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Author SHA1 Message Date
32432d91bb Pydoc: Fix multiple bpy.type modules 2018-05-26 17:51:39 -04:00
cd46b356a5 Pydocs: Expand bge.contraint docs
Takes information from the manual and dumps it here.
2018-05-26 17:51:22 -04:00
274f382616 PyDoc: Merge manual docs for bge.texture
https://docs.blender.org/manual/en/dev/game_engine/python_api/videotexture.html

Had a few things that this file did not while this file having things the other did not.
To fix, I merged both documents into the python api.
2018-05-26 17:50:58 -04:00
81 changed files with 126 additions and 279 deletions

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@@ -1,8 +1,11 @@
"""
Basic Video Playback
++++++++++++++++++++
Example of how to replace a texture in game with a video. It needs to run
everyframe.
Example of how to replace a texture in game with a video.
It needs to run everyframe.
To avoid any confusion with the location of the file,
we will use ``GameLogic.expandPath()`` to build an absolute file name,
assuming the video file is in the same directory as the blend-file.
"""
import bge
from bge import texture
@@ -26,8 +29,18 @@ if not hasattr(logic, 'video'):
logic.video.source = texture.VideoFFmpeg(movie)
logic.video.source.scale = True
# Note that we can change the ``Texture`` source at any time.
# Suppose we want to switch between two movies during the game:
logic.mySources[0] = texture.VideoFFmpeg('movie1.avi')
logic.mySources[1] = texture.VideoFFmpeg('movie2.avi')
#And then assign (and reassign) the source during the game
logic.video.source = logic.mySources[movieSel]
# quick off the movie, but it wont play in the background
logic.video.source.play()
# you need to call this function every frame to ensure update of the texture.
# Video playback is not a background process: it happens only when we refresh the texture.
# So you need to call this function every frame to ensure update of the texture.
logic.video.refresh(True)

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@@ -2,12 +2,33 @@
Physics Constraints (bge.constraints)
=====================================
Bullet Physics provides collision detection
and rigid body dynamics for the Blender Game Engine.
Features:
- Vehicle simulation.
- Rigid body constraints: hinge and point to point (ball socket).
- Access to internal physics settings,
like deactivation time, and debugging features
.. module:: bge.constraints
.. note:: Note about parameter settings
Since this API is not well documented, it can be unclear what kind of values to use for setting parameters.
In general, damping settings should be in the range of 0 to 1 and
stiffness settings should not be much higher than about 10.
Examples
--------
.. seealso::
For more examples of Bullet physics and how to use them
see the `pybullet forum <https://pybullet.org/Bullet/phpBB3/viewforum.php?f=17>`__.
.. include:: __/examples/bge.constraints.py
:start-line: 1
:end-line: 4
@@ -333,4 +354,3 @@ Constraint type to be used with :func:`createConstraint`.
.. data:: GENERIC_6DOF_CONSTRAINT
.. to do

