Revision: 14952
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=14952
Author:   ben2610
Date:     2008-05-25 00:50:31 +0200 (Sun, 25 May 2008)

Log Message:
-----------
BGE patch: rename rayCastToEx() to rayCast() - better name

Modified Paths:
--------------
    trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
    trunk/blender/source/gameengine/Ketsji/KX_GameObject.h
    trunk/blender/source/gameengine/PyDoc/KX_GameObject.py

Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp    2008-05-24 
22:38:02 UTC (rev 14951)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.cpp    2008-05-24 
22:50:31 UTC (rev 14952)
@@ -743,7 +743,7 @@
        {"getPhysicsId", 
(PyCFunction)KX_GameObject::sPyGetPhysicsId,METH_VARARGS},
        KX_PYMETHODTABLE(KX_GameObject, getDistanceTo),
        KX_PYMETHODTABLE(KX_GameObject, rayCastTo),
-       KX_PYMETHODTABLE(KX_GameObject, rayCastToEx),
+       KX_PYMETHODTABLE(KX_GameObject, rayCast),
        {NULL,NULL} //Sentinel
 };
 
@@ -1381,8 +1381,8 @@
        Py_Return;
 }
 
-KX_PYMETHODDEF_DOC(KX_GameObject, rayCastToEx,
-"rayCastToEx(to,from,dist,prop): cast a ray and return tuple 
(object,hit,normal) of contact point with object within dist that matches prop 
or None if no hit\n"
+KX_PYMETHODDEF_DOC(KX_GameObject, rayCast,
+"rayCast(to,from,dist,prop): cast a ray and return tuple (object,hit,normal) 
of contact point with object within dist that matches prop or None if no hit\n"
 " prop = property name that object must have; can be omitted => detect any 
object\n"
 " dist = max distance to look (can be negative => look behind); 0 or omitted 
=> detect up to to\n"
 " from = 3-tuple or object reference for origin of ray (if object, use center 
of object)\n"

Modified: trunk/blender/source/gameengine/Ketsji/KX_GameObject.h
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_GameObject.h      2008-05-24 
22:38:02 UTC (rev 14951)
+++ trunk/blender/source/gameengine/Ketsji/KX_GameObject.h      2008-05-24 
22:50:31 UTC (rev 14952)
@@ -665,7 +665,7 @@
        KX_PYMETHOD(KX_GameObject,RemoveParent);
        KX_PYMETHOD(KX_GameObject,GetPhysicsId);
        KX_PYMETHOD_DOC(KX_GameObject,rayCastTo);
-       KX_PYMETHOD_DOC(KX_GameObject,rayCastToEx);
+       KX_PYMETHOD_DOC(KX_GameObject,rayCast);
        KX_PYMETHOD_DOC(KX_GameObject,getDistanceTo);
 private :
 

Modified: trunk/blender/source/gameengine/PyDoc/KX_GameObject.py
===================================================================
--- trunk/blender/source/gameengine/PyDoc/KX_GameObject.py      2008-05-24 
22:38:02 UTC (rev 14951)
+++ trunk/blender/source/gameengine/PyDoc/KX_GameObject.py      2008-05-24 
22:50:31 UTC (rev 14952)
@@ -174,7 +174,7 @@
 
                The ray is always casted from the center of the object, 
ignoring the object itself.
                The ray is casted towards the center of another object or an 
explicit [x,y,z] point.
-               Use rayCastToEx() if you need to retrieve the hit point 
+               Use rayCast() if you need to retrieve the hit point 
 
                @param other: [x,y,z] or object towards which the ray is casted
                @type other: L{KX_GameObject} or 3-tuple
@@ -185,13 +185,13 @@
                @rtype: L{KX_GameObject}
                @return: the first object hit or None if no object or object 
does not match prop
                """
-       def rayCastToEx(to,from,dist,prop):
+       def rayCast(to,from,dist,prop):
                """
                Look from a point/object to another point/object and find first 
object hit within dist that matches prop.
-               Returns a 3-tuple with object reference, hit point and hit 
normal or (None,None,None) if no object hit.
+               Returns a 3-tuple with object reference, hit point and hit 
normal or (None,None,None) if no hit.
                Ex:
                        # shoot along the axis gun-gunAim (gunAim should be 
collision-free)
-                       ob,point,normal = gun.rayCastToEx(gunAim,None,50)
+                       ob,point,normal = gun.rayCast(gunAim,None,50)
                        if ob:
                                # hit something
 


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