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-KX_GameObject(SCA_IObject)
-==========================
-
-base class --- :class:`SCA_IObject`
-
-.. class:: KX_GameObject(SCA_IObject)
-
- All game objects are derived from this class.
-
- Properties assigned to game objects are accessible as attributes of this class.
-
- .. note::
-
- Calling ANY method or attribute on an object that has been removed from a scene will raise a SystemError,
- if an object may have been removed since last accessing it use the :data:`invalid` attribute to check.
-
- KX_GameObject can be subclassed to extend functionality. For example:
-
- .. code-block:: python
-
- import bge
-
- class CustomGameObject(bge.types.KX_GameObject):
- RATE = 0.05
-
- def __init__(self, old_owner):
- # "old_owner" can just be ignored. At this point, "self" is
- # already the object in the scene, and "old_owner" has been
- # destroyed.
-
- # New attributes can be defined - but we could also use a game
- # property, like "self['rate']".
- self.rate = CustomGameObject.RATE
-
- def update(self):
- self.worldPosition.z += self.rate
-
- # switch direction
- if self.worldPosition.z > 1.0:
- self.rate = -CustomGameObject.RATE
- elif self.worldPosition.z < 0.0:
- self.rate = CustomGameObject.RATE
-
- # Called first
- def mutate(cont):
- old_object = cont.owner
- mutated_object = CustomGameObject(cont.owner)
-
- # After calling the constructor above, references to the old object
- # should not be used.
- assert(old_object is not mutated_object)
- assert(old_object.invalid)
- assert(mutated_object is cont.owner)
-
- # Called later - note we are now working with the mutated object.
- def update(cont):
- cont.owner.update()
-
- When subclassing objects other than empties and meshes, the specific type
- should be used - e.g. inherit from :class:`BL_ArmatureObject` when the object
- to mutate is an armature.
-
- .. attribute:: name
-
- The object's name. (read-only).
-
- :type: string
-
- .. attribute:: mass
-
- The object's mass
-
- :type: float
-
- .. note::
-
- The object must have a physics controller for the mass to be applied, otherwise the mass value will be returned as 0.0.
-
- .. attribute:: isSuspendDynamics
-
- The object's dynamic state (read-only).
-
- :type: boolean
-
- .. seealso:: :py:meth:`suspendDynamics` and :py:meth:`restoreDynamics` allow you to change the state.
-
- .. attribute:: linearDamping
-
- The object's linear damping, also known as translational damping. Can be set simultaneously with angular damping using the :py:meth:`setDamping` method.
-
- :type: float between 0 and 1 inclusive.
-
- .. note::
-
- The object must have a physics controller for the linear damping to be applied, otherwise the value will be returned as 0.0.
-
- .. attribute:: angularDamping
-
- The object's angular damping, also known as rotationation damping. Can be set simultaneously with linear damping using the :py:meth:`setDamping` method.
-
- :type: float between 0 and 1 inclusive.
-
- .. note::
-
- The object must have a physics controller for the angular damping to be applied, otherwise the value will be returned as 0.0.
-
-
- .. attribute:: linVelocityMin
-
- Enforces the object keeps moving at a minimum velocity.
-
- :type: float
-
- .. note::
-
- Applies to dynamic and rigid body objects only.
-
- .. note::
-
- A value of 0.0 disables this option.
-
- .. note::
-
- While objects are stationary the minimum velocity will not be applied.
-
- .. attribute:: linVelocityMax
-
- Clamp the maximum linear velocity to prevent objects moving beyond a set speed.
-
- :type: float
-
- .. note::
-
- Applies to dynamic and rigid body objects only.
-
- .. note::
-
- A value of 0.0 disables this option (rather than setting it stationary).
-
- .. attribute:: angularVelocityMin
-
- Enforces the object keeps rotating at a minimum velocity. A value of 0.0 disables this.
-
- :type: non-negative float
-
- .. note::
-
- Applies to dynamic and rigid body objects only.
- While objects are stationary the minimum velocity will not be applied.
-
-
- .. attribute:: angularVelocityMax
-
- Clamp the maximum angular velocity to prevent objects rotating beyond a set speed.
- A value of 0.0 disables clamping; it does not stop rotation.
