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 Redot.

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.

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.

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

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)


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(value: bool)

  • 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(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 🔗

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.


float snap = 0.001 🔗

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.


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.


Method Descriptions

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.


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.


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.


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.


bool is_root_shape() const 🔗

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.