Unity3d bounds包围盒 和collider碰撞器区别

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Bounds 外包围盒

Bounds 叫作外包围盒、边界框、外扩矩形.是struct 结构体。而我们获得Bounds的主要途径有三种:Render,Collider,Mesh。

Render.bounds 世界坐标

Collider.bounds 世界坐标

Mesh.bounds  本地坐标

        var m= GetComponent<MeshFilter>().bounds;
        var c = GetComponent<Collider>().bounds;
        var r = GetComponent<Renderer>().bounds;

把 Mesh.bounds 本地坐标换算成世界坐标bounds 

  //把本地坐标换算成世界坐标
        var centerPoint = transform.TransformPoint(bounds.center);
        Bounds newBounds = new Bounds(centerPoint, bounds.size);

碰撞器绿方框

Bounds和碰撞器的绿方框(绿色线)的区别

碰撞器的方框始终跟着模型旋转移动,缩放跟着模型的,只要模型不缩放它也不缩放

Bounds 跟随模型移动,而不会跟模型着旋转,而是随着模型旋转而缩放变大变小,始终包裹模型.

下面红色方框就是 Bounds 方框

Bounds属性

只读属性

我们不能直接修改 Bounds 结构体里头的 center 和 size 属性都不能直接设置,而且 BoxCollider 的 bounds 属性也不能.

.bounds.center;  //中心点坐标
.bounds.size;        //盒子的总尺寸,xyz长度
.bounds.min;            //最小点的位置:左下角
.bounds.max;                //最大点的位置:右上角
.bounds.center.x;            //中心点的X
.bounds.center.y;                //中心点的Y

Bounds 常用方法

// 点point是否在这个包围盒内部
public bool Contains(Vector3 point);

// bounds会自动扩充大小(改变center和extens),来包含这个point
public void Encapsulate(Vector3 point);

// bounds会自动扩充大小(改变center和extens),把原本的bounds和传入的bounds都包含进来
public void Encapsulate(Bounds bounds);

// 这条射线是否与这个包围盒相交
public bool IntersectRay(Ray ray);

//包围盒最近的点
public Vector3 ClosestPoint(Vector3 point);

//设置边界框的最小最大值
public void SetMinMax(Vector3 min, Vector3 max);

多物体Bounds, Encapsulate方法

计算多物体Bounds,则要遍历所有子物体,然后调用Encapsulate方法来计算。

Bounds bounds;
Renderer[] renderers = model.GetComponentsInChildren<Renderer>();
for (int i = 0; i < renderers.Length; i++)

    bounds.Encapsulate(renderers[i].bounds);


 

计算包围盒的八个顶点

center = bounds.center;
ext = bounds.extents;

float deltaX = Mathf.Abs(ext.x);
float deltaY = Mathf.Abs(ext.y);
float deltaZ = Mathf.Abs(ext.z);

#region 获取AABB包围盒顶点
points = new Vector3[8];
points[0] = center + new Vector3(-deltaX, deltaY, -deltaZ);        // 上前左(相对于中心点)
points[1] = center + new Vector3(deltaX, deltaY, -deltaZ);         // 上前右
points[2] = center + new Vector3(deltaX, deltaY, deltaZ);          // 上后右
points[3] = center + new Vector3(-deltaX, deltaY, deltaZ);         // 上后左

points[4] = center + new Vector3(-deltaX, -deltaY, -deltaZ);       // 下前左
points[5] = center + new Vector3(deltaX, -deltaY, -deltaZ);        // 下前右
points[6] = center + new Vector3(deltaX, -deltaY, deltaZ);         // 下后右
points[7] = center + new Vector3(-deltaX, -deltaY, deltaZ);        // 下后左
#endregion

 

绘制bounds方框

    /// <summary>
    /// 绘制Bounds方框
    /// </summary>
    /// <param name="bounds"></param>
    /// <param name="color"></param>
    /// <param name="offsetSize"></param>
    /// <param name="duration"></param>
    public static void DrawBoundBoxLine(Bounds bounds, Color color = default(Color), float offsetSize = 1f, float duration = 0.1f)
    
