csg_tools.rst 13 KB

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  1. :article_outdated: True
  2. .. _doc_csg_tools:
  3. Prototyping levels with CSG
  4. ===========================
  5. CSG stands for **Constructive Solid Geometry**, and is a tool to combine basic
  6. shapes or custom meshes to create more complex shapes. In 3D modeling software,
  7. CSG is mostly known as "Boolean Operators".
  8. Level prototyping is one of the main uses of CSG in Godot. This technique allows
  9. users to create the most common shapes by combining primitives.
  10. Interior environments can be created by using inverted primitives.
  11. .. note:: The CSG nodes in Godot are mainly intended for prototyping. There is
  12. no built-in support for UV mapping or editing 3D polygons (though
  13. extruded 2D polygons can be used with the CSGPolygon3D node).
  14. If you're looking for an easy to use level design tool for a project,
  15. you may want to use `FuncGodot <https://github.com/func-godot/func_godot_plugin>`__
  16. or `Cyclops Level Builder <https://github.com/blackears/cyclopsLevelBuilder>`__
  17. instead.
  18. .. video:: video/csg_tools.webm
  19. :alt: CSG being used to subtract a torus shape from a box
  20. :autoplay:
  21. :loop:
  22. :muted:
  23. .. seealso::
  24. You can check how to use CSG nodes to build various shapes (such as stairs or roads) using the
  25. `Constructive Solid Geometry demo project <https://github.com/godotengine/godot-demo-projects/tree/master/3d/csg>`__.
  26. Introduction to CSG nodes
  27. -------------------------
  28. Like other features of Godot, CSG is supported in the form of nodes. These are
  29. the CSG nodes:
  30. - :ref:`CSGBox3D <class_CSGBox3D>`
  31. - :ref:`CSGCylinder3D <class_CSGCylinder3D>` (also supports cone)
  32. - :ref:`CSGSphere3D <class_CSGSphere3D>`
  33. - :ref:`CSGTorus3D <class_CSGTorus3D>`
  34. - :ref:`CSGPolygon3D <class_CSGPolygon3D>`
  35. - :ref:`CSGMesh3D <class_CSGMesh3D>`
  36. - :ref:`CSGCombiner3D <class_CSGCombiner3D>`
  37. .. image:: img/csg_nodes.png
  38. .. image:: img/csg_mesh.png
  39. CSG tools features
  40. ~~~~~~~~~~~~~~~~~~
  41. Every CSG node supports 3 kinds of boolean operations:
  42. - **Union:** Geometry of both primitives is merged, intersecting geometry
  43. is removed.
  44. - **Intersection:** Only intersecting geometry remains, the rest is removed.
  45. - **Subtraction:** The second shape is subtracted from the first, leaving a dent
  46. with its shape.
  47. .. image:: img/csg_operation_menu.png
  48. .. image:: img/csg_operation.png
  49. CSGPolygon
  50. ~~~~~~~~~~
  51. The :ref:`CSGPolygon3D <class_CSGPolygon3D>` node extrude along a Polygon drawn in
  52. 2D (in X, Y coordinates) in the following ways:
  53. - **Depth:** Extruded back a given amount.
  54. - **Spin:** Extruded while spinning around its origin.
  55. - **Path:** Extruded along a Path node. This operation is commonly called
  56. lofting.
  57. .. image:: img/csg_poly_mode.png
  58. .. image:: img/csg_poly.png
  59. .. note:: The **Path** mode must be provided with a :ref:`Path3D <class_Path3D>`
  60. node to work. In the Path node, draw the path and the polygon in
  61. CSGPolygon3D will extrude along the given path.
  62. Custom meshes
  63. ~~~~~~~~~~~~~
  64. Custom meshes can be used for :ref:`CSGMesh3D <class_CSGMesh3D>` as long as the
  65. mesh is *manifold*. The mesh can be modeled in other software and imported into
  66. Godot. Multiple materials are supported.
  67. For a mesh to be used as a CSG mesh, it is required to:
  68. - be closed
  69. - have each edge connect to only two faces
  70. - have volume
  71. And it is recommended to avoid:
  72. - negative volume
  73. - self-intersection
  74. - interior faces
  75. Godot uses the `manifold <https://github.com/elalish/manifold>`__ library to
  76. implement CSG meshes. The technical definition of "manifold" used by Godot is
  77. the following, adapted from that library's `definition of "manifold"
  78. <https://github.com/elalish/manifold/wiki/Manifold-Library#manifoldness-definition>`__:
  79. Every edge of every triangle must contain the same two vertices (by index) as
  80. exactly one other triangle edge, and the start and end vertices must switch
  81. places between these two edges. The triangle vertices must appear in clockwise
  82. order when viewed from the outside of the Godot Engine manifold mesh.
