Ejemplo n.º 1
0
 def Execute(self):
     results = self._rayQuery.Execute()
     rv = []
     for entry in results:
         if entry.SceneObject is not None:
             if isinstance(entry.SceneObject.UserData, Multiverse.Base.ObjectNode):
                 existingObject = WorldObject._GetExistingWorldObject(entry.SceneObject.UserData)
                 rv.append(RaySceneQueryResult(entry.Distance, existingObject, None))
             else:
                 ClientAPI.Write("Skipping non-multiverse object: %s" % entry.SceneObject.UserData)
                 # ignore this object
                 pass
         elif entry.worldFragment is not None:
             rv.append(RaySceneQueryResult(entry.Distance, None, entry.worldFragment.SingleIntersection))
     return rv
Ejemplo n.º 2
0
 def Execute(self):
     results = self._rayQuery.Execute()
     rv = []
     for entry in results:
         if entry.SceneObject is not None:
             if isinstance(entry.SceneObject.UserData,
                           Multiverse.Base.ObjectNode):
                 existingObject = WorldObject._GetExistingWorldObject(
                     entry.SceneObject.UserData)
                 rv.append(
                     RaySceneQueryResult(entry.Distance, existingObject,
                                         None))
             else:
                 ClientAPI.Write("Skipping non-multiverse object: %s" %
                                 entry.SceneObject.UserData)
                 # ignore this object
                 pass
         elif entry.worldFragment is not None:
             rv.append(
                 RaySceneQueryResult(
                     entry.Distance, None,
                     entry.worldFragment.SingleIntersection))
     return rv
Ejemplo n.º 3
0
def GetPlayerObject():
    if _worldManager.Player != None:
        return WorldObject._GetExistingWorldObject(_worldManager.Player)
    else:
        return None
Ejemplo n.º 4
0
def GetPlayerObject():
    if _worldManager.Player != None:
        return WorldObject._GetExistingWorldObject(_worldManager.Player)
    else:
        return None