Class KX_SCA_ReplaceMeshActuator
source code
SCA_ILogicBrick.SCA_ILogicBrick --+
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SCA_IActuator.SCA_IActuator --+
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KX_SCA_ReplaceMeshActuator
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.getName())
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.getName() + mesh[0] == act.getMesh():
curmesh = mesh
if newmesh != None and "ME" + obj.getName() + 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:
ERROR: GameObject OBName ReplaceMeshActuator
ActuatorName without object
Sets the name of the mesh that will replace the current one.
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Returns the name of the mesh that will replace the current one.
Returns None if no mesh has been scheduled to be added.
- Returns: string
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