  83. .. image:: img/csg_custom_mesh.png
  84. CSGCombiner3D
  85. ~~~~~~~~~~~~~
  86. The :ref:`CSGCombiner3D <class_CSGCombiner3D>` node is an empty shape used for
  87. organization. It will only combine children nodes.
  88. Processing order
  89. ~~~~~~~~~~~~~~~~
  90. Every CSG node will first process its children nodes and their operations:
  91. union, intersection, or subtraction, in tree order, and apply them to itself one
  92. after the other.
  93. .. note:: In the interest of performance, make sure CSG geometry remains
  94. relatively simple, as complex meshes can take a while to process.
  95. If adding objects together (such as table and room objects), create
  96. them as separate CSG trees. Forcing too many objects in a single tree
  97. will eventually start affecting performance.
  98. Only use binary operations where you actually need them.
  99. Prototyping a level
  100. -------------------
  101. We will prototype a room to practice the use of CSG tools.
  102. .. tip:: Working in **Orthogonal** projection gives a better view when combining
  103. the CSG shapes.
  104. Our level will contain these objects:
  105. - a room,
  106. - a bed,
  107. - a lamp,
  108. - a desk,
  109. - a bookshelf.
  110. Create a scene with a Node3D node as root node.
  111. .. tip:: The default lighting of the environment doesn't provide clear shading
  112. at some angles. Change the display mode using **Display Overdraw** in
  113. the 3D viewport menu, or add a DirectionalLight node to help you see
  114. clearly.
  115. .. image:: img/csg_overdraw.png
  116. Create a CSGBox3D and name it ``room``, enable **Invert Faces** and change the
  117. dimensions of your room.
  118. .. image:: img/csg_room.png
  119. .. image:: img/csg_room_invert.png
  120. Next, create a CSGCombiner3D and name it ``desk``.
  121. A desk has one surface and 4 legs:
  122. - Create 1 CSGBox3D children node in **Union** mode for the surface
  123. and adjust the dimensions.
  124. - Create 4 CSGBox3D children nodes in **Union** mode for the legs
  125. and adjust the dimensions.
  126. Adjust their placement to resemble a desk.
  127. .. image:: img/csg_desk.png
  128. .. note:: CSG nodes inside a CSGCombiner3D will only process their operation
  129. within the combiner. Therefore, CSGCombiner3Ds are used to organize
  130. CSG nodes.
  131. Create a CSGCombiner3D and name it ``bed``.
  132. Our bed consists of 3 parts: the bed, the mattress and a pillow. Create a CSGBox3D
  133. and adjust its dimension for the bed. Create another CSGBox3D and adjust its
  134. dimension for the mattress.
  135. .. image:: img/csg_bed_mat.png
  136. We will create another CSGCombiner3D named ``pillow`` as the child of ``bed``.
  137. The scene tree should look like this:
  138. .. image:: img/csg_bed_tree.png
  139. We will combine 3 CSGSphere3D nodes in **Union** mode to form a pillow. Scale the
  140. Y axis of the spheres and enable **Smooth Faces**.
  141. .. image:: img/csg_pillow_smooth.png
  142. Select the ``pillow`` node and switch the mode to **Subtraction**; the combined
  143. spheres will cut a hole into the mattress.
  144. .. image:: img/csg_pillow_hole.png
  145. Try to re-parent the ``pillow`` node to the root ``Node3D`` node; the hole will
  146. disappear.
  147. .. note:: This is to illustrate the effect of CSG processing order.
  148. Since the root node is not a CSG node, the CSGCombiner3D nodes are
  149. the end of the operations; this shows the use of CSGCombiner3D to
  150. organize the CSG scene.
  151. Undo the re-parent after observing the effect. The bed you've built should look
  152. like this:
  153. .. image:: img/csg_bed.png
  154. Create a CSGCombiner3D and name it ``lamp``.
  155. A lamp consists of 3 parts: the stand, the pole and the lampshade.
  156. Create a CSGCylinder3D, enable the **Cone** option and make it the stand. Create
  157. another CSGCylinder3D and adjust the dimensions to use it as a pole.
  158. .. image:: img/csg_lamp_pole_stand.png
  159. We will use a CSGPolygon3D for the lampshade. Use the **Spin** mode for the
  160. CSGPolygon3D and draw a `trapezoid <https://en.wikipedia.org/wiki/Trapezoid>`_
  161. while in **Front View** (numeric keypad 1); this shape will extrude around the
  162. origin and form the lampshade.
  163. .. image:: img/csg_lamp_spin.png
  164. .. image:: img/csg_lamp_polygon.png
  165. .. image:: img/csg_lamp_extrude.png
  166. Adjust the placement of the 3 parts to make it look like a lamp.
  167. .. image:: img/csg_lamp.png
  168. Create a CSGCombiner3D and name it ``bookshelf``.
  169. We will use 3 CSGBox3D nodes for the bookshelf. Create a CSGBox3D and adjust its
  170. dimensions; this will be the size of the bookshelf.