        //先计算出包围盒8个点
        Vector3[] points = new Vector3[8];
        var width_x = bounds.size.x * offsetSize;
        var hight_y = bounds.size.y * offsetSize;
        var length_z = bounds.size.z * offsetSize;

        var LeftBottomPoint = bounds.min;
        var rightUpPoint = bounds.max;
        var centerPoint = bounds.center;
        var topPoint = new Vector3(centerPoint.x, centerPoint.y + hight_y / 2, centerPoint.z);
        var bottomPoint = new Vector3(centerPoint.x, centerPoint.y - hight_y * 0.5f, centerPoint.z);

        points[0] = LeftBottomPoint + Vector3.right * width_x;
        points[1] = LeftBottomPoint + Vector3.up * hight_y;
        points[2] = LeftBottomPoint + Vector3.forward * length_z;

        points[3] = rightUpPoint - Vector3.right * width_x;
        points[4] = rightUpPoint - Vector3.up * hight_y;
        points[5] = rightUpPoint - Vector3.forward * length_z;

        points[6] = LeftBottomPoint;
        points[7] = rightUpPoint;

        Debug.DrawLine(LeftBottomPoint, points[0], color, duration);
        Debug.DrawLine(LeftBottomPoint, points[1], color, duration);
        Debug.DrawLine(LeftBottomPoint, points[2], color, duration);

        Debug.DrawLine(rightUpPoint, points[3], color, duration);
        Debug.DrawLine(rightUpPoint, points[4], color, duration);
        Debug.DrawLine(rightUpPoint, points[5], color, duration);

        Debug.DrawLine(points[1], points[3], color, duration);
        Debug.DrawLine(points[2], points[4], color, duration);
        Debug.DrawLine(points[0], points[5], color, duration);

        Debug.DrawLine(points[2], points[3], color, duration);
        Debug.DrawLine(points[0], points[4], color, duration);
        Debug.DrawLine(points[1], points[5], color, duration);
    

绘制碰撞器方框 -方法1

    /// <summary>
    /// 绘制boxCollider的绿色方框
    /// </summary>
    /// <param name="color"></param>
    void DrawGizmosOnRunTime(Color color)
    
        var boxCollider = GetComponent<BoxCollider>();
            Gizmos.color = color;
            Matrix4x4 rotationMatrix = Matrix4x4.TRS(boxCollider.transform.position, boxCollider.transform.rotation, boxCollider.transform.lossyScale);
            Gizmos.matrix = rotationMatrix;
            Gizmos.DrawWireCube(boxCollider.center, boxCollider.size);
        
    

     void OnDrawGizmos()
    
        DrawGizmosOnRunTime(Color.red);
    

绘制碰撞器方框 -方法2

    /// <summary>
    /// 绘制boxCollider的绿色方框
    /// </summary>
    /// <param name="boxCollider"></param>
    /// <param name="color"></param>
    /// <param name="offsetSize"></param>
    public static void DrawOnGameViewRuntime(BoxCollider boxCollider, Color color = default(Color), float offsetSize = 1f)
    
        
        float width = 0.1f;
        Vector3 rightDir = boxCollider.transform.right.normalized;
        Vector3 forwardDir = boxCollider.transform.forward.normalized;
        Vector3 upDir = boxCollider.transform.up.normalized;
        Vector3 center = boxCollider.transform.position + boxCollider.center;
        Vector3 size = boxCollider.size * offsetSize;
        size.x *= boxCollider.transform.lossyScale.x;
        size.y *= boxCollider.transform.lossyScale.y;
        size.z *= boxCollider.transform.lossyScale.z;


