becd467be8
rayCast(to,from,dist,prop,face,xray,poly): The face paremeter determines the orientation of the normal: 0 or omitted => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow: prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. prop off, xray on : idem. prop on, xray off: return closest hit if it matches prop, no hit otherwise. prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray. if poly is 0 or omitted, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit. if poly is 1, returns a 4-tuple with in addition a KX_PolyProxy as 4th element. The KX_PolyProxy object holds information on the polygon hit by the ray: the index of the vertex forming the poylgon, material, etc. Attributes (read-only): matname: The name of polygon material, empty if no material. material: The material of the polygon texture: The texture name of the polygon. matid: The material index of the polygon, use this to retrieve vertex proxy from mesh proxy v1: vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v2: vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v3: vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy v4: vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex use this to retrieve vertex proxy from mesh proxy visible: visible state of the polygon: 1=visible, 0=invisible collide: collide state of the polygon: 1=receives collision, 0=collision free. Methods: getMaterialName(): Returns the polygon material name with MA prefix getMaterial(): Returns the polygon material getTextureName(): Returns the polygon texture name getMaterialIndex(): Returns the material bucket index of the polygon. getNumVertex(): Returns the number of vertex of the polygon. isVisible(): Returns whether the polygon is visible or not isCollider(): Returns whether the polygon is receives collision or not getVertexIndex(vertex): Returns the mesh vertex index of a polygon vertex getMesh(): Returns a mesh proxy New methods of KX_MeshProxy have been implemented to retrieve KX_PolyProxy objects: getNumPolygons(): Returns the number of polygon in the mesh. getPolygon(index): Gets the specified polygon from the mesh. More details in PyDoc.
126 lines
3.5 KiB
Python
126 lines
3.5 KiB
Python
# $Id$
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# Documentation for KX_MeshProxy
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class KX_MeshProxy:
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"""
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A mesh object.
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You can only change the vertex properties of a mesh object, not the mesh topology.
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To use mesh objects effectively, you should know a bit about how the game engine handles them.
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1. Mesh Objects are converted from Blender at scene load.
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2. The Converter groups polygons by Material. This means they can be sent to the
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renderer efficiently. A material holds:
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1. The texture.
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2. The Blender material.
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3. The Tile properties
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4. The face properties - (From the "Texture Face" panel)
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5. Transparency & z sorting
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6. Light layer
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7. Polygon shape (triangle/quad)
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8. Game Object
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3. Verticies will be split by face if necessary. Verticies can only be shared between
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faces if:
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1. They are at the same position
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2. UV coordinates are the same
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3. Their normals are the same (both polygons are "Set Smooth")
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4. They are the same colour
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For example: a cube has 24 verticies: 6 faces with 4 verticies per face.
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The correct method of iterating over every L{KX_VertexProxy} in a game object::
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import GameLogic
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co = GameLogic.getcurrentController()
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obj = co.getOwner()
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m_i = 0
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mesh = obj.getMesh(m_i) # There can be more than one mesh...
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while mesh != None:
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for mat in range(mesh.getNumMaterials()):
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for v_index in range(mesh.getVertexArrayLength(mat)):
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vertex = mesh.getVertex(mat, v_index)
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# Do something with vertex here...
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# ... eg: colour the vertex red.
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vertex.colour = [1.0, 0.0, 0.0, 1.0]
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m_i += 1
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mesh = obj.getMesh(m_i)
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"""
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def getNumMaterials():
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"""
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Gets the number of materials associated with this object.
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@rtype: integer
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"""
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def getMaterialName(matid):
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"""
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Gets the name of the specified material.
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@type matid: integer
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@param matid: the specified material.
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@rtype: string
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@return: the attached material name.
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"""
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def getTextureName(matid):
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"""
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Gets the name of the specified material's texture.
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@type matid: integer
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@param matid: the specified material
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@rtype: string
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@return: the attached material's texture name.
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"""
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def getVertexArrayLength(matid):
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"""
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Gets the length of the vertex array associated with the specified material.
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There is one vertex array for each material.
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@type matid: integer
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@param matid: the specified material
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@rtype: integer
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@return: the number of verticies in the vertex array.
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"""
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def getVertex(matid, index):
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"""
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Gets the specified vertex from the mesh object.
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@type matid: integer
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@param matid: the specified material
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@type index: integer
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@param index: the index into the vertex array.
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@rtype: L{KX_VertexProxy}
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@return: a vertex object.
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"""
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def getNumPolygons():
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"""
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Returns the number of polygon in the mesh.
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@rtype: integer
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"""
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def getPolygon(index):
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"""
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Gets the specified polygon from the mesh.
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@type index: integer
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@param index: polygon number
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@rtype: L{KX_PolyProxy}
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@return: a polygon object.
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"""
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def reinstancePhysicsMesh():
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"""
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Updates the physics system with the changed mesh.
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A mesh must have only one material with collision flags,
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and have all collision primitives in one vertex array (ie. < 65535 verts) and
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be either a polytope or polyheder mesh. If you don't get a warning in the
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console when the collision type is polytope, the mesh is suitable for reinstance.
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@rtype: boolean
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@return: True if reinstance succeeded, False if it failed.
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"""
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