1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
|
KX_SCA_ReplaceMeshActuator(SCA_IActuator)
=========================================
base class --- :class:`SCA_IActuator`
.. class:: KX_SCA_ReplaceMeshActuator(SCA_IActuator)
Edit Object actuator, in Replace Mesh mode.
.. 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
.. code-block:: none
Error: GameObject 'Name' ReplaceMeshActuator 'ActuatorName' without object
.. code-block:: python
# 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 |
# +----------+ +-----------+ +-------------------------------------+
from bge import logic
# 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)
)
cont = logic.getCurrentController()
object = cont.owner
actuator = cont.actuators["LOD." + obj.name]
camera = logic.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(object.position, camera.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" + object.name + mesh[0] == actuator.getMesh():
curmesh = mesh
if newmesh != None and "ME" + object.name + newmesh[0] != actuator.mesh:
# 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:
actuator.mesh = object.name + newmesh[0]
cont.activate(actuator)
.. attribute:: mesh
:class:`MeshProxy` or the name of the mesh that will replace the current one.
Set to None to disable actuator.
:type: :class:`MeshProxy` or None if no mesh is set
.. attribute:: useDisplayMesh
when true the displayed mesh is replaced.
:type: boolean
.. attribute:: usePhysicsMesh
when true the physics mesh is replaced.
:type: boolean
.. method:: instantReplaceMesh()
Immediately replace mesh without delay.
|