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2
3
5 """
6 All game objects are derived from this class.
7
8 Properties assigned to game objects are accessible as attributes of this class.
9
10 @ivar name: The object's name.
11 @type name: string.
12 @ivar mass: The object's mass (provided the object has a physics controller). Read only.
13 @type mass: float
14 @ivar parent: The object's parent object. (Read only)
15 @type parent: L{KX_GameObject}
16 @ivar visible: visibility flag.
17 @type visible: boolean
18 @ivar position: The object's position.
19 @type position: list [x, y, z]
20 @ivar orientation: The object's orientation. 3x3 Matrix.
21 You can also write a Quaternion or Euler vector.
22 @type orientation: 3x3 Matrix [[float]]
23 @ivar scaling: The object's scaling factor. list [sx, sy, sz]
24 @type scaling: list [sx, sy, sz]
25 """
26
28 """
29 Sets the game object's visible flag.
30
31 @type visible: boolean
32 """
34 """
35 Sets the game object's position.
36
37 @type pos: [x, y, z]
38 @param pos: the new position, in world coordinates.
39 """
41 """
42 Gets the game object's position.
43
44 @rtype: list [x, y, z]
45 @return: the object's position in world coordinates.
46 """
48 """
49 Sets the game object's orientation.
50
51 @type orn: 3x3 rotation matrix, or Quaternion.
52 @param orn: a rotation matrix specifying the new rotation.
53 """
55 """
56 Gets the game object's orientation.
57
58 @rtype: 3x3 rotation matrix
59 @return: The game object's rotation matrix
60 """
62 """
63 Gets the game object's linear velocity.
64
65 This method returns the game object's velocity through it's centre of mass,
66 ie no angular velocity component.
67
68 @type local: boolean
69 @param local: - False: you get the "global" velocity ie: relative to world orientation.
70 - True: you get the "local" velocity ie: relative to object orientation.
71 @rtype: list [vx, vy, vz]
72 @return: the object's linear velocity.
73 """
75 """
76 Gets the game object's velocity at the specified point.
77
78 Gets the game object's velocity at the specified point, including angular
79 components.
80
81 @type point: list [x, y, z]
82 @param point: the point to return the velocity for, in local coordinates. (optional: default = [0, 0, 0])
83 @rtype: list [vx, vy, vz]
84 @return: the velocity at the specified point.
85 """
87 """
88 Gets the game object's mass.
89
90 @rtype: float
91 @return: the object's mass.
92 """
94 """
95 Gets the game object's reaction force.
96
97 The reaction force is the force applied to this object over the last simulation timestep.
98 This also includes impulses, eg from collisions.
99
100 @rtype: list [fx, fy, fz]
101 @return: the reaction force of this object.
102 """
104 """
105 Applies an impulse to the game object.
106
107 This will apply the specified impulse to the game object at the specified point.
108 If point != getPosition(), applyImpulse will also change the object's angular momentum.
109 Otherwise, only linear momentum will change.
110
111 @type point: list [x, y, z]
112 @param point: the point to apply the impulse to (in world coordinates)
113 """
115 """
116 Suspends physics for this object.
117 """
119 """
120 Resumes physics for this object.
121 """
123 """
124 Enables rigid body physics for this object.
125
126 Rigid body physics allows the object to roll on collisions.
127 """
129 """
130 Disables rigid body physics for this object.
131 """
133 """
134 Gets this object's parent.
135
136 @rtype: L{KX_GameObject}
137 @return: this object's parent object, or None if this object has no parent.
138 """
140 """
141 Sets this object's parent.
142
143 @type parent: L{KX_GameObject}
144 @param parent: new parent object.
145 """
147 """
148 Removes this objects parent.
149 """
151 """
152 Gets the mesh object for this object.
153
154 @type mesh: integer
155 @param mesh: the mesh object to return (optional: default mesh = 0)
156 @rtype: L{KX_MeshProxy}
157 @return: the first mesh object associated with this game object, or None if this object has no meshs.
158 """
160 """
161 Returns the user data object associated with this game object's physics controller.
162 """
164 """
165 Returns the distance to another object or point.
166
167 @param other: a point or another L{KX_GameObject} to measure the distance to.
168 @type other: L{KX_GameObject} or list [x, y, z]
169 @rtype: float
170 """
172 """
173 Look towards another point/object and find first object hit within dist that matches prop.
174
175 The ray is always casted from the center of the object, ignoring the object itself.
176 The ray is casted towards the center of another object or an explicit [x,y,z] point.
177
178 @param other: [x,y,z] or object towards which the ray is casted
179 @type other: L{KX_GameObject} or string
180 @param dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other
181 @type dist: float
182 @param prop: property name that object must have; can be omitted => detect any object
183 @type prop: string
184 @rtype: L{KX_GameObject}
185 @return: the first object hit or None if no object or object does not match prop
186 """
187