BGE Epydocs were missing some functions
renamed KX_Light -> KX_LightObject added some missing controllers
This commit is contained in:
@@ -3,10 +3,17 @@
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Documentation for the GameLogic Module.
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=======================================
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There are only three importable modules in the game engine:
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Modules available in the game engine:
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- GameLogic
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- L{GameKeys}
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- L{Rasterizer}
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- L{GameTypes}
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Undocumented modules:
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- VideoTexture
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- CValue
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- Expression
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- PhysicsConstraints
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All the other modules are accessible through the methods in GameLogic.
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@@ -18,7 +25,7 @@ Documentation for the GameLogic Module.
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# To get the game object this controller is on:
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obj = co.getOwner()
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L{KX_GameObject} and L{KX_Camera} or L{KX_Light} methods are
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L{KX_GameObject} and L{KX_Camera} or L{KX_LightObject} 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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@@ -165,9 +172,19 @@ Documentation for the GameLogic Module.
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@var KX_DYN_DISABLE_RIGID_BODY: See L{KX_SCA_DynamicActuator}
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@var KX_DYN_SET_MASS: See L{KX_SCA_DynamicActuator}
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"""
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@group Input Status: KX_INPUT_NONE, KX_INPUT_JUST_ACTIVATED, KX_INPUT_ACTIVE, KX_INPUT_JUST_RELEASED
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@var KX_INPUT_NONE: See L{SCA_MouseSensor}
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@var KX_INPUT_JUST_ACTIVATED: See L{SCA_MouseSensor}
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@var KX_INPUT_ACTIVE: See L{SCA_MouseSensor}
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@var KX_INPUT_JUST_RELEASED: See L{SCA_MouseSensor}
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@group Mouse Buttons: KX_MOUSE_BUT_LEFT, KX_MOUSE_BUT_MIDDLE, KX_MOUSE_BUT_RIGHT
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@var KX_MOUSE_BUT_LEFT: See L{SCA_MouseSensor}
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@var KX_MOUSE_BUT_MIDDLE: See L{SCA_MouseSensor}
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@var KX_MOUSE_BUT_RIGHT: See L{SCA_MouseSensor}
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"""
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def getCurrentController():
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"""
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Gets the Python controller associated with this Python script.
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75
source/gameengine/PyDoc/GameTypes.py
Normal file
75
source/gameengine/PyDoc/GameTypes.py
Normal file
@@ -0,0 +1,75 @@
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# $Id: GameLogic.py 19483 2009-03-31 21:03:15Z ben2610 $
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"""
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GameEngine Types
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================
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@var BL_ActionActuator: L{BL_ActionActuator<BL_ActionActuator.BL_ActionActuator>}
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@var BL_Shader: L{BL_Shader<BL_Shader.BL_Shader>}
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@var BL_ShapeActionActuator: L{BL_ShapeActionActuator<BL_ShapeActionActuator.BL_ShapeActionActuator>}
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@var CListValue: L{CListValue<CListValue.CListValue>}
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@var CValue: L{CValue<CValue.CValue>}
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@var KX_BlenderMaterial: L{KX_BlenderMaterial<KX_BlenderMaterial.KX_BlenderMaterial>}
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@var KX_CDActuator: L{KX_CDActuator<KX_CDActuator.KX_CDActuator>}
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@var KX_Camera: L{KX_Camera<KX_Camera.KX_Camera>}
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@var KX_CameraActuator: L{KX_CameraActuator<KX_CameraActuator.KX_CameraActuator>}
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@var KX_ConstraintActuator: L{KX_ConstraintActuator<KX_ConstraintActuator.KX_ConstraintActuator>}
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@var KX_ConstraintWrapper: L{KX_ConstraintWrapper<KX_ConstraintWrapper.KX_ConstraintWrapper>}
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@var KX_GameActuator: L{KX_GameActuator<KX_GameActuator.KX_GameActuator>}
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@var KX_GameObject: L{KX_GameObject<KX_GameObject.KX_GameObject>}
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@var KX_IpoActuator: L{KX_IpoActuator<KX_IpoActuator.KX_IpoActuator>}
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@var KX_LightObject: L{KX_LightObject<KX_LightObject.KX_LightObject>}
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@var KX_MeshProxy: L{KX_MeshProxy<KX_MeshProxy.KX_MeshProxy>}
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@var KX_MouseFocusSensor: L{KX_MouseFocusSensor<KX_MouseFocusSensor.KX_MouseFocusSensor>}
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@var KX_NearSensor: L{KX_NearSensor<KX_NearSensor.KX_NearSensor>}
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@var KX_NetworkMessageActuator: L{KX_NetworkMessageActuator<KX_NetworkMessageActuator.KX_NetworkMessageActuator>}
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@var KX_NetworkMessageSensor: L{KX_NetworkMessageSensor<KX_NetworkMessageSensor.KX_NetworkMessageSensor>}
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@var KX_ObjectActuator: L{KX_ObjectActuator<KX_ObjectActuator.KX_ObjectActuator>}
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@var KX_ParentActuator: L{KX_ParentActuator<KX_ParentActuator.KX_ParentActuator>}
