Add C# Examples for ArrayMesh Tutorial (#6778)

* Create C# Examples for ArrayMesh Tutorial

Shows array types for generating meshes. Provides equivalent C# to existing GDScript examples.

Removes locals that don't need to be locals, and better matches GDScript example.
This commit is contained in:
markawilson
2023-02-22 16:25:01 -05:00
committed by GitHub
parent d8dd399304
commit b7c5dfdfcc

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@@ -92,6 +92,10 @@ Under ``_ready()``, create a new Array.
.. code-tab:: gdscript GDScript
var surface_array = []
.. code-tab:: csharp C#
var surfaceArray = new Godot.Collections.Array();
This will be the array that we keep our surface information in - it will hold
all the arrays of data that the surface needs. Godot will expect it to be of
@@ -102,6 +106,11 @@ size ``Mesh.ARRAY_MAX``, so resize it accordingly.
var surface_array = []
surface_array.resize(Mesh.ARRAY_MAX)
.. code-tab:: csharp C#
var surfaceArray = new Godot.Collections.Array();
surfaceArray.Resize((int)Mesh.ArrayType.Max);
Next create the arrays for each data type you will use.
@@ -113,6 +122,13 @@ Next create the arrays for each data type you will use.
var normals = PackedVector3Array()
var indices = PackedInt32Array()
.. code-tab:: csharp C#
var verts = new List<Vector3>();
var uvs = new List<Vector2>();
var normals = new List<Vector3>();
var indices = new List<int>();
Once you have filled your data arrays with your geometry you can create a mesh
by adding each array to ``surface_array`` and then committing to the mesh.
@@ -124,7 +140,22 @@ by adding each array to ``surface_array`` and then committing to the mesh.
surface_array[Mesh.ARRAY_NORMAL] = normals
surface_array[Mesh.ARRAY_INDEX] = indices
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array) # No blendshapes, lods, or compression used.
# No blendshapes, lods, or compression used.
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array)
.. code-tab:: csharp C#
surfaceArray[(int)Mesh.ArrayType.Vertex] = verts.ToArray();
surfaceArray[(int)Mesh.ArrayType.TexUV] = uvs.ToArray();
surfaceArray[(int)Mesh.ArrayType.Normal] = normals.ToArray();
surfaceArray[(int)Mesh.ArrayType.Index] = indices.ToArray();
var arrMesh = Mesh as ArrayMesh;
if (arrMesh != null)
{
// No blendshapes, lods, or compression used.
arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, surfaceArray);
}
.. note:: In this example, we used ``Mesh.PRIMITIVE_TRIANGLES``, but you can use any primitive type
available from mesh.
@@ -157,7 +188,43 @@ Put together, the full code looks like:
surface_array[Mesh.ARRAY_INDEX] = indices
# Create mesh surface from mesh array.
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array) # No blendshapes, lods, or compression used.
# No blendshapes, lods, or compression used.
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, surface_array)
.. code-tab:: csharp C#
public partial class MyMeshInstance3D : MeshInstance3D
{
public override void _Ready()
{
var surfaceArray = new Godot.Collections.Array();
surfaceArray.Resize((int)Mesh.ArrayType.Max);
// C# arrays cannot be resized or expanded, so use Lists to create geometry.
var verts = new List<Vector3>();
var uvs = new List<Vector2>();
var normals = new List<Vector3>();
var indices = new List<int>();
/***********************************
* Insert code here to generate mesh.
* *********************************/
// Convert Lists to arrays and assign to surface array
surfaceArray[(int)Mesh.ArrayType.Vertex] = verts.ToArray();
surfaceArray[(int)Mesh.ArrayType.TexUV] = uvs.ToArray();
surfaceArray[(int)Mesh.ArrayType.Normal] = normals.ToArray();
surfaceArray[(int)Mesh.ArrayType.Index] = indices.ToArray();
var arrMesh = Mesh as ArrayMesh;
if (arrMesh != null)
{
// Create mesh surface from mesh array
// No blendshapes, lods, or compression used.
arrMesh.AddSurfaceFromArrays(Mesh.PrimitiveType.Triangles, surfaceArray);
}
}
}
The code that goes in the middle can be whatever you want. Below we will present some
@@ -180,7 +247,6 @@ that you find online.
var rings = 50
var radial_segments = 50
var height = 1
var radius = 1
func _ready():
@@ -233,6 +299,74 @@ that you find online.
# Insert committing to the ArrayMesh here.
.. code-tab:: csharp C#
public partial class MyMeshInstance3D : MeshInstance3D
{
private int _rings = 50;
private int _radialSegments = 50;
private float _radius = 1;
public override void _Ready()
{
// Insert setting up the surface array and lists here.
// Vertex indices.
var thisRow = 0;
var prevRow = 0;
var point = 0;
// Loop over rings.
for (var i = 0; i < _rings + 1; i++)
{
var v = ((float)i) / _rings;
var w = Mathf.Sin(Mathf.Pi * v);
var y = Mathf.Cos(Mathf.Pi * v);
// Loop over segments in ring.
for (var j = 0; j < _radialSegments; j++)
{
var u = ((float)j) / _radialSegments;
var x = Mathf.Sin(u * Mathf.Pi * 2);
var z = Mathf.Cos(u * Mathf.Pi * 2);
var vert = new Vector3(x * _radius * w, y, z * _radius * w);
verts.Add(vert);
normals.Add(vert.Normalized());
uvs.Add(new Vector2(u, v));
point += 1;
// Create triangles in ring using indices.
if (i > 0 && j > 0)
{
indices.Add(prevRow + j - 1);
indices.Add(prevRow + j);
indices.Add(thisRow + j - 1);
indices.Add(prevRow + j);
indices.Add(thisRow + j);
indices.Add(thisRow + j - 1);
}
}
if (i > 0)
{
indices.Add(prevRow + _radialSegments - 1);
indices.Add(prevRow);
indices.Add(thisRow + _radialSegments - 1);
indices.Add(prevRow);
indices.Add(prevRow + _radialSegments);
indices.Add(thisRow + _radialSegments - 1);
}
prevRow = thisRow;
thisRow = point;
}
// Insert committing to the ArrayMesh here.
}
}
Saving
------
@@ -244,3 +378,8 @@ This is useful when you want to generate a mesh and then use it later without ha
# Saves mesh to a .tres file with compression enabled.
ResourceSaver.save(mesh, "res://sphere.tres", ResourceSaver.FLAG_COMPRESS)
.. code-tab:: csharp C#
// Saves mesh to a .tres file with compression enabled.
ResourceSaver.Save(Mesh, "res://sphere.tres", ResourceSaver.SaverFlags.Compress);