-
- :type: non-negative float
-
- .. note::
-
- Applies to dynamic and rigid body objects only.
-
- .. attribute:: localInertia
-
- the object's inertia vector in local coordinates. Read only.
-
- :type: Vector((ix, iy, iz))
-
- .. attribute:: parent
-
- The object's parent object. (read-only).
-
- :type: :class:`KX_GameObject` or None
-
- .. attribute:: groupMembers
-
- Returns the list of group members if the object is a group object (dupli group instance), otherwise None is returned.
-
- :type: :class:`CListValue` of :class:`KX_GameObject` or None
-
- .. attribute:: groupObject
-
- Returns the group object (dupli group instance) that the object belongs to or None if the object is not part of a group.
-
- :type: :class:`KX_GameObject` or None
-
- .. attribute:: collisionGroup
-
- The object's collision group.
-
- :type: bitfield
-
- .. attribute:: collisionMask
-
- The object's collision mask.
-
- :type: bitfield
-
- .. attribute:: collisionCallbacks
-
- A list of functions to be called when a collision occurs.
-
- :type: list of functions and/or methods
-
- Callbacks should either accept one argument `(object)`, or three
- arguments `(object, point, normal)`. For simplicity, per
- colliding object only the first collision point is reported.
-
- .. code-block:: python
-
- # Function form
- def callback_three(object, point, normal):
- print('Hit by %r at %s with normal %s' % (object.name, point, normal))
-
- def callback_one(object):
- print('Hit by %r' % object.name)
-
- def register_callback(controller):
- controller.owner.collisionCallbacks.append(callback_three)
- controller.owner.collisionCallbacks.append(callback_one)
-
-
- # Method form
- class YourGameEntity(bge.types.KX_GameObject):
- def __init__(self, old_owner):
- self.collisionCallbacks.append(self.on_collision_three)
- self.collisionCallbacks.append(self.on_collision_one)
-
- def on_collision_three(self, object, point, normal):
- print('Hit by %r at %s with normal %s' % (object.name, point, normal))
-
- def on_collision_one(self, object):
- print('Hit by %r' % object.name)
-
- .. note::
- For backward compatibility, a callback with variable number of
- arguments (using `*args`) will be passed only the `object`
- argument. Only when there is more than one fixed argument (not
- counting `self` for methods) will the three-argument form be
- used.
-
- .. attribute:: scene
-
- The object's scene. (read-only).
-
- :type: :class:`KX_Scene` or None
-
- .. attribute:: visible
-
- visibility flag.
-
- :type: boolean
-
- .. note::
-
- Game logic will still run for invisible objects.
-
- .. attribute:: record_animation
-
- Record animation for this object.
-
- :type: boolean
-
- .. attribute:: color
-
- The object color of the object. [r, g, b, a]
-
- :type: :class:`mathutils.Vector`
-
- .. attribute:: occlusion
-
- occlusion capability flag.
-
- :type: boolean
-
- .. attribute:: position
-
- The object's position. [x, y, z] On write: local position, on read: world position
-
- .. deprecated:: use :data:`localPosition` and :data:`worldPosition`.
-
- :type: :class:`mathutils.Vector`
-
- .. attribute:: orientation
-
- The object's orientation. 3x3 Matrix. You can also write a Quaternion or Euler vector. On write: local orientation, on read: world orientation
-
- .. deprecated:: use :data:`localOrientation` and :data:`worldOrientation`.
-
- :type: :class:`mathutils.Matrix`
-
- .. attribute:: scaling
-
- The object's scaling factor. [sx, sy, sz] On write: local scaling, on read: world scaling
-
- .. deprecated:: use :data:`localScale` and :data:`worldScale`.
-
- :type: :class:`mathutils.Vector`
-
- .. attribute:: localOrientation
-
- The object's local orientation. 3x3 Matrix. You can also write a Quaternion or Euler vector.
-
- :type: :class:`mathutils.Matrix`
-
- .. attribute:: worldOrientation
-
- The object's world orientation. 3x3 Matrix.