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@var KX_PhysicsObjectWrapper: L{KX_PhysicsObjectWrapper<KX_PhysicsObjectWrapper.KX_PhysicsObjectWrapper>}
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@var KX_PolyProxy: L{KX_PolyProxy<KX_PolyProxy.KX_PolyProxy>}
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@var KX_PolygonMaterial: L{KX_PolygonMaterial<KX_PolygonMaterial.KX_PolygonMaterial>}
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@var KX_RadarSensor: L{KX_RadarSensor<KX_RadarSensor.KX_RadarSensor>}
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@var KX_RaySensor: L{KX_RaySensor<KX_RaySensor.KX_RaySensor>}
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@var KX_SCA_AddObjectActuator: L{KX_SCA_AddObjectActuator<KX_SCA_AddObjectActuator.KX_SCA_AddObjectActuator>}
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@var KX_SCA_DynamicActuator: L{KX_SCA_DynamicActuator<KX_SCA_DynamicActuator.KX_SCA_DynamicActuator>}
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@var KX_SCA_EndObjectActuator: L{KX_SCA_EndObjectActuator<KX_SCA_EndObjectActuator.KX_SCA_EndObjectActuator>}
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@var KX_SCA_ReplaceMeshActuator: L{KX_SCA_ReplaceMeshActuator<KX_SCA_ReplaceMeshActuator.KX_SCA_ReplaceMeshActuator>}
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@var KX_Scene: L{KX_Scene<KX_Scene.KX_Scene>}
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@var KX_SceneActuator: L{KX_SceneActuator<KX_SceneActuator.KX_SceneActuator>}
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@var KX_SoundActuator: L{KX_SoundActuator<KX_SoundActuator.KX_SoundActuator>}
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@var KX_StateActuator: L{KX_StateActuator<KX_StateActuator.KX_StateActuator>}
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@var KX_TouchSensor: L{KX_TouchSensor<KX_TouchSensor.KX_TouchSensor>}
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@var KX_TrackToActuator: L{KX_TrackToActuator<KX_TrackToActuator.KX_TrackToActuator>}
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@var KX_VehicleWrapper: L{KX_VehicleWrapper<KX_VehicleWrapper.KX_VehicleWrapper>}
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@var KX_VertexProxy: L{KX_VertexProxy<KX_VertexProxy.KX_VertexProxy>}
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@var KX_VisibilityActuator: L{KX_VisibilityActuator<KX_VisibilityActuator.KX_VisibilityActuator>}
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@var PyObjectPlus: L{PyObjectPlus<PyObjectPlus.PyObjectPlus>}
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@var SCA_2DFilterActuator: L{SCA_2DFilterActuator<SCA_2DFilterActuator.SCA_2DFilterActuator>}
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@var SCA_ANDController: L{SCA_ANDController<SCA_ANDController.SCA_ANDController>}
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@var SCA_ActuatorSensor: L{SCA_ActuatorSensor<SCA_ActuatorSensor.SCA_ActuatorSensor>}
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@var SCA_AlwaysSensor: L{SCA_AlwaysSensor<SCA_AlwaysSensor.SCA_AlwaysSensor>}
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@var SCA_DelaySensor: L{SCA_DelaySensor<SCA_DelaySensor.SCA_DelaySensor>}
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@var SCA_ILogicBrick: L{SCA_ILogicBrick<SCA_ILogicBrick.SCA_ILogicBrick>}
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@var SCA_IObject: L{SCA_IObject<SCA_IObject.SCA_IObject>}
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@var SCA_ISensor: L{SCA_ISensor<SCA_ISensor.SCA_ISensor>}
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@var SCA_JoystickSensor: L{SCA_JoystickSensor<SCA_JoystickSensor.SCA_JoystickSensor>}
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@var SCA_KeyboardSensor: L{SCA_KeyboardSensor<SCA_KeyboardSensor.SCA_KeyboardSensor>}
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@var SCA_MouseSensor: L{SCA_MouseSensor<SCA_MouseSensor.SCA_MouseSensor>}
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@var SCA_NANDController: L{SCA_NANDController<SCA_NANDController.SCA_NANDController>}
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@var SCA_NORController: L{SCA_NORController<SCA_NORController.SCA_NORController>}
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@var SCA_ORController: L{SCA_ORController<SCA_ORController.SCA_ORController>}
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@var SCA_PropertyActuator: L{SCA_PropertyActuator<SCA_PropertyActuator.SCA_PropertyActuator>}
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@var SCA_PropertySensor: L{SCA_PropertySensor<SCA_PropertySensor.SCA_PropertySensor>}
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@var SCA_PythonController: L{SCA_PythonController<SCA_PythonController.SCA_PythonController>}
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@var SCA_RandomActuator: L{SCA_RandomActuator<SCA_RandomActuator.SCA_RandomActuator>}
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@var SCA_RandomSensor: L{SCA_RandomSensor<SCA_RandomSensor.SCA_RandomSensor>}
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@var SCA_XNORController: L{SCA_XNORController<SCA_XNORController.SCA_XNORController>}
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@var SCA_XORController: L{SCA_XORController<SCA_XORController.SCA_XORController>}
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"""
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if 0:
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# Use to print out all the links
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for i in a.split('\n'):
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if i.startswith('@var'):
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var = i.split(' ')[1].split(':')[0]
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print '@var %s: L{%s<%s.%s>}' % (var, var, var, var)
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@@ -185,3 +185,25 @@ class KX_Camera(KX_GameObject):
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@param matrix: The new projection matrix for this camera.
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"""
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def enableViewport(viewport):
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"""
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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}.
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@type viewport: bool
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@param viewport: the new viewport status
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"""
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def setOnTop():
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"""
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Set this cameras viewport ontop of all other viewport.
