Merged changes in the trunk up to revision 47056.
Conflicts resolved: source/blender/bmesh/bmesh_class.h source/blender/bmesh/intern/bmesh_construct.c source/blender/editors/interface/resources.c source/blender/render/intern/source/convertblender.c
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@@ -28,7 +28,7 @@ This example script prints the vertices and UV's for each polygon, assumes the a
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import bpy
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me = bpy.context.object.data
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uv_layer = me.uv.layers.active.data
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uv_layer = me.uv_layers.active.data
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for poly in me.polygons:
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print("Polygon index: %d, length: %d" % (poly.index, poly.loop_total))
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@@ -11,39 +11,41 @@ Intro
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.. code-block:: python
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# Example Uses an L{SCA_MouseSensor}, and two L{KX_ObjectActuator}s to implement MouseLook::
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# To use a mouse movement sensor "Mouse" and a
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# To use a mouse movement sensor "Mouse" and a
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# motion actuator to mouse look:
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import bge.render
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import bge.logic
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import bge
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# scale sets the speed of motion
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scale = 1.0, 0.5
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co = bge.logic.getCurrentController()
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obj = co.getOwner()
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mouse = co.getSensor("Mouse")
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lmotion = co.getActuator("LMove")
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wmotion = co.getActuator("WMove")
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obj = co.owner
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mouse = co.sensors["Mouse"]
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lmotion = co.actuators["LMove"]
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wmotion = co.actuators["WMove"]
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# Transform the mouse coordinates to see how far the mouse has moved.
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def mousePos():
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x = (bge.render.getWindowWidth() / 2 - mouse.getXPosition()) * scale[0]
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y = (bge.render.getWindowHeight() / 2 - mouse.getYPosition()) * scale[1]
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x = (bge.render.getWindowWidth() / 2 - mouse.position[0]) * scale[0]
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y = (bge.render.getWindowHeight() / 2 - mouse.position[1]) * scale[1]
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return (x, y)
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pos = mousePos()
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# Set the amount of motion: X is applied in world coordinates...
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lmotion.setTorque(0.0, 0.0, pos[0], False)
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wmotion.useLocalTorque = False
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wmotion.torque = ((0.0, 0.0, pos[0]))
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# ...Y is applied in local coordinates
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wmotion.setTorque(-pos[1], 0.0, 0.0, True)
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lmotion.useLocalTorque = True
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lmotion.torque = ((-pos[1], 0.0, 0.0))
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# Activate both actuators
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bge.logic.addActiveActuator(lmotion, True)
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bge.logic.addActiveActuator(wmotion, True)
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co.activate(lmotion)
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co.activate(wmotion)
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# Centre the mouse
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bge.render.setMousePosition(bge.render.getWindowWidth() / 2, bge.render.getWindowHeight() / 2)
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bge.render.setMousePosition(int(bge.render.getWindowWidth() / 2), int(bge.render.getWindowHeight() / 2))
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*********
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Constants
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@@ -99,9 +99,11 @@ Here are some examples ...
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uv_lay = bm.loops.layers.uv.active
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for face in bm.faces:
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for loop in f.loops:
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uv = loop[uv_lay]
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print("Loop UV: %f, %f" % (uv.x, uv.y))
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for loop in face.loops:
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uv = loop[uv_lay].uv
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print("Loop UV: %f, %f" % uv[:])
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vert = loop.vert
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print("Loop Vert: (%f,%f,%f)" % vert.co[:])
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.. code-block:: python
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