CSGShape

    Inherited By: CSGCombiner,

    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 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

    Methods

    bool

    ( int bit ) const

    get_collision_mask_bit ( bit ) const

    Array

    ( ) const

    is_root_shape ( ) const

    void

    ( int bit, value )

    void

    set_collision_mask_bit ( bit, bool value )

    enum Operation:

    • 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

    • calculate_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

    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. See in the documentation for more information.


    • int collision_mask

    The physics layers this CSG shape scans for collisions. See 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.


    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.


    • use_collision

    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.

    • get_collision_layer_bit ( int bit ) const

    Returns an individual bit on the collision mask.


    • get_collision_mask_bit ( int bit ) const

    Returns an individual bit on the collision mask.


    • get_meshes ( ) const

    Returns an Array with two elements, the first is the of this node and the second is the root Mesh of this node. Only works when this node is the root shape.


    • is_root_shape ( ) const

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


    • void set_collision_layer_bit ( int bit, value )

    • void set_collision_mask_bit ( int bit, value )

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