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Diffstat (limited to 'source/gameengine/PyDoc/KX_SCA_ReplaceMeshActuator.py')
-rw-r--r--source/gameengine/PyDoc/KX_SCA_ReplaceMeshActuator.py84
1 files changed, 0 insertions, 84 deletions
diff --git a/source/gameengine/PyDoc/KX_SCA_ReplaceMeshActuator.py b/source/gameengine/PyDoc/KX_SCA_ReplaceMeshActuator.py
deleted file mode 100644
index 951c118a99a..00000000000
--- a/source/gameengine/PyDoc/KX_SCA_ReplaceMeshActuator.py
+++ /dev/null
@@ -1,84 +0,0 @@
-# $Id$
-# Documentation for KX_SCA_ReplaceMeshActuator
-from SCA_IActuator import *
-
-class KX_SCA_ReplaceMeshActuator(SCA_IActuator):
- """
- Edit Object actuator, in Replace Mesh mode.
-
- Example::
- # 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 |
- # +----------+ +-----------+ +-------------------------------------+
- import GameLogic
-
- # 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)
- )
-
- co = GameLogic.getCurrentController()
- obj = co.getOwner()
- act = co.getActuator("LOD." + obj.name)
- cam = GameLogic.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(obj.position, cam.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" + obj.name + mesh[0] == act.getMesh():
- curmesh = mesh
-
- if newmesh != None and "ME" + obj.name + newmesh[0] != act.getMesh():
- # 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:
- act.setMesh(obj.getName() + newmesh[0])
- GameLogic.addActiveActuator(act, True)
-
- @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:
-
- C{ERROR: GameObject I{OBName} ReplaceMeshActuator I{ActuatorName} without object}
-
- @ivar mesh: L{KX_MeshProxy} or the name of the mesh that will replace the current one
- Set to None to disable actuator
- @type mesh: L{KX_MeshProxy} or None if no mesh is set
- """
- def setMesh(name):
- """
- DEPRECATED: Use the mesh property instead.
- Sets the name of the mesh that will replace the current one.
- When the name is None it will unset the mesh value so no action is taken.
-
- @type name: string or None
- """
- def getMesh():
- """
- DEPRECATED: Use the mesh property instead.
- Returns the name of the mesh that will replace the current one.
-
- Returns None if no mesh has been scheduled to be added.
-
- @rtype: string or None
- """
- def instantReplaceMesh():
- """
- Immediately replace mesh without delay.
- @rtype: None
- """ \ No newline at end of file