forked from bartvdbraak/blender
365 lines
13 KiB
Python
365 lines
13 KiB
Python
# $Id$
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# Documentation for game objects
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class KX_GameObject:
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"""
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All game objects are derived from this class.
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Properties assigned to game objects are accessible as attributes of this class.
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@ivar name: The object's name.
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@type name: string.
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@ivar mass: The object's mass (provided the object has a physics controller). Read only.
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@type mass: float
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@ivar parent: The object's parent object. (Read only)
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@type parent: L{KX_GameObject}
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@ivar visible: visibility flag.
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@type visible: boolean
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@ivar position: The object's position.
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@type position: list [x, y, z]
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@ivar orientation: The object's orientation. 3x3 Matrix.
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You can also write a Quaternion or Euler vector.
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@type orientation: 3x3 Matrix [[float]]
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@ivar scaling: The object's scaling factor. list [sx, sy, sz]
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@type scaling: list [sx, sy, sz]
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@ivar timeOffset: adjust the slowparent delay at runtime.
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@type timeOffset: float
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"""
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def endObject(visible):
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"""
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Delete this object, can be used inpace of the EndObject Actuator.
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The actual removal of the object from the scene is delayed.
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"""
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def getVisible():
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"""
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Gets the game object's visible flag.
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@rtype: boolean
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"""
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def setVisible(visible):
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"""
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Sets the game object's visible flag.
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@type visible: boolean
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"""
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def getState():
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"""
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Gets the game object's state bitmask.
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@rtype: int
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@return: the objects state.
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"""
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def setState(state):
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"""
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Sets the game object's state flag.
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The bitmasks for states from 1 to 30 can be set with (1<<0, 1<<1, 1<<2 ... 1<<29)
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@type state: integer
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"""
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def setPosition(pos):
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"""
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Sets the game object's position.
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Global coordinates for root object, local for child objects.
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@type pos: [x, y, z]
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@param pos: the new position, in local coordinates.
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"""
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def setWorldPosition(pos):
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"""
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Sets the game object's position in world coordinates regardless if the object is root or child.
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@type pos: [x, y, z]
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@param pos: the new position, in world coordinates.
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"""
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def getPosition():
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"""
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Gets the game object's position.
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@rtype: list [x, y, z]
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@return: the object's position in world coordinates.
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"""
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def setOrientation(orn):
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"""
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Sets the game object's orientation.
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@type orn: 3x3 rotation matrix, or Quaternion.
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@param orn: a rotation matrix specifying the new rotation.
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@note: When using this matrix with Blender.Mathutils.Matrix() types, it will need to be transposed.
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"""
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def alignAxisToVect(vect, axis):
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"""
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Aligns any of the game object's axis along the given vector.
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@type vect: 3d vector.
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@param vect: a vector to align the axis.
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@type axis: integer.
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@param axis:The axis you want to align
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- 0: X axis
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- 1: Y axis
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- 2: Z axis (default)
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"""
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def getAxisVect(vect):
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"""
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Returns the axis vector rotates by the objects worldspace orientation.
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This is the equivalent if multiplying the vector by the orientation matrix.
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@type vect: 3d vector.
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@param vect: a vector to align the axis.
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@rtype: 3d vector.
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@return: The vector in relation to the objects rotation.
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"""
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def getOrientation():
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"""
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Gets the game object's orientation.
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@rtype: 3x3 rotation matrix
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@return: The game object's rotation matrix
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@note: When using this matrix with Blender.Mathutils.Matrix() types, it will need to be transposed.
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"""
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def getLinearVelocity(local = 0):
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"""
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Gets the game object's linear velocity.
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This method returns the game object's velocity through it's centre of mass,
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ie no angular velocity component.
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@type local: boolean
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@param local: - False: you get the "global" velocity ie: relative to world orientation (default).
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- True: you get the "local" velocity ie: relative to object orientation.
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@rtype: list [vx, vy, vz]
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@return: the object's linear velocity.
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"""
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def setLinearVelocity(velocity, local = 0):
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"""
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Sets the game object's linear velocity.
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This method sets game object's velocity through it's centre of mass,
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ie no angular velocity component.
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@type velocity: 3d vector.
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@param velocity: linear velocity vector.
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@type local: boolean
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@param local: - False: you get the "global" velocity ie: relative to world orientation (default).
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- True: you get the "local" velocity ie: relative to object orientation.
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"""
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def getAngularVelocity(local = 0):
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"""
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Gets the game object's angular velocity.
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@type local: boolean
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@param local: - False: you get the "global" velocity ie: relative to world orientation (default).
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- True: you get the "local" velocity ie: relative to object orientation.
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@rtype: list [vx, vy, vz]
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@return: the object's angular velocity.
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"""
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def setAngularVelocity(velocity, local = 0):
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"""
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Sets the game object's angular velocity.
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@type velocity: 3d vector.
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@param velocity: angular velocity vector.
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@type local: boolean
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@param local: - False: you get the "global" velocity ie: relative to world orientation (default).
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- True: you get the "local" velocity ie: relative to object orientation.
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"""
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def getVelocity(point):
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"""
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Gets the game object's velocity at the specified point.
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Gets the game object's velocity at the specified point, including angular
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components.
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@type point: list [x, y, z]
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@param point: the point to return the velocity for, in local coordinates. (optional: default = [0, 0, 0])
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@rtype: list [vx, vy, vz]
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@return: the velocity at the specified point.
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"""
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def getMass():
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"""
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Gets the game object's mass.
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@rtype: float
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@return: the object's mass.
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"""
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def getReactionForce():
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"""
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Gets the game object's reaction force.
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The reaction force is the force applied to this object over the last simulation timestep.
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This also includes impulses, eg from collisions.
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@rtype: list [fx, fy, fz]
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@return: the reaction force of this object.
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"""
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def applyImpulse(point, impulse):
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"""
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Applies an impulse to the game object.
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This will apply the specified impulse to the game object at the specified point.
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If point != getPosition(), applyImpulse will also change the object's angular momentum.
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Otherwise, only linear momentum will change.
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@type point: list [x, y, z]
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@param point: the point to apply the impulse to (in world coordinates)
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"""
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def suspendDynamics():
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"""
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Suspends physics for this object.
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"""
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def restoreDynamics():
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"""
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Resumes physics for this object.
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@Note: The objects linear velocity will be applied from when the dynamics were suspended.
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"""
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def enableRigidBody():
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"""
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Enables rigid body physics for this object.
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Rigid body physics allows the object to roll on collisions.
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@Note: This is not working with bullet physics yet.
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"""
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def disableRigidBody():
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"""
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Disables rigid body physics for this object.
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@Note: This is not working with bullet physics yet. The angular is removed but rigid body physics can still rotate it later.
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"""
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def getParent():
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"""
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Gets this object's parent.
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@rtype: L{KX_GameObject}
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@return: this object's parent object, or None if this object has no parent.
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"""
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def setParent(parent):
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"""
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Sets this object's parent.
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@type parent: L{KX_GameObject}
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@param parent: new parent object.
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"""
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def removeParent():
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"""
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Removes this objects parent.
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"""
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def getChildren():
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"""
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Return a list of immediate children of this object.
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@rtype: list
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@return: a list of all this objects children.
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"""
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def getChildrenRecursive():
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"""
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Return a list of children of this object, including all their childrens children.
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@rtype: list
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@return: a list of all this objects children recursivly.
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"""
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def getMesh(mesh):
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"""
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Gets the mesh object for this object.
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@type mesh: integer
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@param mesh: the mesh object to return (optional: default mesh = 0)
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@rtype: L{KX_MeshProxy}
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@return: the first mesh object associated with this game object, or None if this object has no meshs.
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"""
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def getPhysicsId():
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"""
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Returns the user data object associated with this game object's physics controller.
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"""
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def getPropertyNames():
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"""
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Gets a list of all property names.
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@rtype: list
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@return: All property names for this object.
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"""
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def getDistanceTo(other):
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"""
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Returns the distance to another object or point.
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@param other: a point or another L{KX_GameObject} to measure the distance to.
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@type other: L{KX_GameObject} or list [x, y, z]
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@rtype: float
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"""
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def getVectTo(other):
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"""
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Returns the vector and the distance to another object or point.
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The vector is normalized unless the distance is 0, in which a NULL vector is returned.
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@param other: a point or another L{KX_GameObject} to get the vector and distance to.
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@type other: L{KX_GameObject} or list [x, y, z]
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@rtype: 3-tuple (float, 3-tuple (x,y,z), 3-tuple (x,y,z))
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@return: (distance, globalVector(3), localVector(3))
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"""
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def rayCastTo(other,dist,prop):
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"""
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Look towards another point/object and find first object hit within dist that matches prop.
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The ray is always casted from the center of the object, ignoring the object itself.
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The ray is casted towards the center of another object or an explicit [x,y,z] point.
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Use rayCast() if you need to retrieve the hit point
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@param other: [x,y,z] or object towards which the ray is casted
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@type other: L{KX_GameObject} or 3-tuple
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@param dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other
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@type dist: float
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@param prop: property name that object must have; can be omitted => detect any object
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@type prop: string
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@rtype: L{KX_GameObject}
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@return: the first object hit or None if no object or object does not match prop
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"""
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def rayCast(objto,objfrom,dist,prop,face,xray,poly):
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"""
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Look from a point/object to another point/object and find first object hit within dist that matches prop.
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if poly is 0, returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
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if poly is 1, returns a 4-tuple with in addition a L{KX_PolyProxy} as 4th element.
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Ex::
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# shoot along the axis gun-gunAim (gunAim should be collision-free)
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ob,point,normal = gun.rayCast(gunAim,None,50)
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if ob:
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# hit something
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Notes:
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The ray ignores the object on which the method is called.
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It is casted from/to object center or explicit [x,y,z] points.
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The face paremeter determines the orientation of the normal::
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0 => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
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1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
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The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
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The prop and xray parameters interact as follow::
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prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
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prop off, xray on : idem.
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prop on, xray off: return closest hit if it matches prop, no hit otherwise.
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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.
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The L{KX_PolyProxy} 4th element of the return tuple when poly=1 allows to retrieve information on the polygon hit by the ray.
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If there is no hit or the hit object is not a static mesh, None is returned as 4th element.
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The ray ignores collision-free objects and faces that dont have the collision flag enabled, you can however use ghost objects.
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@param objto: [x,y,z] or object to which the ray is casted
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@type objto: L{KX_GameObject} or 3-tuple
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@param objfrom: [x,y,z] or object from which the ray is casted; None or omitted => use self object center
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@type objfrom: L{KX_GameObject} or 3-tuple or None
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@param dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to to
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@type dist: float
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@param prop: property name that object must have; can be omitted => detect any object
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@type prop: string
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@param face: normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin
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@type face: int
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@param xray: X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object
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@type xray: int
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@param poly: polygon option: 1=>return value is a 4-tuple and the 4th element is a L{KX_PolyProxy}
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@type poly: int
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@rtype: 3-tuple (L{KX_GameObject}, 3-tuple (x,y,z), 3-tuple (nx,ny,nz))
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or 4-tuple (L{KX_GameObject}, 3-tuple (x,y,z), 3-tuple (nx,ny,nz), L{KX_PolyProxy})
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@return: (object,hitpoint,hitnormal) or (object,hitpoint,hitnormal,polygon)
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If no hit, returns (None,None,None) or (None,None,None,None)
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If the object hit is not a static mesh, polygon is None
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"""
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