-
- :type: :class:`mathutils.Matrix`
-
- .. attribute:: localScale
-
- The object's local scaling factor. [sx, sy, sz]
-
- :type: :class:`mathutils.Vector`
-
- .. attribute:: worldScale
-
- The object's world scaling factor. [sx, sy, sz]
-
- :type: :class:`mathutils.Vector`
-
- .. attribute:: localPosition
-
- The object's local position. [x, y, z]
-
- :type: :class:`mathutils.Vector`
-
- .. attribute:: worldPosition
-
- The object's world position. [x, y, z]
-
- :type: :class:`mathutils.Vector`
-
- .. attribute:: localTransform
-
- The object's local space transform matrix. 4x4 Matrix.
-
- :type: :class:`mathutils.Matrix`
-
- .. attribute:: worldTransform
-
- The object's world space transform matrix. 4x4 Matrix.
-
- :type: :class:`mathutils.Matrix`
-
- .. attribute:: localLinearVelocity
-
- The object's local linear velocity. [x, y, z]
-
- :type: :class:`mathutils.Vector`
-
- .. attribute:: worldLinearVelocity
-
- The object's world linear velocity. [x, y, z]
-
- :type: :class:`mathutils.Vector`
-
- .. attribute:: localAngularVelocity
-
- The object's local angular velocity. [x, y, z]
-
- :type: :class:`mathutils.Vector`
-
- .. attribute:: worldAngularVelocity
-
- The object's world angular velocity. [x, y, z]
-
- :type: :class:`mathutils.Vector`
-
- .. attribute:: timeOffset
-
- adjust the slowparent delay at runtime.
-
- :type: float
-
- .. attribute:: state
-
- the game object's state bitmask, using the first 30 bits, one bit must always be set.
-
- :type: int
-
- .. attribute:: meshes
-
- a list meshes for this object.
-
- :type: list of :class:`KX_MeshProxy`
-
- .. note::
-
- Most objects use only 1 mesh.
-
- .. note::
-
- Changes to this list will not update the KX_GameObject.
-
- .. attribute:: sensors
-
- a sequence of :class:`SCA_ISensor` objects with string/index lookups and iterator support.
-
- :type: list
-
- .. note::
-
- This attribute is experimental and may be removed (but probably wont be).
-
- .. note::
-
- Changes to this list will not update the KX_GameObject.
-
- .. attribute:: controllers
-
- a sequence of :class:`SCA_IController` objects with string/index lookups and iterator support.
-
- :type: list of :class:`SCA_ISensor`
-
- .. note::
-
- This attribute is experimental and may be removed (but probably wont be).
-
- .. note::
-
- Changes to this list will not update the KX_GameObject.
-
- .. attribute:: actuators
-
- a list of :class:`SCA_IActuator` with string/index lookups and iterator support.
-
- :type: list
-
- .. note::
-
- This attribute is experemental and may be removed (but probably wont be).
-
- .. note::
-
- Changes to this list will not update the KX_GameObject.
-
- .. attribute:: attrDict
-
- get the objects internal python attribute dictionary for direct (faster) access.
-
- :type: dict
-
- .. attribute:: children
-
- direct children of this object, (read-only).
-
- :type: :class:`CListValue` of :class:`KX_GameObject`'s
-
- .. attribute:: childrenRecursive
-
- all children of this object including children's children, (read-only).
-
- :type: :class:`CListValue` of :class:`KX_GameObject`'s
-
- .. attribute:: life
-
- The number of seconds until the object ends, assumes 50fps.
- (when added with an add object actuator), (read-only).
-
- :type: float
-
- .. attribute:: debug
-
- If true, the object's debug properties will be displayed on screen.
-
- :type: boolean
-
- .. attribute:: debugRecursive
-
- If true, the object's and children's debug properties will be displayed on screen.
-
- :type: boolean
-
- .. attribute:: currentLodLevel
-
- The index of the level of detail (LOD) currently used by this object (read-only).
-
- :type: int
-
- .. method:: endObject()
-
- Delete this object, can be used in place of the EndObject Actuator.
-
- The actual removal of the object from the scene is delayed.
-
- .. method:: replaceMesh(mesh, useDisplayMesh=True, usePhysicsMesh=False)
-
- Replace the mesh of this object with a new mesh. This works the same was as the actuator.
-
- :arg mesh: mesh to replace or the meshes name.
