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Question by Rizzutp · Feb 05, 2020 at 10:06 AM · imagerendertextureboundingbox

Saving all 8 vertices of a 3D Bounding Box with respect to the 2D rendering of a camera

Hello there. I wrote the following code, in order to save all 8 vertices of a 3D bounding box. I need this, since I previously took pitcures of some objects in my scene: after that, I create a CSV in which I save the coordinates of the 8 vertices with respect to the newly generated image. I'm specifying this because I'm NOT interested in finding a 2D bounding box, it's a slightly different problem, which was already discussed in many threads! Here's my code:

     public Vector3[] GetBoundingBoxVertices (GameObject obj, Camera cam)
     {
         if (cam.WorldToScreenPoint(obj.GetComponentInChildren<Renderer>().bounds.center).z < 0)
             Debug.LogWarning("The object " + obj.name + " is behind the camera!");
 
         Renderer[] rends = obj.GetComponentsInChildren<Renderer>();
         Bounds bounds = rends[0].bounds;
 
         foreach (Renderer rend in rends)
         {
             bounds = bounds.GrowBounds(rend.bounds);
         }
         Vector3 center = bounds.center;
         Vector3 extents = bounds.extents;
 
         Vector3 frontTopLeft = new Vector3(center.x - extents.x, center.y + extents.y, center.z - extents.z);
         Vector3 frontTopRight = new Vector3(center.x + extents.x, center.y + extents.y, center.z - extents.z);
         Vector3 frontBottomLeft = new Vector3(center.x - extents.x, center.y - extents.y, center.z - extents.z);
         Vector3 frontBottomRight = new Vector3(center.x + extents.x, center.y - extents.y, center.z - extents.z);
 
         Vector3 backTopLeft = new Vector3(center.x - extents.x, center.y + extents.y, center.z + extents.z);
         Vector3 backTopRight = new Vector3(center.x + extents.x, center.y + extents.y, center.z + extents.z);
         Vector3 backBottomLeft = new Vector3(center.x - extents.x, center.y - extents.y, center.z + extents.z);
         Vector3 backBottomRight = new Vector3(center.x + extents.x, center.y - extents.y, center.z + extents.z);
 
         Vector3[] results = new Vector3[8];
         results[0] = frontTopLeft;
         results[1] = frontTopRight;
         results[2] = frontBottomLeft;
         results[3] = frontBottomRight;
         results[4] = backTopLeft;
         results[5] = backTopRight;
         results[6] = backBottomLeft;
         results[7] = backBottomRight;
 
         for (int i = 0; i < results.Length; i++)
         {
             //World space
             results[i] = obj.transform.TransformPoint(results[i]);
             //GUI space
             results[i] = cam.WorldToScreenPoint(results[i]);
             results[i].y = Screen.height - results[i].y;
         }
 
         return results;
     }

Am I doing right or there are some sort of issues? Any advice?

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