== python api doc ==
First commit to make some structure in doc/ directory. - moved source/blender/python/doc -> doc/python_api - moved source/gameengine/PyDoc/*.rst -> doc/python_api/rst - modified accordingly sphinx_doc_gen.py and sphinx_doc_gen.sh (later on I'll try alternative/ scripts by neXyon as promised :) - source/gameengine/PyDoc/ is still there because contains epydoc stuff for the bge, will ask more and look into it later
This commit is contained in:
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doc/python_api/rst/bge.events.rst
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250
doc/python_api/rst/bge.events.rst
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Game Engine bge.events module
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=============================
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*****
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Intro
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*****
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This module holds key constants for the SCA_KeyboardSensor.
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.. module:: bge.events
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.. code-block:: python
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# Set a connected keyboard sensor to accept F1
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import bge
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co = bge.logic.getCurrentController()
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# 'Keyboard' is a keyboard sensor
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sensor = co.sensors["Keyboard"]
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sensor.key = bge.events.F1KEY
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.. code-block:: python
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# Do the all keys thing
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import bge
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co = bge.logic.getCurrentController()
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# 'Keyboard' is a keyboard sensor
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sensor = co.sensors["Keyboard"]
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for key,status in sensor.events:
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# key[0] == bge.events.keycode, key[1] = status
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if status == bge.logic.KX_INPUT_JUST_ACTIVATED:
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if key == bge.events.WKEY:
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# Activate Forward!
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if key == bge.events.SKEY:
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# Activate Backward!
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if key == bge.events.AKEY:
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# Activate Left!
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if key == bge.events.DKEY:
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# Activate Right!
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.. code-block:: python
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# The all keys thing without a keyboard sensor (but you will
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# need an always sensor with pulse mode on)
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import bge
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# Just shortening names here
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keyboard = bge.logic.keyboard
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JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
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if keyboard.events[bge.events.WKEY] == JUST_ACTIVATED:
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print("Activate Forward!")
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if keyboard.events[bge.events.SKEY] == JUST_ACTIVATED:
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print("Activate Backward!")
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if keyboard.events[bge.events.AKEY] == JUST_ACTIVATED:
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print("Activate Left!")
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if keyboard.events[bge.events.DKEY] == JUST_ACTIVATED:
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print("Activate Right!")
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*********
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Functions
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*********
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.. function:: EventToString(event)
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Return the string name of a key event. Will raise a ValueError error if its invalid.
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:arg event: key event from bge.keys or the keyboard sensor.
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:type event: int
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:rtype: string
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.. function:: EventToCharacter(event, shift)
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Return the string name of a key event. Returns an empty string if the event cant be represented as a character.
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:type event: int
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:arg event: key event from :mod:`bge.keys` or the keyboard sensor.
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:type shift: bool
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:arg shift: set to true if shift is held.
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:rtype: string
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****************
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Keys (Constants)
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****************
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.. _mouse-keys:
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==========
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Mouse Keys
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==========
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.. data:: LEFTMOUSE
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.. data:: MIDDLEMOUSE
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.. data:: RIGHTMOUSE
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.. data:: WHEELUPMOUSE
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.. data:: WHEELDOWNMOUSE
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.. data:: MOUSEX
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.. data:: MOUSEY
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.. _keyboard-keys:
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=============
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Keyboard Keys
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=============
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-------------
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Alphabet keys
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-------------
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.. data:: AKEY
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.. data:: BKEY
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.. data:: CKEY
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.. data:: DKEY
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.. data:: EKEY
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.. data:: FKEY
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.. data:: GKEY
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.. data:: HKEY
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.. data:: IKEY
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.. data:: JKEY
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.. data:: KKEY
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.. data:: LKEY
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.. data:: MKEY
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.. data:: NKEY
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.. data:: OKEY
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.. data:: PKEY
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.. data:: QKEY
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.. data:: RKEY
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.. data:: SKEY
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.. data:: TKEY
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.. data:: UKEY
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.. data:: VKEY
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.. data:: WKEY
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.. data:: XKEY
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.. data:: YKEY
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.. data:: ZKEY
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-----------
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Number keys
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-----------
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.. data:: ZEROKEY
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.. data:: ONEKEY
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.. data:: TWOKEY
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.. data:: THREEKEY
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.. data:: FOURKEY
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.. data:: FIVEKEY
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.. data:: SIXKEY
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.. data:: SEVENKEY
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.. data:: EIGHTKEY
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.. data:: NINEKEY
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--------------
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Modifiers Keys
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--------------
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.. data:: CAPSLOCKKEY
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.. data:: LEFTCTRLKEY
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.. data:: LEFTALTKEY
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.. data:: RIGHTALTKEY
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.. data:: RIGHTCTRLKEY
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.. data:: RIGHTSHIFTKEY
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.. data:: LEFTSHIFTKEY
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----------
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Arrow Keys
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----------
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.. data:: LEFTARROWKEY
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.. data:: DOWNARROWKEY
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.. data:: RIGHTARROWKEY
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.. data:: UPARROWKEY
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--------------
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Numberpad Keys
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--------------
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.. data:: PAD0
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.. data:: PAD1
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.. data:: PAD2
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.. data:: PAD3
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.. data:: PAD4
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.. data:: PAD5
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.. data:: PAD6
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.. data:: PAD7
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.. data:: PAD8
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.. data:: PAD9
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.. data:: PADPERIOD
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.. data:: PADSLASHKEY
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.. data:: PADASTERKEY
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.. data:: PADMINUS
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.. data:: PADENTER
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.. data:: PADPLUSKEY
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-------------
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Function Keys
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-------------
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.. data:: F1KEY
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.. data:: F2KEY
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.. data:: F3KEY
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.. data:: F4KEY
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.. data:: F5KEY
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.. data:: F6KEY
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.. data:: F7KEY
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.. data:: F8KEY
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.. data:: F9KEY
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.. data:: F10KEY
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.. data:: F11KEY
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.. data:: F12KEY
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.. data:: F13KEY
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.. data:: F14KEY
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.. data:: F15KEY
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.. data:: F16KEY
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.. data:: F17KEY
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.. data:: F18KEY
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.. data:: F19KEY
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----------
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Other Keys
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----------
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.. data:: ACCENTGRAVEKEY
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.. data:: BACKSLASHKEY
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.. data:: BACKSPACEKEY
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.. data:: COMMAKEY
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.. data:: DELKEY
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.. data:: ENDKEY
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.. data:: EQUALKEY
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.. data:: ESCKEY
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.. data:: HOMEKEY
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.. data:: INSERTKEY
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.. data:: LEFTBRACKETKEY
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.. data:: LINEFEEDKEY
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.. data:: MINUSKEY
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.. data:: PAGEDOWNKEY
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.. data:: PAGEUPKEY
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.. data:: PAUSEKEY
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.. data:: PERIODKEY
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.. data:: QUOTEKEY
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.. data:: RIGHTBRACKETKEY
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.. data:: RETKEY (Deprecated: use bge.events.ENTERKEY)
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.. data:: ENTERKEY
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.. data:: SEMICOLONKEY
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.. data:: SLASHKEY
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.. data:: SPACEKEY
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.. data:: TABKEY
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932
doc/python_api/rst/bge.logic.rst
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932
doc/python_api/rst/bge.logic.rst
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@@ -0,0 +1,932 @@
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Game Engine bge.logic Module
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============================
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*****
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Intro
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*****
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Module to access logic functions, imported automatically into the python controllers namespace.
