diff --git a/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst b/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst index ebde93f872f..8d6996dc401 100644 --- a/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst +++ b/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst @@ -432,6 +432,12 @@ base class --- :class:`SCA_IObject` If true, the object's and children's debug properties will be displayed on screen. :type: boolean + + .. attribute:: currentLodLevel + + The index of the level of detail (LOD) currently used by this object (read-only). + + :type: int .. method:: endObject() diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp index 8d22c9132fd..71af263bf46 100644 --- a/source/gameengine/Ketsji/KX_GameObject.cpp +++ b/source/gameengine/Ketsji/KX_GameObject.cpp @@ -91,6 +91,7 @@ KX_GameObject::KX_GameObject( : SCA_IObject(), m_bDyna(false), m_layer(0), + m_currentLodLevel(0), m_pBlenderObject(NULL), m_pBlenderGroupObject(NULL), m_bSuspendDynamics(false), @@ -794,7 +795,7 @@ void KX_GameObject::UpdateLod(MT_Vector3 &cam_pos) } RAS_MeshObject *mesh = this->m_lodmeshes[level]; - + this->m_currentLodLevel = level; if (mesh != this->m_meshes[0]) { this->GetScene()->ReplaceMesh(this, mesh, true, false); } @@ -1927,6 +1928,7 @@ PyMethodDef KX_GameObject::Methods[] = { }; PyAttributeDef KX_GameObject::Attributes[] = { + KX_PYATTRIBUTE_INT_RO("currentLodLevel", KX_GameObject, m_currentLodLevel), KX_PYATTRIBUTE_RO_FUNCTION("name", KX_GameObject, pyattr_get_name), KX_PYATTRIBUTE_RO_FUNCTION("parent", KX_GameObject, pyattr_get_parent), KX_PYATTRIBUTE_RO_FUNCTION("groupMembers", KX_GameObject, pyattr_get_group_members), diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h index 5800cbc6834..7d1a934bcec 100644 --- a/source/gameengine/Ketsji/KX_GameObject.h +++ b/source/gameengine/Ketsji/KX_GameObject.h @@ -88,6 +88,7 @@ protected: int m_layer; std::vector m_meshes; std::vector m_lodmeshes; + int m_currentLodLevel; SG_QList m_meshSlots; // head of mesh slots of this struct Object* m_pBlenderObject; struct Object* m_pBlenderGroupObject;