  171. .. image:: img/csg_shelf_big.png
  172. Duplicate the CSGBox3D and shorten the dimensions of each axis and change the mode
  173. to **Subtraction**.
  174. .. image:: img/csg_shelf_subtract.png
  175. .. image:: img/csg_shelf_subtract_menu.png
  176. You've almost built a shelf. Create one more CSGBox3D for dividing the shelf into
  177. two levels.
  178. .. image:: img/csg_shelf.png
  179. Position your furniture in your room as you like and your scene should look
  180. this:
  181. .. image:: img/csg_room_result.png
  182. You've successfully prototyped a room level with the CSG tools in Godot.
  183. CSG tools can be used for designing all kinds of levels, such as a maze
  184. or a city; explore its limitations when designing your game.
  185. Using prototype textures
  186. ------------------------
  187. Godot's :ref:`doc_standard_material_3d` supports *triplanar mapping*, which can be
  188. used to automatically apply a texture to arbitrary objects without distortion.
  189. This is handy when using CSG as Godot doesn't support editing UV maps on CSG
  190. nodes yet. Triplanar mapping is relatively slow, which usually restricts its
  191. usage to organic surfaces like terrain. Still, when prototyping, it can be used
  192. to quickly apply textures to CSG-based levels.
  193. .. note:: If you need some textures for prototyping, Kenney made a
  194. `set of CC0-licensed prototype textures <https://kenney.nl/assets/prototype-textures>`__.
  195. There are two ways to apply a material to a CSG node:
  196. - Applying it to a CSGCombiner3D node as a material override
  197. (**Geometry > Material Override** in the Inspector). This will affect its
  198. children automatically, but will make it impossible to change the material in
  199. individual children.
  200. - Applying a material to individual nodes (**Material** in the Inspector). This
  201. way, each CSG node can have its own appearance. Subtractive CSG nodes will
  202. apply their material to the nodes they're "digging" into.
  203. To apply triplanar mapping to a CSG node, select it, go to the Inspector, click
  204. the **[empty]** text next to **Material Override** (or **Material** for
  205. individual CSG nodes). Choose **New StandardMaterial3D**. Click the newly created
  206. material's icon to edit it. Unfold the **Albedo** section and load a texture
  207. into the **Texture** property. Now, unfold the **Uv1** section and check
  208. **Triplanar**. You can change the texture offset and scale on each axis by
  209. playing with the **Scale** and **Offset** properties just above. Higher values
  210. in the **Scale** property will cause the texture to repeat more often.
  211. .. tip:: You can copy a StandardMaterial3D to reuse it across CSG nodes. To do so,
  212. click the dropdown arrow next to a material property in the Inspector
  213. and choose **Copy**. To paste it, select the node you'd like to apply
  214. the material onto, click the dropdown arrow next to its material
  215. property then choose **Paste**.
  216. .. _doc_csg_tools_converting_to_mesh_instance_3d:
  217. Converting to MeshInstance3D
  218. ----------------------------
  219. Since Godot 4.4, you can convert a CSG node and its children to a :ref:`class_MeshInstance3D` node.
  220. This has several benefits:
  221. - Bake lightmaps, since UV2 can be generated on a MeshInstance3D.
  222. - Bake occlusion culling, since the occlusion culling bake process only takes MeshInstance3D into account.
  223. - Faster loading times, since the CSG mesh no longer needs to be rebuilt when the scene loads.
  224. - Better performance when updating the node's transform if using the mesh within another CSG node.
  225. To convert a CSG node to a MeshInstance3D node, select it, then choose
  226. **CSG > Bake Mesh Instance** in the toolbar. The MeshInstance3D node
  227. will be created as a sibling. Note that the CSG node that was used for baking is **not** hidden
  228. automatically, so remember to hide it to prevent its geometry from overlapping with the newly created
  229. MeshInstance3D.
  230. You can also create a trimesh collision shape using **CSG > Bake Collision Shape**.
  231. The generated :ref:`class_CollisionShape3D` node must be a child of a :ref:`class_StaticBody3D`
  232. or :ref:`class_AnimatableBody3D` node to be effective.
  233. .. tip::
  234. Remember to keep the original CSG node in the scene tree, so that you can
  235. perform changes to the geometry later if needed. To make changes to the
  236. geometry, remove the MeshInstance3D node and make the root CSG node visible
  237. again.
  238. Exporting as glTF
  239. -----------------
  240. It can be useful to block out a level using CSG, then export it as a 3d model, to
  241. import into 3D modeling software. You can do this by selecting **Scene > Export As... >
  242. glTF 2.0 Scene**.
  243. .. image:: img/export_as_gltf.webp