Non-physics ray vs mesh intersection function #11033
nenad-jalsovec
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When building procedural meshes it's often needed to do ray vs. mesh intersections. Afaik the engine doesn't have a straightforward way to do this other than physics based raycasts. This complicates matters a lot since mesh building is typically done in worker threads and then such threads need to be synchronized with physics frames. A two completely unrelated things.
There's
Geometry3D::ray_intersects_triangle()
but using this requires iterating through vertex data in script code which is not very efficient.Would it make sense to add a ray vs mesh intersection method into either
Geometry3D
or one of mesh manipulation classes e.g.SurfaceTool
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