SurfaceTool

Inherits: RefCounted < 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.set_color(Color(1, 0, 0))
st.set_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 set_uv or set_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, ImmediateMesh and MeshDataTool for procedural geometry generation.

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

Tutorials

Methods

void

add_index ( int index )

void

add_triangle_fan ( PackedVector3Array vertices, PackedVector2Array uvs=PackedVector2Array(), PackedColorArray colors=PackedColorArray(), PackedVector2Array uv2s=PackedVector2Array(), PackedVector3Array normals=PackedVector3Array(), Plane[] tangents=[] )

void

add_vertex ( Vector3 vertex )

void

append_from ( Mesh existing, int surface, Transform3D transform )

void

begin ( PrimitiveType primitive )

void

clear ( )

ArrayMesh

commit ( ArrayMesh existing=null, int flags=0 )

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 ( )

PackedInt32Array

generate_lod ( float nd_threshold, int target_index_count=3 )

void

generate_normals ( bool flip=false )

void

generate_tangents ( )

AABB

get_aabb ( ) const

CustomFormat

get_custom_format ( int channel_index ) const

PrimitiveType

get_primitive_type ( ) const

SkinWeightCount

get_skin_weight_count ( ) const

void

index ( )

void

optimize_indices_for_cache ( )

void

set_bones ( Packe