keepVertexLayout | 如果应保留现有网格数据布局,则为 true。 |
清除所有顶点数据和所有三角形索引。
应在重新构建 triangles 数组之前调用此函数。
// Convert any GameObject into a single triangle
using UnityEngine;
public class meshClear : MonoBehaviour { private bool once = false;
void Update() { if (Time.time > 2.0f) { convertMesh(); } }
void convertMesh() { if (once) return;
Mesh mesh = GetComponent<MeshFilter>().mesh;
// Clears all the data that the mesh currently has mesh.Clear();
// create 3 vertices for the triangle mesh.vertices = new Vector3[] {new Vector3(0, 0, 0), new Vector3(0, 1, 0), new Vector3(1, 1, 0)}; mesh.uv = new Vector2[] {new Vector2(0, 0), new Vector2(0, 1), new Vector2(1, 1)}; mesh.triangles = new int[] {0, 1, 2};
once = true; } }
此函数的默认行为会保留现有顶点布局:
例如,如果网格具有切线矢量和顶点颜色,则
在填充新顶点数据之后,切线和颜色会是网格数据
的一部分。如果要完全清除网格并从空
顶点布局开始,请为 keepVertexLayout
参数传递 false。
或者,向任何网格组件分配空数组也会从顶点布局中
将其删除。
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