Minor Fixes:

Better use of booleans for python
#include fixes for Windows
Python Doc fixes
Use the farthest vertex as the face position when z sorting faces. (Camera is on -z axis!)
This commit is contained in:
2004-06-26 09:15:41 +00:00
parent f69cc652e2
commit 4c53f38756
14 changed files with 199 additions and 133 deletions

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@@ -17,65 +17,108 @@ Documentation for the GameLogic Module.
# To get the game object associated with this controller:
obj = co.getOwner()
L{KX_GameObject} and possibly L{KX_Camera} and L{KX_Light} methods are
L{KX_GameObject} and L{KX_Camera} or L{KX_Light} methods are
available depending on the type of object::
# To get a sensor linked to this controller.
# "sensorname" is the name of the sensor as defined in the Blender interface.
# +---------------------+ +--------+
# | Sensor "sensorname" +--+ Python +
# +---------------------+ +--------+
sens = co.getSensor("sensorname")
L{KX_NetworkMessageSensor}, L{KX_RaySensor}, L{KX_TouchSensor}, L{SCA_KeyboardSensor},
L{SCA_MouseSensor}, L{SCA_PropertySensor} and L{SCA_RandomSensor} methods are available,
depending on the type of sensor::
# To get a list of all sensors:
sensors = co.B{getSensors}()
sensors = co.getSensors()
See the sensor's reference for available methods:
- L{KX_NetworkMessageSensor}
- L{KX_RaySensor}
- L{KX_MouseFocusSensor}
- L{KX_NearSensor}
- L{KX_RadarSensor}
- L{KX_TouchSensor}
- L{SCA_KeyboardSensor}
- L{SCA_MouseSensor}
- L{SCA_PropertySensor}
- L{SCA_RandomSensor}
You can also access actuators linked to the controller::
# To get an actuator attached to the controller:
# +--------+ +-------------------------+
# + Python +--+ Actuator "actuatorname" |
# +--------+ +-------------------------+
actuator = co.getActuator("actuatorname")
# Activate an actuator
GameLogic.addActiveActuator(actuator, True)
See the actuator's reference for available methods:
- L{BL_ActionActuator}
- L{KX_CameraActuator}
- L{KX_CDActuator}
- L{KX_ConstraintActuator}
- L{KX_GameActuator}
- L{KX_IpoActuator}
- L{KX_NetworkMessageActuator}
- L{KX_ObjectActuator}
- L{KX_SCA_AddObjectActuator}
- L{KX_SCA_EndObjectActuator}
- L{KX_SCA_ReplaceMeshActuator}
- L{KX_SceneActuator}
- L{KX_SoundActuator}
- L{KX_TrackToActuator}
- L{KX_VisibilityActuator}
- L{SCA_PropertyActuator}
- L{SCA_RandomActuator}
There are also methods to access the current L{KX_Scene}::
# Get the current scene
scene = GameLogic.getCurrentScene()
# Get the current camera
cam = scene.active_camera
Matricies as used by the game engine are B{row major}::
matrix[row][col] = blah
L{KX_Camera} has some examples using matricies.
@group Constants: KX_TRUE, KX_FALSE
@var KX_TRUE: True value used by some modules.
@var KX_FALSE: False value used by some modules.
Constants
=========
- KX_TRUE: True value used by some modules
- KX_FALSE: False value used by some modules.
@group Property Sensor: KX_PROPSENSOR_EQUAL, KX_PROPSENSOR_NOTEQUAL, KX_PROPSENSOR_INTERVAL, KX_PROPSENSOR_CHANGED, KX_PROPSENSOR_EXPRESSION
@var KX_PROPSENSOR_EQUAL: Activate when the property is equal to the sensor value.
@var KX_PROPSENSOR_NOTEQUAL: Activate when the property is not equal to the sensor value.
@var KX_PROPSENSOR_INTERVAL: Activate when the property is between the specified limits.
@var KX_PROPSENSOR_CHANGED: Activate when the property changes
@var KX_PROPSENSOR_EXPRESSION: Activate when the expression matches
Property Sensor
---------------
Tests that the property sensor is able to perform. See L{SCA_PropertySensor}
- KX_PROPSENSOR_EQUAL: Activate when the property is equal to the sensor value.
- KX_PROPSENSOR_NOTEQUAL: Activate when the property is not equal to the sensor value.
- KX_PROPSENSOR_INTERVAL: Activate when the property is between the specified limits.