- :type mesh: :class:`MeshProxy` or string
- :arg useDisplayMesh: when enabled the display mesh will be replaced (optional argument).
- :type useDisplayMesh: boolean
- :arg usePhysicsMesh: when enabled the physics mesh will be replaced (optional argument).
- :type usePhysicsMesh: boolean
-
- .. method:: setVisible(visible, recursive)
-
- Sets the game object's visible flag.
-
- :arg visible: the visible state to set.
- :type visible: boolean
- :arg recursive: optional argument to set all childrens visibility flag too.
- :type recursive: boolean
-
- .. method:: setOcclusion(occlusion, recursive)
-
- Sets the game object's occlusion capability.
-
- :arg occlusion: the state to set the occlusion to.
- :type occlusion: boolean
- :arg recursive: optional argument to set all childrens occlusion flag too.
- :type recursive: boolean
-
- .. method:: alignAxisToVect(vect, axis=2, factor=1.0)
-
- Aligns any of the game object's axis along the given vector.
-
-
- :arg vect: a vector to align the axis.
- :type vect: 3D vector
- :arg axis: The axis you want to align
-
- * 0: X axis
- * 1: Y axis
- * 2: Z axis
-
- :type axis: integer
- :arg factor: Only rotate a feaction of the distance to the target vector (0.0 - 1.0)
- :type factor: float
-
- .. method:: getAxisVect(vect)
-
- Returns the axis vector rotates by the object's worldspace orientation.
- This is the equivalent of multiplying the vector by the orientation matrix.
-
- :arg vect: a vector to align the axis.
- :type vect: 3D Vector
- :return: The vector in relation to the objects rotation.
- :rtype: 3d vector.
-
- .. method:: applyMovement(movement, local=False)
-
- Sets the game object's movement.
-
- :arg movement: movement vector.
- :type movement: 3D Vector
- :arg local:
- * False: you get the "global" movement ie: relative to world orientation.
- * True: you get the "local" movement ie: relative to object orientation.
- :arg local: boolean
-
- .. method:: applyRotation(rotation, local=False)
-
- Sets the game object's rotation.
-
- :arg rotation: rotation vector.
- :type rotation: 3D Vector
- :arg local:
- * False: you get the "global" rotation ie: relative to world orientation.
- * True: you get the "local" rotation ie: relative to object orientation.
- :arg local: boolean
-
- .. method:: applyForce(force, local=False)
-
- Sets the game object's force.
-
- This requires a dynamic object.
-
- :arg force: force vector.
- :type force: 3D Vector
- :arg local:
- * False: you get the "global" force ie: relative to world orientation.
- * True: you get the "local" force ie: relative to object orientation.
- :type local: boolean
-
- .. method:: applyTorque(torque, local=False)
-
- Sets the game object's torque.
-
- This requires a dynamic object.
-
- :arg torque: torque vector.
- :type torque: 3D Vector
- :arg local:
- * False: you get the "global" torque ie: relative to world orientation.
- * True: you get the "local" torque ie: relative to object orientation.
- :type local: boolean
-
- .. method:: getLinearVelocity(local=False)
-
- Gets the game object's linear velocity.
-
- This method returns the game object's velocity through it's center of mass, ie no angular velocity component.
-
- :arg local:
- * False: you get the "global" velocity ie: relative to world orientation.
- * True: you get the "local" velocity ie: relative to object orientation.
- :type local: boolean
- :return: the object's linear velocity.
- :rtype: Vector((vx, vy, vz))
-
- .. method:: setLinearVelocity(velocity, local=False)
-
- Sets the game object's linear velocity.
-
- This method sets game object's velocity through it's center of mass,
- ie no angular velocity component.
-
- This requires a dynamic object.
-
- :arg velocity: linear velocity vector.
- :type velocity: 3D Vector
- :arg local:
- * False: you get the "global" velocity ie: relative to world orientation.
- * True: you get the "local" velocity ie: relative to object orientation.
- :type local: boolean
-
- .. method:: getAngularVelocity(local=False)
-
- Gets the game object's angular velocity.
-
- :arg local:
- * False: you get the "global" velocity ie: relative to world orientation.
- * True: you get the "local" velocity ie: relative to object orientation.
- :type local: boolean
- :return: the object's angular velocity.
