Merge pull request #57752 from Calinou/doc-csg-nodes-performance
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</brief_description>
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</brief_description>
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<description>
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<description>
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This node allows you to create a box for use with the CSG system.
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This node allows you to create a box for use with the CSG system.
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[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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Prototyping levels with CSG">$DOCS_URL/tutorials/3d/csg_tools.html</link>
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</tutorials>
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</tutorials>
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<members>
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<members>
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<member name="material" type="Material" setter="set_material" getter="get_material">
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<member name="material" type="Material" setter="set_material" getter="get_material">
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</brief_description>
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</brief_description>
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<description>
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<description>
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For complex arrangements of shapes, it is sometimes needed to add structure to your CSG nodes. The CSGCombiner3D node allows you to create this structure. The node encapsulates the result of the CSG operations of its children. In this way, it is possible to do operations on one set of shapes that are children of one CSGCombiner3D node, and a set of separate operations on a second set of shapes that are children of a second CSGCombiner3D node, and then do an operation that takes the two end results as its input to create the final shape.
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For complex arrangements of shapes, it is sometimes needed to add structure to your CSG nodes. The CSGCombiner3D node allows you to create this structure. The node encapsulates the result of the CSG operations of its children. In this way, it is possible to do operations on one set of shapes that are children of one CSGCombiner3D node, and a set of separate operations on a second set of shapes that are children of a second CSGCombiner3D node, and then do an operation that takes the two end results as its input to create the final shape.
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[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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Prototyping levels with CSG">$DOCS_URL/tutorials/3d/csg_tools.html</link>
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</tutorials>
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</tutorials>
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</class>
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</class>
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</brief_description>
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</brief_description>
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<description>
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<description>
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This node allows you to create a cylinder (or cone) for use with the CSG system.
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This node allows you to create a cylinder (or cone) for use with the CSG system.
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[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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Prototyping levels with CSG">$DOCS_URL/tutorials/3d/csg_tools.html</link>
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</tutorials>
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</tutorials>
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<members>
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<members>
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<member name="cone" type="bool" setter="set_cone" getter="is_cone" default="false">
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<member name="cone" type="bool" setter="set_cone" getter="is_cone" default="false">
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</brief_description>
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</brief_description>
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<description>
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<description>
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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.
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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.
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[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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Prototyping levels with CSG">$DOCS_URL/tutorials/3d/csg_tools.html</link>
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</tutorials>
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</tutorials>
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<members>
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<members>
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<member name="material" type="Material" setter="set_material" getter="get_material">
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<member name="material" type="Material" setter="set_material" getter="get_material">
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</brief_description>
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</brief_description>
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<description>
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<description>
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An array of 2D points is extruded to quickly and easily create a variety of 3D meshes. See also [CSGMesh3D] for using 3D meshes as CSG nodes.
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An array of 2D points is extruded to quickly and easily create a variety of 3D meshes. See also [CSGMesh3D] for using 3D meshes as CSG nodes.
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[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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Prototyping levels with CSG">$DOCS_URL/tutorials/3d/csg_tools.html</link>
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</tutorials>
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</tutorials>
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<members>
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<members>
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<member name="depth" type="float" setter="set_depth" getter="get_depth" default="1.0">
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<member name="depth" type="float" setter="set_depth" getter="get_depth" default="1.0">
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</brief_description>
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</brief_description>
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<description>
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<description>
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Parent class for various CSG primitives. It contains code and functionality that is common between them. It cannot be used directly. Instead use one of the various classes that inherit from it.
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Parent class for various CSG primitives. It contains code and functionality that is common between them. It cannot be used directly. Instead use one of the various classes that inherit from it.
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[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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Prototyping levels with CSG">$DOCS_URL/tutorials/3d/csg_tools.html</link>
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</tutorials>
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</tutorials>
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<members>
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<members>
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<member name="invert_faces" type="bool" setter="set_invert_faces" getter="is_inverting_faces" default="false">
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<member name="invert_faces" type="bool" setter="set_invert_faces" getter="is_inverting_faces" default="false">
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</brief_description>
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</brief_description>
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<description>
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<description>
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This is the CSG base class that provides CSG operation support to the various CSG nodes in Godot.
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This is the CSG base class that provides CSG operation support to the various CSG nodes in Godot.
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[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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Prototyping levels with CSG">$DOCS_URL/tutorials/3d/csg_tools.html</link>
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</tutorials>
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</tutorials>
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<methods>
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<methods>
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<method name="get_collision_layer_value" qualifiers="const">
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<method name="get_collision_layer_value" qualifiers="const">
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</brief_description>
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</brief_description>
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<description>
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<description>
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This node allows you to create a sphere for use with the CSG system.
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This node allows you to create a sphere for use with the CSG system.
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[b]Note:[/b] CSG nodes are intended to be used for level prototyping. Creating CSG nodes has a significant CPU cost compared to creating a [MeshInstance3D] with a [PrimitiveMesh]. Moving a CSG node within another CSG node also has a significant CPU cost, so it should be avoided during gameplay.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Prototyping levels with CSG">$DOCS_URL/tutorials/3d/csg_tools.html</link>
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</tutorials>
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</tutorials>
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<members>
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<members>
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<member name="material" type="Material" setter="set_material" getter="get_material">
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<member name="material" type="Material" setter="set_material" getter="get_material">
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</brief_description>
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</brief_description>
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<description>
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<description>
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This node allows you to create a torus for use with the CSG system.
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This node allows you to create a torus for use with the CSG system.
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[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.
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</description>
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</description>
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<tutorials>
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<tutorials>
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<link title="Prototyping levels with CSG">$DOCS_URL/tutorials/3d/csg_tools.html</link>
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</tutorials>
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</tutorials>
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<members>
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<members>
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<member name="inner_radius" type="float" setter="set_inner_radius" getter="get_inner_radius" default="0.5">
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<member name="inner_radius" type="float" setter="set_inner_radius" getter="get_inner_radius" default="0.5">
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