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getElementBoundingBox acording to rotation


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Posted (edited)

Hey there, is there anyway to get an element bounding box with its rotation?

How to do it?

Thanks for reading and hope you can awnser my question.

Edit: Is posible to get it when an element is not streamed?

Edited by XeroxMTA

"El conocimiento jamás debe detenerse, por que es lo único que nos salvará cuando no nos quede más".

Att: -|TG|-Mister[Q]<.

  • MTA Team
Posted

You need OOP enabled:

function getElementRotatedBoundingBox(element)
    local elementMatrix = element:getMatrix()
    local minX, minY, minZ, maxX, maxY, maxZ = element:getBoundingBox()
    local minVector = elementMatrix:transformPosition(Vector3(minX, minY, minZ))
    local maxVector = elementMatrix:transformPosition(Vector3(maxX, maxY, maxZ))
    return minVector, maxVector
end

 

Posted (edited)

Edit: Forget it, got the awnser, thanks for your help! (Was using bad positions)

Edited by XeroxMTA

"El conocimiento jamás debe detenerse, por que es lo único que nos salvará cuando no nos quede más".

Att: -|TG|-Mister[Q]<.

Posted

Well im here again!

Thought was fixed but nope, there's some problem when calculating the boundingbox with "rotation" that way...

You can see results here: http://imgur.com/a/nl5zd.

It doesn't gets a good rectangle, only on certain "fixed" rotations as 0,90,180,270,360.

Any idea of what to do then?

 

"El conocimiento jamás debe detenerse, por que es lo único que nos salvará cuando no nos quede más".

Att: -|TG|-Mister[Q]<.

Posted

You could check the editor resource, it does this too.

But depending on what you are trying to do, this matrix calculations might be too heavy, e.g. when doing it in a render function.

Posted

What im exactly searching for on it?

Is there any other way to do something like it for a render function? (i mean without being to heavy).

"El conocimiento jamás debe detenerse, por que es lo único que nos salvará cuando no nos quede más".

Att: -|TG|-Mister[Q]<.

  • MTA Team
Posted (edited)

8FDkeV7.png

--[[ Draw a fancy bounding box:
    c-----d
    |\   /|
    | \ / |
    |  x  |
    | / \ |
    |/   \|
    a-----b
]]
local minX, minY, minZ, maxX, maxY, maxZ = vehicle:getBoundingBox()

local a = vehicleMatrix:transformPosition(Vector3(minX, minY, maxZ))
drawTextOnWorldPosition("a", a)
local b = vehicleMatrix:transformPosition(Vector3(maxX, minY, maxZ))
drawTextOnWorldPosition("b", b)
local c = vehicleMatrix:transformPosition(Vector3(minX, maxY, maxZ))
drawTextOnWorldPosition("c", c)
local d = vehicleMatrix:transformPosition(Vector3(maxX, maxY, maxZ))
drawTextOnWorldPosition("d", d)

dxDrawLine3D(c, d, 0xFFFF0000, 1.0)
dxDrawLine3D(a, b, 0xFFFF0000, 1.0)
dxDrawLine3D(c, a, 0xFFFF0000, 1.0)
dxDrawLine3D(d, b, 0xFFFF0000, 1.0)
dxDrawLine3D(a, d, 0xFFFF0000, 1.0)
dxDrawLine3D(b, c, 0xFFFF0000, 1.0)
function drawTextOnWorldPosition(text, vecPosition)
    local x, y = getScreenFromWorldPosition(vecPosition)

    if x and y then
        dxDrawText(text, x, y, nil, nil, 0xFFFFFFFF, 2.0, "default-bold", "center", "center")
    end
end

You didn't tell me what you want to do, my previous code segment only solved the question in the first post.

Edited by Necktrox

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