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
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
def GetPlayerObject(): if _worldManager.Player != None: return WorldObject._GetExistingWorldObject(_worldManager.Player) else: return None
def GetPlayerObject(): if _worldManager.Player != None: return WorldObject._GetExistingWorldObject(_worldManager.Player) else: return None