- :rtype: Vector((vx, vy, vz))
-
- .. method:: setAngularVelocity(velocity, local=False)
-
- Sets the game object's angular velocity.
-
- This requires a dynamic object.
-
- :arg velocity: angular velocity vector.
- :type velocity: boolean
- :arg local:
- * False: you get the "global" velocity ie: relative to world orientation.
- * True: you get the "local" velocity ie: relative to object orientation.
-
- .. method:: getVelocity(point=(0, 0, 0))
-
- Gets the game object's velocity at the specified point.
-
- Gets the game object's velocity at the specified point, including angular
- components.
-
- :arg point: optional point to return the velocity for, in local coordinates.
- :type point: 3D Vector
- :return: the velocity at the specified point.
- :rtype: Vector((vx, vy, vz))
-
- .. method:: getReactionForce()
-
- Gets the game object's reaction force.
-
- The reaction force is the force applied to this object over the last simulation timestep.
- This also includes impulses, eg from collisions.
-
- :return: the reaction force of this object.
- :rtype: Vector((fx, fy, fz))
-
- .. note::
-
- This is not implimented at the moment.
-
- .. method:: applyImpulse(point, impulse, local=False)
-
- Applies an impulse to the game object.
-
- This will apply the specified impulse to the game object at the specified point.
- If point != position, applyImpulse will also change the object's angular momentum.
- Otherwise, only linear momentum will change.
-
- :arg point: the point to apply the impulse to (in world or local coordinates)
- :type point: point [ix, iy, iz] the point to apply the impulse to (in world or local coordinates)
- :arg impulse: impulse vector.
- :type impulse: 3D Vector
- :arg local:
- * False: you get the "global" impulse ie: relative to world coordinates with world orientation.
- * True: you get the "local" impulse ie: relative to local coordinates with object orientation.
- :type local: boolean
-
- .. method:: setDamping(linear_damping, angular_damping)
-
- Sets both the :py:attr:`linearDamping` and :py:attr:`angularDamping` simultaneously. This is more efficient than setting both properties individually.
-
- :arg linear_damping: Linear ("translational") damping factor.
- :type linear_damping: float ∈ [0, 1]
- :arg angular_damping: Angular ("rotational") damping factor.
- :type angular_damping: float ∈ [0, 1]
-
- .. method:: suspendDynamics([ghost])
-
- Suspends physics for this object.
-
- :arg ghost: When set to `True`, collisions with the object will be ignored, similar to the "ghost" checkbox in
- Blender. When `False` (the default), the object becomes static but still collide with other objects.
- :type ghost: bool
-
- .. seealso:: :py:attr:`isSuspendDynamics` allows you to inspect whether the object is in a suspended state.
-
- .. method:: restoreDynamics()
-
- Resumes physics for this object. Also reinstates collisions; the object will no longer be a ghost.
-
- .. note::
-
- The objects linear velocity will be applied from when the dynamics were suspended.
-
- .. method:: enableRigidBody()
-
- Enables rigid body physics for this object.
-
- Rigid body physics allows the object to roll on collisions.
-
- .. method:: disableRigidBody()
-
- Disables rigid body physics for this object.
-
- .. method:: setParent(parent, compound=True, ghost=True)
-
- Sets this object's parent.
- Control the shape status with the optional compound and ghost parameters:
-
- In that case you can control if it should be ghost or not:
-
- :arg parent: new parent object.
- :type parent: :class:`KX_GameObject`
- :arg compound: whether the shape should be added to the parent compound shape.
-
- * True: the object shape should be added to the parent compound shape.
- * False: the object should keep its individual shape.
-
- :type compound: boolean
- :arg ghost: whether the object should be ghost while parented.
-
- * True: if the object should be made ghost while parented.
- * False: if the object should be solid while parented.
-
- :type ghost: boolean
-
- .. note::
-
- If the object type is sensor, it stays ghost regardless of ghost parameter
-
- .. method:: removeParent()
-
- Removes this objects parent.
-
- .. method:: getPhysicsId()
-
- Returns the user data object associated with this game object's physics controller.
-
- .. method:: getPropertyNames()
-
- Gets a list of all property names.
-
- :return: All property names for this object.
