# $Id$ # 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 """