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-rw-r--r--doc/classes/ArrayMesh.xml25
1 files changed, 23 insertions, 2 deletions
diff --git a/doc/classes/ArrayMesh.xml b/doc/classes/ArrayMesh.xml
index 4ec39ecc2f..4edf69ccb2 100644
--- a/doc/classes/ArrayMesh.xml
+++ b/doc/classes/ArrayMesh.xml
@@ -6,21 +6,42 @@
<description>
The [ArrayMesh] is used to construct a [Mesh] by specifying the attributes as arrays.
The most basic example is the creation of a single triangle:
- [codeblock]
+ [codeblocks]
+ [gdscript]
var vertices = PackedVector3Array()
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 = MeshInstance3D.new()
m.mesh = arr_mesh
- [/codeblock]
+ [/gdscript]
+ [csharp]
+ var vertices = new Godot.Collections.Array&lt;Vector3&gt;();
+ vertices.Add(new Vector3(0, 1, 0));
+ vertices.Add(new Vector3(1, 0, 0));
+ vertices.Add(new Vector3(0, 0, 1));
+
+ // Initialize the ArrayMesh.
+ var arrMesh = new ArrayMesh();
+ var arrays = new Godot.Collections.Array();
+ arrays.Resize((int)ArrayMesh.ArrayType.Max);
+ arrays[(int)ArrayMesh.ArrayType.Vertex] = vertices;
+
+ // Create the Mesh.
+ arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, arrays);
+ var m = new MeshInstance();
+ m.Mesh = arrMesh;
+ [/csharp]
+ [/codeblocks]
The [MeshInstance3D] is ready to be added to the [SceneTree] to be shown.
See also [ImmediateGeometry3D], [MeshDataTool] and [SurfaceTool] for procedural geometry generation.
[b]Note:[/b] Godot uses clockwise [url=https://learnopengl.com/Advanced-OpenGL/Face-culling]winding order[/url] for front faces of triangle primitive modes.