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diff --git a/doc/python_api/rst/bge_types/bge.types.KX_SCA_ReplaceMeshActuator.rst b/doc/python_api/rst/bge_types/bge.types.KX_SCA_ReplaceMeshActuator.rst
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--- a/doc/python_api/rst/bge_types/bge.types.KX_SCA_ReplaceMeshActuator.rst
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-KX_SCA_ReplaceMeshActuator(SCA_IActuator)
-=========================================
-
-base class --- :class:`SCA_IActuator`
-
-.. class:: KX_SCA_ReplaceMeshActuator(SCA_IActuator)
-
- Edit Object actuator, in Replace Mesh mode.
-
- .. warning::
-
- Replace mesh actuators will be ignored if at game start, the named mesh doesn't exist.
-
- This will generate a warning in the console
-
- .. code-block:: none
-
- Error: GameObject 'Name' ReplaceMeshActuator 'ActuatorName' without object
-
- .. code-block:: python
-
- # Level-of-detail
- # Switch a game object's mesh based on its depth in the camera view.
- # +----------+ +-----------+ +-------------------------------------+
- # | Always +-----+ Python +-----+ Edit Object (Replace Mesh) LOD.Mesh |
- # +----------+ +-----------+ +-------------------------------------+
- from bge import logic
-
- # List detail meshes here
- # Mesh (name, near, far)
- # Meshes overlap so that they don't 'pop' when on the edge of the distance.
- meshes = ((".Hi", 0.0, -20.0),
- (".Med", -15.0, -50.0),
- (".Lo", -40.0, -100.0)
- )
-
- cont = logic.getCurrentController()
- object = cont.owner
- actuator = cont.actuators["LOD." + obj.name]
- camera = logic.getCurrentScene().active_camera
-
- def Depth(pos, plane):
- return pos[0]*plane[0] + pos[1]*plane[1] + pos[2]*plane[2] + plane[3]
-
- # Depth is negative and decreasing further from the camera
- depth = Depth(object.position, camera.world_to_camera[2])
-
- newmesh = None
- curmesh = None
- # Find the lowest detail mesh for depth
- for mesh in meshes:
- if depth < mesh[1] and depth > mesh[2]:
- newmesh = mesh
- if "ME" + object.name + mesh[0] == actuator.getMesh():
- curmesh = mesh
-
- if newmesh != None and "ME" + object.name + newmesh[0] != actuator.mesh:
- # The mesh is a different mesh - switch it.
- # Check the current mesh is not a better fit.
- if curmesh == None or curmesh[1] < depth or curmesh[2] > depth:
- actuator.mesh = object.name + newmesh[0]
- cont.activate(actuator)
-
- .. attribute:: mesh
-
- :class:`MeshProxy` or the name of the mesh that will replace the current one.
-
- Set to None to disable actuator.
-
- :type: :class:`MeshProxy` or None if no mesh is set
-
- .. attribute:: useDisplayMesh
-
- when true the displayed mesh is replaced.
-
- :type: boolean
-
- .. attribute:: usePhysicsMesh
-
- when true the physics mesh is replaced.
-
- :type: boolean
-
- .. method:: instantReplaceMesh()
-
- Immediately replace mesh without delay.