Using the SurfaceTool
The SurfaceTool provides a useful interface for constructing geometry. The interface is similar to the ImmediateGeometry node. You set each per-vertex attribute (e.g. normal, uv, color) and then when you add a vertex it captures the attributes.
The SurfaceTool also provides some useful helper functions like index()
and generate_normals()
.
Attributes are added before each vertex is added:
GDScript
st.add_normal() # Overwritten by normal below.
st.add_normal() # Added to next vertex.
st.add_color() # Added to next vertex.
st.add_vertex() # Captures normal and color above.
st.add_normal() # Normal never added to a vertex.
When finished generating your geometry with the SurfaceTool call commit()
to finish generating the mesh. If an ArrayMesh is passed to commit()
then it appends a new surface to the end of the ArrayMesh. While if nothing is passed in, commit()
returns an ArrayMesh.
GDScript
st.commit(mesh)
# Or:
var mesh = st.commit()
Code creates a triangle with indices
GDScript
var st = SurfaceTool.new()
st.begin(Mesh.PRIMITIVE_TRIANGLES)
# Prepare attributes for add_vertex.
st.add_normal(Vector3(0, 0, 1))
st.add_uv(Vector2(0, 0))
# Call last for each vertex, adds the above attributes.
st.add_vertex(Vector3(-1, -1, 0))
st.add_normal(Vector3(0, 0, 1))
st.add_uv(Vector2(0, 1))
st.add_vertex(Vector3(-1, 1, 0))
st.add_normal(Vector3(0, 0, 1))
st.add_uv(Vector2(1, 1))
st.add_vertex(Vector3(1, 1, 0))
# Commit to a mesh.
var mesh = st.commit()
You can optionally add an index array, either by calling add_index()
and adding vertices to the index array or by calling index()
which shrinks the vertex array to remove duplicate vertices.
GDScript
# Creates a quad from four corner vertices.
# Add_index does not need to be called before add_vertex.
st.add_index(0)
st.add_index(1)
st.add_index(2)
st.add_index(1)
st.add_index(3)
st.add_index(2)
# Alternatively:
st.index()
Similarly, if you have an index array, but you want each vertex to be unique (e.g. because you want to use unique normals or colors per face instead of per-vertex), you can call deindex()
.
GDScript
st.deindex()
If you don’t add custom normals yourself, you can add them using generate_normals()
, which should be called after generating geometry and before committing the mesh using commit()
or commit_to_arrays()
. Calling generate_normals(true)
will flip the resulting normals. As a side note, generate_normals()
only works if the primitive type is set to Mesh.PRIMITIVE_TRIANGLES
.
If you don’t add custom tangents, they can be added with generate_tangents()
, but it requires that each vertex have UVs and normals set already.
GDScript
st.generate_normals()
st.generate_tangents()
By default, when generating normals, they will be calculated on a per-face basis. If you want smooth vertex normals, when adding vertices, call add_smooth_group()
. add_smooth_group()
needs to be called while building the geometry, e.g. before the call to add_vertex()
(if non-indexed) or add_index()
(if indexed).