Table of Contents

Class CSGShape3D

The CSG base class.

Inheritance
CSGShape3D
Derived

Remarks

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.

See Also

Properties

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.

var calculate_tangents : bool = true

Property Value

bool

Remarks

  • void set_calculate_tangents(bool value)
  • bool is_calculating_tangents

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.

var collision_layer : int = 1

Property Value

int

Remarks

  • void set_collision_layer(int value)
  • int get_collision_layer

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.

var collision_mask : int = 1

Property Value

int

Remarks

  • void set_collision_mask(int value)
  • int get_collision_mask

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.

var collision_priority : float = 1.0

Property Value

float

Remarks

  • void set_collision_priority(float value)
  • float get_collision_priority

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.

var operation : int = 0

Property Value

int

Remarks

  • void set_operation(int value)
  • int get_operation

snap

This property does nothing.

var snap : float

Property Value

float

Remarks

use_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.

var use_collision : bool = false

Property Value

bool

Remarks

  • void set_use_collision(bool value)
  • bool is_using_collision

Methods

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.

ConcavePolygonShape3D bake_collision_shape

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.

ArrayMesh bake_static_mesh

get_collision_layer_value(int)

Qualifiers: 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_layer_value(int layer_number)

Parameters

layer_number int

get_collision_mask_value(int)

Qualifiers: const

Returns whether or not the specified layer of the collision_mask is enabled, given a layer_number between 1 and 32.

bool get_collision_mask_value(int layer_number)

Parameters

layer_number int

get_meshes

Qualifiers: 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.

Array get_meshes

is_root_shape

Qualifiers: const

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

bool is_root_shape

set_collision_layer_value(int, 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_layer_value(int layer_number, bool value)

Parameters

layer_number int
value bool

set_collision_mask_value(int, bool)

Based on value, enables or disables the specified layer in the collision_mask, given a layer_number between 1 and 32.

void set_collision_mask_value(int layer_number, bool value)

Parameters

layer_number int
value bool