This is related to Task T34861 to increase up & track axis options for TrackTo actuator. I've just added it to differential to facilitate an easier review.
With the patch applied you can select X, Y and Z axis for the Up axis, and X, Y, Z, -X, -Y and -Z for the track axis.
Related to the implementation I have used the algorithm from Trackto constrain placed in constrain.c but adapted to be used with MOTO library.
The wiki docs are here (http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Actuators/Edit_Object#Trackto_Actuator).
Test file is here: {F97623}
I have also uploaded 2 screenshots showing the UI modifications to the TrackTo actuator:
{F91992} {F91990}
Reviewers: moguri, dfelinto
Reviewed By: moguri
CC: Genome36
Differential Revision: https://developer.blender.org/D565
Disclaimer: The author of this patch is Geoffrey Gollmer (gomer). I only updated the patch to the current git master status, reworked several parts to fit well with current coding style and applied several fixes.
This actuator allows users to show/hide the mouse cursor using logic bricks, as well as control object rotation with a mouse in the BGE.
The mouse rotation is flexible enough to allow any type of mouse look, as well as banking for flight controls.
{F94520}
{F91859}
Blend file for testing Mouse actuator (with default parameters and crosshair): {F94920}
Reviewers: moguri
Reviewed By: moguri
CC: gomer, lordodin
Differential Revision: https://developer.blender.org/D559
(so one can find more about the joystick class without having to search joystick)
code untested by the way. Sorry but I can no longer build sphinx docs here. I will try to fix that later.
# Print a message when an async LibLoad is done
import bge
def finished_cb(status):
print("Library (%s) loaded in %.2fms." % (status.libraryName, status.timeTaken))
bge.logic.LibLoad('myblend.blend', 'Scene', async=True).onFinish = finished_cb
LibLoad() now returns a KX_LibLoadStatus object for information on the library loading. LibNew() and LibFree() are unaffected by this commit. In other words, the async option only works for LibLoad(). Furthermore it only works for Scenes, not Actions or Meshes.
if bge.logic.joysticks[0]:
activate_player_one()
if bge.logic.joysticks[1]:
activate_player_two()
etc..
The interface exposed by SCA_PythonJoystick is very similar to the joystick logic brick except for one key difference: axis values are normalized to a -1.0 to 1.0 range instead of -32767 to 32767, which is what the logic brick exposed.
- added API examples for mathutils.Color/Euler/Quaternion/Matrix.
- corrected own bad spelling matricies --> matrices.
- minor pep8 edits.
- update CMake ignore file list.
I named all the BGE modules with their actual names (e.g. Rasterizer, Video Texture, ...). so in the API index.html page they look more like the other Blender modules.
I did the same for the bgl module.
For bge.constraints this patch exposes the constants values for debug mode and createConstraints (they were hardcoded innts before).
+ making all the "todo" and #comments into rst comments (.. comments)
Thanks Solano, it's great to get help to those tasks :)
... and I can't test rst in windows so for now let's pretend it builds. If someone can generate the docs and see how it goes please let me know.
(plus a small fix for bge.logic rst)
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