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Diffstat (limited to 'source/gameengine/PyDoc/KX_GameObject.py')
-rw-r--r--source/gameengine/PyDoc/KX_GameObject.py221
1 files changed, 216 insertions, 5 deletions
diff --git a/source/gameengine/PyDoc/KX_GameObject.py b/source/gameengine/PyDoc/KX_GameObject.py
index d3428915f25..505ce253dd1 100644
--- a/source/gameengine/PyDoc/KX_GameObject.py
+++ b/source/gameengine/PyDoc/KX_GameObject.py
@@ -22,17 +22,57 @@ class KX_GameObject:
@type orientation: 3x3 Matrix [[float]]
@ivar scaling: The object's scaling factor. list [sx, sy, sz]
@type scaling: list [sx, sy, sz]
+ @ivar timeOffset: adjust the slowparent delay at runtime.
+ @type timeOffset: float
"""
-
+ def endObject(visible):
+ """
+ Delete this object, can be used inpace of the EndObject Actuator.
+ The actual removal of the object from the scene is delayed.
+ """
+ def replaceMesh(mesh_name):
+ """
+ Replace the mesh of this object with a new mesh. This works the same was as the actuator.
+ @type mesh_name: string
+ """
+ def getVisible():
+ """
+ Gets the game object's visible flag.
+
+ @rtype: boolean
+ """
def setVisible(visible):
"""
Sets the game object's visible flag.
@type visible: boolean
"""
+ def getState():
+ """
+ Gets the game object's state bitmask.
+
+ @rtype: int
+ @return: the objects state.
+ """
+ def setState(state):
+ """
+ Sets the game object's state flag.
+ The bitmasks for states from 1 to 30 can be set with (1<<0, 1<<1, 1<<2 ... 1<<29)
+
+ @type state: integer
+ """
def setPosition(pos):
"""
- Sets the game object's position.
+ Sets the game object's position.
+ Global coordinates for root object, local for child objects.
+
+
+ @type pos: [x, y, z]
+ @param pos: the new position, in local coordinates.
+ """
+ def setWorldPosition(pos):
+ """
+ Sets the game object's position in world coordinates regardless if the object is root or child.
@type pos: [x, y, z]
@param pos: the new position, in world coordinates.
@@ -50,6 +90,30 @@ class KX_GameObject:
@type orn: 3x3 rotation matrix, or Quaternion.
@param orn: a rotation matrix specifying the new rotation.
+ @note: When using this matrix with Blender.Mathutils.Matrix() types, it will need to be transposed.
+ """
+ def alignAxisToVect(vect, axis):
+ """
+ Aligns any of the game object's axis along the given vector.
+
+ @type vect: 3d vector.
+ @param vect: a vector to align the axis.
+ @type axis: integer.
+ @param axis:The axis you want to align
+ - 0: X axis
+ - 1: Y axis
+ - 2: Z axis (default)
+ """
+ def getAxisVect(vect):
+ """
+ Returns the axis vector rotates by the objects worldspace orientation.
+ This is the equivalent if multiplying the vector by the orientation matrix.
+
+ @type vect: 3d vector.
+ @param vect: a vector to align the axis.
+ @rtype: 3d vector.
+ @return: The vector in relation to the objects rotation.
+
"""
def getOrientation():
"""
@@ -57,19 +121,54 @@ class KX_GameObject:
@rtype: 3x3 rotation matrix
@return: The game object's rotation matrix
+ @note: When using this matrix with Blender.Mathutils.Matrix() types, it will need to be transposed.
"""
- def getLinearVelocity():
+ def getLinearVelocity(local = 0):
"""
Gets the game object's linear velocity.
This method returns the game object's velocity through it's centre of mass,
ie no angular velocity component.
- cf getVelocity()
-
+ @type local: boolean
+ @param local: - False: you get the "global" velocity ie: relative to world orientation (default).
+ - True: you get the "local" velocity ie: relative to object orientation.
@rtype: list [vx, vy, vz]
@return: the object's linear velocity.
"""
+ def setLinearVelocity(velocity, local = 0):
+ """
+ Sets the game object's linear velocity.
+
+ This method sets game object's velocity through it's centre of mass,
+ ie no angular velocity component.
+
+ @type velocity: 3d vector.
+ @param velocity: linear velocity vector.
+ @type local: boolean
+ @param local: - False: you get the "global" velocity ie: relative to world orientation (default).
+ - True: you get the "local" velocity ie: relative to object orientation.
