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Diffstat (limited to 'source/gameengine/PyDoc/KX_MeshProxy.py')
-rw-r--r-- | source/gameengine/PyDoc/KX_MeshProxy.py | 134 |
1 files changed, 0 insertions, 134 deletions
diff --git a/source/gameengine/PyDoc/KX_MeshProxy.py b/source/gameengine/PyDoc/KX_MeshProxy.py deleted file mode 100644 index c864523cde8..00000000000 --- a/source/gameengine/PyDoc/KX_MeshProxy.py +++ /dev/null @@ -1,134 +0,0 @@ -# $Id$ -# Documentation for KX_MeshProxy - -from SCA_IObject import * - -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. - 1. Mesh Objects are converted from Blender at scene load. - 2. The Converter groups polygons by Material. This means they can be sent to the - renderer efficiently. A material holds: - 1. The texture. - 2. The Blender material. - 3. The Tile properties - 4. The face properties - (From the "Texture Face" panel) - 5. Transparency & z sorting - 6. Light layer - 7. Polygon shape (triangle/quad) - 8. Game Object - 3. Verticies will be split by face if necessary. Verticies can only be shared between - faces if: - 1. They are at the same position - 2. UV coordinates are the same - 3. Their normals are the same (both polygons are "Set Smooth") - 4. They are the same colour - For example: a cube has 24 verticies: 6 faces with 4 verticies per face. - - The correct method of iterating over every L{KX_VertexProxy} in a game object:: - import GameLogic - - co = GameLogic.getcurrentController() - obj = co.getOwner() - - m_i = 0 - mesh = obj.getMesh(m_i) # There can be more than one mesh... - while mesh != None: - for mat in range(mesh.getNumMaterials()): - for v_index in range(mesh.getVertexArrayLength(mat)): - vertex = mesh.getVertex(mat, v_index) - # Do something with vertex here... - # ... eg: colour the vertex red. - vertex.colour = [1.0, 0.0, 0.0, 1.0] - m_i += 1 - mesh = obj.getMesh(m_i) - - @ivar materials: - @type materials: list of L{KX_BlenderMaterial} or L{KX_PolygonMaterial} types - - @ivar numPolygons: - @type numPolygons: integer - - @ivar numMaterials: - @type numMaterials: integer - """ - - def getNumMaterials(): - """ - Gets the number of materials associated with this object. - - @rtype: integer - """ - - def getMaterialName(matid): - """ - Gets the name of the specified material. - - @type matid: integer - @param matid: the specified material. - @rtype: string - @return: the attached material name. - """ - def getTextureName(matid): - """ - Gets the name of the specified material's texture. - - @type matid: integer - @param matid: the specified material - @rtype: string - @return: the attached material's texture name. - """ - def getVertexArrayLength(matid): - """ - Gets the length of the vertex array associated with the specified material. - - There is one vertex array for each material. - - @type matid: integer - @param matid: the specified material - @rtype: integer - @return: the number of verticies in the vertex array. - """ - def getVertex(matid, index): - """ - Gets the specified vertex from the mesh object. - - @type matid: integer - @param matid: the specified material - @type index: integer - @param index: the index into the vertex array. - @rtype: L{KX_VertexProxy} - @return: a vertex object. - """ - def getNumPolygons(): - """ - Returns the number of polygon in the mesh. - - @rtype: integer - """ - def getPolygon(index): - """ - Gets the specified polygon from the mesh. - - @type index: integer - @param index: polygon number - @rtype: L{KX_PolyProxy} - @return: a polygon object. - """ - def reinstancePhysicsMesh(): - """ - Updates the physics system with the changed mesh. - - A mesh must have only one material with collision flags, - and have all collision primitives in one vertex array (ie. < 65535 verts) and - be either a polytope or polyheder mesh. If you don't get a warning in the - console when the collision type is polytope, the mesh is suitable for reinstance. - - @rtype: boolean - @return: True if reinstance succeeded, False if it failed. - """ - |