diff options
Diffstat (limited to 'source/gameengine/PyDoc/KX_GameObject.py')
-rw-r--r-- | source/gameengine/PyDoc/KX_GameObject.py | 22 |
1 files changed, 13 insertions, 9 deletions
diff --git a/source/gameengine/PyDoc/KX_GameObject.py b/source/gameengine/PyDoc/KX_GameObject.py index 916851fa2a2..9729b14a43f 100644 --- a/source/gameengine/PyDoc/KX_GameObject.py +++ b/source/gameengine/PyDoc/KX_GameObject.py @@ -300,12 +300,13 @@ class KX_GameObject: @rtype: L{KX_GameObject} @return: the first object hit or None if no object or object does not match prop """ - def rayCast(to,from,dist,prop,face,xray,poly): + 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: + + Ex:: # shoot along the axis gun-gunAim (gunAim should be collision-free) ob,point,normal = gun.rayCast(gunAim,None,50) if ob: @@ -314,23 +315,26 @@ class KX_GameObject: 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: + + 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: + 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. + + The ray ignores collision-free objects and faces that dont have the collision flag enabled, you can however use ghost objects. - @param to: [x,y,z] or object to which the ray is casted - @type to: L{KX_GameObject} or 3-tuple - @param from: [x,y,z] or object from which the ray is casted; None or omitted => use self object center - @type from: L{KX_GameObject} or 3-tuple or None + @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 |