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CSGMesh3D

Inherits: CSGPrimitive3D < CSGShape3D < GeometryInstance3D < VisualInstance3D < Node3D < Node < Object

A CSG Mesh shape that uses a mesh resource.

Description

This CSG node allows you to use any mesh resource as a CSG shape, provided it is manifold. A manifold shape is closed, does not self-intersect, does not contain internal faces and has no edges that connect to more than two faces. See also CSGPolygon3D for drawing 2D extruded polygons to be used as CSG nodes.

\ 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

Materialmaterial
Meshmesh

Property Descriptions

Material material 🔗

The Material used in drawing the CSG shape.


Mesh mesh 🔗

  • void set_mesh\ (\ value: Mesh\ )
  • Mesh get_mesh\ (\ )

The Mesh resource to use as a CSG shape.

\ Note: Some Mesh types such as PlaneMesh, PointMesh, QuadMesh, and RibbonTrailMesh are excluded from the type hint for this property, as these primitives are non-manifold and thus not compatible with the CSG algorithm.

\ Note: When using an ArrayMesh, all vertex attributes except Mesh.ARRAY_VERTEX, Mesh.ARRAY_NORMAL and Mesh.ARRAY_TEX_UV are left unused. Only Mesh.ARRAY_VERTEX and Mesh.ARRAY_TEX_UV will be passed to the GPU.

\ Mesh.ARRAY_NORMAL is only used to determine which faces require the use of flat shading. By default, CSGMesh will ignore the mesh's vertex normals, recalculate them for each vertex and use a smooth shader. If a flat shader is required for a face, ensure that all vertex normals of the face are approximately equal.