计算包围盒中心坐标

 1 using System.Collections;
 2 using System.Collections.Generic;
 3 using UnityEngine;
 4 
 5 public class test : MonoBehaviour
 6 {
 7     public Transform parent;    //这个parent下面挂着四个物体
 8     public GameObject ObjCenter;   //这个物体是为了说明清楚计算后的中心点的位置的
 9     // Use this for initialization
10     void Start()
11     {
12        
13     }
14 
15     // Update is called once per frame
16     void Update()
17     {
18         ObjCenter.transform.position = GetCenter(parent);
19     }
20     //计算模型的中心点
21     public static Vector3 GetCenter(Transform tt)
22     {
23 
24         Transform parent = tt;
25 
26         Vector3 postion = parent.position;
27 
28         Quaternion rotation = parent.rotation;
29 
30         Vector3 scale = parent.localScale;
31 
32         parent.position = Vector3.zero;
33 
34         parent.rotation = Quaternion.Euler(Vector3.zero);
35 
36         parent.localScale = Vector3.one;
37 
38         Vector3 center = Vector3.zero;
39 
40         Renderer[] renders = parent.GetComponentsInChildren<Renderer>();
41 
42         foreach (Renderer child in renders)
43         {
44             center += child.bounds.center;
45         }
46 
47         center /= parent.GetComponentsInChildren<Renderer>().Length;
48 
49         Bounds bounds = new Bounds(center, Vector3.zero);
50 
51         foreach (Renderer child in renders)
52         {
53 
54             bounds.Encapsulate(child.bounds);
55 
56         }
57 
58         parent.position = postion;
59 
60         parent.rotation = rotation;
61 
62         parent.localScale = scale;
63 
64         return bounds.center + parent.position;
65     }
66 }
原文地址:https://www.cnblogs.com/luxishi/p/7182360.html