Transforming AABB's?

Miscellaneous Forums/General Discussion/Transforming AABB's?

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I'm needing to grab Axis-Aligned Bounding Boxes for some objects, and since TrueVision3D's bounding box commands are apparently broken for global calculation, I'm writing my own. It doesn't seem like it will be hard to do, but possibly harder to do fast.

It seems to me that you just need to calculate the eight bounding points from the 2 points which define the original AABB, transform all eight points into whatever coordinate space I want ( in this case from local to global ) and then sift through all eight points to see where the bounds of a new AABB are.

But that's the slowest possibly way, obviously, so I'm wondering if there are optimizations which can be made in here.