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Question by JGriffith · Aug 25, 2013 at 09:51 PM · vector3renderervector2boundsright

Get right or left Vector2/3 out of renderer.bounds

Hi!

I have a 2D sprite that I'm rotating and moving using the animation curve system(legacy animation).

I can easily find the center point (bounds.center) and have been trying to extract the left facing vector from this center point.

EDIT

Ok so... I figured it out, here is the code I'm using, if anyone knows of a better way to do this PLEASE let me know, Thanks!

         Bounds EyeBounds = m_tIris.GetComponent<MeshFilter>().mesh.bounds;
 
         Vector2 TopLeft = m_tIris.TransformPoint(((Vector2)EyeBounds.center + new Vector2(-EyeBounds.extents.x, EyeBounds.extents.y)));
         Vector2 BottomLeft = m_tIris.TransformPoint(((Vector2)EyeBounds.center - new Vector2(EyeBounds.extents.x, EyeBounds.extents.y)));
 
         Debug.DrawLine(TopLeft, BottomLeft);
 
         Vector2 EyeLeft = (TopLeft + BottomLeft) * 0.5f;
 
         Debug.DrawLine(m_tIris.TransformPoint(EyeBounds.center), EyeLeft);
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avatar image robertbu · Aug 25, 2013 at 10:16 PM 0
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Use -transform.right or transform.TransformDirection(Vector3.left).

avatar image JGriffith · Aug 25, 2013 at 10:36 PM 0
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I may be misunderstanding but...

-transfrom.right (in my case -m_tIris.right) would give me the left facing vector relative to the local transform.

I need essentially the same vector but relative to the mesh bounds, not the transform.

avatar image robertbu · Aug 25, 2013 at 11:00 PM 0
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The mesh bounds is in local coordinates. Therefore -transform.right will be the left facing vector relative to the bounds. That is you are doing a 'TransformPoint()' on the points in the bounds to transform them to world coordinates. -transform.right is the same as transform.TransformDirection(Vector3.left). This takes the local left and transforms it into world space.

avatar image JGriffith · Aug 26, 2013 at 12:36 AM 0
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I get that, but again, the local transform left, in my case, is not the same as the left facing vector of the mesh bounds.

Or are you saying somehow take the mesh bounds, center and orientate a transform to it, and use that transform's local vector?

avatar image robertbu · Aug 26, 2013 at 12:50 AM 0
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A 'Bounds' is axis aligned. In the case of the $$anonymous$$esh.bounds, it is axis aligned to the local coordinates. A bounds doesn't have a 'left facing vector'. It has size, or extents that assume the local space. So the local Vector3.left is not just the same as the $$anonymous$$esh.bounds, it defines the left for the bounds.

$$anonymous$$y guess is that you are trying to solve some specific problem here and I'm missing it. $$anonymous$$aybe you want to explain what you are struggling with.

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