2013年5月26日日曜日

Unity Tips #49 - レンダリング境界の表示


前回に引き続いて Unify Community からレンダリング境界の表示に関する Tips の翻訳を紹介する:



http://wiki.unity3d.com/index.php/Tip_of_the_day
Jan 2013

Tip #49 Visualizing Render Bounds

レンダリング境界の表示

次の C# スクリプトによりレンダリング境界を表示します。ゲームオブジェクトにアタッチすれば、そのゲームオブジェクトおよびその子オブジェクトのレンダリング境界を表示します。デバッグに便利です!



  public class RendererBoundsGizmo : MonoBehaviour
    {
        public bool ShowCenter;
 
        public Color Color = Color.white;
 
        public bool DrawCube = true;
 
        public bool DrawSphere = false;
 
        /// <summary>
        /// When the game object is selected this will draw the gizmos
        /// </summary>
        /// <remarks>Only called when in the Unity editor.</remarks>
        private void OnDrawGizmosSelected()
        {
            Gizmos.color = this.Color;
 
            // get renderer bonding box
            var bounds = new Bounds();  
            var initBound = false;
            if (CBX.Utilities.Helpers.GetBoundWithChildren(this.transform, ref bounds, ref initBound))
            {
                if (this.DrawCube)
                {
                    Gizmos.DrawWireCube(bounds.center, bounds.size);
                }
                if (this.DrawSphere)
                {
                    Gizmos.DrawWireSphere(bounds.center, Mathf.Max(Mathf.Max(bounds.extents.x, bounds.extents.y), bounds.extents.z));
                }
            }
 
            if (this.ShowCenter)
            {
                Gizmos.DrawLine(new Vector3(bounds.min.x, bounds.center.y, bounds.center.z), new Vector3(bounds.max.x, bounds.center.y, bounds.center.z));
                Gizmos.DrawLine(new Vector3(bounds.center.x, bounds.min.y, bounds.center.z), new Vector3(bounds.center.x, bounds.max.y, bounds.center.z));
                Gizmos.DrawLine(new Vector3(bounds.center.x, bounds.center.y, bounds.min.z), new Vector3(bounds.center.x, bounds.center.y, bounds.max.z));
            }
 
            Handles.BeginGUI();
            var view = SceneView.currentDrawingSceneView;
            var pos = view.camera.WorldToScreenPoint(bounds.center);
            var size = GUI.skin.label.CalcSize(new GUIContent(bounds.ToString()));
            GUI.Label(new Rect(pos.x - (size.x / 2), -pos.y + view.position.height + 4, size.x, size.y), bounds.ToString());
            Handles.EndGUI();
        }
    }

さらに GetBoundsWithChildren メソッドのスクリプトです:

  /// <summary>
        /// Gets the rendering bounds of the transform.
        /// </summary>
        /// <param name="transform">The game object to get the bounding box for.</param>
        /// <param name="pBound">The bounding box reference that will </param>
        /// <param name="encapsulate">Used to determine if the first bounding box to be calculated should be encapsulated into the  argument.</param>
        /// <returns>Returns true if at least one bounding box was calculated.</returns>
        public static bool GetBoundWithChildren(Transform transform, ref Bounds pBound, ref bool encapsulate)
        {
            var bound = new Bounds();
            var didOne = false;
 
            // get 'this' bound
            if (transform.gameObject.renderer != null)
            {
                bound = transform.gameObject.renderer.bounds;
                if (encapsulate)
                {
                    pBound.Encapsulate(bound.min);
                    pBound.Encapsulate(bound.max);
                }
                else
                {
                    pBound.min = bound.min; 
                    pBound.max = bound.max; 
                    encapsulate = true;
                }
 
                didOne = true;
            }
 
            // union with bound(s) of any/all children
            foreach (Transform child in transform)
            {
                if (GetBoundWithChildren(child, ref pBound, ref encapsulate))
                {
                    didOne = true;
                }
            }
 
            return didOne;
        }
-----

ん?Unityエディタのワイヤフレームに似ているとおもったけど少し発展的な用途に使うことが多いだろうか。

これも覚えておこうぜ!

0 件のコメント:

コメントを投稿