- 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!
33 lines
2 KiB
XML
33 lines
2 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="ArrayOccluder3D" inherits="Occluder3D" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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3D polygon shape for use with occlusion culling in [OccluderInstance3D].
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</brief_description>
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<description>
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[ArrayOccluder3D] stores an arbitrary 3D polygon shape that can be used by the engine's occlusion culling system. This is analogous to [ArrayMesh], but for occluders.
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See [OccluderInstance3D]'s documentation for instructions on setting up occlusion culling.
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</description>
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<tutorials>
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<link title="Occlusion culling">$DOCS_URL/tutorials/3d/occlusion_culling.html</link>
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</tutorials>
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<methods>
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<method name="set_arrays">
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<return type="void" />
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<param index="0" name="vertices" type="PackedVector3Array" />
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<param index="1" name="indices" type="PackedInt32Array" />
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<description>
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Sets [member indices] and [member vertices], while updating the final occluder only once after both values are set.
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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="indices" type="PackedInt32Array" setter="set_indices" getter="get_indices" default="PackedInt32Array()">
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The occluder's index position. Indices determine which points from the [member vertices] array should be drawn, and in which order.
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[b]Note:[/b] The occluder is always updated after setting this value. If creating occluders procedurally, consider using [method set_arrays] instead to avoid updating the occluder twice when it's created.
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</member>
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<member name="vertices" type="PackedVector3Array" setter="set_vertices" getter="get_vertices" default="PackedVector3Array()">
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The occluder's vertex positions in local 3D coordinates.
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[b]Note:[/b] The occluder is always updated after setting this value. If creating occluders procedurally, consider using [method set_arrays] instead to avoid updating the occluder twice when it's created.
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</member>
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</members>
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</class>
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