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author | lupoDharkael <izhe@hotmail.es> | 2018-09-24 21:21:10 +0200 |
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committer | lupoDharkael <izhe@hotmail.es> | 2018-09-26 18:42:16 +0200 |
commit | 9b85866c0757b2169ec318882e55fae4461d4166 (patch) | |
tree | a4a2a09c92121873907be47db87086328b267a7b | |
parent | c432ce4ee15fc396b2bccbbe2661b5bd34b9bee1 (diff) |
Add code example to ArrayMesh class docs
-rw-r--r-- | doc/classes/ArrayMesh.xml | 17 |
1 files changed, 17 insertions, 0 deletions
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index 453f28fe5a..ed3d2d2205 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -3,6 +3,23 @@ <brief_description> </brief_description> <description> + The [code]ArrayMesh[/code] is used to construct a [Mesh] by specifying the attributes as arrays. The most basic example is the creation of a single triangle + [codeblock] + var vertices = PoolVector3Array() + vertices.push_back(Vector3(0,1,0)) + vertices.push_back(Vector3(1,0,0)) + vertices.push_back(Vector3(0,0,1)) + # Initialize the ArrayMesh. + var arr_mesh = ArrayMesh.new() + var arrays = [] + arrays.resize(ArrayMesh.ARRAY_MAX) + arrays[ArrayMesh.ARRAY_VERTEX] = vertices + # Create the Mesh. + arr_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) + var m = MeshInstance.new() + m.mesh = arr_mesh + [/codeblock] + The [code]MeshInstance[/code] is ready to be added to the SceneTree to be shown. </description> <tutorials> </tutorials> |