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"""
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def setViewport(left, bottom, right, top):
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"""
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Sets the region of this viewport on the screen in pixels.
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Use L{Rasterizer.getWindowHeight} L{Rasterizer.getWindowWidth} to calculate values relative to the entire display.
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@type left: int
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@type bottom: int
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@type right: int
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@type top: int
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"""
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@@ -442,5 +442,12 @@ class KX_GameObject: # (SCA_IObject)
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If no hit, returns (None,None,None) or (None,None,None,None)
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If the object hit is not a static mesh, polygon is None
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"""
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def setCollisionMargin(margin):
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"""
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Set the objects collision margin.
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note: If this object has no physics controller (a physics ID of zero), this function will raise RuntimeError.
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@type margin: float
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@param margin: the collision margin distance in blender units.
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"""
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@@ -2,7 +2,7 @@
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# Documentation for Light game objects.
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from KX_GameObject import *
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class KX_Light(KX_GameObject):
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class KX_LightObject(KX_GameObject):
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"""
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A Light object.
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@@ -10,17 +10,45 @@ class KX_MouseFocusSensor(SCA_MouseSensor):
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space to 3d space then raycasting away from the camera.
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"""
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def GetRayTarget():
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def getHitNormal():
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"""
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Returns the end point of the sensor ray.
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Returns the normal (in worldcoordinates) at the point of collision where the object was hit by this ray.
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@rtype: list [x, y, z]
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@return: the end point of the sensor ray, in world coordinates.
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@return: the ray collision normal.
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"""
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def GetRaySource():
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def getHitObject():
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"""
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Returns the start point of the sensor ray.
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Returns the object that was hit by this ray or None.
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@rtype: L{KX_GameObject} or None
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@return: the collision object.
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"""
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def getHitPosition():
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"""
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Returns the position (in worldcoordinates) at the point of collision where the object was hit by this ray.
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@rtype: list [x, y, z]
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@return: the start point of the sensor ray, in world coordinates.
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@return: the ray collision position.
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"""
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def getRayDirection():
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"""
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Returns the normalized direction (in worldcoordinates) of the ray cast by the mouse.
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@rtype: list [x, y, z]
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@return: the ray direction.
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"""
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def getRaySource():
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"""
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Returns the position (in worldcoordinates) the ray was cast from by the mouse.
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@rtype: list [x, y, z]
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@return: the ray source.
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"""
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def getRayTarget():
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"""
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Returns the target of the ray (in worldcoordinates) that seeks the focus object.
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@rtype: list [x, y, z]
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@return: the ray target.
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"""
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@@ -109,3 +109,10 @@ class KX_SCA_AddObjectActuator(SCA_IActuator):
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@rtype: L{KX_GameObject}
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@return: A L{KX_GameObject} or None if no object has been created.
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"""
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def instantAddObject():
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"""
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Returns the last object created by this actuator. The object can then be accessed from L{objectLastCreated}.
