- 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!
19 lines
1.5 KiB
XML
19 lines
1.5 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PolygonOccluder3D" 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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Flat 2D polygon shape for use with occlusion culling in [OccluderInstance3D].
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</brief_description>
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<description>
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[PolygonOccluder3D] stores a polygon shape that can be used by the engine's occlusion culling system. When an [OccluderInstance3D] with a [PolygonOccluder3D] is selected in the editor, an editor will appear at the top of the 3D viewport so you can add/remove points. All points must be placed on the same 2D plane, which means it is not possible to create arbitrary 3D shapes with a single [PolygonOccluder3D]. To use arbitrary 3D shapes as occluders, use [ArrayOccluder3D] or [OccluderInstance3D]'s baking feature instead.
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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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<members>
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<member name="polygon" type="PackedVector2Array" setter="set_polygon" getter="get_polygon" default="PackedVector2Array()">
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The polygon to use for occlusion culling. The polygon can be convex or concave, but it should have as few points as possible to maximize performance.
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The polygon must [i]not[/i] have intersecting lines. Otherwise, triangulation will fail (with an error message printed).
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</member>
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</members>
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</class>
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