csg_tools.rst 11 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303
  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). In
  14. addition CSG can't reliably create meshes made up of multiple nodes
  15. without holes.
  16. If you're looking for an easy to use level design tool for a project,
  17. you may want to use `Qodot <https://github.com/QodotPlugin/Qodot>`__
  18. instead. It lets you design levels using
  19. `TrenchBroom <https://kristianduske.com/trenchbroom/>`__ and import
  20. them in Godot.
  21. .. image:: img/csg.gif
  22. .. seealso::
  23. You can check how to use CSG nodes to build various shapes (such as stairs or roads) using the
  24. `Constructive Solid Geometry demo project <https://github.com/godotengine/godot-demo-projects/tree/master/3d/csg>`__.
  25. Introduction to CSG nodes
  26. -------------------------
  27. Like other features of Godot, CSG is supported in the form of nodes. These are
  28. the CSG nodes:
  29. - :ref:`CSGBox3D <class_CSGBox3D>`
  30. - :ref:`CSGCylinder3D <class_CSGCylinder3D>` (also supports cone)
  31. - :ref:`CSGSphere3D <class_CSGSphere3D>`
  32. - :ref:`CSGTorus3D <class_CSGTorus3D>`
  33. - :ref:`CSGPolygon3D <class_CSGPolygon3D>`
  34. - :ref:`CSGMesh3D <class_CSGMesh3D>`
  35. - :ref:`CSGCombiner3D <class_CSGCombiner3D>`
  36. .. image:: img/csg_nodes.png
  37. .. image:: img/csg_mesh.png
  38. CSG tools features
  39. ~~~~~~~~~~~~~~~~~~
  40. Every CSG node supports 3 kinds of boolean operations:
  41. - **Union:** Geometry of both primitives is merged, intersecting geometry
  42. is removed.
  43. - **Intersection:** Only intersecting geometry remains, the rest is removed.
  44. - **Subtraction:** The second shape is subtracted from the first, leaving a dent
  45. with its shape.
  46. .. image:: img/csg_operation_menu.png
  47. .. image:: img/csg_operation.png
  48. CSGPolygon
  49. ~~~~~~~~~~
  50. The :ref:`CSGPolygon3D <class_CSGPolygon3D>` node extrude along a Polygon drawn in
  51. 2D (in X, Y coordinates) in the following ways:
  52. - **Depth:** Extruded back a given amount.
  53. - **Spin:** Extruded while spinning around its origin.
  54. - **Path:** Extruded along a Path node. This operation is commonly called
  55. lofting.
  56. .. image:: img/csg_poly_mode.png
  57. .. image:: img/csg_poly.png
  58. .. note:: The **Path** mode must be provided with a :ref:`Path3D <class_Path3D>`
  59. node to work. In the Path node, draw the path and the polygon in
  60. CSGPolygon3D will extrude along the given path.
  61. Custom meshes
  62. ~~~~~~~~~~~~~
  63. Any mesh can be used for :ref:`CSGMesh3D <class_CSGMesh3D>`; the mesh can be
  64. modeled in other software and imported into Godot. Multiple materials are
  65. supported. There are some restrictions for geometry:
  66. - it must be closed,
  67. - it must not self-intersect,
  68. - it must not contain internal faces,
  69. - every edge must connect to only two other faces.
  70. .. image:: img/csg_custom_mesh.png
  71. CSGCombiner3D
  72. ~~~~~~~~~~~~~
  73. The :ref:`CSGCombiner3D <class_CSGCombiner3D>` node is an empty shape used for
  74. organization. It will only combine children nodes.
  75. Processing order
  76. ~~~~~~~~~~~~~~~~
  77. Every CSG node will first process its children nodes and their operations:
  78. union, intersection, or subtraction, in tree order, and apply them to itself one
  79. after the other.
  80. .. note:: In the interest of performance, make sure CSG geometry remains
  81. relatively simple, as complex meshes can take a while to process.
  82. If adding objects together (such as table and room objects), create
  83. them as separate CSG trees. Forcing too many objects in a single tree
  84. will eventually start affecting performance.
  85. Only use binary operations where you actually need them.
  86. Prototyping a level
  87. -------------------
  88. We will prototype a room to practice the use of CSG tools.
  89. .. tip:: Working in **Orthogonal** projection gives a better view when combining
  90. the CSG shapes.
  91. Our level will contain these objects:
  92. - a room,
  93. - a bed,
  94. - a lamp,
  95. - a desk,
  96. - a bookshelf.
  97. Create a scene with a Node3D node as root node.
  98. .. tip:: The default lighting of the environment doesn't provide clear shading
  99. at some angles. Change the display mode using **Display Overdraw** in
  100. the 3D viewport menu, or add a DirectionalLight node to help you see
  101. clearly.
  102. .. image:: img/csg_overdraw.png
  103. Create a CSGBox3D and name it ``room``, enable **Invert Faces** and change the
  104. dimensions of your room.
  105. .. image:: img/csg_room.png
  106. .. image:: img/csg_room_invert.png
  107. Next, create a CSGCombiner3D and name it ``desk``.
  108. A desk has one surface and 4 legs:
  109. - Create 1 CSGBox3D children node in **Union** mode for the surface
  110. and adjust the dimensions.
  111. - Create 4 CSGBox3D children nodes in **Union** mode for the legs
  112. and adjust the dimensions.
  113. Adjust their placement to resemble a desk.
  114. .. image:: img/csg_desk.png
  115. .. note:: CSG nodes inside a CSGCombiner3D will only process their operation
  116. within the combiner. Therefore, CSGCombiner3Ds are used to organize
  117. CSG nodes.
  118. Create a CSGCombiner3D and name it ``bed``.
  119. Our bed consists of 3 parts: the bed, the mattress and a pillow. Create a CSGBox3D
  120. and adjust its dimension for the bed. Create another CSGBox3D and adjust its
  121. dimension for the mattress.
