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This makes it easier to spot syntax errors when editing the class reference. The schema is referenced locally so validation can still work offline. Each class XML's schema conformance is also checked on GitHub Actions.
23 lines
1.6 KiB
XML
23 lines
1.6 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="CSGMesh3D" inherits="CSGPrimitive3D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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A CSG Mesh shape that uses a mesh resource.
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</brief_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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[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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<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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<members>
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<member name="material" type="Material" setter="set_material" getter="get_material">
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The [Material] used in drawing the CSG shape.
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</member>
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<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
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The [Mesh] resource to use as a CSG shape.
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[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.
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</member>
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</members>
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</class>
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