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Mesh.Clear

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public function Clear(keepVertexLayout: bool = true): void;
public void Clear(bool keepVertexLayout = true);
public def Clear(keepVertexLayout as bool = true) as void

Description

すべての頂点データと三角形のインデックスを削除します

triangles の配列を再ビルドする前にこの関数を呼び出す必要があります。

	// Draws a simple triangle with UVs

	function Start () {
		gameObject.AddComponent("MeshFilter");
		gameObject.AddComponent("MeshRenderer");
		var mesh : Mesh = GetComponent(MeshFilter).mesh;

		// Clears all the data that the mesh can contain previously.
		mesh.Clear();

		mesh.vertices = [Vector3(0,0,0), Vector3(0,1,0), Vector3(1, 1, 0)];
		mesh.uv = [Vector2 (0, 0), Vector2 (0, 1), Vector2 (1, 1)];
		mesh.triangles = [0, 1, 2];
	}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour {
    void Start() {
        gameObject.AddComponent("MeshFilter");
        gameObject.AddComponent("MeshRenderer");
        Mesh mesh = GetComponent<MeshFilter>().mesh;
        mesh.Clear();
        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};
    }
}
import UnityEngine
import System.Collections

public class ExampleClass(MonoBehaviour):

	def Start() as void:
		gameObject.AddComponent('MeshFilter')
		gameObject.AddComponent('MeshRenderer')
		mesh as Mesh = GetComponent[of MeshFilter]().mesh
		mesh.Clear()
		mesh.vertices = (of Vector3: Vector3(0, 0, 0), Vector3(0, 1, 0), Vector3(1, 1, 0))
		mesh.uv = (of Vector2: Vector2(0, 0), Vector2(0, 1), Vector2(1, 1))
		mesh.triangles = (of int: 0, 1, 2)

Default behaviour of this function keeps the existing vertex layout: if the mesh had tangent vectors and vertex colors, for example, then the tangents and colors will be part of mesh data once you fill in new vertex data. If you want to completely clear the mesh and start with an empty vertex layout, pass false for keepVertexLayout parameter. Alternatively, assigning an empty array to any mesh component will also remove it from the vertex layout.