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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
CUSTOM_MAX = 8
Used to indicate a disabled custom channel.
SKIN_4_WEIGHTS = 0
Each individual vertex can be influenced by only 4 bone weights.
SKIN_8_WEIGHTS = 1
Each individual vertex can be influenced by up to 8 bone weights.
Adds a vertex to index array if you are using indexed vertices. Does not need to be called before adding vertices.
Inserts a triangle fan made of array data into Mesh being constructed.
Requires the primitive type be set to Mesh.PRIMITIVE_TRIANGLES.
Specifies the position of current vertex. Should be called after specifying other vertex properties (e.g. Color, UV).
Append vertices from a given Mesh surface onto the current vertex array with specified Transform3D.
Called before adding any vertices. Takes the primitive type as an argument (e.g. Mesh.PRIMITIVE_TRIANGLES).
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.
The flags
argument can be the bitwise OR of Mesh.ARRAY_FLAG_USE_DYNAMIC_UPDATE, Mesh.ARRAY_FLAG_USE_8_BONE_WEIGHTS, or Mesh.ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY.
Commits the data to the same format used by ArrayMesh.add_surface_from_arrays(), ImporterMesh.add_surface(), and create_from_arrays(). This way you can further process the mesh data using the ArrayMesh or ImporterMesh APIs.
Creates a vertex array from an existing Mesh.
Creates this SurfaceTool from existing vertex arrays such as returned by commit_to_arrays(), Mesh.surface_get_arrays(), Mesh.surface_get_blend_shape_arrays(), ImporterMesh.get_surface_arrays(), and ImporterMesh.get_surface_blend_shape_arrays(). primitive_type
controls the type of mesh data, defaulting to Mesh.PRIMITIVE_TRIANGLES.
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.
Removes the index array by expanding the vertex array.
Deprecated: This method is unused internally, as it does not preserve normals or UVs. Consider using ImporterMesh.generate_lods() instead.
Generates an LOD for a given nd_threshold
in linear units (square root of quadric error metric), using at most target_index_count
indices.
Generates normals from vertices so you do not have to do it manually. If flip
is true
, the resulting normals will be inverted. generate_normals() should be called after generating geometry and before committing the mesh using commit() or commit_to_arrays(). For correct display of normal-mapped surfaces, you will also have to generate tangents using generate_tangents().
Note: generate_normals() only works if the primitive type is set to Mesh.PRIMITIVE_TRIANGLES.
Note: generate_normals() takes smooth groups into account. To generate smooth normals, set the smooth group to a value greater than or equal to 0
using set_smooth_group() or leave the smooth group at the default of 0
. To generate flat normals, set the smooth group to -1
using set_smooth_group() prior to adding vertices.
Generates a tangent vector for each vertex. Requires that each vertex already has UVs and normals set (see generate_normals()).
Returns the axis-aligned bounding box of the vertex positions.
Returns the format for custom channel_index
(currently up to 4). Returns CUSTOM_MAX if this custom channel is unused.
Returns the type of mesh geometry, such as Mesh.PRIMITIVE_TRIANGLES.
By default, returns SKIN_4_WEIGHTS to indicate only 4 bone influences per vertex are used.
Returns SKIN_8_WEIGHTS if up to 8 influences are used.
Note: This function returns an enum, not the exact number of weights.
Shrinks the vertex array by creating an index array. This can improve performance by avoiding vertex reuse.
Optimizes triangle sorting for performance. Requires that get_primitive_type() is Mesh.PRIMITIVE_TRIANGLES.
Specifies an array of bones to use for the next vertex. bones
must contain 4 integers.
Specifies a Color to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
Note: The material must have BaseMaterial3D.vertex_color_use_as_albedo enabled for the vertex color to be visible.
Sets the custom value on this vertex for channel_index
.
set_custom_format() must be called first for this channel_index
. Formats which are not RGBA will ignore other color channels.
Sets the color format for this custom channel_index
. Use CUSTOM_MAX to disable.
Must be invoked after begin() and should be set before commit() or commit_to_arrays().
Specifies a normal to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
Set to SKIN_8_WEIGHTS to indicate that up to 8 bone influences per vertex may be used.
By default, only 4 bone influences are used (SKIN_4_WEIGHTS).
Note: This function takes an enum, not the exact number of weights.
Specifies the smooth group to use for the next vertex. If this is never called, all vertices will have the default smooth group of 0
and will be smoothed with adjacent vertices of the same group. To produce a mesh with flat normals, set the smooth group to -1
.
Note: This function actually takes a uint32_t
, so C# users should use uint32.MaxValue
instead of -1
to produce a mesh with flat normals.
Specifies a tangent to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
Specifies a set of UV coordinates to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
Specifies an optional second set of UV coordinates to use for the next vertex. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.
Specifies weight values to use for the next vertex. weights
must contain 4 values. If every vertex needs to have this information set and you fail to submit it for the first vertex, this information may not be used at all.