Accurate Bounding Box for 3D tiles

Hi @liliulei,

Suppose I have an OrientedBoundingBox obb. In order to get the eight corners of obb, you would need to do the following:

  1. Identify the three axes in obb.halfAxes. The local x-axis is the first column, i.e. Matrix3.getColumn(obb.halfAxes, 0, new Cartesian3()). The local y-axis is the second column, and so on. We will call these xaxis, yaxis, and zaxis respectively.
  2. To calculate the “backmost, bottom-left” corner (i.e. the corner with (-X, -Y, -Z) in local space), you would need to do obb.center - xaxis - yaxis - zaxis.
  3. To calculate the “frontmost, bottom-right” corner (i.e. (X, -Y, Z)) you need to do obb.center + xaxis - yaxis + zaxis.
  4. And so on.

Best regards,
Janine