- KX_PROPSENSOR_CHANGED: Activate when the property changes
- KX_PROPSENSOR_EXPRESSION: Activate when the expression matches
@group Constraint Actuator: KX_CONSTRAINTACT_LOCX, KX_CONSTRAINTACT_LOCY, KX_CONSTRAINTACT_LOCZ, KX_CONSTRAINTACT_ROTX, KX_CONSTRAINTACT_ROTY, KX_CONSTRAINTACT_ROTZ
@var KX_CONSTRAINTACT_LOCX: See L{KX_ConstraintActuator}
@var KX_CONSTRAINTACT_LOCY: See L{KX_ConstraintActuator}
@var KX_CONSTRAINTACT_LOCZ: See L{KX_ConstraintActuator}
@var KX_CONSTRAINTACT_ROTX: See L{KX_ConstraintActuator}
@var KX_CONSTRAINTACT_ROTY: See L{KX_ConstraintActuator}
@var KX_CONSTRAINTACT_ROTZ: See L{KX_ConstraintActuator}
Constraint Actuator
-------------------
The axis and type (location/rotation) of constraint. See L{KX_ConstraintActuator}
- KX_CONSTRAINTACT_LOCX
- KX_CONSTRAINTACT_LOCY
- KX_CONSTRAINTACT_LOCZ
- KX_CONSTRAINTACT_ROTX
- KX_CONSTRAINTACT_ROTY
- KX_CONSTRAINTACT_ROTZ
@group IPO Actuator: KX_IPOACT_PLAY, KX_IPOACT_PINGPONG, KX_IPOACT_FLIPPER, KX_IPOACT_LOOPSTOP, KX_IPOACT_LOOPEND
@var KX_IPOACT_PLAY: See L{KX_IpoActuator}
@var KX_IPOACT_PINGPONG: See L{KX_IpoActuator}
@var KX_IPOACT_FLIPPER: See L{KX_IpoActuator}
@var KX_IPOACT_LOOPSTOP: See L{KX_IpoActuator}
@var KX_IPOACT_LOOPEND: See L{KX_IpoActuator}
IPO Actuator
------------
IPO Types. See L{KX_IpoActuator}
- KX_IPOACT_PLAY
- KX_IPOACT_PINGPONG
- KX_IPOACT_FLIPPER
- KX_IPOACT_LOOPSTOP
- KX_IPOACT_LOOPEND
Random Distributions
--------------------
See L{SCA_RandomActuator}
- KX_RANDOMACT_BOOL_CONST
- KX_RANDOMACT_BOOL_UNIFORM
- KX_RANDOMACT_BOOL_BERNOUILLI
- KX_RANDOMACT_INT_CONST
- KX_RANDOMACT_INT_UNIFORM
- KX_RANDOMACT_INT_POISSON
- KX_RANDOMACT_FLOAT_CONST
- KX_RANDOMACT_FLOAT_UNIFORM
- KX_RANDOMACT_FLOAT_NORMAL
- KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL
@group Random Distributions: KX_RANDOMACT_BOOL_CONST, KX_RANDOMACT_BOOL_UNIFORM, KX_RANDOMACT_BOOL_BERNOUILLI, KX_RANDOMACT_INT_CONST, KX_RANDOMACT_INT_UNIFORM, KX_RANDOMACT_INT_POISSON, KX_RANDOMACT_FLOAT_CONST, KX_RANDOMACT_FLOAT_UNIFORM, KX_RANDOMACT_FLOAT_NORMAL, KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL
@var KX_RANDOMACT_BOOL_CONST: See L{SCA_RandomActuator}
@var KX_RANDOMACT_BOOL_UNIFORM: See L{SCA_RandomActuator}
@var KX_RANDOMACT_BOOL_BERNOUILLI: See L{SCA_RandomActuator}
@var KX_RANDOMACT_INT_CONST: See L{SCA_RandomActuator}
@var KX_RANDOMACT_INT_UNIFORM: See L{SCA_RandomActuator}
@var KX_RANDOMACT_INT_POISSON: See L{SCA_RandomActuator}
@var KX_RANDOMACT_FLOAT_CONST: See L{SCA_RandomActuator}
@var KX_RANDOMACT_FLOAT_UNIFORM: See L{SCA_RandomActuator}
@var KX_RANDOMACT_FLOAT_NORMAL: See L{SCA_RandomActuator}
@var KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL: See L{SCA_RandomActuator}
"""