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.. module:: bge.logic
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.. code-block:: python
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# To get the controller thats running this python script:
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cont = bge.logic.getCurrentController() # bge.logic is automatically imported
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# To get the game object this controller is on:
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obj = cont.owner
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:class:`~bge.types.KX_GameObject` and :class:`~bge.types.KX_Camera` or :class:`bge.types.~KX_LightObject` methods are available depending on the type of object
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.. code-block:: python
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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 = cont.sensors["sensorname"]
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# To get a sequence of all sensors:
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sensors = co.sensors
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See the sensor's reference for available methods:
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.. hlist::
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:columns: 3
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* :class:`~bge.types.KX_MouseFocusSensor`
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* :class:`~bge.types.KX_NearSensor`
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* :class:`~bge.types.KX_NetworkMessageSensor`
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* :class:`~bge.types.KX_RadarSensor`
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* :class:`~bge.types.KX_RaySensor`
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* :class:`~bge.types.KX_TouchSensor`
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* :class:`~bge.types.SCA_DelaySensor`
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* :class:`~bge.types.SCA_JoystickSensor`
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* :class:`~bge.types.SCA_KeyboardSensor`
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* :class:`~bge.types.SCA_MouseSensor`
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* :class:`~bge.types.SCA_PropertySensor`
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* :class:`~bge.types.SCA_RandomSensor`
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You can also access actuators linked to the controller
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.. code-block:: python
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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.actuators["actuatorname"]
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# Activate an actuator
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controller.activate(actuator)
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See the actuator's reference for available methods
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.. hlist::
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:columns: 3
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* :class:`~bge.types.BL_ActionActuator`
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* :class:`~bge.types.BL_ShapeActionActuator`
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* :class:`~bge.types.KX_CameraActuator`
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* :class:`~bge.types.KX_ConstraintActuator`
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* :class:`~bge.types.KX_GameActuator`
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* :class:`~bge.types.KX_IpoActuator`
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* :class:`~bge.types.KX_NetworkMessageActuator`
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* :class:`~bge.types.KX_ObjectActuator`
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* :class:`~bge.types.KX_ParentActuator`
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* :class:`~bge.types.KX_SCA_AddObjectActuator`
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* :class:`~bge.types.KX_SCA_DynamicActuator`
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* :class:`~bge.types.KX_SCA_EndObjectActuator`
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* :class:`~bge.types.KX_SCA_ReplaceMeshActuator`
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* :class:`~bge.types.KX_SceneActuator`
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* :class:`~bge.types.KX_SoundActuator`
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* :class:`~bge.types.KX_StateActuator`
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* :class:`~bge.types.KX_TrackToActuator`
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* :class:`~bge.types.KX_VisibilityActuator`
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* :class:`~bge.types.SCA_2DFilterActuator`
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* :class:`~bge.types.SCA_PropertyActuator`
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* :class:`~bge.types.SCA_RandomActuator`
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Most logic brick's methods are accessors for the properties available in the logic buttons.
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Consult the logic bricks documentation for more information on how each logic brick works.
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There are also methods to access the current :class:`bge.types.KX_Scene`
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.. code-block:: python
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# Get the current scene
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scene = bge.logic.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 **row major**
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``matrix[row][col] = float``
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:class:`bge.types.KX_Camera` has some examples using matricies.
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*********
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Variables
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*********
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.. data:: globalDict
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A dictionary that is saved between loading blend files so you can use it to store inventory and other variables you want to store between scenes and blend files.
|
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It can also be written to a file and loaded later on with the game load/save actuators.
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.. note:: only python built in types such as int/string/bool/float/tuples/lists can be saved, GameObjects, Actuators etc will not work as expected.
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.. data:: keyboard
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||||
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The current keyboard wrapped in an :class:`~bge.types.SCA_PythonKeyboard` object.
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||||
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||||
.. data:: mouse
|
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|
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The current mouse wrapped in an :class:`~bge.types.SCA_PythonMouse` object.
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*****************
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General functions
|
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*****************
|
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|
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.. function:: getCurrentController()
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||||
|
||||
Gets the Python controller associated with this Python script.
|
||||
|
||||
:rtype: :class:`bge.types.SCA_PythonController`
|
||||
|
||||
.. function:: getCurrentScene()
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|
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Gets the current Scene.
|
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||||
:rtype: :class:`bge.types.KX_Scene`
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||||
|
||||
.. function:: getSceneList()
|
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||||
Gets a list of the current scenes loaded in the game engine.
|
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||||
:rtype: list of :class:`bge.types.KX_Scene`
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||||
|
||||
.. note:: Scenes in your blend file that have not been converted wont be in this list. This list will only contain scenes such as overlays scenes.
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||||
.. function:: loadGlobalDict()
|
||||
|
||||
Loads bge.logic.globalDict from a file.
