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.

CSGShape3D

Inherits: GeometryInstance3D < VisualInstance3D < Node3D < Node < Object

Inherited By: CSGCombiner3D, CSGPrimitive3D

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 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.

Tutorials

Properties

bool

calculate_tangents

true

int

collision_layer

1

int

collision_mask

1

float

collision_priority

1.0

Operation

operation

0

float

snap

0.001

bool

use_collision

false

Methods

bool

get_collision_layer_value ( int layer_number ) const

bool

get_collision_mask_value ( int layer_number ) const

Array

get_meshes ( ) const

bool

is_root_shape ( ) const

void

set_collision_layer_value ( int layer_number, bool value )

void

set_collision_mask_value ( int layer_number, bool value )


Enumerations

enum Operation:

Operation OPERATION_UNION = 0

Geometry of both primitives is merged, intersecting geometry is removed.

Operation OPERATION_INTERSECTION = 1

Only intersecting geometry remains, the rest is removed.

Operation OPERATION_SUBTRACTION = 2

The second shape is subtracted from the first, leaving a dent with its shape.


Property Descriptions

bool calculate_tangents = true

  • void set_calculate_tangents ( bool value )

  • bool 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.


int collision_layer = 1

  • void set_collision_layer ( int value )

  • int 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. See Collision layers and masks in the documentation for more information.


int collision_mask = 1

  • void set_collision_mask ( int value )

  • int get_collision_mask ( )

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.


float collision_priority = 1.0

  • void set_collision_priority ( float value )

  • float get_collision_priority ( )

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.


Operation operation = 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.