flags | Flags controlling the function behavior, see MeshUpdateFlags. |
三角形と頂点からメッシュの法線を再計算します
頂点を変更した後、変更を反映させるために法線を更新することがしばしば必要です。法線はすべての共有される頂点によって計算されます。
インポートされたメッシュは、すべての頂点を共有しないことがあります。たとえば UV のシーム(継ぎ目)の頂点は2 つの頂点に分割されます。そのため、RecalculateNormals 関数は UV シームで滑らかでない法線を作成します。
Note that RecalculateNormals does not generate tangents automatically, to do that use RecalculateTangents.
using UnityEngine;
public class Example : MonoBehaviour { void Start() { Mesh mesh = GetComponent<MeshFilter>().mesh; mesh.RecalculateNormals(); } }
RecalculateNormals
converts Mesh vertex position data to VertexAttributeFormat.Float32 format, if the format is different.
See Also: RecalculateTangents.
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