forked from bartvdbraak/blender
0a0f4c9d81
- Mathutils.MidpointVecs --> vector.lerp(other, fac) - Mathutils.AngleBetweenVecs --> vector.angle(other) - Mathutils.ProjectVecs --> vector.project(other) - Mathutils.DifferenceQuats --> quat.difference(other) - Mathutils.Slerp --> quat.slerp(other, fac) - Mathutils.Rand: removed, use pythons random module - Mathutils.RotationMatrix(angle, size, axis_flag, axis) --> Mathutils.RotationMatrix(angle, size, axis); merge axis & axis_flag args - Matrix.scalePart --> Matrix.scale_part - Matrix.translationPart --> Matrix.translation_part - Matrix.rotationPart --> Matrix.rotation_part - toMatrix --> to_matrix - toEuler --> to_euler - toQuat --> to_quat - Vector.toTrackQuat --> Vector.to_track_quat
79 lines
2.4 KiB
Python
79 lines
2.4 KiB
Python
# This script must be assigned to a python controller
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# where it can access the object that owns it and the sensors/actuators that it connects to.
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# GameLogic has been added to the global namespace no need to import
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# for keyboard event comparison
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# import GameKeys
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# support for Vector(), Matrix() types and advanced functions like ScaleMatrix(...) and RotationMatrix(...)
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# import Mathutils
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# for functions like getWindowWidth(), getWindowHeight()
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# import Rasterizer
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def main():
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cont = GameLogic.getCurrentController()
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# The KX_GameObject that owns this controller.
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own = cont.owner
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# for scripts that deal with spacial logic
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own_pos = own.worldPosition
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# Some example functions, remove to write your own script.
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# check for a positive sensor, will run on any object without errors.
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print('Logic info for KX_GameObject', own.name)
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input = False
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for sens in cont.sensors:
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# The sensor can be on another object, we may want to use it
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own_sens = sens.owner
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print(' sensor:', sens.name, end=' ')
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if sens.positive:
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print('(true)')
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input = True
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else:
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print('(false)')
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for actu in cont.actuators:
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# The actuator can be on another object, we may want to use it
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own_actu = actu.owner
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print(' actuator:', actu.name)
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# This runs the actuator or turns it off
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# note that actuators will continue to run unless explicitly turned off.
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if input:
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cont.activate(actu)
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else:
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cont.deactivate(actu)
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# Its also good practice to get sensors and actuators by name
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# rather then index so any changes to their order wont break the script.
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# sens_key = cont.sensors['key_sensor']
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# actu_motion = cont.actuators['motion']
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# Loop through all other objects in the scene
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sce = GameLogic.getCurrentScene()
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print('Scene Objects:', sce.name)
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for ob in sce.objects:
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print(' ', ob.name, ob.worldPosition)
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# Example where collision objects are checked for their properties
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# adding to our objects "life" property
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"""
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actu_collide = cont.sensors['collision_sens']
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for ob in actu_collide.objectHitList:
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# Check to see the object has this property
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if ob.has_key('life'):
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own['life'] += ob['life']
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ob['life'] = 0
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print(own['life'])
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"""
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main()
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