Unity3d自动计算所有包围盒的中心点设置
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Unity 3d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:
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();
foreach (Renderer child in renders){
center += child.bounds.center;
}
center /= parent.GetComponentsInChildren().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;
}
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