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||||
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||||
.. function:: saveGlobalDict()
|
||||
|
||||
Saves bge.logic.globalDict to a file.
|
||||
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||||
.. function:: startGame(blend)
|
||||
|
||||
Loads the blend file.
|
||||
|
||||
:arg blend: The name of the blend file
|
||||
:type blend: string
|
||||
|
||||
.. function:: endGame()
|
||||
|
||||
Ends the current game.
|
||||
|
||||
.. function:: restartGame()
|
||||
|
||||
Restarts the current game by reloading the .blend file (the last saved version, not what is currently running).
|
||||
|
||||
.. function:: LibLoad(blend, type, data)
|
||||
|
||||
Converts the all of the datablocks of the given type from the given blend.
|
||||
|
||||
:arg blend: The path to the blend file (or the name to use for the library if data is supplied)
|
||||
:type blend: string
|
||||
:arg type: The datablock type (currently only "Action", "Mesh" and "Scene" are supported)
|
||||
:type type: string
|
||||
:arg data: Binary data from a blend file (optional)
|
||||
:type data: bytes
|
||||
|
||||
.. function:: LibNew(name, type, data)
|
||||
|
||||
Uses existing datablock data and loads in as a new library.
|
||||
|
||||
:arg name: A unique library name used for removal later
|
||||
:type name: string
|
||||
:arg type: The datablock type (currently only "Mesh" is supported)
|
||||
:type type: string
|
||||
:arg data: A list of names of the datablocks to load
|
||||
:type data: list of strings
|
||||
|
||||
.. function:: LibFree(name)
|
||||
|
||||
Frees a library, removing all objects and meshes from the currently active scenes.
|
||||
|
||||
:arg name: The name of the library to free (the name used in LibNew)
|
||||
:type name: string
|
||||
|
||||
.. function:: addScene(name, overlay=1)
|
||||
|
||||
Loads a scene into the game engine.
|
||||
|
||||
:arg name: The name of the scene
|
||||
:type name: string
|
||||
:arg overlay: Overlay or underlay (optional)
|
||||
:type overlay: integer
|
||||
|
||||
.. function:: sendMessage(subject, body="", to="", message_from="")
|
||||
|
||||
Sends a message to sensors in any active scene.
|
||||
|
||||
:arg subject: The subject of the message
|
||||
:type subject: string
|
||||
:arg body: The body of the message (optional)
|
||||
:type body: string
|
||||
:arg to: The name of the object to send the message to (optional)
|
||||
:type to: string
|
||||
:arg message_from: The name of the object that the message is coming from (optional)
|
||||
:type message_from: string
|
||||
|
||||
.. function:: setGravity(gravity)
|
||||
|
||||
Sets the world gravity.
|
||||
|
||||
:type gravity: list [fx, fy, fz]
|
||||
|
||||
.. function:: getSpectrum()
|
||||
|
||||
Returns a 512 point list from the sound card.
|
||||
This only works if the fmod sound driver is being used.
|
||||
|
||||
:rtype: list [float], len(getSpectrum()) == 512
|
||||
|
||||
.. function:: stopDSP()
|
||||
|
||||
Stops the sound driver using DSP effects.
|
||||
|
||||
Only the fmod sound driver supports this.
|
||||
DSP can be computationally expensive.
|
||||
|
||||
.. function:: getMaxLogicFrame()
|
||||
|
||||
Gets the maximum number of logic frames per render frame.
|
||||
|
||||
:return: The maximum number of logic frames per render frame
|
||||
:rtype: integer
|
||||
|
||||
.. function:: setMaxLogicFrame(maxlogic)
|
||||
|
||||
Sets the maximum number of logic frames that are executed per render frame.
|
||||
This does not affect the physic system that still runs at full frame rate.
|
||||
|
||||
:arg maxlogic: The new maximum number of logic frames per render frame. Valid values: 1..5
|
||||
:type maxlogic: integer
|
||||
|
||||
.. function:: getMaxPhysicsFrame()
|
||||
|
||||
Gets the maximum number of physics frames per render frame.
|
||||
|
||||
:return: The maximum number of physics frames per render frame
|
||||
:rtype: integer
|
||||
|
||||
.. function:: setMaxPhysicsFrame(maxphysics)
|
||||
|
||||
Sets the maximum number of physics timestep that are executed per render frame.
|
||||
Higher value allows physics to keep up with realtime even if graphics slows down the game.
|
||||
Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
|
||||
maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
|
||||
|
||||
:arg maxphysics: The new maximum number of physics timestep per render frame. Valid values: 1..5.
|
||||
:type maxphysics: integer
|
||||
|
||||
.. function:: getLogicTicRate()
|
||||
|
||||
Gets the logic update frequency.
|
||||
|
||||
:return: The logic frequency in Hz
|
||||
:rtype: float
|
||||
|
||||
.. function:: setLogicTicRate(ticrate)
|
||||
|
||||
Sets the logic update frequency.
|
||||
|
||||
The logic update frequency is the number of times logic bricks are executed every second.
|
||||
The default is 60 Hz.
|
||||
|
||||
:arg ticrate: The new logic update frequency (in Hz).
|
||||
:type ticrate: float
|
||||
|
||||
.. function:: getPhysicsTicRate()
|
||||
|
||||
Gets the physics update frequency
|
||||
|
||||
:return: The physics update frequency in Hz
|
||||
:rtype: float
|
||||
|
||||
.. warning: Not implimented yet
|
||||
|
||||
.. function:: setPhysicsTicRate(ticrate)
|
||||
|
||||
Sets the physics update frequency
|
||||
|
||||
The physics update frequency is the number of times the physics system is executed every second.
|
||||
The default is 60 Hz.
|
||||
|
||||
:arg ticrate: The new update frequency (in Hz).
|
||||
:type ticrate: float
|
||||
|
||||
.. warning: Not implimented yet
|
||||
|
||||
*****************
|
||||
Utility functions
|
||||
*****************
|
||||
|
||||
.. function:: expandPath(path)
|
||||
|
||||
Converts a blender internal path into a proper file system path.
