diff options
Diffstat (limited to 'doc/classes/ArrayMesh.xml')
-rw-r--r-- | doc/classes/ArrayMesh.xml | 18 |
1 files changed, 10 insertions, 8 deletions
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml index 500cf342c0..b9c8ab0f6c 100644 --- a/doc/classes/ArrayMesh.xml +++ b/doc/classes/ArrayMesh.xml @@ -25,10 +25,12 @@ m.mesh = arr_mesh [/gdscript] [csharp] - var vertices = new Godot.Collections.Array<Vector3>(); - vertices.Add(new Vector3(0, 1, 0)); - vertices.Add(new Vector3(1, 0, 0)); - vertices.Add(new Vector3(0, 0, 1)); + var vertices = new Vector3[] + { + new Vector3(0, 1, 0), + new Vector3(1, 0, 0), + new Vector3(0, 0, 1), + }; // Initialize the ArrayMesh. var arrMesh = new ArrayMesh(); @@ -38,7 +40,7 @@ // Create the Mesh. arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays); - var m = new MeshInstance(); + var m = new MeshInstance3D(); m.Mesh = arrMesh; [/csharp] [/codeblocks] @@ -61,13 +63,13 @@ <return type="void" /> <param index="0" name="primitive" type="int" enum="Mesh.PrimitiveType" /> <param index="1" name="arrays" type="Array" /> - <param index="2" name="blend_shapes" type="Array" default="[]" /> + <param index="2" name="blend_shapes" type="Array[]" default="[]" /> <param index="3" name="lods" type="Dictionary" default="{}" /> <param index="4" name="compress_flags" type="int" default="0" /> <description> Creates a new surface. - Surfaces are created to be rendered using a [code]primitive[/code], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. - The [code]arrays[/code] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. + Surfaces are created to be rendered using a [param primitive], which may be any of the types defined in [enum Mesh.PrimitiveType]. (As a note, when using indices, it is recommended to only use points, lines, or triangles.) [method Mesh.get_surface_count] will become the [code]surf_idx[/code] for this new surface. + The [param arrays] argument is an array of arrays. See [enum Mesh.ArrayType] for the values used in this array. For example, [code]arrays[0][/code] is the array of vertices. That first vertex sub-array is always required; the others are optional. Adding an index array puts this function into "index mode" where the vertex and other arrays become the sources of data and the index array defines the vertex order. All sub-arrays must have the same length as the vertex array (or be an exact multiple of the vertex array's length, when multiple elements of a sub-array correspond to a single vertex) or be empty, except for [constant Mesh.ARRAY_INDEX] if it is used. </description> </method> <method name="clear_blend_shapes"> |