Edited Game engine docs to note that the matrix will need to be transposed if used with Mathutils.Matrix() Edited "Collision" button since ray-sensor also uses collision.
		
			
				
	
	
		
			234 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			234 lines
		
	
	
		
			7.4 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
# $Id$
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# Documentation for game objects
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class KX_GameObject:
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	"""
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	All game objects are derived from this class.
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	Properties assigned to game objects are accessible as attributes of this class.
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	@ivar name: The object's name.
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	@type name: string.
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	@ivar mass: The object's mass (provided the object has a physics controller). Read only.
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	@type mass: float
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	@ivar parent: The object's parent object. (Read only)
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	@type parent: L{KX_GameObject}
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	@ivar visible: visibility flag.
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	@type visible: boolean
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	@ivar position: The object's position. 
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	@type position: list [x, y, z]
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	@ivar orientation: The object's orientation. 3x3 Matrix.  
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	                   You can also write a Quaternion or Euler vector.
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	@type orientation: 3x3 Matrix [[float]]
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	@ivar scaling: The object's scaling factor. list [sx, sy, sz]
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	@type scaling: list [sx, sy, sz]
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	@ivar timeOffset: adjust the slowparent delay at runtime.
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	@type timeOffset: float
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	"""
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	def setVisible(visible):
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		"""
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		Sets the game object's visible flag.
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		@type visible: boolean
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		"""
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	def setPosition(pos):
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		"""
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		Sets the game object's position.
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		@type pos: [x, y, z]
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		@param pos: the new position, in world coordinates.
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		"""
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	def getPosition():
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		"""
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		Gets the game object's position.
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		@rtype: list [x, y, z]
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		@return: the object's position in world coordinates.
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		"""
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	def setOrientation(orn):
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		"""
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		Sets the game object's orientation.
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		@type orn: 3x3 rotation matrix, or Quaternion.
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		@param orn: a rotation matrix specifying the new rotation.
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		@note: When using this matrix with Blender.Mathutils.Matrix() types, it will need to be transposed.
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		"""
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	def alignAxisToVect(vect, axis):
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		"""
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		Aligns any of the game object's axis along the given vector.
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		@type vect: 3d vector.
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		@param vect: a vector to align the axis.
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		@type axis: integer.
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		@param axis:The axis you want to align
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					- 0: X axis
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					- 1: Y axis
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					- 2: Z axis (default) 
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		"""
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	def getOrientation():
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		"""
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		Gets the game object's orientation.
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		@rtype: 3x3 inverted rotation matrix
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		@return: The game object's rotation matrix
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		@note: When using this matrix with Blender.Mathutils.Matrix() types, it will need to be transposed.
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		"""
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	def getLinearVelocity(local):
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		"""
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		Gets the game object's linear velocity.
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		This method returns the game object's velocity through it's centre of mass,
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		ie no angular velocity component.
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		@type local: boolean
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		@param local: - False: you get the "global" velocity ie: relative to world orientation.
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		              - True: you get the "local" velocity ie: relative to object orientation.
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		@rtype: list [vx, vy, vz]
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		@return: the object's linear velocity.
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		"""
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	def getVelocity(point):
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		"""
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		Gets the game object's velocity at the specified point.
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		Gets the game object's velocity at the specified point, including angular
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		components.
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		@type point: list [x, y, z]
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		@param point: the point to return the velocity for, in local coordinates. (optional: default = [0, 0, 0])
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		@rtype: list [vx, vy, vz]
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		@return: the velocity at the specified point.
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		"""
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	def getMass():
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		"""
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		Gets the game object's mass.
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		@rtype: float
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		@return: the object's mass.
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		"""
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	def getReactionForce():
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		"""
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		Gets the game object's reaction force.
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		The reaction force is the force applied to this object over the last simulation timestep.
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		This also includes impulses, eg from collisions.
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		@rtype: list [fx, fy, fz]
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		@return: the reaction force of this object.
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		"""
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	def applyImpulse(point, impulse):
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		"""
