Module KX_SCA_ReplaceMeshActuator :: Class KX_SCA_ReplaceMeshActuator

Class KX_SCA_ReplaceMeshActuator

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.name)
       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.name + mesh[0] == act.getMesh():
                       curmesh = mesh
       
       if newmesh != None and "ME" + obj.name + 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
 
setMesh(name)
DEPRECATED: Use the mesh property instead.
string or None
getMesh()
DEPRECATED: Use the mesh property instead.
None
instantReplaceMesh()
Immediately replace mesh without delay.
integer
getExecutePriority()
Gets the execution priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_GameObject
getOwner()
Gets the game object associated with this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
 
setExecutePriority(priority)
Sets the priority of this logic brick. (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Instance Variables
int executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
KX_MeshProxy or None if no mesh is set mesh
KX_MeshProxy or the name of the mesh that will replace the current one Set to None to disable actuator
KX_GameObject or None in exceptional cases. owner
The game object this logic brick is attached to (read only). (Inherited from SCA_ILogicBrick.SCA_ILogicBrick)
Method Details

setMesh(name)

 

DEPRECATED: Use the mesh property instead. 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()

 

DEPRECATED: Use the mesh property instead. 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