Net.Like.Xue.Tokyo/Assets/BITKit/Unity/Scripts/Physics/PhysicsUtils.cs

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using UnityEngine;
namespace BITKit.Physics
{
public static class PhysicsUtils
{
public static void FixCollidersBound(params Transform[] transforms)
{
foreach (var transform in transforms)
{
// 获取或创建 BoxCollider 组件
var boxCollider = transform.GetComponent<BoxCollider>();
if (boxCollider == null)
{
continue;
}
// 获取所有可见的 MeshRenderer 组件
var meshRenderers = transform.GetComponentsInChildren<MeshRenderer>();
if (meshRenderers.Length == 0)
{
Debug.LogWarning("No MeshRenderer components found in children.");
return;
}
// 初始化包围盒,以第一个 MeshRenderer 的包围盒为基准
Bounds bounds = new Bounds(transform.transform.InverseTransformPoint(meshRenderers[0].bounds.center),
transform.transform.InverseTransformVector(meshRenderers[0].bounds.size));
// 遍历所有 MeshRenderer合并包围盒
for (int i = 1; i < meshRenderers.Length; i++)
{
Bounds localBounds = meshRenderers[i].bounds;
Vector3 localCenter = transform.transform.InverseTransformPoint(localBounds.center);
Vector3 localSize = transform.transform.InverseTransformVector(localBounds.size);
bounds.Encapsulate(new Bounds(localCenter, localSize));
}
// 设置 BoxCollider 的中心和大小
boxCollider.center = bounds.center;
boxCollider.size = bounds.size;
}
}
}
}