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