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
This commit is contained in:
2012-05-26 22:22:45 +00:00
606 changed files with 34730 additions and 29015 deletions

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@@ -28,7 +28,7 @@ This example script prints the vertices and UV's for each polygon, assumes the a
import bpy
me = bpy.context.object.data
uv_layer = me.uv.layers.active.data
uv_layer = me.uv_layers.active.data
for poly in me.polygons:
print("Polygon index: %d, length: %d" % (poly.index, poly.loop_total))

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@@ -11,39 +11,41 @@ Intro
.. 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
# To use a mouse movement sensor "Mouse" and a
# motion actuator to mouse look:
import bge.render
import bge.logic
import bge
# scale sets the speed of motion
scale = 1.0, 0.5
co = bge.logic.getCurrentController()
obj = co.getOwner()
mouse = co.getSensor("Mouse")
lmotion = co.getActuator("LMove")
wmotion = co.getActuator("WMove")
obj = co.owner
mouse = co.sensors["Mouse"]
lmotion = co.actuators["LMove"]
wmotion = co.actuators["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]
x = (bge.render.getWindowWidth() / 2 - mouse.position[0]) * scale[0]
y = (bge.render.getWindowHeight() / 2 - mouse.position[1]) * 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)
wmotion.useLocalTorque = False
wmotion.torque = ((0.0, 0.0, pos[0]))
# ...Y is applied in local coordinates
wmotion.setTorque(-pos[1], 0.0, 0.0, True)
lmotion.useLocalTorque = True
lmotion.torque = ((-pos[1], 0.0, 0.0))
# Activate both actuators
bge.logic.addActiveActuator(lmotion, True)
bge.logic.addActiveActuator(wmotion, True)
co.activate(lmotion)
co.activate(wmotion)
# Centre the mouse
bge.render.setMousePosition(bge.render.getWindowWidth() / 2, bge.render.getWindowHeight() / 2)
bge.render.setMousePosition(int(bge.render.getWindowWidth() / 2), int(bge.render.getWindowHeight() / 2))
*********
Constants

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@@ -99,9 +99,11 @@ Here are some examples ...
uv_lay = bm.loops.layers.uv.active
for face in bm.faces:
for loop in f.loops:
uv = loop[uv_lay]
print("Loop UV: %f, %f" % (uv.x, uv.y))
for loop in face.loops:
uv = loop[uv_lay].uv
print("Loop UV: %f, %f" % uv[:])
vert = loop.vert
print("Loop Vert: (%f,%f,%f)" % vert.co[:])
.. code-block:: python