Mesh.tangents 网格切线

var tangents : Vector4[]

Description描述

The tangents of the mesh.

网格的切线

Tangents are mostly used in bump-mapped shaders. A tangent is a unit length vector that follows mesh surface along horizontal (U) texture direction. Tangents in Unity are represented as Vector4, with x,y,z components defining the vector, and w used to flip the binormal if needed.

切线主要用于bump-mapped shaders。切线是一个有方向的单位长度,沿着网格表面指向水平(U)纹理方向。在Unity中切线被描述为Vector4,包括x,y,z这些组件定义的矢量,如果需要,及w用来翻转副法线。

Unity calculates the other surface vector (binormal) by taking a cross product between normal and tangent, and multiplying result by tangent.w. Thus w should always be 1 or -1.

Unity通过计算向量和法线的叉乘来计算其他表面的向量(副法线),并乘以tangent.w。因此w应该总是1或者-1。

You should calculate tangents yourself if you plan to use bump-mapped shaders on the mesh. Assign tangents after assigning normals or using RecalculateNormals

如果你计划在网格上用凹凸贴图着色器,你应该自己计算切线。在赋值法线或者用RecalculateNormals之后再赋值切线。

最后修改:2010年12月9日 Thursday 16:35

本脚本参考基于Unity 3.4.1f5

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