Attention: Here be dragons

This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

Using the SurfaceTool

The SurfaceTool provides a useful interface for constructing geometry. The interface is similar to the ImmediateMesh class. 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:

var st = SurfaceTool.new()

st.begin(Mesh.PRIMITIVE_TRIANGLES)

st.set_normal() # Overwritten by normal below.
st.set_normal() # Added to next vertex.
st.set_color() # Added to next vertex.
st.add_vertex() # Captures normal and color above.
st.set_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.

# Add surface to existing ArrayMesh.
st.commit(mesh)

# -- Or Alternatively --

# Create new ArrayMesh.
var mesh = st.commit()

The code below creates a triangle without indices.

var st = SurfaceTool.new()

st.begin(Mesh.PRIMITIVE_TRIANGLES)

# Prepare attributes for add_vertex.
st.set_normal(Vector3(0, 0, 1))
st.set_uv(Vector2(0, 0))
# Call last for each vertex, adds the above attributes.
st.add_vertex(Vector3(-1, -1, 0))

st.set_normal(Vector3(0, 0, 1))
st.set_uv(Vector2(0, 1))
st.add_vertex(Vector3(-1, 1, 0))

st.set_normal(Vector3(0, 0, 1))
st.set_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 manually, or by calling index() once, which generates the index array automatically and shrinks the vertex array to remove duplicate vertices.

# Suppose we have a quad defined by 6 vertices as follows
st.add_vertex(Vector3(-1, 1, 0))
st.add_vertex(Vector3(1, 1, 0))
st.add_vertex(Vector3(-1, -1, 0))

st.add_vertex(Vector3(1, 1, 0))
st.add_vertex(Vector3(1, -1, 0))
st.add_vertex(Vector3(-1, -1, 0))

# We can make the quad more efficient by using an index array and only utilizing 4 vertices

# Suppose we have a quad defined by 6 vertices as follows
st.add_vertex(Vector3(-1, 1, 0))
st.add_vertex(Vector3(1, 1, 0))
st.add_vertex(Vector3(-1, -1, 0))

st.add_vertex(Vector3(1, 1, 0))
st.add_vertex(Vector3(1, -1, 0))
st.add_vertex(Vector3(-1, -1, 0))

# We can make the quad more efficient by using an index array and only utilizing 4 vertices

# Creates a quad from four corner vertices.
# add_index() can be called before or after add_vertex()
# since it's not an attribute of a vertex itself.
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 we can use ``st.index()`` which will create the quad for us and remove the duplicate vertices
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().

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.

You may notice that normal mapping or other material properties look broken on the generated mesh. This is because normal mapping requires the mesh to feature tangents, which are separate from normals. You can either add custom tangents manually, or generate them automatically with generate_tangents(). This method requires that each vertex have UVs and normals set already.

st.generate_normals()
st.generate_tangents()

st.commit(mesh)

By default, when generating normals, they will be calculated on a per-vertex basis (i.e. they will be "smooth normals"). If you want flat vertex normals (i.e. a single normal vector per face), when adding vertices, call add_smooth_group(i) where i is a unique number per vertex. add_smooth_group() needs to be called while building the geometry, e.g. before the call to add_vertex().