- :rtype: list
-
- .. method:: getDistanceTo(other)
-
- :arg other: a point or another :class:`KX_GameObject` to measure the distance to.
- :type other: :class:`KX_GameObject` or list [x, y, z]
- :return: distance to another object or point.
- :rtype: float
-
- .. method:: getVectTo(other)
-
- Returns the vector and the distance to another object or point.
- The vector is normalized unless the distance is 0, in which a zero length vector is returned.
-
- :arg other: a point or another :class:`KX_GameObject` to get the vector and distance to.
- :type other: :class:`KX_GameObject` or list [x, y, z]
- :return: (distance, globalVector(3), localVector(3))
- :rtype: 3-tuple (float, 3-tuple (x, y, z), 3-tuple (x, y, z))
-
- .. method:: rayCastTo(other, dist, prop)
-
- Look towards another point/object and find first object hit within dist that matches prop.
-
- The ray is always casted from the center of the object, ignoring the object itself.
- The ray is casted towards the center of another object or an explicit [x, y, z] point.
- Use rayCast() if you need to retrieve the hit point
-
- :arg other: [x, y, z] or object towards which the ray is casted
- :type other: :class:`KX_GameObject` or 3-tuple
- :arg dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other
- :type dist: float
- :arg prop: property name that object must have; can be omitted => detect any object
- :type prop: string
- :return: the first object hit or None if no object or object does not match prop
- :rtype: :class:`KX_GameObject`
-
- .. method:: rayCast(objto, objfrom, dist, prop, face, xray, poly, mask)
-
- 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 :class:`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.
-
- .. code-block:: python
-
- # shoot along the axis gun-gunAim (gunAim should be collision-free)
- obj, point, normal = gun.rayCast(gunAim, None, 50)
- if obj:
- # do something
- pass
-
- The face parameter determines the orientation of the normal.
-
- * 0 => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
- * 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
-
- The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
- The prop and xray parameters interact as follow.
-
- * prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
- * prop off, xray on : idem.
- * prop on, xray off: return closest hit if it matches prop, no hit otherwise.
- * 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.
-
- The :class:`KX_PolyProxy` 4th element of the return tuple when poly=1 allows to retrieve information on the polygon hit by the ray.
- If there is no hit or the hit object is not a static mesh, None is returned as 4th element.
-
- The ray ignores collision-free objects and faces that dont have the collision flag enabled, you can however use ghost objects.
-
- :arg objto: [x, y, z] or object to which the ray is casted
- :type objto: :class:`KX_GameObject` or 3-tuple
- :arg objfrom: [x, y, z] or object from which the ray is casted; None or omitted => use self object center
- :type objfrom: :class:`KX_GameObject` or 3-tuple or None
- :arg dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to to
- :type dist: float
- :arg prop: property name that object must have; can be omitted or "" => detect any object
- :type prop: string
- :arg face: normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin
- :type face: integer
- :arg xray: X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object
- :type xray: integer
- :arg 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 :class:`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: integer
- :arg mask: collision mask: The collision mask (16 layers mapped to a 16-bit integer) is combined with each object's collision group, to hit only a subset of the objects in the scene. Only those objects for which ``collisionGroup & mask`` is true can be hit.
- :type mask: bitfield
- :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
-
- :rtype:
-
- * 3-tuple (:class:`KX_GameObject`, 3-tuple (x, y, z), 3-tuple (nx, ny, nz))
- * or 4-tuple (:class:`KX_GameObject`, 3-tuple (x, y, z), 3-tuple (nx, ny, nz), :class:`KX_PolyProxy`)
- * or 5-tuple (:class:`KX_GameObject`, 3-tuple (x, y, z), 3-tuple (nx, ny, nz), :class:`KX_PolyProxy`, 2-tuple (u, v))
-
- .. note::
-
- The ray ignores the object on which the method is called. It is casted from/to object center or explicit [x, y, z] points.
-
- .. method:: setCollisionMargin(margin)
-
- Set the objects collision margin.
-
- :arg margin: the collision margin distance in blender units.
- :type margin: float
-
- .. note::
-
- If this object has no physics controller (a physics ID of zero), this function will raise RuntimeError.
-
- .. method:: sendMessage(subject, body="", to="")
-
- Sends a message.