|
||||
|
||||
Use / as directory separator in path
|
||||
You can use '//' at the start of the string to define a relative path;
|
||||
Blender replaces that string by the directory of the startup .blend or runtime file
|
||||
to make a full path name (doesn't change during the game, even if you load other .blend).
|
||||
The function also converts the directory separator to the local file system format.
|
||||
|
||||
:arg path: The path string to be converted/expanded.
|
||||
:type path: string
|
||||
:return: The converted string
|
||||
:rtype: string
|
||||
|
||||
.. function:: getAverageFrameRate()
|
||||
|
||||
Gets the estimated average framerate
|
||||
|
||||
:return: The estimed average framerate in frames per second
|
||||
:rtype: float
|
||||
|
||||
.. function:: getBlendFileList(path = "//")
|
||||
|
||||
Returns a list of blend files in the same directory as the open blend file, or from using the option argument.
|
||||
|
||||
:arg path: Optional directory argument, will be expanded (like expandPath) into the full path.
|
||||
:type path: string
|
||||
:return: A list of filenames, with no directory prefix
|
||||
:rtype: list
|
||||
|
||||
.. function:: getRandomFloat()
|
||||
|
||||
Returns a random floating point value in the range [0 - 1)
|
||||
|
||||
.. function:: PrintGLInfo()
|
||||
|
||||
Prints GL Extension Info into the console
|
||||
|
||||
*********
|
||||
Constants
|
||||
*********
|
||||
|
||||
.. data:: KX_TRUE
|
||||
|
||||
True value used by some modules.
|
||||
|
||||
.. data:: KX_FALSE
|
||||
|
||||
False value used by some modules.
|
||||
|
||||
=======
|
||||
Sensors
|
||||
=======
|
||||
|
||||
.. _sensor-status:
|
||||
|
||||
-------------
|
||||
Sensor Status
|
||||
-------------
|
||||
|
||||
.. data:: KX_SENSOR_INACTIVE
|
||||
.. data:: KX_SENSOR_JUST_ACTIVATED
|
||||
.. data:: KX_SENSOR_ACTIVE
|
||||
.. data:: KX_SENSOR_JUST_DEACTIVATED
|
||||
|
||||
.. _logic-property-sensor:
|
||||
|
||||
---------------
|
||||
Property Sensor
|
||||
---------------
|
||||
|
||||
.. data:: KX_PROPSENSOR_EQUAL
|
||||
|
||||
Activate when the property is equal to the sensor value.
|
||||
|
||||
:value: 1
|
||||
|
||||
.. data:: KX_PROPSENSOR_NOTEQUAL
|
||||
|
||||
Activate when the property is not equal to the sensor value.
|
||||
|
||||
:value: 2
|
||||
|
||||
.. data:: KX_PROPSENSOR_INTERVAL
|
||||
|
||||
Activate when the property is between the specified limits.
|
||||
|
||||
:value: 3
|
||||
|
||||
.. data:: KX_PROPSENSOR_CHANGED
|
||||
|
||||
Activate when the property changes
|
||||
|
||||
:value: 4
|
||||
|
||||
.. data:: KX_PROPSENSOR_EXPRESSION
|
||||
|
||||
Activate when the expression matches
|
||||
|
||||
:value: 5
|
||||
|
||||
------------
|
||||
Radar Sensor
|
||||
------------
|
||||
|
||||
See :class:`bge.types.KX_RadarSensor`
|
||||
|
||||
.. data:: KX_RADAR_AXIS_POS_X
|
||||
.. data:: KX_RADAR_AXIS_POS_Y
|
||||
.. data:: KX_RADAR_AXIS_POS_Z
|
||||
.. data:: KX_RADAR_AXIS_NEG_X
|
||||
.. data:: KX_RADAR_AXIS_NEG_Y
|
||||
.. data:: KX_RADAR_AXIS_NEG_Z
|
||||
|
||||
----------
|
||||
Ray Sensor
|
||||
----------
|
||||
|
||||
See :class:`bge.types.KX_RaySensor`
|
||||
|
||||
.. data:: KX_RAY_AXIS_POS_X
|
||||
.. data:: KX_RAY_AXIS_POS_Y
|
||||
.. data:: KX_RAY_AXIS_POS_Z
|
||||
.. data:: KX_RAY_AXIS_NEG_X
|
||||
.. data:: KX_RAY_AXIS_NEG_Y
|
||||
.. data:: KX_RAY_AXIS_NEG_Z
|
||||
|
||||
|
||||
=========
|
||||
Actuators
|
||||
=========
|
||||
|
||||
.. _action-actuator:
|
||||
|
||||
---------------
|
||||
Action Actuator
|
||||
---------------
|
||||
|
||||
See :class:`bge.types.BL_ActionActuator`
|
||||
|
||||
.. data:: KX_ACTIONACT_PLAY
|
||||
.. data:: KX_ACTIONACT_FLIPPER
|
||||
.. data:: KX_ACTIONACT_LOOPSTOP
|
||||
.. data:: KX_ACTIONACT_LOOPEND
|
||||
.. data:: KX_ACTIONACT_PROPERTY
|
||||
|
||||
-------------------
|
||||
Constraint Actuator
|
||||
-------------------
|
||||
|
||||
.. _constraint-actuator-option:
|
||||
|
||||
See :class:`bge.types.KX_ConstraintActuator.option`
|
||||
|
||||
* Applicable to Distance constraint:
|
||||
|
||||
.. data:: KX_ACT_CONSTRAINT_NORMAL
|
||||
|
||||
Activate alignment to surface
|
||||
|
||||
.. data:: KX_ACT_CONSTRAINT_DISTANCE
|
||||
|
||||
Activate distance control
|
||||
|
||||
.. data:: KX_ACT_CONSTRAINT_LOCAL
|
||||
|
||||
Direction of the ray is along the local axis
|
||||
|
||||
* Applicable to Force field constraint:
|
||||
|
||||
.. data:: KX_ACT_CONSTRAINT_DOROTFH
|
||||
|
||||
Force field act on rotation as well
|
||||
|
||||
* Applicable to both:
|
||||
|
||||
.. data:: KX_ACT_CONSTRAINT_MATERIAL
|
||||
|
||||
Detect material rather than property
|
||||
|
||||
.. data:: KX_ACT_CONSTRAINT_PERMANENT
|
||||
|
||||
No deactivation if ray does not hit target
|
||||
|
||||
.. _constraint-actuator-limit:
|
||||
|
||||
See :class:`bge.types.KX_ConstraintActuator.limit`
|
||||
|
||||
.. data:: KX_CONSTRAINTACT_LOCX
|
||||
|
||||
Limit X coord.
