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Gaming > Development Programming Algorithms > Re: Calculating...
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Re: Calculating cylinder from triangle list

by "Paul E. Black" <p.black@[EMAIL PROTECTED] > Oct 10, 2007 at 12:02 PM

On Wednesday 10 October 2007 05:22, Jim Langston wrote:
> I have a list of triangles that make an object.  In my case they are
parts
> of a model, torso, head, right upper arm, right lower arm, right hand,
> left upper leg, left lower leg, left foot, etc...
> 
> I want to be able to animate the points of the model.  I've written a
> program that I use for a user to identify which triangles are in which
> body parts.  Now programically I'd like to identify the connecting
> points in some method.  This is so once the triangles lists are
> created the program can create pivot points and such.
....
> The simplest method and one that would work for 8 out of the 14 parts is
> cylinders, which would be the upper/lower arm, upper/lower legs.

You might start with a bounding box.  There are lots of good
algorithms to find the smallest box surrounding a cloud of points.

Or you could find the least squares fit line, which would be the long
axis, rotate so the axis is straight along X (or Y or Z), then find a
bounding box.  That box is a good approximation to your cylinder.

-paul-
 




 5 Posts in Topic:
Calculating cylinder from triangle list
"Jim Langston"   2007-10-10 02:22:54 
Re: Calculating cylinder from triangle list
"Jim Langston"   2007-10-10 03:46:46 
Re: Calculating cylinder from triangle list
Miss Elaine Eos <Misc@  2007-10-10 13:53:27 
Re: Calculating cylinder from triangle list
"Paul E. Black"  2007-10-10 12:02:04 
Re: Calculating cylinder from triangle list
"Jim Langston"   2007-10-10 12:51:28 

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