BoundsExtensions Class
Definition
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Extension methods for Unity's Bounds struct
public ref class BoundsExtensions abstract sealed
public static class BoundsExtensions
type BoundsExtensions = class
Public Module BoundsExtensions
- Inheritance
-
BoundsExtensions
Fields
BCK | |
BOT | |
FWD | |
LB | |
LB_LT | |
LBB | |
LBF | |
LBF_LBB | |
LBF_RBF | |
LFT | |
LT | |
LT_RT | |
LTB | |
LTB_LBB | |
LTF | |
LTF_LBF | |
LTF_LTB | |
LTF_RTF | |
RB | |
RB_LB | |
RBB | |
RBB_LBB | |
RBF | |
RBF_RBB | |
RHT | |
RT | |
RT_RB | |
RTB | |
RTB_LTB | |
RTB_RBB | |
RTF | |
RTF_RBF | |
RTF_RTB | |
TOP |
Methods
CloserToPoint(Bounds, Vector3, Bounds) |
Checks to see whether point is closer to bounds or otherBounds |
ContainsBounds(Bounds, Bounds) |
Checks to see if bounds contains the other bounds completely. |
DebugDraw(Bounds, Color, Single, Boolean) |
Draws a wire frame Bounds object using Debug.DrawLine. |
ExpandToContain(Bounds, Bounds) |
Returns bounds that contain both this bounds and the bounds passed in. |
GetColliderBounds(GameObject, Bounds, LayerMask) |
Method to get bounds using collider method. |
GetColliderBoundsPoints(Collider, List<Vector3>, LayerMask, Transform) |
Method to get bounds from a single Collider |
GetColliderBoundsPoints(GameObject, List<Vector3>, LayerMask, Transform) |
Method to get bounding box points using Collider method. |
GetCornerAndMidPointPositions(Bounds, Transform, Vector3[]) |
Gets all the corner points and mid points from Renderer's Bounds |
GetCornerAndMidPointPositions2D(Bounds, Transform, Vector3[], BoundsExtensions+Axis) |
Gets all the corner points and mid points from Renderer's Bounds, ignoring the z axis |
GetCornerPositions(Bounds, Transform, Vector3[]) |
Gets all the corner points of the bounds in world space by transforming input bounds using the given transform |
GetCornerPositions(Bounds, Vector3[]) |
Gets all the corner points of the bounds |
GetCornerPositionsFromRendererBounds(Bounds, Vector3[]) |
Gets all the corner points from Renderer's Bounds |
GetFacePositions(Bounds, Transform, Vector3[]) | |
GetInvalidBoundsInstance() |
Returns an instance of the 'Bounds' class which is invalid. An invalid 'Bounds' instance is one which has its size vector set to 'float.MaxValue' for all 3 components. The center of an invalid bounds instance is the zero vector. |
GetMeshFilterBounds(GameObject, Bounds, LayerMask) |
Method to get bounds using mesh filters method. |
GetMeshFilterBoundsPoints(GameObject, List<Vector3>, LayerMask) |
GetMeshFilterBoundsPoints - gets bounding box points using MeshFilter method. |
GetPointsBounds(List<Vector3>, Bounds) |
Method to get bounds from a collection of points. |
GetRenderBounds(GameObject, Bounds, LayerMask) |
Method to get bounds using renderer method. |
GetRenderBoundsPoints(GameObject, List<Vector3>, LayerMask) |
GetRenderBoundsPoints gets bounding box points using Render method. |
GetScaleToFitInside(Bounds, Bounds) |
Calculates how much scale is required for this Bounds to fit inside another bounds without stretching. |
GetScaleToMatchBounds(Bounds, Bounds, Vector3) |
Calculates how much scale is required for this Bounds to match another Bounds. |
GetScreenRectangle(Bounds, Camera) |
Returns the rectangle which encloses the specifies 'Bounds' instance in screen space. |
GetScreenSpaceCornerPoints(Bounds, Camera) |
Returns the screen space corner points of the specified 'Bounds' instance. |
IsValid(Bounds) |
Checks if the specified bounds instance is valid. A valid 'Bounds' instance is one whose size vector does not have all 3 components set to 'float.MaxValue'. |
Transform(Bounds, Matrix4x4) |
Transforms 'bounds' using the specified transform matrix. |
Volume(Bounds) |
Returns the volume of the bounds. |