The world-space bounding sphere of an object and everything below it,
centred on the world-space bounding box and just large enough to
contain every mesh's transformed geometry sphere. The result is what a
camera needs to frame the object: the distance that fits a sphere of
radius r into a vertical field of view fov is r / sin(fov / 2).
The world-space bounding sphere of an object and everything below it, centred on the world-space bounding box and just large enough to contain every mesh's transformed geometry sphere. The result is what a camera needs to frame the object: the distance that fits a sphere of radius
rinto a vertical field of viewfovisr / sin(fov / 2).Same requirement on world matrices as computeBoundingBox.