Inherits: GeometryInstance3D < VisualInstance3D < Node3D < Node < Object
Inherited By: CSGCombiner3D, CSGPrimitive3D
The CSG base class.
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 a MeshInstance3D with a PrimitiveMesh. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.
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get_collision_layer_value ( int layer_number ) const | |
get_collision_mask_value ( int layer_number ) const | |
get_meshes ( ) const | |
is_root_shape ( ) const | |
void | set_collision_layer_value ( int layer_number, bool value ) |
void | set_collision_mask_value ( int layer_number, bool value ) |
0
Geometry of both primitives is merged, intersecting geometry is removed.
1
Only intersecting geometry remains, the rest is removed.
2
The second shape is subtracted from the first, leaving a dent with its shape.
true
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.
1
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. See Collision layers and masks in the documentation for more information.
1
The physics layers this CSG shape scans for collisions. Only effective if use_collision is true. See Collision layers and masks in the documentation for more information.
1.0
The priority used to solve colliding when occurring penetration. Only effective if use_collision is true. The higher the priority is, the lower the penetration into the object will be. This can for example be used to prevent the player from breaking through the boundaries of a level.
0
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.
0.001
Snap makes the mesh vertices 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.
false
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. See also collision_mask and collision_priority.
Returns whether or not the specified layer of the collision_layer is enabled, given a layer_number between 1 and 32.
Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number between 1 and 32.
Returns an Array with two elements, the first is the Transform3D of this node and the second is the root Mesh of this node. Only works when this node is the root shape.
Returns true if this is a root shape and is thus the object that is rendered.
Based on value, enables or disables the specified layer in the collision_layer, given a layer_number between 1 and 32.
Based on value, enables or disables the specified layer in the collision_mask, given a layer_number between 1 and 32.
© 2014–present Juan Linietsky, Ariel Manzur and the Godot community
Licensed under the Creative Commons Attribution Unported License v3.0.
https://docs.godotengine.org/en/4.2/classes/class_csgshape3d.html