CSGShape
Inherits: GeometryInstance < VisualInstance < Spatial < Node < Object
Inherited By: CSGCombiner, CSGPrimitive
The CSG base class.
Description
This is the CSG base class that provides CSG operation support to the various CSG nodes in Godot.
Properties
bool | calculate_tangents | true |
int | collision_layer | 1 |
int | collision_mask | 1 |
Operation | operation | 0 |
float | snap | 0.001 |
bool | use_collision | false |
Methods
bool | get_collision_layer_bit ( int bit ) const |
bool | get_collision_mask_bit ( int bit ) const |
Array | get_meshes ( ) const |
bool | is_root_shape ( ) const |
void | set_collision_layer_bit ( int bit, bool value ) |
void | set_collision_mask_bit ( int bit, bool value ) |
Enumerations
enum Operation:
- OPERATION_UNION = 0 --- Geometry of both primitives is merged, intersecting geometry is removed.
- OPERATION_INTERSECTION = 1 --- Only intersecting geometry remains, the rest is removed.
- OPERATION_SUBTRACTION = 2 --- The second shape is subtracted from the first, leaving a dent with its shape.
Property Descriptions
bool calculate_tangents
Default | true |
Setter | set_calculate_tangents(value) |
Getter | 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
Default | 1 |
Setter | set_collision_layer(value) |
Getter | 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
Default | 1 |
Setter | set_collision_mask(value) |
Getter | get_collision_mask() |
The physics layers this CSG shape scans for collisions. See Collision layers and masks in the documentation for more information.
Operation operation
Default | 0 |
Setter | set_operation(value) |
Getter | get_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.
float snap
Default | 0.001 |
Setter | set_snap(value) |
Getter | get_snap() |
Snap makes the mesh 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.
bool use_collision
Default | false |
Setter | set_use_collision(value) |
Getter | 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.
Method Descriptions
bool get_collision_layer_bit ( int bit ) const
Returns an individual bit on the collision mask.
bool get_collision_mask_bit ( int bit ) const
Returns an individual bit on the collision mask.
Array get_meshes ( ) const
Returns an Array with two elements, the first is the Transform 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_bit ( int bit, bool value )
Sets individual bits on the layer mask. Use this if you only need to change one layer's value.
void set_collision_mask_bit ( int bit, bool value )
Sets individual bits on the collision mask. Use this if you only need to change one layer's value.
© 2014–2020 Juan Linietsky, Ariel Manzur, Godot Engine contributors
Licensed under the MIT License.
https://docs.godotengine.org/en/3.2/classes/class_csgshape.html