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		Applies an impulse to the game object.
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		This will apply the specified impulse to the game object at the specified point.
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		If point != getPosition(), applyImpulse will also change the object's angular momentum.
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		Otherwise, only linear momentum will change.
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		@type point: list [x, y, z]
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		@param point: the point to apply the impulse to (in world coordinates)
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		"""
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	def suspendDynamics():
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		"""
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		Suspends physics for this object.
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		"""
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	def restoreDynamics():
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		"""
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		Resumes physics for this object.
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		"""
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	def enableRigidBody():
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		"""
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		Enables rigid body physics for this object.
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		Rigid body physics allows the object to roll on collisions.
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		"""
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	def disableRigidBody():
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		"""
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		Disables rigid body physics for this object.
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		"""
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	def getParent():
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		"""
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		Gets this object's parent.
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		@rtype: L{KX_GameObject}
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		@return: this object's parent object, or None if this object has no parent.
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		"""
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	def setParent(parent):
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		"""
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		Sets this object's parent.
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		@type parent: L{KX_GameObject}
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		@param parent: new parent object.
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		"""
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	def removeParent():
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		"""
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		Removes this objects parent.
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		"""
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	def getMesh(mesh):
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		"""
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		Gets the mesh object for this object.
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		@type mesh: integer
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		@param mesh: the mesh object to return (optional: default mesh = 0)
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		@rtype: L{KX_MeshProxy}
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		@return: the first mesh object associated with this game object, or None if this object has no meshs.
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		"""
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	def getPhysicsId():
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		"""
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		Returns the user data object associated with this game object's physics controller.
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		"""
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	def getDistanceTo(other):
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		"""
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		Returns the distance to another object or point.
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		@param other: a point or another L{KX_GameObject} to measure the distance to.
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		@type other: L{KX_GameObject} or list [x, y, z]
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		@rtype: float
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		"""
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	def rayCastTo(other,dist,prop):
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		"""
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		Look towards another point/object and find first object hit within dist that matches prop.
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		The ray is always casted from the center of the object, ignoring the object itself.
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		The ray is casted towards the center of another object or an explicit [x,y,z] point.
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		Use rayCast() if you need to retrieve the hit point 
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		@param other: [x,y,z] or object towards which the ray is casted
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		@type other: L{KX_GameObject} or 3-tuple
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		@param dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other
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		@type dist: float
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		@param prop: property name that object must have; can be omitted => detect any object
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		@type prop: string
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		@rtype: L{KX_GameObject}
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		@return: the first object hit or None if no object or object does not match prop
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		"""
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	def rayCast(to,from,dist,prop):
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		"""
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		Look from a point/object to another point/object and find first object hit within dist that matches prop.
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		Returns a 3-tuple with object reference, hit point and hit normal or (None,None,None) if no hit.
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		Ex:
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			# shoot along the axis gun-gunAim (gunAim should be collision-free)
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			ob,point,normal = gun.rayCast(gunAim,None,50)
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			if ob:
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				# hit something
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		Notes:				
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		The ray ignores the object on which the method is called.
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		If is casted from/to object center or explicit [x,y,z] points.
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		The ray does not have X-Ray capability: the first object hit (other than self object) stops the ray
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		If a property was specified and the first object hit does not have that property, there is no hit
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		The	ray ignores collision-free objects
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		@param to: [x,y,z] or object to which the ray is casted
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		@type to: L{KX_GameObject} or 3-tuple
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		@param from: [x,y,z] or object from which the ray is casted; None or omitted => use self object center
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		@type from: L{KX_GameObject} or 3-tuple or None
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		@param dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to to
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		@type dist: float
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		@param prop: property name that object must have; can be omitted => detect any object
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		@type prop: string
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		@rtype: 3-tuple (L{KX_GameObject}, 3-tuple (x,y,z), 3-tuple (nx,ny,nz))
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		@return: (object,hitpoint,hitnormal) or (None,None,None)
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		"""
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