网格的包围体。
这是网格在其本地空间中的轴对齐包围盒(即,不受
变换影响)。请注意,Renderer.bounds 属性类似,但是返回世界空间中的边界。
另请参阅:Bounds 类、Renderer.bounds
// Generates planar UV coordinates independent of mesh size
// by scaling vertices by the bounding box size
using UnityEngine;
using System.Collections;
public class ExampleClass : MonoBehaviour
{
void Start()
{
Mesh mesh = GetComponent<MeshFilter>().mesh;
Vector3[] vertices = mesh.vertices;
Vector2[] uvs = new Vector2[vertices.Length];
Bounds bounds = mesh.bounds;
int i = 0;
while (i < uvs.Length)
{
uvs[i] = new Vector2(vertices[i].x / bounds.size.x, vertices[i].z / bounds.size.x);
i++;
}
mesh.uv = uvs;
}
}