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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 Redot.
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¶
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Methods¶
get_collision_layer_value(layer_number: int) const |
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get_collision_mask_value(layer_number: int) const |
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get_meshes() const |
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is_root_shape() const |
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void |
set_collision_layer_value(layer_number: int, value: bool) |
void |
set_collision_mask_value(layer_number: int, value: bool) |
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
🔗
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.
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.
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
🔗
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.
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 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. The top-level CSG shape's snap value is used for the entire CSG tree.
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.
Method Descriptions¶
bool get_collision_layer_value(layer_number: int) const 🔗
Returns whether or not the specified layer of the collision_layer is enabled, given a layer_number
between 1 and 32.
bool get_collision_mask_value(layer_number: int) const 🔗
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.
void set_collision_layer_value(layer_number: int, value: bool) 🔗
Based on value
, enables or disables the specified layer in the collision_layer, given a layer_number
between 1 and 32.
void set_collision_mask_value(layer_number: int, value: bool) 🔗
Based on value
, enables or disables the specified layer in the collision_mask, given a layer_number
between 1 and 32.