|
||||
|
||||
.. data:: KX_CONSTRAINTACT_LOCY
|
||||
|
||||
Limit Y coord
|
||||
|
||||
.. data:: KX_CONSTRAINTACT_LOCZ
|
||||
|
||||
Limit Z coord
|
||||
|
||||
.. data:: KX_CONSTRAINTACT_ROTX
|
||||
|
||||
Limit X rotation
|
||||
|
||||
.. data:: KX_CONSTRAINTACT_ROTY
|
||||
|
||||
Limit Y rotation
|
||||
|
||||
.. data:: KX_CONSTRAINTACT_ROTZ
|
||||
|
||||
Limit Z rotation
|
||||
|
||||
.. data:: KX_CONSTRAINTACT_DIRNX
|
||||
|
||||
Set distance along negative X axis
|
||||
|
||||
.. data:: KX_CONSTRAINTACT_DIRNY
|
||||
|
||||
Set distance along negative Y axis
|
||||
|
||||
.. data:: KX_CONSTRAINTACT_DIRNZ
|
||||
|
||||
Set distance along negative Z axis
|
||||
|
||||
.. data:: KX_CONSTRAINTACT_DIRPX
|
||||
|
||||
Set distance along positive X axis
|
||||
|
||||
.. data:: KX_CONSTRAINTACT_DIRPY
|
||||
|
||||
Set distance along positive Y axis
|
||||
|
||||
.. data:: KX_CONSTRAINTACT_DIRPZ
|
||||
|
||||
Set distance along positive Z axis
|
||||
|
||||
.. data:: KX_CONSTRAINTACT_ORIX
|
||||
|
||||
Set orientation of X axis
|
||||
|
||||
.. data:: KX_CONSTRAINTACT_ORIY
|
||||
|
||||
Set orientation of Y axis
|
||||
|
||||
.. data:: KX_CONSTRAINTACT_ORIZ
|
||||
|
||||
Set orientation of Z axis
|
||||
|
||||
.. data:: KX_ACT_CONSTRAINT_FHNX
|
||||
|
||||
Set force field along negative X axis
|
||||
|
||||
.. data:: KX_ACT_CONSTRAINT_FHNY
|
||||
|
||||
Set force field along negative Y axis
|
||||
|
||||
.. data:: KX_ACT_CONSTRAINT_FHNZ
|
||||
|
||||
Set force field along negative Z axis
|
||||
|
||||
.. data:: KX_ACT_CONSTRAINT_FHPX
|
||||
|
||||
Set force field along positive X axis
|
||||
|
||||
.. data:: KX_ACT_CONSTRAINT_FHPY
|
||||
|
||||
Set force field along positive Y axis
|
||||
|
||||
.. data:: KX_ACT_CONSTRAINT_FHPZ
|
||||
|
||||
Set force field along positive Z axis
|
||||
|
||||
----------------
|
||||
Dynamic Actuator
|
||||
----------------
|
||||
|
||||
See :class:`bge.types.KX_SCA_DynamicActuator`
|
||||
|
||||
.. data:: KX_DYN_RESTORE_DYNAMICS
|
||||
.. data:: KX_DYN_DISABLE_DYNAMICS
|
||||
.. data:: KX_DYN_ENABLE_RIGID_BODY
|
||||
.. data:: KX_DYN_DISABLE_RIGID_BODY
|
||||
.. data:: KX_DYN_SET_MASS
|
||||
|
||||
.. _game-actuator:
|
||||
|
||||
-------------
|
||||
Game Actuator
|
||||
-------------
|
||||
|
||||
See :class:`bge.types.KX_GameActuator`
|
||||
|
||||
.. data:: KX_GAME_LOAD
|
||||
.. data:: KX_GAME_START
|
||||
.. data:: KX_GAME_RESTART
|
||||
.. data:: KX_GAME_QUIT
|
||||
.. data:: KX_GAME_SAVECFG
|
||||
.. data:: KX_GAME_LOADCFG
|
||||
|
||||
.. _ipo-actuator:
|
||||
|
||||
------------
|
||||
IPO Actuator
|
||||
------------
|
||||
|
||||
See :class:`bge.types.KX_IpoActuator`
|
||||
|
||||
.. data:: KX_IPOACT_PLAY
|
||||
.. data:: KX_IPOACT_PINGPONG
|
||||
.. data:: KX_IPOACT_FLIPPER
|
||||
.. data:: KX_IPOACT_LOOPSTOP
|
||||
.. data:: KX_IPOACT_LOOPEND
|
||||
.. data:: KX_IPOACT_FROM_PROP
|
||||
|
||||
---------------
|
||||
Parent Actuator
|
||||
---------------
|
||||
|
||||
.. data:: KX_PARENT_REMOVE
|
||||
.. data:: KX_PARENT_SET
|
||||
|
||||
.. _logic-random-distributions:
|
||||
|
||||
--------------------
|
||||
Random Distributions
|
||||
--------------------
|
||||
|
||||
See :class:`bge.types.SCA_RandomActuator`
|
||||
|
||||
.. data:: KX_RANDOMACT_BOOL_CONST
|
||||
.. data:: KX_RANDOMACT_BOOL_UNIFORM
|
||||
.. data:: KX_RANDOMACT_BOOL_BERNOUILLI
|
||||
.. data:: KX_RANDOMACT_INT_CONST
|
||||
.. data:: KX_RANDOMACT_INT_UNIFORM
|
||||
.. data:: KX_RANDOMACT_INT_POISSON
|
||||
.. data:: KX_RANDOMACT_FLOAT_CONST
|
||||
.. data:: KX_RANDOMACT_FLOAT_UNIFORM
|
||||
.. data:: KX_RANDOMACT_FLOAT_NORMAL
|
||||
.. data:: KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL
|
||||
|
||||
--------------
|
||||
Scene Actuator
|
||||
--------------
|
||||
|
||||
See :class:`bge.types.KX_SceneActuator`
