Helper tool to create geometry. The [code]SurfaceTool[/code] is used to construct a [Mesh] by specifying vertex attributes individually. It can be used to construct a [Mesh] from script. All properties except index need to be added before a call to [method add_vertex]. For example adding vertex colors and UVs looks like [codeblock] 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)) [/codeblock] The [code]SurfaceTool[/code] now contains one vertex of a triangle which has a UV coordinate and a specified [Color]. If another vertex were added without calls to [method add_uv] or [method add_color] then the last values would be used. It is very important that vertex attributes are passed [b]before[/b] the call to [method add_vertex], failure to do this 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. Add an array of bones for the next Vertex to use. Array must contain 4 integers. Specify a [Color] for the next Vertex to use. Adds an index to index array if you are using indexed Vertices. Does not need to be called before adding Vertex. Specify a normal for the next Vertex to use. Specify whether current Vertex (if using only Vertex arrays) or current index (if also using index arrays) should utilize smooth normals for normal calculation. Specify a Tangent for the next Vertex to use. Insert a triangle fan made of array data into [Mesh] being constructed. Requires primitive type be set to [constant Mesh.PRIMITIVE_TRIANGLES]. Specify UV Coordinate for next Vertex to use. Specify an optional second set of UV coordinates for next Vertex to use. Specify position of current Vertex. Should be called after specifying other vertex properties (e.g. Color, UV). Specify weight values for next Vertex to use. Array must contain 4 values. 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]. Creates a vertex array from an existing [Mesh]. Removes index array by expanding Vertex array. Generates normals from Vertices so you do not have to do it manually. Setting [code]flip[/code] to [code]true[/code] inverts the resulting normals. Requires 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 Vertex array by creating an index array. Avoids reusing Vertices. Sets [Material] to be used by the [Mesh] you are constructing.