MeshFilter.mesh 网格
var mesh : Mesh
Description描述
Returns the instantiated Mesh assigned to the mesh filter.
返回赋予网格过滤器的实例化的Mesh。
If no mesh is assigned to the mesh filter a new mesh will be created and assigned.
If the mesh assigned to the mesh filter is shared, it will be automatically duplicated and the instantiated mesh will be returned.
如果没有网格被赋予网格过滤器,一个新的网格将会被创建并且被指定。如果赋予网格过滤器的网格被共享,它将被自动赋值并且示例化的网格将会被返回。
By using mesh property you can modify the mesh for a single object only. The other objects that used the same mesh will not be modified.
通过使用网格属性,您只能修改单个物体中的网格。其它使用相同网格的物体不会被修改。
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
void Update() {
Mesh mesh = GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
int p = 0;
while (p < vertices.Length) {
vertices[p] += new Vector3(0, Random.Range(-0.3F, 0.3F), 0);
p++;
}
mesh.vertices = vertices;
mesh.RecalculateNormals();
}
}
function Update () {
// Get instantiated mesh
// 获取示例化的网格
var mesh : Mesh = GetComponent(MeshFilter).mesh;
// Randomly change vertices
// 随机改变顶点
var vertices : Vector3[] = mesh.vertices;
for (var p : int = 0; p < vertices.Length; p++) {
vertices[p] += Vector3(0, Random.Range(-0.3, 0.3), 0);
}
mesh.vertices = vertices;
mesh.RecalculateNormals();
}
参考: Mesh类
最后修改:2010年12月12日 Sunday 22:23