|
||||
|
||||
.. data:: KX_SCENE_RESTART
|
||||
.. data:: KX_SCENE_SET_SCENE
|
||||
.. data:: KX_SCENE_SET_CAMERA
|
||||
.. data:: KX_SCENE_ADD_FRONT_SCENE
|
||||
.. data:: KX_SCENE_ADD_BACK_SCENE
|
||||
.. data:: KX_SCENE_REMOVE_SCENE
|
||||
.. data:: KX_SCENE_SUSPEND
|
||||
.. data:: KX_SCENE_RESUME
|
||||
|
||||
.. _shape-action-actuator:
|
||||
|
||||
---------------------
|
||||
Shape Action Actuator
|
||||
---------------------
|
||||
|
||||
See :class:`bge.types.BL_ActionActuator`
|
||||
|
||||
.. data:: KX_ACTIONACT_PLAY
|
||||
.. data:: KX_ACTIONACT_FLIPPER
|
||||
.. data:: KX_ACTIONACT_LOOPSTOP
|
||||
.. data:: KX_ACTIONACT_LOOPEND
|
||||
.. data:: KX_ACTIONACT_PROPERTY
|
||||
|
||||
.. _logic-sound-actuator:
|
||||
|
||||
--------------
|
||||
Sound Actuator
|
||||
--------------
|
||||
|
||||
See :class:`bge.types.KX_SoundActuator`
|
||||
|
||||
.. data:: KX_SOUNDACT_PLAYSTOP
|
||||
|
||||
:value: 1
|
||||
|
||||
.. data:: KX_SOUNDACT_PLAYEND
|
||||
|
||||
:value: 2
|
||||
|
||||
.. data:: KX_SOUNDACT_LOOPSTOP
|
||||
|
||||
:value: 3
|
||||
|
||||
.. data:: KX_SOUNDACT_LOOPEND
|
||||
|
||||
:value: 4
|
||||
|
||||
.. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL
|
||||
|
||||
:value: 5
|
||||
|
||||
.. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP
|
||||
|
||||
:value: 6
|
||||
|
||||
|
||||
=======
|
||||
Various
|
||||
=======
|
||||
|
||||
.. _input-status:
|
||||
|
||||
------------
|
||||
Input Status
|
||||
------------
|
||||
|
||||
See :class:`bge.types.SCA_PythonKeyboard`, :class:`bge.types.SCA_PythonMouse`, :class:`bge.types.SCA_MouseSensor`, :class:`bge.types.SCA_KeyboardSensor`
|
||||
|
||||
.. data:: KX_INPUT_NONE
|
||||
.. data:: KX_INPUT_JUST_ACTIVATED
|
||||
.. data:: KX_INPUT_ACTIVE
|
||||
.. data:: KX_INPUT_JUST_RELEASED
|
||||
|
||||
-------------
|
||||
Mouse Buttons
|
||||
-------------
|
||||
|
||||
See :class:`bge.types.SCA_MouseSensor`
|
||||
|
||||
.. data:: KX_MOUSE_BUT_LEFT
|
||||
.. data:: KX_MOUSE_BUT_MIDDLE
|
||||
.. data:: KX_MOUSE_BUT_RIGHT
|
||||
|
||||
------
|
||||
States
|
||||
------
|
||||
|
||||
See :class:`bge.types.KX_StateActuator`
|
||||
|
||||
.. data:: KX_STATE1
|
||||
.. data:: KX_STATE2
|
||||
.. data:: KX_STATE3
|
||||
.. data:: KX_STATE4
|
||||
.. data:: KX_STATE5
|
||||
.. data:: KX_STATE6
|
||||
.. data:: KX_STATE7
|
||||
.. data:: KX_STATE8
|
||||
.. data:: KX_STATE9
|
||||
.. data:: KX_STATE10
|
||||
.. data:: KX_STATE11
|
||||
.. data:: KX_STATE12
|
||||
.. data:: KX_STATE13
|
||||
.. data:: KX_STATE14
|
||||
.. data:: KX_STATE15
|
||||
.. data:: KX_STATE16
|
||||
.. data:: KX_STATE17
|
||||
.. data:: KX_STATE18
|
||||
.. data:: KX_STATE19
|
||||
.. data:: KX_STATE20
|
||||
.. data:: KX_STATE21
|
||||
.. data:: KX_STATE22
|
||||
.. data:: KX_STATE23
|
||||
.. data:: KX_STATE24
|
||||
.. data:: KX_STATE25
|
||||
.. data:: KX_STATE26
|
||||
.. data:: KX_STATE27
|
||||
.. data:: KX_STATE28
|
||||
.. data:: KX_STATE29
|
||||
.. data:: KX_STATE30
|
||||
|
||||
.. _state-actuator-operation:
|
||||
|
||||
See :class:`bge.types.KX_StateActuator.operation`
|
||||
|
||||
.. data:: KX_STATE_OP_CLR
|
||||
|
||||
Substract bits to state mask
|
||||
|
||||
:value: 0
|
||||
|
||||
.. data:: KX_STATE_OP_CPY
|
||||
|
||||
Copy state mask
|
||||
|
||||
:value: 1
|
||||
|
||||
.. data:: KX_STATE_OP_NEG
|
||||
|
||||
Invert bits to state mask
|
||||
|
||||
:value: 2
|
||||
|
||||
.. data:: KX_STATE_OP_SET
|
||||
|
||||
Add bits to state mask
|
||||
|
||||
:value: 3
|
||||
|
||||
.. _Two-D-FilterActuator-mode:
|
||||
|
||||
---------
|
||||
2D Filter
|
||||
---------
|
||||
|
||||
.. data:: RAS_2DFILTER_BLUR
|
||||
|
||||
:value: 2
|
||||
|
||||
.. data:: RAS_2DFILTER_CUSTOMFILTER
|
||||
|
||||
Customer filter, the code code is set via shaderText property.
