BGE Epydocs were missing some functions

renamed KX_Light -> KX_LightObject
added some missing controllers
This commit is contained in:
2009-04-06 13:13:25 +00:00
parent 64fe09ab20
commit 960fa534b7
18 changed files with 253 additions and 18 deletions

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@@ -3,10 +3,17 @@
Documentation for the GameLogic Module.
=======================================
There are only three importable modules in the game engine:
Modules available in the game engine:
- GameLogic
- L{GameKeys}
- L{Rasterizer}
- L{GameTypes}
Undocumented modules:
- VideoTexture
- CValue
- Expression
- PhysicsConstraints
All the other modules are accessible through the methods in GameLogic.
@@ -18,7 +25,7 @@ Documentation for the GameLogic Module.
# To get the game object this controller is on:
obj = co.getOwner()
L{KX_GameObject} and L{KX_Camera} or L{KX_Light} methods are
L{KX_GameObject} and L{KX_Camera} or L{KX_LightObject} 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.
@@ -165,9 +172,19 @@ Documentation for the GameLogic Module.
@var KX_DYN_DISABLE_RIGID_BODY: See L{KX_SCA_DynamicActuator}
@var KX_DYN_SET_MASS: See L{KX_SCA_DynamicActuator}
"""
@group Input Status: KX_INPUT_NONE, KX_INPUT_JUST_ACTIVATED, KX_INPUT_ACTIVE, KX_INPUT_JUST_RELEASED
@var KX_INPUT_NONE: See L{SCA_MouseSensor}
@var KX_INPUT_JUST_ACTIVATED: See L{SCA_MouseSensor}
@var KX_INPUT_ACTIVE: See L{SCA_MouseSensor}
@var KX_INPUT_JUST_RELEASED: See L{SCA_MouseSensor}
@group Mouse Buttons: KX_MOUSE_BUT_LEFT, KX_MOUSE_BUT_MIDDLE, KX_MOUSE_BUT_RIGHT
@var KX_MOUSE_BUT_LEFT: See L{SCA_MouseSensor}
@var KX_MOUSE_BUT_MIDDLE: See L{SCA_MouseSensor}
@var KX_MOUSE_BUT_RIGHT: See L{SCA_MouseSensor}
"""
def getCurrentController():
"""
Gets the Python controller associated with this Python script.

