<?xml version="1.0" encoding="UTF-8" ?>
<class name="SurfaceTool" inherits="Reference" category="Core" version="3.1">
	<brief_description>
		Helper tool to create geometry.
	</brief_description>
	<description>
		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.
	</description>
	<tutorials>
	</tutorials>
	<demos>
	</demos>
	<methods>
		<method name="add_bones">
			<return type="void">
			</return>
			<argument index="0" name="bones" type="PoolIntArray">
			</argument>
			<description>
				Add an array of bones for the next Vertex to use.
			</description>
		</method>
		<method name="add_color">
			<return type="void">
			</return>
			<argument index="0" name="color" type="Color">
			</argument>
			<description>
				Specify a [Color] for the next Vertex to use.
			</description>
		</method>
		<method name="add_index">
			<return type="void">
			</return>
			<argument index="0" name="index" type="int">
			</argument>
			<description>
				Adds an index to index array if you are using indexed Vertices. Does not need to be called before adding Vertex.
			</description>
		</method>
		<method name="add_normal">
			<return type="void">
			</return>
			<argument index="0" name="normal" type="Vector3">
			</argument>
			<description>
				Specify a normal for the next Vertex to use.
			</description>
		</method>
		<method name="add_smooth_group">
			<return type="void">
			</return>
			<argument index="0" name="smooth" type="bool">
			</argument>
			<description>
				Specify whether current Vertex (if using only Vertex arrays) or current index (if also using index arrays) should utilize smooth normals for normal calculation.
			</description>
		</method>
		<method name="add_tangent">
			<return type="void">
			</return>
			<argument index="0" name="tangent" type="Plane">
			</argument>
			<description>
				Specify a Tangent for the next Vertex to use.
			</description>
		</method>
		<method name="add_to_format">
			<return type="void">
			</return>
			<argument index="0" name="flags" type="int">
			</argument>
			<description>
			</description>
		</method>
		<method name="add_triangle_fan">
			<return type="void">
			</return>
			<argument index="0" name="vertexes" type="PoolVector3Array">
			</argument>
			<argument index="1" name="uvs" type="PoolVector2Array" default="PoolVector2Array(  )">
			</argument>
			<argument index="2" name="colors" type="PoolColorArray" default="PoolColorArray(  )">
			</argument>
			<argument index="3" name="uv2s" type="PoolVector2Array" default="PoolVector2Array(  )">
			</argument>
			<argument index="4" name="normals" type="PoolVector3Array" default="PoolVector3Array(  )">
			</argument>
			<argument index="5" name="tangents" type="Array" default="[  ]">
			</argument>
			<description>
				Insert a triangle fan made of array data into [Mesh] being constructed.
			</description>
		</method>
		<method name="add_uv">
			<return type="void">
			</return>
			<argument index="0" name="uv" type="Vector2">
			</argument>
			<description>
				Specify UV Coordinate for next Vertex to use.
			</description>
		</method>
		<method name="add_uv2">
			<return type="void">
			</return>
			<argument index="0" name="uv2" type="Vector2">
			</argument>
			<description>
				Specify an optional second set of UV coordinates for next Vertex to use.
			</description>
		</method>
		<method name="add_vertex">
			<return type="void">
			</return>
			<argument index="0" name="vertex" type="Vector3">
			</argument>
			<description>
				Specify position of current Vertex. Should be called after specifying other vertex properties (e.g. Color, UV).
			</description>
		</method>
		<method name="add_weights">
			<return type="void">
			</return>
			<argument index="0" name="weights" type="PoolRealArray">
			</argument>
			<description>
				Specify weight value for next Vertex to use.
			</description>
		</method>
		<method name="append_from">
			<return type="void">
			</return>
			<argument index="0" name="existing" type="Mesh">
			</argument>
			<argument index="1" name="surface" type="int">
			</argument>
			<argument index="2" name="transform" type="Transform">
			</argument>
			<description>
			</description>
		</method>
		<method name="begin">
			<return type="void">
			</return>
			<argument index="0" name="primitive" type="int" enum="Mesh.PrimitiveType">
			</argument>
			<description>
				Called before adding any Vertices. Takes the primitive type as an argument (e.g. Mesh.PRIMITIVE_TRIANGLES).
			</description>
		</method>
		<method name="clear">
			<return type="void">
			</return>
			<description>
				Clear all information passed into the surface tool so far.
			</description>
		</method>
		<method name="commit">
			<return type="ArrayMesh">
			</return>
			<argument index="0" name="existing" type="ArrayMesh" default="null">
			</argument>
			<argument index="1" name="flags" type="int" default="97792">
			</argument>
			<description>
				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].
			</description>
		</method>
		<method name="create_from">
			<return type="void">
			</return>
			<argument index="0" name="existing" type="Mesh">
			</argument>
			<argument index="1" name="surface" type="int">
			</argument>
			<description>
			</description>
		</method>
		<method name="deindex">
			<return type="void">
			</return>
			<description>
				Removes index array by expanding Vertex array.
			</description>
		</method>
		<method name="generate_normals">
			<return type="void">
			</return>
			<argument index="0" name="flip" type="bool" default="false">
			</argument>
			<description>
				Generates normals from Vertices so you do not have to do it manually.
				Setting "flip" [code]true[/code] inverts resulting normals.
			</description>
		</method>
		<method name="generate_tangents">
			<return type="void">
			</return>
			<description>
			</description>
		</method>
		<method name="index">
			<return type="void">
			</return>
			<description>
				Shrinks Vertex array by creating an index array. Avoids reusing Vertices.
			</description>
		</method>
		<method name="set_material">
			<return type="void">
			</return>
			<argument index="0" name="material" type="Material">
			</argument>
			<description>
				Sets [Material] to be used by the [Mesh] you are constructing.
			</description>
		</method>
	</methods>
	<constants>
	</constants>
</class>