|
||||
|
||||
:value: 12
|
||||
|
||||
.. data:: RAS_2DFILTER_DILATION
|
||||
|
||||
:value: 4
|
||||
|
||||
.. data:: RAS_2DFILTER_DISABLED
|
||||
|
||||
Disable the filter that is currently active
|
||||
|
||||
:value: -1
|
||||
|
||||
.. data:: RAS_2DFILTER_ENABLED
|
||||
|
||||
Enable the filter that was previously disabled
|
||||
|
||||
:value: -2
|
||||
|
||||
.. data:: RAS_2DFILTER_EROSION
|
||||
|
||||
:value: 5
|
||||
|
||||
.. data:: RAS_2DFILTER_GRAYSCALE
|
||||
|
||||
:value: 9
|
||||
|
||||
.. data:: RAS_2DFILTER_INVERT
|
||||
|
||||
:value: 11
|
||||
|
||||
.. data:: RAS_2DFILTER_LAPLACIAN
|
||||
|
||||
:value: 6
|
||||
|
||||
.. data:: RAS_2DFILTER_MOTIONBLUR
|
||||
|
||||
Create and enable preset filters
|
||||
|
||||
:value: 1
|
||||
|
||||
.. data:: RAS_2DFILTER_NOFILTER
|
||||
|
||||
Disable and destroy the filter that is currently active
|
||||
|
||||
:value: 0
|
||||
|
||||
.. data:: RAS_2DFILTER_PREWITT
|
||||
|
||||
:value: 8
|
||||
|
||||
.. data:: RAS_2DFILTER_SEPIA
|
||||
|
||||
:value: 10
|
||||
|
||||
.. data:: RAS_2DFILTER_SHARPEN
|
||||
|
||||
:value: 3
|
||||
|
||||
.. data:: RAS_2DFILTER_SOBEL
|
||||
|
||||
:value: 7
|
||||
|
||||
------
|
||||
Shader
|
||||
------
|
||||
|
||||
.. data:: VIEWMATRIX
|
||||
.. data:: VIEWMATRIX_INVERSE
|
||||
.. data:: VIEWMATRIX_INVERSETRANSPOSE
|
||||
.. data:: VIEWMATRIX_TRANSPOSE
|
||||
.. data:: MODELMATRIX
|
||||
.. data:: MODELMATRIX_INVERSE
|
||||
.. data:: MODELMATRIX_INVERSETRANSPOSE
|
||||
.. data:: MODELMATRIX_TRANSPOSE
|
||||
.. data:: MODELVIEWMATRIX
|
||||
.. data:: MODELVIEWMATRIX_INVERSE
|
||||
.. data:: MODELVIEWMATRIX_INVERSETRANSPOSE
|
||||
.. data:: MODELVIEWMATRIX_TRANSPOSE
|
||||
.. data:: CAM_POS
|
||||
|
||||
Current camera position
|
||||
|
||||
.. data:: CONSTANT_TIMER
|
||||
|
||||
User a timer for the uniform value.
|
||||
|
||||
.. data:: SHD_TANGENT
|
||||
|
||||
----------------
|
||||
Blender Material
|
||||
----------------
|
||||
|
||||
.. data:: BL_DST_ALPHA
|
||||
.. data:: BL_DST_COLOR
|
||||
.. data:: BL_ONE
|
||||
.. data:: BL_ONE_MINUS_DST_ALPHA
|
||||
.. data:: BL_ONE_MINUS_DST_COLOR
|
||||
.. data:: BL_ONE_MINUS_SRC_ALPHA
|
||||
.. data:: BL_ONE_MINUS_SRC_COLOR
|
||||
.. data:: BL_SRC_ALPHA
|
||||
.. data:: BL_SRC_ALPHA_SATURATE
|
||||
.. data:: BL_SRC_COLOR
|
||||
.. data:: BL_ZERO
|
||||
242
doc/python_api/rst/bge.render.rst
Normal file
242
doc/python_api/rst/bge.render.rst
Normal file
@@ -0,0 +1,242 @@
|
||||
|
||||
Game Engine bge.render Module
|
||||
=============================
|
||||
|
||||
*****
|
||||
Intro
|
||||
*****
|
||||
|
||||
.. module:: bge.render
|
||||
|
||||
.. code-block:: python
|
||||
|
||||
# Example Uses an L{SCA_MouseSensor}, and two L{KX_ObjectActuator}s to implement MouseLook::
|
||||
# To use a mouse movement sensor "Mouse" and a
|
||||
# motion actuator to mouse look:
|
||||
import bge.render
|
||||
import bge.logic
|
||||
|
||||
# SCALE sets the speed of motion
|
||||
SCALE=[1, 0.5]
|
||||
|
||||
co = bge.logic.getCurrentController()
|
||||
obj = co.getOwner()
|
||||
mouse = co.getSensor("Mouse")
|
||||
lmotion = co.getActuator("LMove")
|
||||
wmotion = co.getActuator("WMove")
|
||||
|
||||
# Transform the mouse coordinates to see how far the mouse has moved.
|
||||
def mousePos():
|
||||
x = (bge.render.getWindowWidth()/2 - mouse.getXPosition())*SCALE[0]
|
||||
y = (bge.render.getWindowHeight()/2 - mouse.getYPosition())*SCALE[1]
|
||||
return (x, y)
|
||||
|
||||
pos = mousePos()
|
||||
|
||||
# Set the amount of motion: X is applied in world coordinates...
|
||||
lmotion.setTorque(0.0, 0.0, pos[0], False)
|
||||
# ...Y is applied in local coordinates
|
||||
wmotion.setTorque(-pos[1], 0.0, 0.0, True)
|
||||
|
||||
# Activate both actuators
|
||||
bge.logic.addActiveActuator(lmotion, True)
|
||||
bge.logic.addActiveActuator(wmotion, True)
|
||||
|
||||
# Centre the mouse
|
||||
bge.render.setMousePosition(bge.render.getWindowWidth()/2, bge.render.getWindowHeight()/2)
|
||||
|
||||
*********
|
||||
Constants
|
||||
*********
|
||||
|
||||
.. data:: KX_TEXFACE_MATERIAL
|
||||
|
||||
Materials as defined by the texture face settings.
