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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 ( PackedInt32Array bones )

void

set_color ( Color color )

void

set_custom ( int channel_index, Color custom_color )

void

set_custom_format ( int channel_index, CustomFormat format )

void

set_material ( Material material )

void

set_normal ( Vector3 normal )

void

set_skin_weight_count ( SkinWeightCount count )

void

set_smooth_group ( int index )

void

set_tangent ( Plane tangent )

void

set_uv ( Vector2 uv )

void

set_uv2 ( Vector2 uv2 )

void

set_weights ( PackedFloat32Array weights )


Enumerations

enum CustomFormat:

CustomFormat CUSTOM_RGBA8_UNORM = 0

Limits range of data passed to set_custom to unsigned normalized 0 to 1 stored in 8 bits per channel. See Mesh.ARRAY_CUSTOM_RGBA8_UNORM.

CustomFormat CUSTOM_RGBA8_SNORM = 1

Limits range of data passed to set_custom to signed normalized -1 to 1 stored in 8 bits per channel. See Mesh.ARRAY_CUSTOM_RGBA8_SNORM.

CustomFormat CUSTOM_RG_HALF = 2

Stores data passed to set_custom as half precision floats, and uses only red and green color channels. See Mesh.ARRAY_CUSTOM_RG_HALF.

CustomFormat CUSTOM_RGBA_HALF = 3

Stores data passed to set_custom as half precision floats and uses all color channels. See Mesh.ARRAY_CUSTOM_RGBA_HALF.

CustomFormat CUSTOM_R_FLOAT = 4

Stores data passed to set_custom as full precision floats, and uses only red color channel. See Mesh.ARRAY_CUSTOM_R_FLOAT.

CustomFormat CUSTOM_RG_FLOAT = 5

Stores data passed to set_custom as full precision floats, and uses only red and green color channels. See Mesh.ARRAY_CUSTOM_RG_FLOAT.

CustomFormat CUSTOM_RGB_FLOAT = 6

Stores data passed to set_custom as full precision floats, and uses only red, green and blue color channels. See Mesh.ARRAY_CUSTOM_RGB_FLOAT.

CustomFormat CUSTOM_RGBA_FLOAT = 7

Stores data passed to set_custom as full precision floats, and uses all color channels. See Mesh.ARRAY_CUSTOM_RGBA_FLOAT.

CustomFormat CUSTOM_MAX = 8

Used to indicate a disabled custom channel.


enum SkinWeightCount:

SkinWeightCount SKIN_4_WEIGHTS = 0

Each individual vertex can be influenced by only 4 bone weights.

SkinWeightCount SKIN_8_WEIGHTS = 1

Each individual vertex can be influenced by up to 8 bone weights.


Method Descriptions

void add_index ( int index )

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


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

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

Requires the primitive type be set to Mesh.PRIMITIVE_TRIANGLES.


void add_vertex ( Vector3 vertex )

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


void append_from ( Mesh existing, int surface, Transform3D transform )

Append vertices from a given Mesh surface onto the current vertex array with specified Transform3D.