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Module KX_SCA_ReplaceMeshActuator :: Class KX_SCA_ReplaceMeshActuator |
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SCA_ILogicBrick
--+ |SCA_IActuator
--+ | KX_SCA_ReplaceMeshActuator
Edit Object actuator, in Replace Mesh mode.
Example:# Level-of-detail # Switch a game object's mesh based on its depth in the camera view. # +----------+ +-----------+ +-------------------------------------+ # | Always +-----+ Python +-----+ Edit Object (Replace Mesh) LOD.Mesh | # +----------+ +-----------+ +-------------------------------------+ import GameLogic # List detail meshes here # Mesh (name, near, far) # Meshes overlap so that they don't 'pop' when on the edge of the distance. meshes = ((".Hi", 0.0, -20.0), (".Med", -15.0, -50.0), (".Lo", -40.0, -100.0) ) co = GameLogic.getCurrentController() obj = co.getOwner() act = co.getActuator("LOD." + obj.getName()) cam = GameLogic.getCurrentScene().active_camera def Depth(pos, plane): return pos[0]*plane[0] + pos[1]*plane[1] + pos[2]*plane[2] + plane[3] # Depth is negative and decreasing further from the camera depth = Depth(obj.position, cam.world_to_camera[2]) newmesh = None curmesh = None # Find the lowest detail mesh for depth for mesh in meshes: if depth < mesh[1] and depth > mesh[2]: newmesh = mesh if "ME" + obj.getName() + mesh[0] == act.getMesh(): curmesh = mesh if newmesh != None and "ME" + obj.getName() + newmesh[0] != act.getMesh(): # The mesh is a different mesh - switch it. # Check the current mesh is not a better fit. if curmesh == None or curmesh[1] < depth or curmesh[2] > depth: act.setMesh(obj.getName() + newmesh[0]) GameLogic.addActiveActuator(act, True)
Warning:
Replace mesh actuators will be ignored if at game start, the named mesh doesn't exist.
This will generate a warning in the console:
ERROR: GameObject OBName ReplaceMeshActuator
ActuatorName without object
Method Summary | |
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string |
Returns the name of the mesh that will replace the current one. |
Sets the name of the mesh that will replace the current one. | |
Inherited from SCA_ILogicBrick | |
integer |
Gets the execution priority of this logic brick. |
KX_GameObject
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Gets the game object associated with this logic brick. |
Sets the priority of this logic brick. |
Method Details |
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getMesh()Returns the name of the mesh that will replace the current one. Returns None if no mesh has been scheduled to be added.
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setMesh(name)Sets the name of the mesh that will replace the current one.
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Generated by Epydoc 2.1 on Thu Feb 1 00:12:33 2007 | http://epydoc.sf.net |