Unity教程之-Unity3d自动计算所有包围盒的中心点

 

在unity3d开发中,相信程序有时候拿到的模型transform中心点远离模型十万八千里,美术在做场景的时候可能会出现这个,与其相信美术或者策划我觉得程序要更相信自己!下面我们来看下在Unity3d自动计算所有包围盒的中心点来使模型transform中心点居中!贴上代码先


[MenuItem ("MyMenu/Do Test")]
static void Test ()
{
Transform parent =  Selection.activeGameObject.transform;
Vector3 postion = parent.position;
Quaternion rotation = parent.rotation;
Vector3 scale = parent.localScale;
parent.position = Vector3.zero;
parent.rotation = Quaternion.Euler(Vector3.zero);
parent.localScale = Vector3.one;

Vector3 center = Vector3.zero;
Renderer[] renders = parent.GetComponentsInChildren<Renderer>();
foreach (Renderer child in renders){
center += child.bounds.center;
}
center /= parent.GetComponentsInChildren<Transform>().Length;
Bounds bounds = new Bounds(center,Vector3.zero);
foreach (Renderer child in renders){
bounds.Encapsulate(child.bounds);
}

parent.position = postion;
parent.rotation = rotation;
parent.localScale = scale;

foreach(Transform t in parent){
t.position = t.position -  bounds.center;
}
parent.transform.position = bounds.center + parent.position;

}

以上就是今天的内容,好了本篇unity3d教程到此结束, 下篇我们再会!