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Diffstat (limited to 'doc/python_api/rst/bge_types/bge.types.KX_MeshProxy.rst')
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diff --git a/doc/python_api/rst/bge_types/bge.types.KX_MeshProxy.rst b/doc/python_api/rst/bge_types/bge.types.KX_MeshProxy.rst deleted file mode 100644 index c009db17e4d..00000000000 --- a/doc/python_api/rst/bge_types/bge.types.KX_MeshProxy.rst +++ /dev/null @@ -1,131 +0,0 @@ -KX_MeshProxy(SCA_IObject) -========================= - -base class --- :class:`SCA_IObject` - -.. class:: KX_MeshProxy(SCA_IObject) - - A mesh object. - - You can only change the vertex properties of a mesh object, not the mesh topology. - - To use mesh objects effectively, you should know a bit about how the game engine handles them. - - #. Mesh Objects are converted from Blender at scene load. - #. The Converter groups polygons by Material. This means they can be sent to the renderer efficiently. A material holds: - - #. The texture. - #. The Blender material. - #. The Tile properties - #. The face properties - (From the "Texture Face" panel) - #. Transparency & z sorting - #. Light layer - #. Polygon shape (triangle/quad) - #. Game Object - - #. Vertices will be split by face if necessary. Vertices can only be shared between faces if: - - #. They are at the same position - #. UV coordinates are the same - #. Their normals are the same (both polygons are "Set Smooth") - #. They are the same color, for example: a cube has 24 vertices: 6 faces with 4 vertices per face. - - The correct method of iterating over every :class:`KX_VertexProxy` in a game object - - .. code-block:: python - - from bge import logic - - cont = logic.getCurrentController() - object = cont.owner - - for mesh in object.meshes: - for m_index in range(len(mesh.materials)): - for v_index in range(mesh.getVertexArrayLength(m_index)): - vertex = mesh.getVertex(m_index, v_index) - # Do something with vertex here... - # ... eg: color the vertex red. - vertex.color = [1.0, 0.0, 0.0, 1.0] - - .. attribute:: materials - - :type: list of :class:`KX_BlenderMaterial` type - - .. attribute:: numPolygons - - :type: integer - - .. attribute:: numMaterials - - :type: integer - - .. method:: getMaterialName(matid) - - Gets the name of the specified material. - - :arg matid: the specified material. - :type matid: integer - :return: the attached material name. - :rtype: string - - .. method:: getTextureName(matid) - - Gets the name of the specified material's texture. - - :arg matid: the specified material - :type matid: integer - :return: the attached material's texture name. - :rtype: string - - .. method:: getVertexArrayLength(matid) - - Gets the length of the vertex array associated with the specified material. - - There is one vertex array for each material. - - :arg matid: the specified material - :type matid: integer - :return: the number of verticies in the vertex array. - :rtype: integer - - .. method:: getVertex(matid, index) - - Gets the specified vertex from the mesh object. - - :arg matid: the specified material - :type matid: integer - :arg index: the index into the vertex array. - :type index: integer - :return: a vertex object. - :rtype: :class:`KX_VertexProxy` - - .. method:: getPolygon(index) - - Gets the specified polygon from the mesh. - - :arg index: polygon number - :type index: integer - :return: a polygon object. - :rtype: :class:`KX_PolyProxy` - - .. method:: transform(matid, matrix) - - Transforms the vertices of a mesh. - - :arg matid: material index, -1 transforms all. - :type matid: integer - :arg matrix: transformation matrix. - :type matrix: 4x4 matrix [[float]] - - .. method:: transformUV(matid, matrix, uv_index=-1, uv_index_from=-1) - - Transforms the vertices UV's of a mesh. - - :arg matid: material index, -1 transforms all. - :type matid: integer - :arg matrix: transformation matrix. - :type matrix: 4x4 matrix [[float]] - :arg uv_index: optional uv index, -1 for all, otherwise 0 or 1. - :type uv_index: integer - :arg uv_index_from: optional uv index to copy from, -1 to transform the current uv. - :type uv_index_from: integer |