CSGShape

Inherits:GeometryInstance<VisualInstance<CullInstance<Spatial<Node<Object

Inherited By:CSGCombiner,CSGPrimitive

The CSG base class.

Description

This is the CSG base class that provides CSG operation support to the various CSG nodes in Godot.

Note: CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating aMeshInstance with aPrimitiveMesh. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.

Tutorials

Properties

bool

calculate_tangents

true

int

collision_layer

1

int

collision_mask

1

Operation

operation

0

float

snap

0.001

bool

use_collision

false

Methods

bool

get_collision_layer_bit(int bit)const

bool

get_collision_mask_bit(int bit)const

Array

get_meshes()const

bool

is_root_shape()const

void

set_collision_layer_bit(int bit,bool value)

void

set_collision_mask_bit(int bit,bool value)

Enumerations

enumOperation:

  • OPERATION_UNION =0 --- Geometry of both primitives is merged, intersecting geometry is removed.

  • OPERATION_INTERSECTION =1 --- Only intersecting geometry remains, the rest is removed.

  • OPERATION_SUBTRACTION =2 --- The second shape is subtracted from the first, leaving a dent with its shape.

Property Descriptions

  • boolcalculate_tangents

Default

true

Setter

set_calculate_tangents(value)

Getter

is_calculating_tangents()

Calculate tangents for the CSG shape which allows the use of normal maps. This is only applied on the root shape, this setting is ignored on any child.


  • intcollision_layer

Default

1

Setter

set_collision_layer(value)

Getter

get_collision_layer()

The physics layers this area is in.

Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.

A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. SeeCollision layers and masks in the documentation for more information.


  • intcollision_mask

Default

1

Setter

set_collision_mask(value)

Getter

get_collision_mask()

The physics layers this CSG shape scans for collisions. SeeCollision layers and masks in the documentation for more information.


Default

0

Setter

set_operation(value)

Getter

get_operation()

The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent.


Default

0.001

Setter

set_snap(value)

Getter

get_snap()

Snap makes the mesh snap to a given distance so that the faces of two meshes can be perfectly aligned. A lower value results in greater precision but may be harder to adjust.


Default

false

Setter

set_use_collision(value)

Getter

is_using_collision()

Adds a collision shape to the physics engine for our CSG shape. This will always act like a static body. Note that the collision shape is still active even if the CSG shape itself is hidden.

Method Descriptions

Returns an individual bit on the collision mask.


Returns an individual bit on the collision mask.


Returns anArray with two elements, the first is theTransform of this node and the second is the rootMesh of this node. Only works when this node is the root shape.


Returnstrue if this is a root shape and is thus the object that is rendered.


Sets individual bits on the layer mask. Use this if you only need to change one layer's value.


  • voidset_collision_mask_bit(int bit,bool value)

Sets individual bits on the collision mask. Use this if you only need to change one layer's value.