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