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@@ -0,0 +1,75 @@
# $Id: GameLogic.py 19483 2009-03-31 21:03:15Z ben2610 $
"""
GameEngine Types
================
@var BL_ActionActuator: L{BL_ActionActuator<BL_ActionActuator.BL_ActionActuator>}
@var BL_Shader: L{BL_Shader<BL_Shader.BL_Shader>}
@var BL_ShapeActionActuator: L{BL_ShapeActionActuator<BL_ShapeActionActuator.BL_ShapeActionActuator>}
@var CListValue: L{CListValue<CListValue.CListValue>}
@var CValue: L{CValue<CValue.CValue>}
@var KX_BlenderMaterial: L{KX_BlenderMaterial<KX_BlenderMaterial.KX_BlenderMaterial>}
@var KX_CDActuator: L{KX_CDActuator<KX_CDActuator.KX_CDActuator>}
@var KX_Camera: L{KX_Camera<KX_Camera.KX_Camera>}
@var KX_CameraActuator: L{KX_CameraActuator<KX_CameraActuator.KX_CameraActuator>}
@var KX_ConstraintActuator: L{KX_ConstraintActuator<KX_ConstraintActuator.KX_ConstraintActuator>}
@var KX_ConstraintWrapper: L{KX_ConstraintWrapper<KX_ConstraintWrapper.KX_ConstraintWrapper>}
@var KX_GameActuator: L{KX_GameActuator<KX_GameActuator.KX_GameActuator>}
@var KX_GameObject: L{KX_GameObject<KX_GameObject.KX_GameObject>}
@var KX_IpoActuator: L{KX_IpoActuator<KX_IpoActuator.KX_IpoActuator>}
@var KX_LightObject: L{KX_LightObject<KX_LightObject.KX_LightObject>}
@var KX_MeshProxy: L{KX_MeshProxy<KX_MeshProxy.KX_MeshProxy>}
@var KX_MouseFocusSensor: L{KX_MouseFocusSensor<KX_MouseFocusSensor.KX_MouseFocusSensor>}
@var KX_NearSensor: L{KX_NearSensor<KX_NearSensor.KX_NearSensor>}
@var KX_NetworkMessageActuator: L{KX_NetworkMessageActuator<KX_NetworkMessageActuator.KX_NetworkMessageActuator>}
@var KX_NetworkMessageSensor: L{KX_NetworkMessageSensor<KX_NetworkMessageSensor.KX_NetworkMessageSensor>}
@var KX_ObjectActuator: L{KX_ObjectActuator<KX_ObjectActuator.KX_ObjectActuator>}
@var KX_ParentActuator: L{KX_ParentActuator<KX_ParentActuator.KX_ParentActuator>}
@var KX_PhysicsObjectWrapper: L{KX_PhysicsObjectWrapper<KX_PhysicsObjectWrapper.KX_PhysicsObjectWrapper>}
@var KX_PolyProxy: L{KX_PolyProxy<KX_PolyProxy.KX_PolyProxy>}
@var KX_PolygonMaterial: L{KX_PolygonMaterial<KX_PolygonMaterial.KX_PolygonMaterial>}
@var KX_RadarSensor: L{KX_RadarSensor<KX_RadarSensor.KX_RadarSensor>}
@var KX_RaySensor: L{KX_RaySensor<KX_RaySensor.KX_RaySensor>}
@var KX_SCA_AddObjectActuator: L{KX_SCA_AddObjectActuator<KX_SCA_AddObjectActuator.KX_SCA_AddObjectActuator>}
@var KX_SCA_DynamicActuator: L{KX_SCA_DynamicActuator<KX_SCA_DynamicActuator.KX_SCA_DynamicActuator>}
@var KX_SCA_EndObjectActuator: L{KX_SCA_EndObjectActuator<KX_SCA_EndObjectActuator.KX_SCA_EndObjectActuator>}
@var KX_SCA_ReplaceMeshActuator: L{KX_SCA_ReplaceMeshActuator<KX_SCA_ReplaceMeshActuator.KX_SCA_ReplaceMeshActuator>}
@var KX_Scene: L{KX_Scene<KX_Scene.KX_Scene>}
@var KX_SceneActuator: L{KX_SceneActuator<KX_SceneActuator.KX_SceneActuator>}
@var KX_SoundActuator: L{KX_SoundActuator<KX_SoundActuator.KX_SoundActuator>}
@var KX_StateActuator: L{KX_StateActuator<KX_StateActuator.KX_StateActuator>}
@var KX_TouchSensor: L{KX_TouchSensor<KX_TouchSensor.KX_TouchSensor>}
@var KX_TrackToActuator: L{KX_TrackToActuator<KX_TrackToActuator.KX_TrackToActuator>}
@var KX_VehicleWrapper: L{KX_VehicleWrapper<KX_VehicleWrapper.KX_VehicleWrapper>}
@var KX_VertexProxy: L{KX_VertexProxy<KX_VertexProxy.KX_VertexProxy>}
@var KX_VisibilityActuator: L{KX_VisibilityActuator<KX_VisibilityActuator.KX_VisibilityActuator>}
@var PyObjectPlus: L{PyObjectPlus<PyObjectPlus.PyObjectPlus>}
@var SCA_2DFilterActuator: L{SCA_2DFilterActuator<SCA_2DFilterActuator.SCA_2DFilterActuator>}
@var SCA_ANDController: L{SCA_ANDController<SCA_ANDController.SCA_ANDController>}
@var SCA_ActuatorSensor: L{SCA_ActuatorSensor<SCA_ActuatorSensor.SCA_ActuatorSensor>}
@var SCA_AlwaysSensor: L{SCA_AlwaysSensor<SCA_AlwaysSensor.SCA_AlwaysSensor>}
@var SCA_DelaySensor: L{SCA_DelaySensor<SCA_DelaySensor.SCA_DelaySensor>}
@var SCA_ILogicBrick: L{SCA_ILogicBrick<SCA_ILogicBrick.SCA_ILogicBrick>}
@var SCA_IObject: L{SCA_IObject<SCA_IObject.SCA_IObject>}
@var SCA_ISensor: L{SCA_ISensor<SCA_ISensor.SCA_ISensor>}
@var SCA_JoystickSensor: L{SCA_JoystickSensor<SCA_JoystickSensor.SCA_JoystickSensor>}
@var SCA_KeyboardSensor: L{SCA_KeyboardSensor<SCA_KeyboardSensor.SCA_KeyboardSensor>}
@var SCA_MouseSensor: L{SCA_MouseSensor<SCA_MouseSensor.SCA_MouseSensor>}
@var SCA_NANDController: L{SCA_NANDController<SCA_NANDController.SCA_NANDController>}
@var SCA_NORController: L{SCA_NORController<SCA_NORController.SCA_NORController>}
@var SCA_ORController: L{SCA_ORController<SCA_ORController.SCA_ORController>}
@var SCA_PropertyActuator: L{SCA_PropertyActuator<SCA_PropertyActuator.SCA_PropertyActuator>}
@var SCA_PropertySensor: L{SCA_PropertySensor<SCA_PropertySensor.SCA_PropertySensor>}
@var SCA_PythonController: L{SCA_PythonController<SCA_PythonController.SCA_PythonController>}
@var SCA_RandomActuator: L{SCA_RandomActuator<SCA_RandomActuator.SCA_RandomActuator>}
@var SCA_RandomSensor: L{SCA_RandomSensor<SCA_RandomSensor.SCA_RandomSensor>}
@var SCA_XNORController: L{SCA_XNORController<SCA_XNORController.SCA_XNORController>}
@var SCA_XORController: L{SCA_XORController<SCA_XORController.SCA_XORController>}
"""
if 0:
# Use to print out all the links
for i in a.split('\n'):
if i.startswith('@var'):
var = i.split(' ')[1].split(':')[0]
print '@var %s: L{%s<%s.%s>}' % (var, var, var, var)

