1
2
3
5 """
6 Scene.
7
8 The activity culling stuff is supposed to disable logic bricks when their owner gets too far
9 from the active camera. It was taken from some code lurking at the back of KX_Scene - who knows
10 what it does!
11
12 Example::
13 import GameLogic
14
15 # get the scene
16 scene = GameLogic.getCurrentScene()
17
18 # print all the objects in the scene
19 for obj in scene.getObjectList():
20 print obj.getName()
21
22 # get an object named 'Cube'
23 obj = scene.getObjectList()["OBCube"]
24
25 # get the first object in the scene.
26 obj = scene.getObjectList()[0]
27
28 Example::
29 # Get the depth of an object in the camera view.
30 import GameLogic
31
32 obj = GameLogic.getCurrentController().getOwner()
33 cam = GameLogic.getCurrentScene().active_camera
34
35 # Depth is negative and decreasing further from the camera
36 depth = obj.position[0]*cam.world_to_camera[2][0] + obj.position[1]*cam.world_to_camera[2][1] + obj.position[2]*cam.world_to_camera[2][2] + cam.world_to_camera[2][3]
37
38 @bug: All attributes are read only at the moment.
39
40 @ivar name: The scene's name
41 @type name: string
42 @ivar active_camera: The current active camera
43 @type active_camera: L{KX_Camera}
44 @ivar suspended: True if the scene is suspended.
45 @type suspended: boolean
46 @ivar activity_culling: True if the scene is activity culling
47 @type activity_culling: boolean
48 @ivar activity_culling_radius: The distance outside which to do activity culling. Measured in manhattan distance.
49 @type activity_culling_radius: float
50 """
51
53 """
54 Returns the list of lights in the scene.
55
56 @rtype: list [L{KX_Light}]
57 """
59 """
60 Returns the list of objects in the scene.
61
62 @rtype: list [L{KX_GameObject}]
63 """
65 """
66 Returns the name of the scene.
67
68 @rtype: string
69 """
70