Scale a game object to Bounds
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Spikeh
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Published on 2014-06-02T14:23:01Z
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2014/06/02
16:01 UTC
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I'm trying to scale a lot of dynamically created game objects in Unity3D to the bounds of a sphere collider, based on the size of their current mesh. Each object has a different scale and mesh size. Some are bigger than the AABB of the collider, and some are smaller. Here's the script I've written so far:
private void ScaleToCollider(GameObject objectToScale, SphereCollider sphere) {
var currentScale = objectToScale.transform.localScale;
var currentSize = objectToScale.GetMeshHierarchyBounds().size;
var targetSize = (sphere.radius * 2);
var newScale = new Vector3 {
x = targetSize * currentScale.x / currentSize.x,
y = targetSize * currentScale.y / currentSize.y,
z = targetSize * currentScale.z / currentSize.z
};
Debug.Log("{0} Current scale: {1}, targetSize: {2}, currentSize: {3}, newScale: {4}, currentScale.x: {5}, currentSize.x: {6}",
objectToScale.name, currentScale, targetSize, currentSize, newScale, currentScale.x, currentSize.x);
//DoorDevice_meshBase Current scale: (0.1, 4.0, 3.0), targetSize: 5, currentSize: (2.9, 4.0, 1.1), newScale: (0.2, 5.0, 13.4), currentScale.x: 0.125, currentSize.x: 2.869114
//RedControlPanelForAirlock_meshBase Current scale: (1.0, 1.0, 1.0), targetSize: 5, currentSize: (0.0, 0.3, 0.2), newScale: (147.1, 16.7, 25.0), currentScale.x: 1, currentSize.x: 0.03400017
objectToScale.transform.localScale = newScale;
}
And the supporting extension method:
public static Bounds GetMeshHierarchyBounds(this GameObject go) {
var bounds = new Bounds(); // Not used, but a struct needs to be instantiated
if (go.renderer != null) {
bounds = go.renderer.bounds;
// Make sure the parent is included
Debug.Log("Found parent bounds: " + bounds);
//bounds.Encapsulate(go.renderer.bounds);
}
foreach (var c in go.GetComponentsInChildren<MeshRenderer>()) {
Debug.Log("Found {0} bounds are {1}", c.name, c.bounds);
if (bounds.size == Vector3.zero) {
bounds = c.bounds;
} else {
bounds.Encapsulate(c.bounds);
}
}
return bounds;
}
After the re-scale, there doesn't seem to be any consistency to the results - some objects with completely uniform scales (x,y,z) seem to resize correctly, but others don't :|
Its one of those things I've been trying to fix for so long I've lost all grasp on any of the logic :| Any help would be appreciated!
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