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