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Using ray casting to select faces #684
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Use MeshDataTool to read faces and their vertices, and for each face run |
so Geometry.ray_intersects_triangle is a Boolean, and plane.intersects_ray, is a Vector3? |
The problem is that, on release, this information is not available, as not I was thinking of creating a node that holds geometry information in an On Tue, Sep 9, 2014 at 8:22 PM, Leonard Meagher notifications@github.com
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I like the sound of that haha. |
Shouldn't this be considered for 3.0? |
What's the status on this for the upcoming 3.0 release? |
There is TriangleMesh now, but it does not keep UV information. It's also mostly used for editing. |
Moving to the next milestone as 3.1 is now feature frozen. |
I don't think this a necessary feature anymore, it's easily solved many other ways. |
So basically as of 2021 there is no built-in way as in Unity (RayCastHit.textureCoord) to get coordinate of texture to work with it etc? I mean there are workarounds like shaders or manually iterating through every vertice but no easy way? Asking because I came from Unity at some point and was utilizing .textureCoord heavily there. It seems Godot simply does not have such feature without modifying engine with some cpp plugins etc? |
@idchlife |
For the record, @leiget opened a proposal: godotengine/godot-proposals#2863 |
http://www.moczys.com/webGL/Experiment_02_V05.html
Being able to select a face from a mesh, or collision shape could be a useful feature in godot, in this example they change face color, but I could imagine using the face to get uv information which can turn to pixel information, and having the ability to move an image around in a 2d scene.
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