Unity - Scripting API: GeometryUtility.CalculateBounds
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Parameters
| positions | An array that stores the location of 3d positions. |
| transform | A matrix that changes the position, rotation and size of the bounds calculation. |
Returns
Bounds Calculates the axis-aligned bounding box.
Description
Calculates the bounding box from the given array of positions and the transformation matrix.
- Create a Project and add an empty GameObject called
GameObject. - Add a 3D cube as a child of
GameObjectand call itCube. - Add a LightProbeGroup component to
Cube. - Add the script below to
Cube. - Run the
Projectand switch back to theSceneview.
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); } }