<?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>