- 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!
30 lines
1.1 KiB
XML
30 lines
1.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="OpenXRStructureBase" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
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<brief_description>
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Object for storing OpenXR structure data.
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</brief_description>
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<description>
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Object for storing OpenXR structure data that is passed when calling into OpenXR APIs.
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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_header" qualifiers="virtual">
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<return type="int" />
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<param index="0" name="next" type="int" />
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<description>
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</description>
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</method>
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<method name="get_structure_type">
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<return type="int" />
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<description>
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Returns the structure type (OpenXR [code]XrStructureType[/code]) used for this structure.
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</description>
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</method>
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</methods>
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<members>
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<member name="next" type="OpenXRStructureBase" setter="set_next" getter="get_next">
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Setting another structure object here chains these structures together to extend the API functionality. Consult the OpenXR documentation for which structures can be used with a given API call.
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</member>
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</members>
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</class>
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