渲染器的包围体积(只读)。
这是完全包裹了世界空间中的对象的轴对齐包围盒。
使用 bounds
可以方便地描述对象位置及其范围的
近似形状。例如,在描述对象中心时,
center
属性通常比 Transform.position 更精确,
特别是当对象不对称时。
注意,Mesh.bounds 属性与此类似,但返回的是本地空间中网格的边界。
using UnityEngine;
public class Example : MonoBehaviour { Renderer rend;
void Start() { rend = GetComponent<Renderer>(); }
// Draws a wireframe sphere in the Scene view, fully enclosing // the object. void OnDrawGizmosSelected() { // A sphere that fully encloses the bounding box. Vector3 center = rend.bounds.center; float radius = rend.bounds.extents.magnitude;
Gizmos.color = Color.white; Gizmos.DrawWireSphere(center, radius); } }
另请参阅:Bounds、Mesh.bounds。
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