在u3d开发过程中,我们经常会遇见美术给的资源不规范,原点距离模型的实际位置很远;或者会接到一些需求,把一个模型文件的中心点居中,方便后面做模型的预览交互;作为一个程序员,不能允许这样蹩脚的交互出现,以下是一个解决此问题很有效的方法:
//计算模型的中心点
[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;
}
ok,在u3d的hierarchy创建模型测试一下效果吧!