Esempio n. 1
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def intersect_ray_thing(origin, direction, thing):
    hit_thing = {}
    hit_face = {}
    hit_offset = []
    hit_distance = 0.0
    hit_thing = None
    faces = axis_signs_visible(direction)
    hit_thing, hit_face, hit_offset, hit_distance = intersect_ray_thing_faces(
        origin, direction, thing, matrix_identity(), faces)
    return hit_thing, hit_face, hit_offset, hit_distance
Esempio n. 2
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def thing_new(id, type, position, rotates, children, geometry, bounds):
    thing = {}
    thing = {
        "id": id,
        "type": type,
        "position": position,
        "velocity": [0.0, 0.0, 0.0],
        "rotates": rotates,
        "children": children,
        "geometry": geometry,
        "bounds": bounds,
        "matrix": matrix_identity(),
        "world_bounds": None,
        "mass": 1.0,
        "force": [0.0, 0.0, 0.0],
        "animate_start": 0.0
    }
    return thing
Esempio n. 3
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def intersect_ray_thing(origin, direction, thing):
    hit_thing = {}
    hit_face = {}
    hit_offset = []
    hit_distance = 0.0
    hit_thing = None
    faces = axis_signs_visible(direction)
    hit_thing, hit_face, hit_offset, hit_distance = intersect_ray_thing_faces(origin, direction, thing, matrix_identity(), faces)
    return hit_thing, hit_face, hit_offset, hit_distance
Esempio n. 4
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def thing_new(id, type, position, rotates, children, geometry, bounds):
    thing = {}
    thing = {"id" : id, "type" : type, "position" : position, "velocity" : [0.0, 0.0, 0.0], "rotates" : rotates, "children" : children, "geometry" : geometry, "bounds" : bounds, "matrix" : matrix_identity(), "world_bounds" : None, "mass" : 1.0, "force" : [0.0, 0.0, 0.0], "animate_start" : 0.0}
    return thing