CSGShape3D

Hereda: GeometryInstance3D < VisualInstance3D < Node3D < Node < Object

Heredado por: CSGCombiner3D, CSGPrimitive3D

La clase base del CSG.

Descripción

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

Performance: CSG nodes are only intended for prototyping as they have a significant CPU performance cost. Consider baking final CSG operation results into static geometry that replaces the CSG nodes.

Individual CSG root node results can be baked to nodes with static resources with the editor menu that appears when a CSG root node is selected.

Individual CSG root nodes can also be baked to static resources with scripts by calling bake_static_mesh() for the visual mesh or bake_collision_shape() for the physics collision.

Entire scenes of CSG nodes can be baked to static geometry and exported with the editor glTF scene exporter: Scene > Export As... > glTF 2.0 Scene...

Tutoriales

Propiedades

bool

calculate_tangents

true

int

collision_layer

1

int

collision_mask

1

float

collision_priority

1.0

Operation

operation

0

float

snap

bool

use_collision

false

Métodos

ConcavePolygonShape3D

bake_collision_shape()

ArrayMesh

bake_static_mesh()

bool

get_collision_layer_value(layer_number: int) const

bool

get_collision_mask_value(layer_number: int) const

Array

get_meshes() const

bool

is_root_shape() const

void

set_collision_layer_value(layer_number: int, value: bool)

void

set_collision_mask_value(layer_number: int, value: bool)


Enumeraciones

enum Operation: 🔗

Operation OPERATION_UNION = 0

La geometría de ambas primitivas se fusiona, la geometría que se interseca se elimina.

Operation OPERATION_INTERSECTION = 1

Sólo queda la geometría de intersección, el resto se elimina.

Operation OPERATION_SUBTRACTION = 2

La segunda forma se resta de la primera, dejando una depresión con su forma.


Descripciones de Propiedades

bool calculate_tangents = true 🔗

  • void set_calculate_tangents(value: bool)

  • bool is_calculating_tangents()

Calculate tangents for the CSG shape which allows the use of normal and height maps. This is only applied on the root shape, this setting is ignored on any child. Setting this to false can speed up shape generation slightly.


int collision_layer = 1 🔗

  • void set_collision_layer(value: int)

  • 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(value: int)

  • 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(value: float)

  • 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 🔗

La operación que se realiza en esta forma. Esto se ignora para el primer nodo hijo de CSG ya que la operación es entre este nodo y el hijo previo a este nodo padre.


float snap 🔗

Obsoleto: The CSG library no longer uses snapping.

Esta propiedad no hace nada.


bool use_collision = false 🔗

  • void set_use_collision(value: bool)

  • bool 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. See also collision_mask and collision_priority.


Descripciones de Métodos

ConcavePolygonShape3D bake_collision_shape() 🔗

Returns a baked physics ConcavePolygonShape3D of this node's CSG operation result. Returns an empty shape if the node is not a CSG root node or has no valid geometry.

Performance: If the CSG operation results in a very detailed geometry with many faces physics performance will be very slow. Concave shapes should in general only be used for static level geometry and not with dynamic objects that are moving.

Note: CSG mesh data updates are deferred, which means they are updated with a delay of one rendered frame. To avoid getting an empty shape or outdated mesh data, make sure to call await get_tree().process_frame before using bake_collision_shape() in Node._ready() or after changing properties on the CSGShape3D.


ArrayMesh bake_static_mesh() 🔗

Returns a baked static ArrayMesh of this node's CSG operation result. Materials from involved CSG nodes are added as extra mesh surfaces. Returns an empty mesh if the node is not a CSG root node or has no valid geometry.

Note: CSG mesh data updates are deferred, which means they are updated with a delay of one rendered frame. To avoid getting an empty mesh or outdated mesh data, make sure to call await get_tree().process_frame before using bake_static_mesh() in Node._ready() or after changing properties on the CSGShape3D.


bool get_collision_layer_value(layer_number: int) const 🔗

Devuelve si la capa especificada de collision_layer está habilitada o no, dado un layer_number entre 1 y 32.


bool get_collision_mask_value(layer_number: int) const 🔗

Devuelve si la capa especificada de collision_mask está habilitada o no, dado un layer_number entre 1 y 32.


Array get_meshes() const 🔗

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.

Note: CSG mesh data updates are deferred, which means they are updated with a delay of one rendered frame. To avoid getting an empty shape or outdated mesh data, make sure to call await get_tree().process_frame before using get_meshes() in Node._ready() or after changing properties on the CSGShape3D.


bool is_root_shape() const 🔗

Devuelve true si se trata de una forma de raíz y por lo tanto es el objeto que se renderiza.


void set_collision_layer_value(layer_number: int, value: bool) 🔗

Basado en value, habilita o deshabilita la capa especificada en collision_layer, dado un layer_number entre 1 y 32.


void set_collision_mask_value(layer_number: int, value: bool) 🔗

Basado en value, habilita o deshabilita la capa especificada en collision_mask, dado un layer_number entre 1 y 32.