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@@ -185,3 +185,25 @@ class KX_Camera(KX_GameObject):
@param matrix: The new projection matrix for this camera.
"""
def enableViewport(viewport):
"""
Use this camera to draw a viewport on the screen (for split screen games or overlay scenes). The viewport region is defined with L{setViewport}.
@type viewport: bool
@param viewport: the new viewport status
"""
def setOnTop():
"""
Set this cameras viewport ontop of all other viewport.
"""
def setViewport(left, bottom, right, top):
"""
Sets the region of this viewport on the screen in pixels.
Use L{Rasterizer.getWindowHeight} L{Rasterizer.getWindowWidth} to calculate values relative to the entire display.
@type left: int
@type bottom: int
@type right: int
@type top: int
"""

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@@ -442,5 +442,12 @@ class KX_GameObject: # (SCA_IObject)
If no hit, returns (None,None,None) or (None,None,None,None)
If the object hit is not a static mesh, polygon is None
"""
def setCollisionMargin(margin):
"""
Set the objects collision margin.
note: If this object has no physics controller (a physics ID of zero), this function will raise RuntimeError.
@type margin: float
@param margin: the collision margin distance in blender units.
"""

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@@ -2,7 +2,7 @@
# Documentation for Light game objects.
from KX_GameObject import *
class KX_Light(KX_GameObject):
class KX_LightObject(KX_GameObject):
"""
A Light object.

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@@ -10,17 +10,45 @@ class KX_MouseFocusSensor(SCA_MouseSensor):
space to 3d space then raycasting away from the camera.
"""
def GetRayTarget():
def getHitNormal():
"""
Returns the end point of the sensor ray.
Returns the normal (in worldcoordinates) at the point of collision where the object was hit by this ray.
@rtype: list [x, y, z]
@return: the end point of the sensor ray, in world coordinates.
@return: the ray collision normal.
"""
def GetRaySource():
def getHitObject():
"""
Returns the start point of the sensor ray.
Returns the object that was hit by this ray or None.
@rtype: L{KX_GameObject} or None
@return: the collision object.
"""
def getHitPosition():
"""
Returns the position (in worldcoordinates) at the point of collision where the object was hit by this ray.
@rtype: list [x, y, z]
@return: the start point of the sensor ray, in world coordinates.
@return: the ray collision position.
"""
def getRayDirection():
"""
Returns the normalized direction (in worldcoordinates) of the ray cast by the mouse.
@rtype: list [x, y, z]
@return: the ray direction.
"""
def getRaySource():
"""
Returns the position (in worldcoordinates) the ray was cast from by the mouse.
@rtype: list [x, y, z]
@return: the ray source.
"""
def getRayTarget():
"""
Returns the target of the ray (in worldcoordinates) that seeks the focus object.
@rtype: list [x, y, z]
@return: the ray target.
"""

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@@ -109,3 +109,10 @@ class KX_SCA_AddObjectActuator(SCA_IActuator):
@rtype: L{KX_GameObject}
@return: A L{KX_GameObject} or None if no object has been created.
"""
def instantAddObject():
"""
Returns the last object created by this actuator. The object can then be accessed from L{objectLastCreated}.
@rtype: None
"""

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@@ -22,7 +22,7 @@ class KX_SCA_DynamicActuator(SCA_IActuator):
- 3 = disable rigid body
- 4 = set mass
"""
def getOperatoin():
def getOperation():
"""
DEPRECATED: Use the operation property instead.
return the type of operation