-
- :arg subject: The subject of the message
- :type subject: string
- :arg body: The body of the message (optional)
- :type body: string
- :arg to: The name of the object to send the message to (optional)
- :type to: string
-
- .. method:: reinstancePhysicsMesh(gameObject, meshObject)
-
- Updates the physics system with the changed mesh.
-
- If no arguments are given the physics mesh will be re-created from the first mesh assigned to the game object.
-
- :arg gameObject: optional argument, set the physics shape from this gameObjets mesh.
- :type gameObject: string, :class:`KX_GameObject` or None
- :arg meshObject: optional argument, set the physics shape from this mesh.
- :type meshObject: string, :class:`MeshProxy` or None
-
- :return: True if reinstance succeeded, False if it failed.
- :rtype: boolean
-
- .. note::
-
- If this object has instances the other instances will be updated too.
-
- .. note::
-
- The gameObject argument has an advantage that it can convert from a mesh with modifiers applied (such as the Subdivision Surface modifier).
-
- .. warning::
-
- Only triangle mesh type objects are supported currently (not convex hull)
-
- .. warning::
-
- If the object is a part of a compound object it will fail (parent or child)
-
- .. warning::
-
- Rebuilding the physics mesh can be slow, running many times per second will give a performance hit.
-
- .. method:: get(key, default=None)
-
- Return the value matching key, or the default value if its not found.
- :return: The key value or a default.
-
- .. method:: playAction(name, start_frame, end_frame, layer=0, priority=0, blendin=0, play_mode=KX_ACTION_MODE_PLAY, layer_weight=0.0, ipo_flags=0, speed=1.0, blend_mode=KX_ACTION_BLEND_BLEND)
-
- Plays an action.
-
- :arg name: the name of the action
- :type name: string
- :arg start: the start frame of the action
- :type start: float
- :arg end: the end frame of the action
- :type end: float
- :arg layer: the layer the action will play in (actions in different layers are added/blended together)
- :type layer: integer
- :arg priority: only play this action if there isn't an action currently playing in this layer with a higher (lower number) priority
- :type priority: integer
- :arg blendin: the amount of blending between this animation and the previous one on this layer
- :type blendin: float
- :arg play_mode: the play mode
- :type play_mode: one of :ref:`these constants <gameobject-playaction-mode>`
- :arg layer_weight: how much of the previous layer to use for blending
- :type layer_weight: float
- :arg ipo_flags: flags for the old IPO behaviors (force, etc)
- :type ipo_flags: int bitfield
- :arg speed: the playback speed of the action as a factor (1.0 = normal speed, 2.0 = 2x speed, etc)
- :type speed: float
- :arg blend_mode: how to blend this layer with previous layers
- :type blend_mode: one of :ref:`these constants <gameobject-playaction-blend>`
-
- .. method:: stopAction(layer=0)
-
- Stop playing the action on the given layer.
-
- :arg layer: The layer to stop playing.
- :type layer: integer
-
- .. method:: getActionFrame(layer=0)
-
- Gets the current frame of the action playing in the supplied layer.
-
- :arg layer: The layer that you want to get the frame from.
- :type layer: integer
-
- :return: The current frame of the action
- :rtype: float
-
- .. method:: getActionName(layer=0)
-
- Gets the name of the current action playing in the supplied layer.
-
- :arg layer: The layer that you want to get the action name from.
- :type layer: integer
-
- :return: The name of the current action
- :rtype: string
-
- .. method:: setActionFrame(frame, layer=0)
-
- Set the current frame of the action playing in the supplied layer.
-
- :arg layer: The layer where you want to set the frame
- :type layer: integer
- :arg frame: The frame to set the action to
- :type frame: float
-
- .. method:: isPlayingAction(layer=0)
-
- Checks to see if there is an action playing in the given layer.
-
- :arg layer: The layer to check for a playing action.
- :type layer: integer
-
- :return: Whether or not the action is playing
- :rtype: boolean
-
- .. method:: addDebugProperty (name, debug = True)
-
- Adds a single debug property to the debug list.
-
- :arg name: name of the property that added to the debug list.
- :type name: string
- :arg debug: the debug state.
- :type debug: boolean