Module KX_SCA_ReplaceMeshActuator :: Class KX_SCA_ReplaceMeshActuator
[hide private]
[frames] | no frames]

Class KX_SCA_ReplaceMeshActuator

source code

SCA_ILogicBrick.SCA_ILogicBrick --+    
                                  |    
        SCA_IActuator.SCA_IActuator --+
                                      |
                                     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

Instance Methods [hide private]
 
setMesh(name)
Sets the name of the mesh that will replace the current one.
source code
string or None
getMesh()
Returns the name of the mesh that will replace the current one.
source code

Inherited from SCA_ILogicBrick.SCA_ILogicBrick: getExecutePriority, getOwner, setExecutePriority

Method Details [hide private]

setMesh(name)

source code 

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.

Parameters:
  • name (string or None)

getMesh()

source code 

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 or None