  122. .. image:: img/csg_bed_mat.png
  123. We will create another CSGCombiner3D named ``pillow`` as the child of ``bed``.
  124. The scene tree should look like this:
  125. .. image:: img/csg_bed_tree.png
  126. We will combine 3 CSGSphere3D nodes in **Union** mode to form a pillow. Scale the
  127. Y axis of the spheres and enable **Smooth Faces**.
  128. .. image:: img/csg_pillow_smooth.png
  129. Select the ``pillow`` node and switch the mode to **Subtraction**; the combined
  130. spheres will cut a hole into the mattress.
  131. .. image:: img/csg_pillow_hole.png
  132. Try to re-parent the ``pillow`` node to the root ``Node3D`` node; the hole will
  133. disappear.
  134. .. note:: This is to illustrate the effect of CSG processing order.
  135. Since the root node is not a CSG node, the CSGCombiner3D nodes are
  136. the end of the operations; this shows the use of CSGCombiner3D to
  137. organize the CSG scene.
  138. Undo the re-parent after observing the effect. The bed you've built should look
  139. like this:
  140. .. image:: img/csg_bed.png
  141. Create a CSGCombiner3D and name it ``lamp``.
  142. A lamp consists of 3 parts: the stand, the pole and the lampshade.
  143. Create a CSGCylinder3D, enable the **Cone** option and make it the stand. Create
  144. another CSGCylinder3D and adjust the dimensions to use it as a pole.
  145. .. image:: img/csg_lamp_pole_stand.png
  146. We will use a CSGPolygon3D for the lampshade. Use the **Spin** mode for the
  147. CSGPolygon3D and draw a `trapezoid <https://en.wikipedia.org/wiki/Trapezoid>`_
  148. while in **Front View** (numeric keypad 1); this shape will extrude around the
  149. origin and form the lampshade.
  150. .. image:: img/csg_lamp_spin.png
  151. .. image:: img/csg_lamp_polygon.png
  152. .. image:: img/csg_lamp_extrude.png
  153. Adjust the placement of the 3 parts to make it look like a lamp.
  154. .. image:: img/csg_lamp.png
  155. Create a CSGCombiner3D and name it ``bookshelf``.
  156. We will use 3 CSGBox3D nodes for the bookshelf. Create a CSGBox3D and adjust its
  157. dimensions; this will be the size of the bookshelf.
  158. .. image:: img/csg_shelf_big.png
  159. Duplicate the CSGBox3D and shorten the dimensions of each axis and change the mode
  160. to **Subtraction**.
  161. .. image:: img/csg_shelf_subtract.png
  162. .. image:: img/csg_shelf_subtract_menu.png
  163. You've almost built a shelf. Create one more CSGBox3D for dividing the shelf into
  164. two levels.
  165. .. image:: img/csg_shelf.png
  166. Position your furniture in your room as you like and your scene should look
  167. this:
  168. .. image:: img/csg_room_result.png
  169. You've successfully prototyped a room level with the CSG tools in Godot.
  170. CSG tools can be used for designing all kinds of levels, such as a maze
  171. or a city; explore its limitations when designing your game.
  172. Using prototype textures
  173. ------------------------
  174. Godot's :ref:`doc_standard_material_3d` supports *triplanar mapping*, which can be
  175. used to automatically apply a texture to arbitrary objects without distortion.
  176. This is handy when using CSG as Godot doesn't support editing UV maps on CSG
  177. nodes yet. Triplanar mapping is relatively slow, which usually restricts its
  178. usage to organic surfaces like terrain. Still, when prototyping, it can be used
  179. to quickly apply textures to CSG-based levels.
  180. .. note:: If you need some textures for prototyping, Kenney made a
  181. `set of CC0-licensed prototype textures <https://kenney.nl/assets/prototype-textures>`__.
  182. There are two ways to apply a material to a CSG node:
  183. - Applying it to a CSGCombiner3D node as a material override
  184. (**Geometry > Material Override** in the Inspector). This will affect its
  185. children automatically, but will make it impossible to change the material in
  186. individual children.
  187. - Applying a material to individual nodes (**Material** in the Inspector). This
  188. way, each CSG node can have its own appearance. Subtractive CSG nodes will
  189. apply their material to the nodes they're "digging" into.
  190. To apply triplanar mapping to a CSG node, select it, go to the Inspector, click
  191. the **[empty]** text next to **Material Override** (or **Material** for
  192. individual CSG nodes). Choose **New StandardMaterial3D**. Click the newly created
  193. material's icon to edit it. Unfold the **Albedo** section and load a texture
  194. into the **Texture** property. Now, unfold the **Uv1** section and check
  195. **Triplanar**. You can change the texture offset and scale on each axis by
  196. playing with the **Scale** and **Offset** properties just above. Higher values
  197. in the **Scale** property will cause the texture to repeat more often.
  198. .. tip:: You can copy a StandardMaterial3D to reuse it across CSG nodes. To do so,
  199. click the dropdown arrow next to a material property in the Inspector
  200. and choose **Copy**. To paste it, select the node you'd like to apply
  201. the material onto, click the dropdown arrow next to its material
  202. property then choose **Paste**.
  203. Exporting as glTF
  204. ------------------------
  205. It can be useful to block out a level using CSG, then export it as a 3d model, to
  206. import into 3D modeling software. You can do this by selecting **Scene > Export As... >
  207. glTF 2.0 Scene**.
  208. .. image:: img/export_as_gltf.webp