Table of Contents

Class CsgShape3D

Namespace
Godot
Assembly
GodotSharp.dll

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.

[GodotClassName("CSGShape3D")]
public class CsgShape3D : GeometryInstance3D, IDisposable
Inheritance
CsgShape3D
Implements
Derived
Inherited Members

Properties

CalculateTangents

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.

public bool CalculateTangents { get; set; }

Property Value

bool

CollisionLayer

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.

public uint CollisionLayer { get; set; }

Property Value

uint

CollisionMask

The physics layers this CSG shape scans for collisions. Only effective if UseCollision is true. See Collision layers and masks in the documentation for more information.

public uint CollisionMask { get; set; }

Property Value

uint

CollisionPriority

The priority used to solve colliding when occurring penetration. Only effective if UseCollision 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.

public float CollisionPriority { get; set; }

Property Value

float

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.

public CsgShape3D.OperationEnum Operation { get; set; }

Property Value

CsgShape3D.OperationEnum

Snap

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.

public float Snap { get; set; }

Property Value

float

UseCollision

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 CollisionMask and CollisionPriority.

public bool UseCollision { get; set; }

Property Value

bool

Methods

GetCollisionLayerValue(int)

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

public bool GetCollisionLayerValue(int layerNumber)

Parameters

layerNumber int

Returns

bool

GetCollisionMaskValue(int)

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

public bool GetCollisionMaskValue(int layerNumber)

Parameters

layerNumber int

Returns

bool

GetMeshes()

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.

public Array GetMeshes()

Returns

Array

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool

IsRootShape()

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

public bool IsRootShape()

Returns

bool

SetCollisionLayerValue(int, bool)

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

public void SetCollisionLayerValue(int layerNumber, bool value)

Parameters

layerNumber int
value bool

SetCollisionMaskValue(int, bool)

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

public void SetCollisionMaskValue(int layerNumber, bool value)

Parameters

layerNumber int
value bool