Extrudes a 2D polygon shape to create a 3D mesh.
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.
[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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When [member mode] is [constant MODE_DEPTH], the depth of the extrusion.
Material to use for the resulting mesh. The UV maps the top half of the material to the extruded shape (U along the length of the extrusions and V around the outline of the [member polygon]), the bottom-left quarter to the front end face, and the bottom-right quarter to the back end face.
The [member mode] used to extrude the [member polygon].
When [member mode] is [constant MODE_PATH], by default, the top half of the [member material] is stretched along the entire length of the extruded shape. If [code]false[/code] the top half of the material is repeated every step of the extrusion.
When [member mode] is [constant MODE_PATH], the path interval or ratio of path points to extrusions.
When [member mode] is [constant MODE_PATH], this will determine if the interval should be by distance ([constant PATH_INTERVAL_DISTANCE]) or subdivision fractions ([constant PATH_INTERVAL_SUBDIVIDE]).
When [member mode] is [constant MODE_PATH], if [code]true[/code] the ends of the path are joined, by adding an extrusion between the last and first points of the path.
When [member mode] is [constant MODE_PATH], if [code]true[/code] the [Transform3D] of the [CSGPolygon3D] is used as the starting point for the extrusions, not the [Transform3D] of the [member path_node].
When [member mode] is [constant MODE_PATH], the location of the [Path3D] object used to extrude the [member polygon].
When [member mode] is [constant MODE_PATH], the path rotation method used to rotate the [member polygon] as it is extruded.
When [member mode] is [constant MODE_PATH], extrusions that are less than this angle, will be merged together to reduce polygon count.
When [member mode] is [constant MODE_PATH], this is the distance along the path, in meters, the texture coordinates will tile. When set to 0, texture coordinates will match geometry exactly with no tiling.
The point array that defines the 2D polygon that is extruded. This can be a convex or concave polygon with 3 or more points. The polygon must [i]not[/i] have any intersecting edges. Otherwise, triangulation will fail and no mesh will be generated.
[b]Note:[/b] If only 1 or 2 points are defined in [member polygon], no mesh will be generated.
If [code]true[/code], applies smooth shading to the extrusions.
When [member mode] is [constant MODE_SPIN], the total number of degrees the [member polygon] is rotated when extruding.
When [member mode] is [constant MODE_SPIN], the number of extrusions made.
The [member polygon] shape is extruded along the negative Z axis.
The [member polygon] shape is extruded by rotating it around the Y axis.
The [member polygon] shape is extruded along the [Path3D] specified in [member path_node].
The [member polygon] shape is not rotated.
[b]Note:[/b] Requires the path Z coordinates to continually decrease to ensure viable shapes.
The [member polygon] shape is rotated along the path, but it is not rotated around the path axis.
[b]Note:[/b] Requires the path Z coordinates to continually decrease to ensure viable shapes.
The [member polygon] shape follows the path and its rotations around the path axis.
When [member mode] is set to [constant MODE_PATH], [member path_interval] will determine the distance, in meters, each interval of the path will extrude.
When [member mode] is set to [constant MODE_PATH], [member path_interval] will subdivide the polygons along the path.