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The normals of the mesh.
If the mesh contains no normals an empty array will be returned.
// Rotate the normals by speed every frame
var speed = 100.0;
function Update () {
var mesh : Mesh = GetComponent(MeshFilter).mesh;
var normals : Vector3[] = mesh.normals;
var rotation : Quaternion = Quaternion.AngleAxis(Time.deltaTime * speed, Vector3.up);
for (var i = 0; i < normals.Length; i++)
normals[i] = rotation * normals[i];
mesh.normals = normals;
}
using UnityEngine;
using System.Collections;
public class example : MonoBehaviour {
public float speed = 100.0F;
void Update() {
Mesh mesh = GetComponent<MeshFilter>().mesh;
Vector3[] normals = mesh.normals;
Quaternion rotation = Quaternion.AngleAxis(Time.deltaTime * speed, Vector3.up);
int i = 0;
while (i < normals.Length) {
normals[i] = rotation * normals[i];
i++;
}
mesh.normals = normals;
}
}
import UnityEngine
import System.Collections
class example(MonoBehaviour):
public speed as single = 100.0F
def Update():
mesh as Mesh = GetComponent[of MeshFilter]().mesh
normals as (Vector3) = mesh.normals
rotation as Quaternion = Quaternion.AngleAxis((Time.deltaTime * speed), Vector3.up)
i as int = 0
while i < normals.Length:
normals[i] = (rotation * normals[i])
i++
mesh.normals = normals