Bounding box of a nested solid
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Is there a way to get the 'real' bounding box of a nested solid? I need this bounding box to get the min z and the max z of the solid. But i need the real z value with all transformation. I tried to do the transformation to a point created from the max x,y,z value of the bounding box but this gives a wrong result. And it's not possible to do a transformation of a bounding box.
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What's a real bb? As far as I know, the bb is aligned to the world axis at the time of its creation. So the same geometry, oriented differently can have different bb. Creating components out of the same geometry at different orientations.
The components rotated.
Exploded then remade.
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@unknownuser said:
.......... And it's not possible to do a transformation of a bounding box.
There is a hack that can accomplish this. Save the component original transformation, transform the component (along with its bb), then transform its entities back to their original transformation (previously transformed bb remains). I did this once, but don't recall the exact procedure. Maybe someone here with more smarts can explain it better.
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What i need is a quick check if the sectionplane cuts the solid. Because the .intersect_with is a very slow function i want first to check if solid wil be sectioned by the sectionplane to speed up the script. And the check with the bounding box works good except for nested solids. Anybody a tip for solving my problem?
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