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@@ -77,4 +77,8 @@ class KX_SCA_ReplaceMeshActuator(SCA_IActuator):
@rtype: string or None
"""
def instantReplaceMesh():
"""
Immediately replace mesh without delay.
@rtype: None
"""

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@@ -55,7 +55,7 @@ class KX_Scene:
"""
Returns the list of lights in the scene.
@rtype: list [L{KX_Light}]
@rtype: list [L{KX_LightObject}]
"""
def getObjectList():
"""

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@@ -70,6 +70,19 @@ class KX_VertexProxy:
"""
Sets the UV (texture) coordinates of this vertex.
@type uv: list [u, v]
"""
def getUV2():
"""
Gets the 2nd UV (texture) coordinates of this vertex.
@rtype: list [u, v]
@return: this vertexes UV (texture) coordinates.
"""
def setUV2(uv):
"""
Sets the 2nd UV (texture) coordinates of this vertex.
@type uv: list [u, v]
"""
def getRGBA():
@@ -120,3 +133,11 @@ class KX_VertexProxy:
@rtype: list [nx, ny, nz]
@return: normalised normal vector.
"""
def setNormal(normal):
"""
Sets the normal vector of this vertex.
@type normal: sequence of floats [r, g, b]
@param normal: the new normal of this vertex.
"""

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@@ -1,10 +1,10 @@
# $Id$
# Documentation for KX_ActuatorSensor
# Documentation for SCA_ActuatorSensor
from SCA_IActuator import *
from SCA_ISensor import *
from SCA_ILogicBrick import *
class KX_ActuatorSensor(SCA_ISensor):
class SCA_ActuatorSensor(SCA_ISensor):
"""
Actuator sensor detect change in actuator state of the parent object.
It generates a positive pulse if the corresponding actuator is activated

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@@ -32,3 +32,13 @@ class SCA_MouseSensor(SCA_ISensor):
@rtype: integer
@return: the current y coordinate of the mouse, in frame coordinates (pixels).
"""
def getButtonStatus(button):
"""
Get the mouse button status.
@type button: int
@param button: value in GameLogic members KX_MOUSE_BUT_LEFT, KX_MOUSE_BUT_MIDDLE, KX_MOUSE_BUT_RIGHT
@rtype: integer
@return: value in GameLogic members KX_INPUT_NONE, KX_INPUT_NONE, KX_INPUT_JUST_ACTIVATED, KX_INPUT_ACTIVE, KX_INPUT_JUST_RELEASED
"""

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@@ -0,0 +1,11 @@
# $Id: SCA_ANDController.py 15444 2008-07-05 17:05:05Z lukep $
# Documentation for SCA_NANDController
from SCA_IController import *
class SCA_NANDController(SCA_IController):
"""
An NAND controller activates when all linked sensors are not active.
There are no special python methods for this controller.
"""

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@@ -0,0 +1,11 @@
# $Id: SCA_ANDController.py 15444 2008-07-05 17:05:05Z lukep $
# Documentation for SCA_NORController
from SCA_IController import *
class SCA_NORController(SCA_IController):
"""
An NOR controller activates only when all linked sensors are de-activated.
There are no special python methods for this controller.
"""

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@@ -0,0 +1,11 @@
# $Id: SCA_ANDController.py 15444 2008-07-05 17:05:05Z lukep $
# Documentation for SCA_XNORController
from SCA_IController import *
class SCA_XNORController(SCA_IController):
"""
An XNOR controller activates when all linked sensors are the same (activated or inative).
There are no special python methods for this controller.
"""

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@@ -0,0 +1,11 @@
# $Id: SCA_ANDController.py 15444 2008-07-05 17:05:05Z lukep $
# Documentation for SCA_XORController
from SCA_IController import *
class SCA_XORController(SCA_IController):
"""
An XOR controller activates when there is the input is mixed, but not when all are on or off.
There are no special python methods for this controller.
"""

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@@ -26,7 +26,7 @@ Blender 2.34
- Added getType() and setType() to L{BL_ActionActuator} and L{KX_SoundActuator} (sgefant)
- New Scene module: L{KX_Scene}
- New Camera module: L{KX_Camera}
- New Light module: L{KX_Light}
- New Light module: L{KX_LightObject}
- Added attributes to L{KX_GameObject}, L{KX_VertexProxy}
- L{KX_SCA_AddObjectActuator}.setObject(), L{KX_TrackToActuator}.setObject() and
L{KX_SceneActuator}.setCamera() now accept L{KX_GameObject}s as parameters