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BBox rotation

Started by flashlaser Oct 22, 2001 at 6:35 AM 1 replies 450+ views
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flashlaser
flashlaser
For my collision detection I worked out four vertices around my car using the D3DXComputeBoundingBox() function form the D3DX library. Now I want to rotate and translate the vertices so they are always the tightest fit around the car. Basically its a OBB. Any ideas on how to do this. I could cos/sin or use some matrix stuff but I need more info.
flashlaser
flashlaser
One more question.

How would I work out if a bounding box hit a triangle plane or triangle and also work out the intersection point.

Ok no more questions.

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