网格的包围体。
这是网格在其本地空间中的轴对齐包围盒(即,不受
变换影响)。请注意,Renderer.bounds 属性类似,但是返回世界空间中的边界。
另请参阅:Bounds 类、Renderer.bounds
// Generates planar UV coordinates independent of mesh size // by scaling vertices by the bounding box size
using UnityEngine; using System.Collections;
public class ExampleClass : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; Vector3[] vertices = mesh.vertices; Vector2[] uvs = new Vector2[vertices.Length]; Bounds bounds = mesh.bounds; int i = 0; while (i < uvs.Length) { uvs[i] = new Vector2(vertices[i].x / bounds.size.x, vertices[i].z / bounds.size.x); i++; } mesh.uv = uvs; } }