Timeline for BGE python: accessing Edge information in a mesh made of polylines (not polygons)
Current License: CC BY-SA 3.0
10 events
when toggle format | what | by | license | comment | |
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Nov 14, 2016 at 11:51 | comment | added | Nicola Masotti | Unfortunately I'm not familiar with programming outside the BGE, but i think I understand what you mean. Thank you | |
Nov 11, 2016 at 7:01 | comment | added | Monster | When you really want it inside the BGE I suggest to extrude all edges. This way you get faces that are loaded into the BGE. | |
Nov 11, 2016 at 6:58 | comment | added | Monster | This sounds the "input" does not change while you are running the game. That provides you with the option to create your "output" within Blender rather than the BGE. E.g. write a Blender script that generates a python file with the data you want. That file is then part of your game (similar to [generate navmesh]). As it is running in Blender you can directly work with curves. | |
Nov 10, 2016 at 14:58 | comment | added | Nicola Masotti | Also, in my particular case, it is more complex to handle the mesh in a way that the generated graph is what I want. I need a graph that resembles the taxiways signs of an airport (yellow lines that you can see in any airport using google maps). However, within the model, the taxiways are generated using curves and bevels, and later converting into meshes, in a way that needs some manual adjustment before it's ready for navmesh (graph) generation. To use a polyline as a graph for pathfinding would be much easier. | |
Nov 10, 2016 at 10:32 | comment | added | Nicola Masotti | I use it as a graph for pathfinding. I can derive the graph from a mesh (one point of the graph for each face of the mesh) but this needs more calculation. | |
Nov 10, 2016 at 8:01 | comment | added | Monster | It is interesting why you think you need this sort of object in your game. (there might be other ways to handle your situation). | |
Nov 10, 2016 at 7:57 | comment | added | Monster | If it is visible you get faces (as this is what you see). Otherwise you can try to access the vertices from the mesh via Python. If they are not there, you can't uses them. - just did a test - you need faces to get the vertices. | |
Nov 9, 2016 at 16:44 | comment | added | Nicola Masotti | My mesh has no faces, it is made of consecutive segments, but they never close up, thus they do not form any face. Does this mean that the mesh is ignored by the game engine? | |
Nov 4, 2016 at 11:37 | history | edited | Monster | CC BY-SA 3.0 |
added 1 character in body
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Nov 4, 2016 at 10:19 | history | answered | Monster | CC BY-SA 3.0 |