Struct SurfaceTool

Helper tool to create geometry.

struct SurfaceTool ;

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:

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.

Methods

NameDescription
addBones Adds an array of bones for the next vertex to use. bones must contain 4 integers.
addColor Specifies a Color for the next vertex to use.
addIndex Adds an index to index array if you are using indexed vertices. Does not need to be called before adding vertices.
addNormal Specifies a normal for the next vertex to use.
addSmoothGroup 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.
addTangent Specifies a tangent for the next vertex to use.
addTriangleFan Inserts a triangle fan made of array data into Mesh being constructed. Requires the primitive type be set to constant Mesh.PRIMITIVE_TRIANGLES.
addUv Specifies a set of UV coordinates to use for the next vertex.
addUv2 Specifies an optional second set of UV coordinates to use for the next vertex.
addVertex Specifies the position of current vertex. Should be called after specifying other vertex properties (e.g. Color, UV).
addWeights Specifies weight values for next vertex to use. weights must contain 4 values.
appendFrom Append vertices from a given Mesh surface onto the current vertex array with specified Transform.
begin Called before adding any vertices. Takes the primitive type as an argument (e.g. constant Mesh.PRIMITIVE_TRIANGLES).
clear Clear all information passed into the surface tool so far.
commit 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.
commitToArrays Commits the data to the same format used by ArrayMesh.addSurfaceFromArrays. This way you can further process the mesh data using the ArrayMesh API.
createFrom Creates a vertex array from an existing Mesh.
createFromBlendShape 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.
deindex Removes the index array by expanding the vertex array.
generateNormals Generates normals from vertices so you do not have to do it manually. If flip is true, the resulting normals will be inverted. Requires the primitive type to be set to constant Mesh.PRIMITIVE_TRIANGLES.
generateTangents Generates a tangent vector for each vertex. Requires that each vertex have UVs and normals set already.
index Shrinks the vertex array by creating an index array (avoids reusing vertices).
setMaterial Sets Material to be used by the Mesh you are constructing.