SurfaceTool

Inherits: Reference < Object

Helper tool to create geometry.

Description

The SurfaceTool is used to construct a Mesh by specifying vertex attributes individually. It can be used to construct a Mesh from a script. All properties except indices need to be added before calling add_vertex. For example, to add vertex colors and UVs:

var st = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
st.add_color(Color(1, 0, 0))
st.add_uv(Vector2(0, 0))
st.add_vertex(Vector3(0, 0, 0))

The above SurfaceTool now contains one vertex of a triangle which has a UV coordinate and a specified Color. If another vertex were added without calling add_uv or add_color, then the last values would be used.

Vertex attributes must be passed before calling add_vertex. Failure to do so will result in an error when committing the vertex information to a mesh.

Additionally, the attributes used before the first vertex is added determine the format of the mesh. For example, if you only add UVs to the first vertex, you cannot add color to any of the subsequent vertices.

See also ArrayMesh, ImmediateGeometry and MeshDataTool for procedural geometry generation.

Note: Godot uses clockwise winding order for front faces of triangle primitive modes.

Methods

void add_bones ( PoolIntArray bones )
void add_color ( Color color )
void add_index ( int index )
void add_normal ( Vector3 normal )
void add_smooth_group ( bool smooth )
void add_tangent ( Plane tangent )
void add_triangle_fan ( PoolVector3Array vertices, PoolVector2Array uvs=PoolVector2Array( ), PoolColorArray colors=PoolColorArray( ), PoolVector2Array uv2s=PoolVector2Array( ), PoolVector3Array normals=PoolVector3Array( ), Array tangents=[ ] )
void add_uv ( Vector2 uv )
void add_uv2 ( Vector2 uv2 )
void add_vertex ( Vector3 vertex )
void add_weights ( PoolRealArray weights )
void append_from ( Mesh existing, int surface, Transform transform )
void begin ( PrimitiveType primitive )
void clear ( )
ArrayMesh commit ( ArrayMesh existing=null, int flags=97280 )
Array commit_to_arrays ( )
void create_from ( Mesh existing, int surface )
void create_from_blend_shape ( Mesh existing, int surface, String blend_shape )
void deindex ( )
void generate_normals ( bool flip=false )
void generate_tangents ( )
void index ( )
void set_material ( Material material )

Method Descriptions

Adds an array of bones for the next vertex to use. bones must contain 4 integers.


  • void add_color ( Color color )

Specifies a Color for the next vertex to use.


  • void add_index ( int index )

Adds an index to index array if you are using indexed vertices. Does not need to be called before adding vertices.


  • void add_normal ( Vector3 normal )

Specifies a normal for the next vertex to use.


  • void add_smooth_group ( bool smooth )

Specifies whether the current vertex (if using only vertex arrays) or current index (if also using index arrays) should use smooth normals for normal calculation.


  • void add_tangent ( Plane tangent )

Specifies a tangent for the next vertex to use.


Inserts a triangle fan made of array data into Mesh being constructed.

Requires the primitive type be set to Mesh.PRIMITIVE_TRIANGLES.


Specifies a set of UV coordinates to use for the next vertex.


Specifies an optional second set of UV coordinates to use for the next vertex.


  • void add_vertex ( Vector3 vertex )

Specifies the position of current vertex. Should be called after specifying other vertex properties (e.g. Color, UV).


Specifies weight values for next vertex to use. weights must contain 4 values.


Append vertices from a given Mesh surface onto the current vertex array with specified Transform.


Called before adding any vertices. Takes the primitive type as an argument (e.g. Mesh.PRIMITIVE_TRIANGLES).


  • void clear ( )

Clear all information passed into the surface tool so far.


Returns a constructed ArrayMesh from current information passed in. If an existing ArrayMesh is passed in as an argument, will add an extra surface to the existing ArrayMesh.

Default flag is Mesh.ARRAY_COMPRESS_DEFAULT. See ARRAY_COMPRESS_* constants in ArrayFormat for other flags.


  • Array commit_to_arrays ( )

Commits the data to the same format used by ArrayMesh.add_surface_from_arrays. This way you can further process the mesh data using the ArrayMesh API.


  • void create_from ( Mesh existing, int surface )

Creates a vertex array from an existing Mesh.


  • void create_from_blend_shape ( Mesh existing, int surface, String blend_shape )

Creates a vertex array from the specified blend shape of an existing Mesh. This can be used to extract a specific pose from a blend shape.


  • void deindex ( )

Removes the index array by expanding the vertex array.


  • void generate_normals ( bool flip=false )

Generates normals from vertices so you do not have to do it manually. If flip is true, the resulting normals will be inverted.

Requires the primitive type to be set to Mesh.PRIMITIVE_TRIANGLES.


  • void generate_tangents ( )

Generates a tangent vector for each vertex. Requires that each vertex have UVs and normals set already.


  • void index ( )

Shrinks the vertex array by creating an index array (avoids reusing vertices).


  • void set_material ( Material material )

Sets Material to be used by the Mesh you are constructing.