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 SpatialMaterial.vertexColorUseAsAlbedo enabled for the vertex color to be visible.
Adds an index to index array if you are using indexed vertices. Does not need to be called before adding vertices.
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.
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.
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.
Inserts a triangle fan made of array data into Mesh being constructed. Requires the primitive type be set to constant Mesh.PRIMITIVE_TRIANGLES.
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 the position of current vertex. Should be called after specifying other vertex properties (e.g. Color, UV).
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.
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. constant 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. Default flag is constant Mesh.ARRAY_COMPRESS_DEFAULT. See ARRAY_COMPRESS_* constants in Mesh.arrayformat for other flags.
Commits the data to the same format used by ArrayMesh.addSurfaceFromArrays. This way you can further process the mesh data using the ArrayMesh API.
Creates a vertex array from an existing Mesh.
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.
Generates normals from vertices so you do not have to do it manually. If flip is true, the resulting normals will be inverted. generateNormals should be called after generating geometry and before committing the mesh using commit or commitToArrays. Note: generateNormals only works if the primitive type to be set to constant Mesh.PRIMITIVE_TRIANGLES.
Generates a tangent vector for each vertex. Requires that each vertex have UVs and normals set already.
Shrinks the vertex array by creating an index array. This can improve performance by avoiding vertex reuse.
Construct a new instance of SurfaceTool. Note: use memnew!SurfaceTool instead.
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 addUv or addColor, then the last values would be used. Vertex attributes must be passed before calling addVertex. 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 url=https://learnopengl.com/Advanced-OpenGL/Face-cullingwinding order/url for front faces of triangle primitive modes.
Helper tool to create geometry.
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 addVertex. For example, to add vertex colors and UVs: