forked from bartvdbraak/blender
159 lines
4.2 KiB
Python
159 lines
4.2 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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"""
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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 setPosition(pos):
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"""
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Sets the game object's position.
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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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"""
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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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"""
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def getLinearVelocity():
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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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cf getVelocity()
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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 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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"""
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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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"""
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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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"""
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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 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 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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