El cuadro delimitador orientado es deforme y el tamaño incorrecto en OpenGL

Estoy escribiendo un programa en OpenGL para cargar una malla y dibujar un cuadro delimitador orientado alrededor de dicha malla. La malla se carga correctamente, pero cuando dibujo el cuadro delimitador, el cuadro tiene la forma incorrecta y es demasiado pequeño.

El proceso que utilicé para calcular este cuadro fue utilizar el análisis de componentes principales para encontrar una matriz de covarianza. Luego obtuve los vectores propios de esa matriz y los usé como un sistema de coordenadas local para encontrar los 8 vértices del cubo. Luego calculé una transformación para mover el cubo del sistema de coordenadas local al sistema de coordenadas global.

El código para calcular la covarianza está aquí:

std::array<std::array<double, 3>, 3> covarianceCalc2()
{
 std::array<std::array<double, 3>, 3> sum = {{{0, 0, 0}, {0, 0, 0}, {0, 0, 0,}}};
 std::array<double, 3> tempVec;
 double mean = 0;
 for(int i = 0; i < meshVertices.size(); i++)
 {
     mean += meshVertices[i].x;
     mean += meshVertices[i].y;
     mean += meshVertices[i].z;
 }
 mean = mean/(meshVertices.size() * 3);

 for(int i = 0; i < meshVertices.size(); i++)
 {
     //mean = (meshVertices[i].x + meshVertices[i].y + meshVertices[i].z)/3;
     tempVec[0] = meshVertices[i].x - mean;
     tempVec[1] = meshVertices[i].y - mean;
     tempVec[2] = meshVertices[i].z - mean;
     sum = matrixAdd(sum, vectorTranposeMult(tempVec));
 }
 sum = matrixMultNum(sum,(double) 1/(meshVertices.size()));
 return sum;
 }

El código para calcular los vectores propios está aquí:

void Compute_EigenV(std::array<std::array<double, 3>, 3> covariance, double eigenValues[3], double eigenVectors_1[3], double eigenVectors_2[3], double eigenVectors_3[3])
{

    printf("Matrix Stuff\n");
    MatrixXd m(3, 3);
    m << covariance[0][0], covariance[0][1], covariance[0][2],
         covariance[1][0], covariance[1][1], covariance[1][2],
         covariance[2][0], covariance[2][1], covariance[2][2];

    // volving SVD
    printf("EigenSolver\n");
    EigenSolver<MatrixXd> solver(m);
    MatrixXd all_eigenVectors = solver.eigenvectors().real();
    MatrixXd all_eigenValues = solver.eigenvalues().real();

    // find the max index
    printf("Find Max Index\n");
    int INDEX[3];
    double max;
    max=all_eigenValues(0,0);
    int index=0;
    for (int i=1;i<3;i++){
        if (max<all_eigenValues(i,0)){
            max=all_eigenValues(i,0);
            index=i;
        }
    }
    INDEX[0]=index;

    // find the min index
    printf("Find Min Index\n");
    double min;
    min=all_eigenValues(0,0);

    index=0;
    for (int i=1;i<3;i++){
        if (min>all_eigenValues(i,0)){
            min=all_eigenValues(i,0);
            index=i;
        }
    }
    INDEX[1]=3-index-INDEX[0];
    INDEX[2]=index;

    // giave eigenvalues and eien vectors to matrix
    printf("Give values and vector to matrix\n");
    eigenValues[0]=all_eigenValues(INDEX[0],0);
    printf("1");
    eigenValues[1]=all_eigenValues(INDEX[1],0);
    printf("1\n");
    eigenValues[2]=all_eigenValues(INDEX[2],0);

    printf("Vector 1\n");
    VectorXd featureVector_1 = all_eigenVectors.col(INDEX[0]);
    eigenVectors_1[0]=featureVector_1(0);
    eigenVectors_1[1]=featureVector_1(1);
    eigenVectors_1[2]=featureVector_1(2);

    printf("Vector 2\n");
    VectorXd featureVector_2 = all_eigenVectors.col(INDEX[1]);
    eigenVectors_2[0]=featureVector_2(0);
    eigenVectors_2[1]=featureVector_2(1);
    eigenVectors_2[2]=featureVector_2(2);

    printf("Vector 3\n");
    VectorXd featureVector_3 = all_eigenVectors.col(INDEX[2]);
    eigenVectors_3[0]=featureVector_3(0);
    eigenVectors_3[1]=featureVector_3(1);
    eigenVectors_3[2]=featureVector_3(2);

}

El código que encuentra las coordenadas globales es este:

std::array<double, 3> localToGlobal(std::array<double, 3> vec, double eigenVector1[3], double eigenVector2[3], double eigenVector3[3], double mean)
{
std::array<double, 3> tempVec;
std::array<std::array<double, 3>, 3> eigenArray;
eigenArray[0][0] = eigenVector1[0]; eigenArray[0][1] = eigenVector2[0]; eigenArray[0][2] = eigenVector3[0];
eigenArray[1][0] = eigenVector1[1]; eigenArray[1][1] = eigenVector2[1]; eigenArray[1][2] = eigenVector3[1];
eigenArray[2][0] = eigenVector1[2]; eigenArray[2][1] = eigenVector2[2]; eigenArray[2][2] = eigenVector3[2];

tempVec = matrixVectorMult(eigenArray, vec);
tempVec[0] += mean;
tempVec[1] += mean;
tempVec[2] += mean;

return tempVec;
}

El código que llama a todos estos y dibuja el cuadro es:

void obbBoundingBox()
{

double eigenValues[3] = {0, 0, 0};
double eigenVectors_1[3] = {0, 0, 0}, eigenVectors_2[3] = {0, 0, 0}, eigenVectors_3[3] = {0, 0, 0};