        Debug.DrawLine(center + upDir * size.y / 2f + rightDir * size.x / 2f + forwardDir * size.z / 2f, center + upDir * size.y / 2f - rightDir * size.x / 2f + forwardDir * size.z / 2f, color);
        Debug.DrawLine(center - upDir * size.y / 2f + rightDir * size.x / 2f + forwardDir * size.z / 2f, center - upDir * size.y / 2f - rightDir * size.x / 2f + forwardDir * size.z / 2f, color);
        Debug.DrawLine(center + upDir * size.y / 2f + rightDir * size.x / 2f + forwardDir * size.z / 2f, center - upDir * size.y / 2f + rightDir * size.x / 2f + forwardDir * size.z / 2f, color);
        Debug.DrawLine(center + upDir * size.y / 2f - rightDir * size.x / 2f + forwardDir * size.z / 2f, center - upDir * size.y / 2f - rightDir * size.x / 2f + forwardDir * size.z / 2f, color);
        Debug.DrawLine(center + upDir * size.y / 2f + rightDir * size.x / 2f - forwardDir * size.z / 2f, center + upDir * size.y / 2f - rightDir * size.x / 2f - forwardDir * size.z / 2f, color);
        Debug.DrawLine(center - upDir * size.y / 2f + rightDir * size.x / 2f - forwardDir * size.z / 2f, center - upDir * size.y / 2f - rightDir * size.x / 2f - forwardDir * size.z / 2f, color);
        Debug.DrawLine(center + upDir * size.y / 2f + rightDir * size.x / 2f - forwardDir * size.z / 2f, center - upDir * size.y / 2f + rightDir * size.x / 2f - forwardDir * size.z / 2f, color);
        Debug.DrawLine(center + upDir * size.y / 2f - rightDir * size.x / 2f - forwardDir * size.z / 2f, center - upDir * size.y / 2f - rightDir * size.x / 2f - forwardDir * size.z / 2f, color);
        Debug.DrawLine(center + upDir * size.y / 2f + rightDir * size.x / 2f + forwardDir * size.z / 2f, center + upDir * size.y / 2f + rightDir * size.x / 2f - forwardDir * size.z / 2f, color);
        Debug.DrawLine(center - upDir * size.y / 2f + rightDir * size.x / 2f + forwardDir * size.z / 2f, center - upDir * size.y / 2f + rightDir * size.x / 2f - forwardDir * size.z / 2f, color);
        Debug.DrawLine(center + upDir * size.y / 2f - rightDir * size.x / 2f + forwardDir * size.z / 2f, center + upDir * size.y / 2f - rightDir * size.x / 2f - forwardDir * size.z / 2f, color);
        Debug.DrawLine(center - upDir * size.y / 2f - rightDir * size.x / 2f + forwardDir * size.z / 2f, center - upDir * size.y / 2f - rightDir * size.x / 2f - forwardDir * size.z / 2f, color);
    

求两个包围盒之间的距离

    // Distance between two ClosestPointOnBounds
    // this is needed in cases where entites are really big. in those cases,
    // we can't just move to entity.transform.position, because it will be
    // unreachable. instead we have to go the closest point on the boundary.
    //
    // Vector3.Distance(a.transform.position, b.transform.position):
    //    _____        _____
    //   |     |      |     |
    //   |  x==|======|==x  |
    //   |_____|      |_____|
    //
    //
    // Utils.ClosestDistance(a.collider, b.collider):
    //    _____        _____
    //   |     |      |     |
    //   |     |x====x|     |
    //   |_____|      |_____|
    //
    public static float ClosestDistance(Collider a, Collider b)
    
        return Vector3.Distance(a.ClosestPointOnBounds(b.transform.position),
                                b.ClosestPointOnBounds(a.transform.position));
    

 求点A到包围盒最近的点,ClosestPoint

 计算所有包围盒的中心点

计算出多个Bounds的中心点

[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;
 
	

参考 

  https://blog.csdn.net/sinat_25415095/article/details/104588989

https://www.5axxw.com/questions/content/imitu9

Chapter 2: Bounding Volume Hierarchies 层次包围盒

关键是找一个完全包裹所有对象的盒子:

if (ray hits bounding object)
  return whether ray hits bounded objects
else
  return false

  技术分享图片

例如,我们把对象集分为两组,红和蓝,然后用矩形包围他们:

if (hits purple)
  hit0 = hits blue enclosed objects
  hit1 = hits red enclosed objects
  if (hit0 or hit1)
    return true and info of closer hit
return false

   技术分享图片

  技术分享图片

 









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