e3a1547eea
added exception messages for replaceMesh.setMesh() and allowed None as an argument. added exception messages for other BGE module functions.
75 lines
2.3 KiB
Python
75 lines
2.3 KiB
Python
# $Id$
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# Documentation for KX_SCA_ReplaceMeshActuator
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from SCA_IActuator import *
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class KX_SCA_ReplaceMeshActuator(SCA_IActuator):
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"""
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Edit Object actuator, in Replace Mesh mode.
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Example::
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# Level-of-detail
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# Switch a game object's mesh based on its depth in the camera view.
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# +----------+ +-----------+ +-------------------------------------+
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# | Always +-----+ Python +-----+ Edit Object (Replace Mesh) LOD.Mesh |
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# +----------+ +-----------+ +-------------------------------------+
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import GameLogic
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# List detail meshes here
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# Mesh (name, near, far)
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# Meshes overlap so that they don't 'pop' when on the edge of the distance.
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meshes = ((".Hi", 0.0, -20.0),
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(".Med", -15.0, -50.0),
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(".Lo", -40.0, -100.0)
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)
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co = GameLogic.getCurrentController()
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obj = co.getOwner()
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act = co.getActuator("LOD." + obj.getName())
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cam = GameLogic.getCurrentScene().active_camera
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def Depth(pos, plane):
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return pos[0]*plane[0] + pos[1]*plane[1] + pos[2]*plane[2] + plane[3]
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# Depth is negative and decreasing further from the camera
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depth = Depth(obj.position, cam.world_to_camera[2])
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newmesh = None
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curmesh = None
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# Find the lowest detail mesh for depth
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for mesh in meshes:
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if depth < mesh[1] and depth > mesh[2]:
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newmesh = mesh
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if "ME" + obj.getName() + mesh[0] == act.getMesh():
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curmesh = mesh
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if newmesh != None and "ME" + obj.getName() + newmesh[0] != act.getMesh():
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# The mesh is a different mesh - switch it.
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# Check the current mesh is not a better fit.
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if curmesh == None or curmesh[1] < depth or curmesh[2] > depth:
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act.setMesh(obj.getName() + newmesh[0])
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GameLogic.addActiveActuator(act, True)
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@warning: Replace mesh actuators will be ignored if at game start, the
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named mesh doesn't exist.
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This will generate a warning in the console:
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C{ERROR: GameObject I{OBName} ReplaceMeshActuator I{ActuatorName} without object}
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"""
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def setMesh(name):
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"""
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Sets the name of the mesh that will replace the current one.
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When the name is None it will unset the mesh value so no action is taken.
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@type name: string or None
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"""
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def getMesh():
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"""
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Returns the name of the mesh that will replace the current one.
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Returns None if no mesh has been scheduled to be added.
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@rtype: string or None
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"""
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