Triangle geometry for efficient, physicsless intersection queries.
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.
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.
Returns a copy of the geometry faces. Each 3 vertices of the array represent one triangle (face).
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.
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.