- 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!
58 lines
3 KiB
XML
58 lines
3 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
|
|
<class name="TriangleMesh" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
|
|
<brief_description>
|
|
Triangle geometry for efficient, physicsless intersection queries.
|
|
</brief_description>
|
|
<description>
|
|
Creates a bounding volume hierarchy (BVH) tree structure around triangle geometry.
|
|
The triangle BVH tree can be used for efficient intersection queries without involving a physics engine.
|
|
For example, this can be used in editor tools to select objects with complex shapes based on the mouse cursor position.
|
|
[b]Performance:[/b] Creating the BVH tree for complex geometry is a slow process and best done in a background thread.
|
|
</description>
|
|
<tutorials>
|
|
</tutorials>
|
|
<methods>
|
|
<method name="create_from_faces">
|
|
<return type="bool" />
|
|
<param index="0" name="faces" type="PackedVector3Array" />
|
|
<description>
|
|
Creates the BVH tree from an array of faces. Each 3 vertices of the input [param faces] array represent one triangle (face).
|
|
Returns [code]true[/code] if the tree is successfully built, [code]false[/code] otherwise.
|
|
</description>
|
|
</method>
|
|
<method name="get_faces" qualifiers="const">
|
|
<return type="PackedVector3Array" />
|
|
<description>
|
|
Returns a copy of the geometry faces. Each 3 vertices of the array represent one triangle (face).
|
|
</description>
|
|
</method>
|
|
<method name="intersect_ray" qualifiers="const">
|
|
<return type="Dictionary" />
|
|
<param index="0" name="begin" type="Vector3" />
|
|
<param index="1" name="dir" type="Vector3" />
|
|
<description>
|
|
Tests for intersection with a ray starting at [param begin] and facing [param dir] and extending toward infinity.
|
|
If an intersection with a triangle happens, returns a [Dictionary] with the following fields:
|
|
[code]position[/code]: The position on the intersected triangle.
|
|
[code]normal[/code]: The normal of the intersected triangle.
|
|
[code]face_index[/code]: The index of the intersected triangle.
|
|
Returns an empty [Dictionary] if no intersection happens.
|
|
See also [method intersect_segment], which is similar but uses a finite-length segment.
|
|
</description>
|
|
</method>
|
|
<method name="intersect_segment" qualifiers="const">
|
|
<return type="Dictionary" />
|
|
<param index="0" name="begin" type="Vector3" />
|
|
<param index="1" name="end" type="Vector3" />
|
|
<description>
|
|
Tests for intersection with a segment going from [param begin] to [param end].
|
|
If an intersection with a triangle happens returns a [Dictionary] with the following fields:
|
|
[code]position[/code]: The position on the intersected triangle.
|
|
[code]normal[/code]: The normal of the intersected triangle.
|
|
[code]face_index[/code]: The index of the intersected triangle.
|
|
Returns an empty [Dictionary] if no intersection happens.
|
|
See also [method intersect_ray], which is similar but uses an infinite-length ray.
|
|
</description>
|
|
</method>
|
|
</methods>
|
|
</class>
|