- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
55 lines
2.3 KiB
XML
55 lines
2.3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RenderSceneData" inherits="Object" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Abstract render data object, holds scene data related to rendering a single frame of a viewport.
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</brief_description>
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<description>
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Abstract scene data object, exists for the duration of rendering a single viewport. See also [RenderSceneDataRD], [RenderData], and [RenderDataRD].
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[b]Note:[/b] This is an internal rendering server object. Do not instantiate this class from a script.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_cam_projection" qualifiers="const">
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<return type="Projection" />
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<description>
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Returns the camera projection used to render this frame.
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[b]Note:[/b] If more than one view is rendered, this will return a combined projection.
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</description>
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</method>
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<method name="get_cam_transform" qualifiers="const">
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<return type="Transform3D" />
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<description>
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Returns the camera transform used to render this frame.
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[b]Note:[/b] If more than one view is rendered, this will return a centered transform.
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</description>
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</method>
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<method name="get_uniform_buffer" qualifiers="const">
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<return type="RID" />
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<description>
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Return the [RID] of the uniform buffer containing the scene data as a UBO.
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</description>
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</method>
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<method name="get_view_count" qualifiers="const">
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<return type="int" />
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<description>
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Returns the number of views being rendered.
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</description>
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</method>
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<method name="get_view_eye_offset" qualifiers="const">
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<return type="Vector3" />
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<param index="0" name="view" type="int" />
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<description>
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Returns the eye offset per view used to render this frame. This is the offset between our camera transform and the eye transform.
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</description>
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</method>
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<method name="get_view_projection" qualifiers="const">
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<return type="Projection" />
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<param index="0" name="view" type="int" />
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<description>
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Returns the view projection per view used to render this frame.
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[b]Note:[/b] If a single view is rendered, this returns the camera projection. If more than one view is rendered, this will return a projection for the given view including the eye offset.
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</description>
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</method>
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</methods>
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</class>
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