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- <?xml version="1.0" encoding="UTF-8" ?>
- <class name="CSGMesh3D" inherits="CSGPrimitive3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
- <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 [CSGPolygon3D] 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 [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.
- </description>
- <tutorials>
- <link title="Prototyping levels with CSG">$DOCS_URL/tutorials/3d/csg_tools.html</link>
- </tutorials>
- <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], all vertex attributes except [constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL] and [constant Mesh.ARRAY_TEX_UV] are left unused. Only [constant Mesh.ARRAY_VERTEX] and [constant Mesh.ARRAY_TEX_UV] will be passed to the GPU.
- [constant 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.
- </member>
- </members>
- </class>
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