Compute_EigenV(covarianceCalc2(), eigenValues, eigenVectors_1, eigenVectors_2, eigenVectors_3);


std::array<double, 3> point1 = {findVectorMax(eigenVectors_1), findVectorMax(eigenVectors_2), findVectorMax(eigenVectors_3)};
std::array<double, 3> point2 = {findVectorMax(eigenVectors_1), findVectorMax(eigenVectors_2), findVectorMin(eigenVectors_3)};
std::array<double, 3> point3 = {findVectorMax(eigenVectors_1), findVectorMin(eigenVectors_2), findVectorMin(eigenVectors_3)};
std::array<double, 3> point4 = {findVectorMax(eigenVectors_1), findVectorMin(eigenVectors_2), findVectorMin(eigenVectors_3)};
std::array<double, 3> point5 = {findVectorMin(eigenVectors_1), findVectorMax(eigenVectors_2), findVectorMax(eigenVectors_3)};
std::array<double, 3> point6 = {findVectorMin(eigenVectors_1), findVectorMax(eigenVectors_2), findVectorMin(eigenVectors_3)};
std::array<double, 3> point7 = {findVectorMin(eigenVectors_1), findVectorMin(eigenVectors_2), findVectorMax(eigenVectors_3)};
std::array<double, 3> point8 = {findVectorMin(eigenVectors_1), findVectorMin(eigenVectors_2), findVectorMin(eigenVectors_3)};


 double mean = 0;
 for(int i = 0; i < meshVertices.size(); i++)
 {
     mean += meshVertices[i].x;
     mean += meshVertices[i].y;
     mean += meshVertices[i].z;
 }
 mean = mean/(meshVertices.size() * 3);

point1 = localToGlobal(point1, eigenVectors_1, eigenVectors_2, eigenVectors_3, mean);
point2 = localToGlobal(point2, eigenVectors_1, eigenVectors_2, eigenVectors_3, mean);
point3 = localToGlobal(point3, eigenVectors_1, eigenVectors_2, eigenVectors_3, mean);
point4 = localToGlobal(point4, eigenVectors_1, eigenVectors_2, eigenVectors_3, mean);
point5 = localToGlobal(point5, eigenVectors_1, eigenVectors_2, eigenVectors_3, mean);
point6 = localToGlobal(point6, eigenVectors_1, eigenVectors_2, eigenVectors_3, mean);
point7 = localToGlobal(point7, eigenVectors_1, eigenVectors_2, eigenVectors_3, mean);
point8 = localToGlobal(point8, eigenVectors_1, eigenVectors_2, eigenVectors_3, mean);


glEnable(GL_BLEND);
 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
 glColor4f(1.0f, 1.0f, 1.0f, 0.5f);

glBegin(GL_QUADS);
//Front Face
    glVertex3f(point1[0], point1[1], point1[2]);
    glVertex3f(point3[0], point3[1], point3[2]);
    glVertex3f(point7[0], point7[1], point7[2]);
    glVertex3f(point5[0], point5[1], point5[2]);
glEnd();

glBegin(GL_QUADS);
//Left Face
    glVertex3f(point5[0], point5[1], point5[2]);
    glVertex3f(point7[0], point7[1], point7[2]);
    glVertex3f(point8[0], point8[1], point8[2]);
    glVertex3f(point6[0], point6[1], point6[2]);
glEnd();

glBegin(GL_QUADS);
//Back Face
    glVertex3f(point6[0], point6[1], point6[2]);
    glVertex3f(point8[0], point8[1], point8[2]);
    glVertex3f(point4[0], point4[1], point4[2]);
    glVertex3f(point2[0], point2[1], point2[2]);
glEnd();

glBegin(GL_QUADS);
//Right Face
    glVertex3f(point2[0], point2[1], point2[2]);
    glVertex3f(point4[0], point4[1], point4[2]);
    glVertex3f(point3[0], point3[1], point3[2]);
    glVertex3f(point1[0], point1[1], point1[2]);
glEnd();

glBegin(GL_QUADS);
//Top Face
    glVertex3f(point2[0], point2[1], point2[2]);
    glVertex3f(point1[0], point1[1], point1[2]);
    glVertex3f(point5[0], point5[1], point5[2]);
    glVertex3f(point6[0], point6[1], point6[2]);
glEnd();

glBegin(GL_QUADS);
//Bottom Face
    glVertex3f(point4[0], point4[1], point4[2]);
    glVertex3f(point3[0], point3[1], point3[2]);
    glVertex3f(point7[0], point7[1], point7[2]);
    glVertex3f(point8[0], point8[1], point8[2]);
glEnd();




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