Version: 2019.1
public static Bounds CalculateBounds (Vector3[] positions, Matrix4x4 transform);

パラメーター

positionsAn array that stores the location of 3d positions.
transformA matrix that changes the position, rotation and size of the bounds calculation.

戻り値

Bounds Calculates the axis-aligned bounding box.

説明

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.

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); } }