Version: 2021.1
言語: 日本語
public int[] GetIndices (int submesh, bool applyBaseVertex= true);

パラメーター

submesh The sub-mesh index. See subMeshCount.
applyBaseVertex True (default value) will apply base vertex offset to returned indices.

戻り値

int[] Array with face indices.

説明

Fetches the index list for the specified sub-mesh.

Each integer in the returned list is a vertex index, which is used as an offset into the Mesh's vertex arrays. See vertices and GetVertices. The layout of the indices depends on the MeshTopology of the sub-mesh. For example, a triangular mesh will return indices in multiples of three.

A sub-mesh represents a list of triangles (or indices with a different MeshTopology) that are rendered using a single Material. When the Mesh is used with a Renderer that has multiple materials, you should ensure that there is one sub-mesh per Material.

Call the method overload with a List parameter if you control the life cycle of the index buffer and wish to avoid allocation of a new array with every access.

See Also: subMeshCount, GetTopology, MeshTopology enum, AcquireReadOnlyMeshData function.


public void GetIndices (List<int> indices, int submesh, bool applyBaseVertex= true);
public void GetIndices (List<ushort> indices, int submesh, bool applyBaseVertex);

パラメーター

indices A list of indices to populate.
submesh The sub-mesh index. See subMeshCount.
applyBaseVertex True (default value) will apply base vertex offset to returned indices.

説明

Use this method overload if you control the life cycle of the list passed in and you want to avoid allocating a new array with every access.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961