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Question by Symons · Feb 04, 2019 at 12:19 PM · physicscollidersbounds

Expand a collider until it full contains another collider

I have referred to several other answers on a similar subject but with no luck. I am trying to expand the width of a collider until it fully contains the other collider but bounds.Contains is never returning true. Please help.

 private IEnumerator ExpandCollider(BoxCollider col, GameObject obj)
     {
         Vector3[] bounds = GetVerteciesPositions(obj);
         while (!isInside(col, bounds))
         {
             col.size = new Vector3(col.size.x, col.size.y + 0.01f, col.size.z);
             if (col.size.y > 50)
             {
                 break; 
             }
         }
         yield return null; 
     }
 
     private bool isInside(BoxCollider col, Vector3[] Bounds)
     {
         bool inside = true;
         for (int i = 0; i < Bounds.Length; i++)
         {
              if (inside)
              {
                 //Vector3 localPos = col.transform.InverseTransformPoint(new Vector3 (Mathf.Abs(Bounds[i].x), Mathf.Abs(Bounds[i].y), Mathf.Abs(Bounds[i].z)));
                 //inside = Mathf.Abs(localPos.x) < 0.5f && Mathf.Abs(localPos.y) < 0.5f && Mathf.Abs(localPos.z) < 0.5f;
                 inside = col.bounds.Contains(new Vector3(Mathf.Abs(Bounds[i].x), Mathf.Abs(Bounds[i].y), Mathf.Abs(Bounds[i].z)));
              }
              else
              {
                  return false;
              }
         }
         return inside;
     }
 
 
     private Vector3[] GetVerteciesPositions(GameObject obj)
     {
         Vector3[] vertices = new Vector3[8];
         Matrix4x4 thisMatrix = obj.transform.localToWorldMatrix;
         Quaternion storedRotation = obj.transform.rotation;
         obj.transform.rotation = Quaternion.identity;
         BoxCollider col = obj.GetComponent<BoxCollider>();
 
         Vector3 extents = col.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);
 
         obj.transform.rotation = storedRotation;
         return vertices;
     }
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avatar image Symons · Feb 09, 2019 at 03:44 PM 0
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I realised in the isInside check it was not putting the bounds into the local space of the collider so this is working partially:

  private bool isInside(BoxCollider col, Vector3[] Bounds)
     {
         bool inside = true;
         for (int i = 0; i < Bounds.Length; i++)
         {
              if (inside) 
             {
                 inside = (col.bounds.Contains(transform.InverseTransformPoint(Bounds[i])));
             }
             else
             {
                 return false;
             }
         }
         return inside;
     }


However it's working perfectly at 45 degrees and at other angles giving completely incorrect sizes, maybe this is to do with the rotation because bounds are axis alligned right? alt text alt text

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