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@rtype: None
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"""
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@@ -22,7 +22,7 @@ class KX_SCA_DynamicActuator(SCA_IActuator):
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- 3 = disable rigid body
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- 4 = set mass
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"""
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def getOperatoin():
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def getOperation():
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"""
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DEPRECATED: Use the operation property instead.
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return the type of operation
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@@ -77,4 +77,8 @@ class KX_SCA_ReplaceMeshActuator(SCA_IActuator):
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@rtype: string or None
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"""
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def instantReplaceMesh():
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"""
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Immediately replace mesh without delay.
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@rtype: None
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"""
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@@ -55,7 +55,7 @@ class KX_Scene:
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"""
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Returns the list of lights in the scene.
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@rtype: list [L{KX_Light}]
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@rtype: list [L{KX_LightObject}]
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"""
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def getObjectList():
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"""
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@@ -70,6 +70,19 @@ class KX_VertexProxy:
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"""
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Sets the UV (texture) coordinates of this vertex.
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@type uv: list [u, v]
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"""
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def getUV2():
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"""
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Gets the 2nd UV (texture) coordinates of this vertex.
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@rtype: list [u, v]
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@return: this vertexes UV (texture) coordinates.
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"""
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def setUV2(uv):
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"""
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Sets the 2nd UV (texture) coordinates of this vertex.
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@type uv: list [u, v]
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"""
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def getRGBA():
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@@ -120,3 +133,11 @@ class KX_VertexProxy:
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@rtype: list [nx, ny, nz]
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@return: normalised normal vector.
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"""
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def setNormal(normal):
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"""
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Sets the normal vector of this vertex.
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@type normal: sequence of floats [r, g, b]
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@param normal: the new normal of this vertex.
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"""
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@@ -1,10 +1,10 @@
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# $Id$
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# Documentation for KX_ActuatorSensor
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# Documentation for SCA_ActuatorSensor
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from SCA_IActuator import *
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from SCA_ISensor import *
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from SCA_ILogicBrick import *
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class KX_ActuatorSensor(SCA_ISensor):
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class SCA_ActuatorSensor(SCA_ISensor):
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"""
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Actuator sensor detect change in actuator state of the parent object.
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It generates a positive pulse if the corresponding actuator is activated
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@@ -32,3 +32,13 @@ class SCA_MouseSensor(SCA_ISensor):
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@rtype: integer
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@return: the current y coordinate of the mouse, in frame coordinates (pixels).
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"""
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def getButtonStatus(button):
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"""
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Get the mouse button status.
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@type button: int
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@param button: value in GameLogic members KX_MOUSE_BUT_LEFT, KX_MOUSE_BUT_MIDDLE, KX_MOUSE_BUT_RIGHT
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@rtype: integer
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@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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"""
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11
source/gameengine/PyDoc/SCA_NANDController.py
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11
source/gameengine/PyDoc/SCA_NANDController.py
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@@ -0,0 +1,11 @@
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# $Id: SCA_ANDController.py 15444 2008-07-05 17:05:05Z lukep $
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# Documentation for SCA_NANDController
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from SCA_IController import *
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class SCA_NANDController(SCA_IController):
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"""
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An NAND controller activates when all linked sensors are not active.
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There are no special python methods for this controller.
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"""
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11
source/gameengine/PyDoc/SCA_NORController.py
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11
source/gameengine/PyDoc/SCA_NORController.py
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@@ -0,0 +1,11 @@
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# $Id: SCA_ANDController.py 15444 2008-07-05 17:05:05Z lukep $
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# Documentation for SCA_NORController
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from SCA_IController import *
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class SCA_NORController(SCA_IController):
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"""
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An NOR controller activates only when all linked sensors are de-activated.
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There are no special python methods for this controller.
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"""
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11
source/gameengine/PyDoc/SCA_XNORController.py
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11
source/gameengine/PyDoc/SCA_XNORController.py
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@@ -0,0 +1,11 @@
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# $Id: SCA_ANDController.py 15444 2008-07-05 17:05:05Z lukep $
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# Documentation for SCA_XNORController
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from SCA_IController import *
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class SCA_XNORController(SCA_IController):
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"""
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An XNOR controller activates when all linked sensors are the same (activated or inative).
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There are no special python methods for this controller.
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"""
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11
source/gameengine/PyDoc/SCA_XORController.py
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11
source/gameengine/PyDoc/SCA_XORController.py
Normal file
@@ -0,0 +1,11 @@
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# $Id: SCA_ANDController.py 15444 2008-07-05 17:05:05Z lukep $
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# Documentation for SCA_XORController
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from SCA_IController import *
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||||
|
||||
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.
|
||||
"""
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user