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using UnityEngine;
namespace NGS.MeshFusionPro;
public static class BoundsHelper
{
public static Bounds Transform(this Bounds bounds, Matrix4x4 transform)
{
Vector3 min = bounds.min;
Vector3 max = bounds.max;
Vector4 column = transform.GetColumn(3);
Vector3 vector = column;
Vector3 vector2 = column;
for (int i = 0; i < 3; i++)
{
for (int j = 0; j < 3; j++)
{
float num = transform[i, j];
float num2 = num * min[j];
float num3 = num * max[j];
vector[i] += ((num2 < num3) ? num2 : num3);
vector2[i] += ((num2 < num3) ? num3 : num2);
}
}
Bounds result = default(Bounds);
result.center = transform.MultiplyPoint3x4(bounds.center);
result.size = vector2 - vector;
return result;
}
public static bool Contains(this Bounds bounds, Bounds target)
{
if (bounds.Contains(target.min))
{
return bounds.Contains(target.max);
}
return false;
}
}
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