godot/modules/csg/doc_classes/CSGMesh3D.xml

<?xml version="1.0" encoding="UTF-8" ?>
<class name="CSGMesh3D" inherits="CSGPrimitive3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
	<brief_description>
		A CSG Mesh shape that uses a mesh resource.
	</brief_description>
	<description>
		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.
		[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.
	</description>
	<tutorials>
		<link title="Prototyping levels with CSG">$DOCS_URL/tutorials/3d/csg_tools.html</link>
	</tutorials>
	<members>
		<member name="material" type="Material" setter="set_material" getter="get_material">
			The [Material] used in drawing the CSG shape.
		</member>
		<member name="mesh" type="Mesh" setter="set_mesh" getter="get_mesh">
			The [Mesh] resource to use as a CSG shape.
			[b]Note:[/b] When using an [ArrayMesh], all vertex attributes except [constant Mesh.ARRAY_VERTEX], [constant Mesh.ARRAY_NORMAL] and [constant Mesh.ARRAY_TEX_UV] are left unused. Only [constant Mesh.ARRAY_VERTEX] and [constant Mesh.ARRAY_TEX_UV] will be passed to the GPU.
			[constant Mesh.ARRAY_NORMAL] is only used to determine which faces require the use of flat shading. By default, CSGMesh will ignore the mesh's vertex normals, recalculate them for each vertex and use a smooth shader. If a flat shader is required for a face, ensure that all vertex normals of the face are approximately equal.
		</member>
	</members>
</class>