pandemonium_engine/modules/csg/doc_classes/CSGMesh.xml

27 lines
1.5 KiB
XML
Raw Normal View History

2023-07-11 11:00:55 +02:00
<?xml version="1.0" encoding="UTF-8" ?>
2024-02-25 10:26:26 +01:00
<class name="CSGMesh" inherits="CSGPrimitive" version="4.3">
2023-07-11 11:00:55 +02:00
<brief_description>
A CSG Mesh shape that uses a mesh resource.
</brief_description>
<description>
This CSG node allows you to use any mesh resource as a CSG shape, provided it is closed, does not self-intersect, does not contain internal faces and has no edges that connect to more than two faces. See also [CSGPolygon] for drawing 2D extruded polygons to be used as CSG nodes.
[b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.
</description>
<tutorials>
2023-08-29 22:33:15 +02:00
<link title="Prototyping levels with CSG">$DOCS_URL/tutorials/3d/csg_tools.md</link>
2023-07-11 11:00:55 +02:00
</tutorials>
<methods>
</methods>
<members>
<member name="material" type="Material" setter="set_material" getter="get_material">
The [Material] used in drawing the CSG shape.
</member>
<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
The [Mesh] resource to use as a CSG shape.
[b]Note:[/b] When using an [ArrayMesh], avoid meshes with vertex normals unless a flat shader is required. By default, CSGMesh will ignore the mesh's vertex normals and use a smooth shader calculated using the faces' normals. If a flat shader is required, ensure that all faces' vertex normals are parallel.
</member>
</members>
<constants>
</constants>
</class>