+ """
+ def getAngularVelocity(local = 0):
+ """
+ Gets the game object's angular velocity.
+
+ @type local: boolean
+ @param local: - False: you get the "global" velocity ie: relative to world orientation (default).
+ - True: you get the "local" velocity ie: relative to object orientation.
+ @rtype: list [vx, vy, vz]
+ @return: the object's angular velocity.
+ """
+ def setAngularVelocity(velocity, local = 0):
+ """
+ Sets the game object's angular velocity.
+
+ @type velocity: 3d vector.
+ @param velocity: angular velocity vector.
+ @type local: boolean
+ @param local: - False: you get the "global" velocity ie: relative to world orientation (default).
+ - True: you get the "local" velocity ie: relative to object orientation.
+ """
def getVelocity(point):
"""
Gets the game object's velocity at the specified point.
@@ -117,16 +216,19 @@ class KX_GameObject:
def restoreDynamics():
"""
Resumes physics for this object.
+ @Note: The objects linear velocity will be applied from when the dynamics were suspended.
"""
def enableRigidBody():
"""
Enables rigid body physics for this object.
Rigid body physics allows the object to roll on collisions.
+ @Note: This is not working with bullet physics yet.
"""
def disableRigidBody():
"""
Disables rigid body physics for this object.
+ @Note: This is not working with bullet physics yet. The angular is removed but rigid body physics can still rotate it later.
"""
def getParent():
"""
@@ -135,6 +237,29 @@ class KX_GameObject:
@rtype: L{KX_GameObject}
@return: this object's parent object, or None if this object has no parent.
"""
+ def setParent(parent):
+ """
+ Sets this object's parent.
+
+ @type parent: L{KX_GameObject}
+ @param parent: new parent object.
+ """
+ def removeParent():
+ """
+ Removes this objects parent.
+ """
+ def getChildren():
+ """
+ Return a list of immediate children of this object.
+ @rtype: list
+ @return: a list of all this objects children.
+ """
+ def getChildrenRecursive():
+ """
+ Return a list of children of this object, including all their childrens children.
+ @rtype: list
+ @return: a list of all this objects children recursivly.
+ """
def getMesh(mesh):
"""
Gets the mesh object for this object.
@@ -148,6 +273,12 @@ class KX_GameObject:
"""
Returns the user data object associated with this game object's physics controller.
"""
+ def getPropertyNames():
+ """
+ Gets a list of all property names.
+ @rtype: list
+ @return: All property names for this object.
+ """
def getDistanceTo(other):
"""
Returns the distance to another object or point.
@@ -156,3 +287,83 @@ class KX_GameObject:
@type other: L{KX_GameObject} or list [x, y, z]
@rtype: float
"""
+ def 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 NULL vector is returned.
+
+ @param other: a point or another L{KX_GameObject} to get the vector and distance to.
+ @type other: L{KX_GameObject} or list [x, y, z]
+ @rtype: 3-tuple (float, 3-tuple (x,y,z), 3-tuple (x,y,z))
+ @return: (distance, globalVector(3), localVector(3))
+ """
+ def 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
+
+ @param other: [x,y,z] or object towards which the ray is casted
+ @type other: L{KX_GameObject} or 3-tuple
+ @param dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other
+ @type dist: float
+ @param prop: property name that object must have; can be omitted => detect any object
+ @type prop: string
+ @rtype: L{KX_GameObject}
+ @return: the first object hit or None if no object or object does not match prop
+ """
+ def rayCast(objto,objfrom,dist,prop,face,xray,poly):
+ """
+ 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.
+
+ Ex::
+ # shoot along the axis gun-gunAim (gunAim should be collision-free)
+ ob,point,normal = gun.rayCast(gunAim,None,50)
+ if ob:
+ # hit something
+
+ Notes:
+ The ray ignores the object on which the method is called.
+ It is casted from/to object center or explicit [x,y,z] points.
+
+ The face paremeter 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 L{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.
+
+ @param objto: [x,y,z] or object to which the ray is casted
+ @type objto: L{KX_GameObject} or 3-tuple
+ @param objfrom: [x,y,z] or object from which the ray is casted; None or omitted => use self object center
+ @type objfrom: L{KX_GameObject} or 3-tuple or None
+ @param dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to to
+ @type dist: float
+ @param prop: property name that object must have; can be omitted => detect any object
+ @type prop: string
+ @param face: normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin
+ @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}
+ @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
+ """
+
+