial">I can do it manually with ref
 edges but I have many many objects with centers way off and edgeloops
commands
 are not yet exposed in any version of XSI.</SPAN></FONT><o:p></o:p></P>
 <P style="MARGIN-LEFT: 36pt"><FONT face=Arial size=2><SPAN
 style="FONT-SIZE: 10pt; FONT-FAMILY: Arial">Perhaps first I need to move
 center to average vertices, and perhaps use edge looping no corners, get top
 20 % longest continuos edge loops, collecting the end points and using the
 average vector as y orientation, or perhaps reorienting a BBOX scaling in to
 mesh surface by checking for points outside the BBOX, and reorinting until
 best fit... </SPAN></FONT><o:p></o:p></P>
 <P style="MARGIN-LEFT: 36pt"><FONT face=Arial size=2><SPAN
 style="FONT-SIZE: 10pt; FONT-FAMILY: Arial">Anyways these ideas seem kind of
 lame. Anyone have a suggestion? Is there an easier way using basic XSI
 commands?</SPAN></FONT> <o:p></o:p></P>
 <P style="MARGIN-LEFT: 36pt"><FONT face=Arial size=2><SPAN
 style="FONT-SIZE: 10pt; FONT-FAMILY: Arial">Thank you, Graham</SPAN></FONT>
 <BR>-- ---- ---- ---- ---- ---- -- <BR><A
 href="http://www.grahamdclark.com">http://www.grahamdclark.com</A> <BR>2nd
 hand TD <o:p></o:p></P>
 <P class=MsoNormal style="MARGIN-LEFT: 36pt"><FONT face="Times New Roman"
 size=3><SPAN
 style="FONT-SIZE: 12pt"><o:p>&nbsp;</o:p></SPAN></FONT></P></DIV><BR>
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