|
||||
|
||||
.. data:: KX_BLENDER_MULTITEX_MATERIAL
|
||||
|
||||
Materials approximating blender materials with multitexturing.
|
||||
|
||||
.. data:: KX_BLENDER_GLSL_MATERIAL
|
||||
|
||||
Materials approximating blender materials with GLSL.
|
||||
|
||||
*********
|
||||
Functions
|
||||
*********
|
||||
|
||||
.. function:: getWindowWidth()
|
||||
|
||||
Gets the width of the window (in pixels)
|
||||
|
||||
:rtype: integer
|
||||
|
||||
.. function:: getWindowHeight()
|
||||
|
||||
Gets the height of the window (in pixels)
|
||||
|
||||
:rtype: integer
|
||||
|
||||
.. function:: makeScreenshot(filename)
|
||||
|
||||
Writes a screenshot to the given filename.
|
||||
|
||||
If filename starts with // the image will be saved relative to the current directory.
|
||||
If the filename contains # it will be replaced with the frame number.
|
||||
|
||||
The standalone player saves .png files. It does not support colour space conversion
|
||||
or gamma correction.
|
||||
|
||||
When run from Blender, makeScreenshot supports Iris, IrisZ, TGA, Raw TGA, PNG, HamX, and Jpeg.
|
||||
Gamma, Colourspace conversion and Jpeg compression are taken from the Render settings panels.
|
||||
|
||||
:type filename: string
|
||||
|
||||
|
||||
.. function:: enableVisibility(visible)
|
||||
|
||||
Doesn't really do anything...
|
||||
|
||||
|
||||
.. function:: showMouse(visible)
|
||||
|
||||
Enables or disables the operating system mouse cursor.
|
||||
|
||||
:type visible: boolean
|
||||
|
||||
|
||||
.. function:: setMousePosition(x, y)
|
||||
|
||||
Sets the mouse cursor position.
|
||||
|
||||
:type x: integer
|
||||
:type y: integer
|
||||
|
||||
|
||||
.. function:: setBackgroundColor(rgba)
|
||||
|
||||
Sets the window background colour.
|
||||
|
||||
:type rgba: list [r, g, b, a]
|
||||
|
||||
|
||||
.. function:: setMistColor(rgb)
|
||||
|
||||
Sets the mist colour.
|
||||
|
||||
:type rgb: list [r, g, b]
|
||||
|
||||
|
||||
.. function:: setAmbientColor(rgb)
|
||||
|
||||
Sets the color of ambient light.
|
||||
|
||||
:type rgb: list [r, g, b]
|
||||
|
||||
|
||||
.. function:: setMistStart(start)
|
||||
|
||||
Sets the mist start value. Objects further away than start will have mist applied to them.
|
||||
|
||||
:type start: float
|
||||
|
||||
|
||||
.. function:: setMistEnd(end)
|
||||
|
||||
Sets the mist end value. Objects further away from this will be coloured solid with
|
||||
the colour set by setMistColor().
|
||||
|
||||
:type end: float
|
||||
|
||||
|
||||
.. function:: disableMist()
|
||||
|
||||
Disables mist.
|
||||
|
||||
.. note:: Set any of the mist properties to enable mist.
|
||||
|
||||
|
||||
.. function:: setEyeSeparation(eyesep)
|
||||
|
||||
Sets the eye separation for stereo mode. Usually Focal Length/30 provides a confortable value.
|
||||
|
||||
:arg eyesep: The distance between the left and right eye.
|
||||
:type eyesep: float
|
||||
|
||||
|
||||
.. function:: getEyeSeparation()
|
||||
|
||||
Gets the current eye separation for stereo mode.
|
||||
|
||||
:rtype: float
|
||||
|
||||
|
||||
.. function:: setFocalLength(focallength)
|
||||
|
||||
Sets the focal length for stereo mode. It uses the current camera focal length as initial value.
|
||||
|
||||
:arg focallength: The focal length.
|
||||
:type focallength: float
|
||||
|
||||
.. function:: getFocalLength()
|
||||
|
||||
Gets the current focal length for stereo mode.
|
||||
|
||||
:rtype: float
|
||||
|
||||
.. function:: setMaterialMode(mode)
|
||||
|
||||
Set the material mode to use for OpenGL rendering.
|
||||
|
||||
:type mode: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
|
||||
|
||||
.. note:: Changes will only affect newly created scenes.
|
||||
|
||||
|
||||
.. function:: getMaterialMode(mode)
|
||||
|
||||
Get the material mode to use for OpenGL rendering.
|
||||
|
||||
:rtype: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
|
||||
|
||||
|
||||
.. function:: setGLSLMaterialSetting(setting, enable)
|
||||
|
||||
Enables or disables a GLSL material setting.
|
||||
|
||||
:type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
|
||||
:type enable: boolean
|
||||
|
||||
|
||||
.. function:: getGLSLMaterialSetting(setting, enable)
|
||||
|
||||
Get the state of a GLSL material setting.
|
||||
|
||||
:type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
|
||||
:rtype: boolean
|
||||
|
||||
|
||||
.. function:: drawLine(fromVec,toVec,color)
|
||||
|
||||
Draw a line in the 3D scene.
|
||||
|
||||
:arg fromVec: the origin of the line
|
||||
:type fromVec: list [x, y, z]
|
||||
:arg toVec: the end of the line
|
||||
:type toVec: list [x, y, z]
|
||||
:arg color: the color of the line
|
||||
:type color: list [r, g, b]
|
||||
|
||||
|
||||
.. function:: enableMotionBlur(factor)
|
||||
|
||||
Enable the motion blur effect.
|
||||
|
||||
:arg factor: the ammount of motion blur to display.
|
||||
:type factor: float [0.0 - 1.0]
|
||||
|
||||
|
||||
.. function:: disableMotionBlur()
|
||||
|
||||
Disable the motion blur effect.
|
||||
|
||||
5227
doc/python_api/rst/bge.types.rst
Normal file
5227
doc/python_api/rst/bge.types.rst
Normal file
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user