CalculateBounds
Calculates the bounding box from the given array of positions and the transformation matrix.
Read time 4 minutesLast updated 4 days ago
Definition
- Type: Method
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
CalculateBounds(Vector3[], Matrix4x4)
Calculates the bounding box from the given array of positions and the transformation matrix.
public static Bounds CalculateBounds(Vector3[] positions, Matrix4x4 transform)
Parameters
Returns
Type | Description |
|---|---|
| Bounds | Calculates the axis-aligned bounding box. |
Remarks
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 GeometryUtility.CalculateBounds. A LightProbeGroup passes positions into GeometryUtility.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:
-
Create a Project and add an empty GameObject called.
GameObject -
Add a 3D cube as a child ofand call it
GameObject.Cube -
Add a LightProbeGroup component to.
Cube -
Add the script below to.
Cube -
Run theand switch back to the
Projectview.Scene
In the view, you can see the LightProbeGroup. When the game runs, the rotation changes in . The eight yellow spheres that indicate the LightProbeGroup change position and the Cube appears rotated. mode shows the rotated in the x, y and z axes, and shows in the . Rotating the changes the positions of the eight LightProbeGroup Light Probes. The mode rotates and zooms to show the Light Probes. Also, the rotates and the LightProbeGroup updates. If you rescale the , the LightProbeGroup changes size.
SceneAwakeSceneCubeLocal tool handleCubeSceneCubeCubeExamples
using UnityEngine;using System.Collections;// GeometryUtility.CalculateBounds - examplepublic 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); }}
CalculateBounds(Vector3[], Matrix4x4)
Calculates the bounding box from the given array of positions and the transformation matrix.
public static Bounds CalculateBounds(Vector3[] positions, in Matrix4x4 transform)
Parameters
Returns
Type | Description |
|---|---|
| Bounds | Calculates the axis-aligned bounding box. |
Remarks
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 GeometryUtility.CalculateBounds. A LightProbeGroup passes positions into GeometryUtility.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:
-
Create a Project and add an empty GameObject called.
GameObject -
Add a 3D cube as a child ofand call it
GameObject.Cube -
Add a LightProbeGroup component to.
Cube -
Add the script below to.
Cube -
Run theand switch back to the
Projectview.Scene
In the view, you can see the LightProbeGroup. When the game runs, the rotation changes in . The eight yellow spheres that indicate the LightProbeGroup change position and the Cube appears rotated. mode shows the rotated in the x, y and z axes, and shows in the . Rotating the changes the positions of the eight LightProbeGroup Light Probes. The mode rotates and zooms to show the Light Probes. Also, the rotates and the LightProbeGroup updates. If you rescale the , the LightProbeGroup changes size.
SceneAwakeSceneCubeLocal tool handleCubeSceneCubeCubeExamples
using UnityEngine;using System.Collections;// GeometryUtility.CalculateBounds - examplepublic 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); }}