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Diffstat (limited to 'source/gameengine/PyDoc/KX_MeshProxy.py')
-rw-r--r--source/gameengine/PyDoc/KX_MeshProxy.py132
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diff --git a/source/gameengine/PyDoc/KX_MeshProxy.py b/source/gameengine/PyDoc/KX_MeshProxy.py
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-# $Id$
-# Documentation for KX_MeshProxy
-
-class KX_MeshProxy:
- """
- 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.
- """
-