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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))
var st = new SurfaceTool();
st.Begin(Mesh.PrimitiveType.Triangles);
st.SetColor(new Color(1, 0, 0));
st.SetUV(new Vector2(0, 0));
st.AddVertex(new 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 |
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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 ( ) |
commit_to_arrays ( ) |
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void |
create_from ( Mesh existing, int surface ) |
void |
create_from_blend_shape ( Mesh existing, int surface, String blend_shape ) |
void |
deindex ( ) |
generate_lod ( float nd_threshold, int target_index_count=3 ) |
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void |
generate_normals ( bool flip=false ) |
void |
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get_aabb ( ) const |
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get_custom_format ( int channel_index ) const |
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get_primitive_type ( ) const |
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get_skin_weight_count ( ) const |
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void |
index ( ) |
void |
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void |
set_bones ( PackedInt32Array bones ) |
void |
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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 |
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void |
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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.
void begin ( PrimitiveType primitive )
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.
ArrayMesh commit ( ArrayMesh existing=null, int flags=0 )
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.
FIXME: Document possible values for flags
, it changed in 4.0. Likely some combinations of ArrayFormat.
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