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Question by syrka · May 03, 2012 at 05:45 AM · colliderbounds

Calculating collider corners

Hi, i try calculating the corners of a collider, my script work only as long the object didn't rotate. The object rotate, but the collider stay on his original rotation. What do i miss?

     public float[] convertToScreenPos(Collider collider)
     {
     var vertices = new Vector3[8];
     List<float> XVertices = new List<float>();
     List<float> YVertices = new List<float>();
     
     var thisMatrix = collider.transform.localToWorldMatrix;

     var extents = collider.bounds.extents;
     vertices[0] = thisMatrix.MultiplyPoint3x4(extents);
     vertices[1] = thisMatrix.MultiplyPoint3x4(new Vector3(-extents.x, extents.y, extents.z));
     vertices[2] = thisMatrix.MultiplyPoint3x4(new Vector3(extents.x, extents.y, -extents.z));
     vertices[3] = thisMatrix.MultiplyPoint3x4(new Vector3(-extents.x, extents.y, -extents.z));
     vertices[4] = thisMatrix.MultiplyPoint3x4(new Vector3(extents.x, -extents.y, extents.z));
     vertices[5] = thisMatrix.MultiplyPoint3x4(new Vector3(-extents.x, -extents.y, extents.z));
     vertices[6] = thisMatrix.MultiplyPoint3x4(new Vector3(extents.x, -extents.y, -extents.z));
     vertices[7] = thisMatrix.MultiplyPoint3x4(-extents);

     foreach (var vector3 in vertices)
     {
         XVertices.Add(Camera.main.WorldToScreenPoint(vector3).x);
     }

     foreach (var vector3 in vertices)
     {
         YVertices.Add(Camera.main.WorldToScreenPoint(vector3).y);
     }
     
     var a = XVertices.Min();
     var aa = XVertices.Max();
     var b = YVertices.Min();
     var bb = YVertices.Max();
     return new float[] {a, aa, b, bb};
     }
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