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authorBenoit Bolsee <benoit.bolsee@online.be>2009-12-04 14:27:40 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2009-12-04 14:27:40 +0300
commit0b6873a776552bd47c305ee1bc4e629a76da0037 (patch)
treea64b73ec3bba5adfc5e6cf23722fd93fcdec8a4e /source/gameengine/PyDoc
parent1dcca75e047a54630c9c005c994fa3b21d6863cd (diff)
BGE: Add option to return UV coordinates aofthe hit point to KX_GameObject::rayCast(). Details in PyDoc.
Diffstat (limited to 'source/gameengine/PyDoc')
-rw-r--r--source/gameengine/PyDoc/GameTypes.py14
1 files changed, 10 insertions, 4 deletions
diff --git a/source/gameengine/PyDoc/GameTypes.py b/source/gameengine/PyDoc/GameTypes.py
index 3c0292e9e8c..27b4685ca14 100644
--- a/source/gameengine/PyDoc/GameTypes.py
+++ b/source/gameengine/PyDoc/GameTypes.py
@@ -1958,6 +1958,7 @@ class KX_GameObject(SCA_IObject):
Look from a point/object to another point/object and find first object hit within dist that matches prop.
if poly is 0, 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 L{KX_PolyProxy} as 4th element.
+ if poly is 2, returns a 5-tuple with in addition a 2D vector with the UV mapping of the hit point as 5th element.
Ex::
# shoot along the axis gun-gunAim (gunAim should be collision-free)
@@ -1996,13 +1997,18 @@ class KX_GameObject(SCA_IObject):
@type face: int
@param xray: X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object
@type xray: int
- @param poly: polygon option: 1=>return value is a 4-tuple and the 4th element is a L{KX_PolyProxy}
+ @param poly: polygon option: 0,1 or 2 to return a 3-, 4- or 5-tuple with information on the face hit
+ 0 or omitted=> return value is a 3-tuple (object, hitpoint, hitnormal) or (None,None,None) if no hit
+ 1=>return value is a 4-tuple and the 4th element is a L{KX_PolyProxy} or None if no hit or the object doesn't use a mesh collision shape.
+ 2=>return value is a 5-tuple and the 5th element is a 2-tuple (u,v) with the UV mapping of the hit point or None if no hit, or the object doesn't use a mesh collision shape, or doesn't have a UV mapping.
@type poly: int
@rtype: 3-tuple (L{KX_GameObject}, 3-tuple (x,y,z), 3-tuple (nx,ny,nz))
or 4-tuple (L{KX_GameObject}, 3-tuple (x,y,z), 3-tuple (nx,ny,nz), L{KX_PolyProxy})
- @return: (object,hitpoint,hitnormal) or (object,hitpoint,hitnormal,polygon)
- If no hit, returns (None,None,None) or (None,None,None,None)
- If the object hit is not a static mesh, polygon is None
+ or 5-tuple (L{KX_GameObject}, 3-tuple (x,y,z), 3-tuple (nx,ny,nz), L{KX_PolyProxy}, 2-tuple (u,v))
+ @return: (object,hitpoint,hitnormal) or (object,hitpoint,hitnormal,polygon) or (object,hitpoint,hitnormal,polygon,hituv)
+ object, hitpoint and hitnormal are None if no hit.
+ polygon is valid only if the object is valid and is a static object, a dynamic object using mesh collision shape or a soft body object, otherwise it is None
+ hituv is valid only if polygon is valid and the object has a UV mapping, otherwise it is None
"""
def setCollisionMargin(margin):
"""