positions | An array that stores the location of 3d positions. |
transform | A matrix that changes the position, rotation and size of the bounds calculation. |
Bounds Calculates the axis-aligned bounding box.
Calculates the bounding box from the given array of positions and the transformation matrix.
GeometryUtility.CalculateBounds generates a Bounds bounding box. The positions parameter stores a 3d point array. Each point is inside the generated axis-aligned bounding box. The transform parameter provides a transformation Matrix4x4 that uses a Vector3 position, Quaternion rotation, and Vector3 scale.
The example below shows how to use CalculateBounds. A LightProbeGroup passes positions into CalculateBounds. The example code creates a bounding box with eight Light Probes. By default, the Light Probes are one unit from each corner of a unit cube.
To run the example:
1. Create a Project and add an empty GameObject called GameObject
.
2. Add a 3D cube as a child of GameObject
and call it Cube
.
3. Add a LightProbeGroup component to Cube
.
4. Add the script below to Cube
.
5. Run the Project
and switch back to the Scene
view.
In the Scene
view, you can see the LightProbeGroup. When the game runs, the rotation changes in Awake
. The eight yellow spheres that indicate the LightProbeGroup change position and the Cube appears rotated. Scene
mode shows the Cube
rotated in the x, y and z axes, and shows in the Local tool handle
. Rotating the Cube
changes the positions of the eight LightProbeGroup Light Probes. The Scene
mode rotates and zooms to show the Light Probes. Also, the Cube
rotates and the LightProbeGroup updates. If you rescale the Cube
, the LightProbeGroup changes size.
#pragma strict // GeometryUtility.CalculateBounds - example public class Example extends MonoBehaviour { function Awake() { transform.position = new Vector3(0.0f, 0.0f, 0.0f); transform.Rotate(10.0f, 30.0f, -50.0f, Space.Self); Debug.Log(transform.localToWorldMatrix); } function OnDrawGizmosSelected() { var lightProbeGroup: LightProbeGroup = GetComponent.<LightProbeGroup>(); var center: Vector3 = transform.position; var bounds: Bounds = GeometryUtility.CalculateBounds(lightProbeGroup.probePositions, transform.localToWorldMatrix); Gizmos.color = new Color(1, 1, 1, 0.25f); Gizmos.DrawCube(center, bounds.size); Gizmos.DrawWireCube(center, bounds.size); } }
using UnityEngine; using System.Collections;
// GeometryUtility.CalculateBounds - example
public class Example : MonoBehaviour { void Awake() { transform.position = new Vector3(0.0f, 0.0f, 0.0f); transform.Rotate(10.0f, 30.0f, -50.0f, Space.Self);
Debug.Log(transform.localToWorldMatrix); }
void OnDrawGizmosSelected() { LightProbeGroup lightProbeGroup = GetComponent<LightProbeGroup>();
Vector3 center = transform.position; Bounds bounds = GeometryUtility.CalculateBounds(lightProbeGroup.probePositions, transform.localToWorldMatrix); Gizmos.color = new Color(1, 1, 1, 0.25f); Gizmos.DrawCube(center, bounds.size); Gizmos.DrawWireCube(center, bounds.size); } }