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Bounding Sphere for collision Detection

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I want to know the steps so I can create a bounding sphere on a object so when I get close, it will collide and will not intersect the object. I think my main question is..Will I get the distance of the radius and the center of my object to detect this? Second, do I run this function below on all the vertices of the object? I just need the steps. The code snippet I got is: void IvBoundingSphere::Set( const IvVector3* points, unsigned int numPoints ) { ASSERT( points ); // compute minimal and maximal bounds IvVector3 min(points[0]), max(points[0]); unsigned int i; for ( i = 1; i < numPoints; ++i ) { if (points[i].x < min.x) min.x = points[i].x; else if (points[i].x > max.x ) max.x = points[i].x; if (points[i].y < min.y) min.y = points[i].y; else if (points[i].y > max.y ) max.y = points[i].y; if (points[i].z < min.z) min.z = points[i].z; else if (points[i].z > max.z ) max.z = points[i].z; } // compute center and radius mCenter = 0.5f*(min + max); float maxDistance = ::DistanceSquared( mCenter, points[0] ); for ( i = 1; i < numPoints; ++i ) { float dist = ::DistanceSquared( mCenter, points[i] ); if (dist > maxDistance) maxDistance = dist; } mRadius = ::IvSqrt( maxDistance ); } Just need a basic idea on how to do this. Thank you

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