three.MF.V3.Descriptors.BoundingBox
1from typing import List 2 3 4class BoundingBox: 5 6 """ 7 BoundingBox descriptor. 8 """ 9 def __init__(self, center: List[float] = None, size: List[float] = None, rotation: List[float] = None, transform: List[float] = None): 10 # The center of the bounding box. 11 self.center = center 12 # The size of the bounding box. 13 self.size = size 14 """ 15 The 3x3 rotation matrix of the bounding box. 16 The first, second and third column vectors are the x, y and z axes of the bounding box. 17 """ 18 self.rotation = rotation 19 """ 20 The 4x4 matrix that transforms the canonical cube with corners [±1, ±1, ±1] to the 21 bounding box in world coordinates. 22 The transform can be used as the model matrix for rendering the bounding box with an 23 OpenGL shader. 24 """ 25 self.transform = transform
class
BoundingBox:
5class BoundingBox: 6 7 """ 8 BoundingBox descriptor. 9 """ 10 def __init__(self, center: List[float] = None, size: List[float] = None, rotation: List[float] = None, transform: List[float] = None): 11 # The center of the bounding box. 12 self.center = center 13 # The size of the bounding box. 14 self.size = size 15 """ 16 The 3x3 rotation matrix of the bounding box. 17 The first, second and third column vectors are the x, y and z axes of the bounding box. 18 """ 19 self.rotation = rotation 20 """ 21 The 4x4 matrix that transforms the canonical cube with corners [±1, ±1, ±1] to the 22 bounding box in world coordinates. 23 The transform can be used as the model matrix for rendering the bounding box with an 24 OpenGL shader. 25 """ 26 self.transform = transform
BoundingBox descriptor.
BoundingBox( center: List[float] = None, size: List[float] = None, rotation: List[float] = None, transform: List[float] = None)
10 def __init__(self, center: List[float] = None, size: List[float] = None, rotation: List[float] = None, transform: List[float] = None): 11 # The center of the bounding box. 12 self.center = center 13 # The size of the bounding box. 14 self.size = size 15 """ 16 The 3x3 rotation matrix of the bounding box. 17 The first, second and third column vectors are the x, y and z axes of the bounding box. 18 """ 19 self.rotation = rotation 20 """ 21 The 4x4 matrix that transforms the canonical cube with corners [±1, ±1, ±1] to the 22 bounding box in world coordinates. 23 The transform can be used as the model matrix for rendering the bounding box with an 24 OpenGL shader. 25 """ 26 self.transform = transform
size
The 3x3 rotation matrix of the bounding box. The first, second and third column vectors are the x, y and z axes of the bounding box.