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@@ -6,18 +6,15 @@ Video Texture (bge.texture)
Introduction
************
The bge.texture module allows you to manipulate textures during the game.
Several sources for texture are possible: video files, image files, video capture, memory buffer,
camera render or a mix of that.
The video and image files can be loaded from the internet using an URL instead of a file name.
In addition, you can apply filters on the images before sending them to the GPU, allowing video effect:
blue screen, color band, gray, normal map.
bge.texture uses FFmpeg to load images and videos.
All the formats and codecs that FFmpeg supports are supported by this module, including but not limited to:
The ``bge.texture`` module allows you to manipulate textures during the game.
Several sources for texture are possible: video files, image files, video capture,
memory buffer, camera render or a mix of that.
The video and image files can be loaded from the Internet using a URL instead of a file name.
In addition, you can apply filters on the images before sending them to the GPU,
allowing video effect: blue screen, color band, gray, normal map.
``bge.texture`` uses FFmpeg to load images and videos.
All the formats and codecs that FFmpeg supports are supported by ``bge.texture``,
including but not limited to:
* AVI
* Ogg
@@ -28,16 +25,45 @@ All the formats and codecs that FFmpeg supports are supported by this module, in
* videoForWindows capture card (this includes many webcams)
* JPG
The principle is simple: first you identify a texture on an existing object using
the :class:`~bge.texture.materialID` function, then you create a new texture with dynamic content
How it works
------------
The principle is simple: first you identify a texture on an existing object using the
:class:`~bge.texture.materialID` function, then you create a new texture with dynamic content
and swap the two textures in the GPU.
The GE is not aware of the substitution and continues to display the object as always,
The game engine is not aware of the substitution and continues to display the object as always,
except that you are now in control of the texture.
When the texture object is deleted, the new texture is deleted and the old texture restored.
.. module:: bge.texture
Game Preparation
----------------
Before you can use the :mod:`bge.texture` module,
you must have objects with textures applied appropriately.
Imagine you want to have a television showing live broadcast programs in the game.
You will create a television object and UV-apply a different texture at the place of the screen,
for example ``tv.png``. What this texture looks like is not important;
probably you want to make it dark gray to simulate power-off state.
When the television must be turned on, you create a dynamic texture from a video capture card
and use it instead of ``tv.png``: the TV screen will come to life.
You have two ways to define textures that ``bge.texture`` can grab:
- Simple UV texture.
- Blender material with image texture channel.
Because ``bge.texture`` works at texture level, it is compatible with all
the Blender Game Engine's fancy texturing features: GLSL, multi-texture, custom shaders, etc.
********
Examples
********
.. include:: __/examples/bge.texture.py
:start-line: 1
@@ -53,7 +79,6 @@ When the texture object is deleted, the new texture is deleted and the old textu
.. literalinclude:: __/examples/bge.texture.1.py
:lines: 8-
.. include:: __/examples/bge.texture.2.py
:start-line: 1
:end-line: 6
@@ -62,13 +87,15 @@ When the texture object is deleted, the new texture is deleted and the old textu
:lines: 8-
.. module:: bge.texture
*************
Video classes
*************
.. class:: VideoFFmpeg(file, capture=-1, rate=25.0, width=0, height=0)
FFmpeg video source.
FFmpeg video source, used for video files, video captures, or video streams.
:arg file: Path to the video to load; if capture >= 0 on Windows, this parameter will not be used.
:type file: str
@@ -90,19 +117,20 @@ Video classes
.. attribute:: range
Replay range.
The start and stop time of the video playback, expressed in seconds from beginning.
By default the entire video.
:type: sequence of two floats
.. attribute:: repeat
Repeat count, -1 for infinite repeat.
Number of times to replay the video, -1 for infinite repeat.
:type: int
.. attribute:: framerate
Frame rate.
Relative frame rate, <1.0 for slow, >1.0 for fast.
:type: float
@@ -126,21 +154,26 @@ Video classes
.. attribute:: scale
Fast scale of image (near neighbour).
Set to True to activate fast nearest neighbor scaling algorithm.
Texture width and height must be a power of 2.
If the video picture size is not a power of 2, rescaling is required.
By default ``bge.texture`` uses the precise but slow ``gluScaleImage()`` function.
Best is to rescale the video offline so that no scaling is necessary at runtime!
:type: bool
.. attribute:: flip
Flip image vertically.
If True the imaged will be flipped vertically.
FFmpeg always delivers the image upside down, so this attribute is set to True by default.
:type: bool
.. attribute:: filter
Pixel filter.
An additional filter that is applied on the video before sending it to the GPU.
:type: one of...
:type: one of:
* :class:`FilterBGR24`
* :class:`FilterBlueScreen`
@@ -207,7 +240,7 @@ Image classes
.. class:: ImageFFmpeg(file)
FFmpeg image source.
FFmpeg image source, used for image files and web based images.
:arg file: Path to the image to load.
:type file: str
@@ -286,7 +319,8 @@ Image classes
.. class:: ImageBuff(width, height, color=0, scale=False)
Image source from image buffer.
Image from application memory.
For computer generated images, drawing applications.
:arg width: Width of the image.
:type width: int
@@ -477,7 +511,7 @@ Image classes
.. class:: ImageMix
Image mixer.
Image mixer used to mix multiple image sources together.
.. attribute:: filter
@@ -592,7 +626,7 @@ Image classes
.. class:: ImageRender(scene, camera)
Image source from render.
Image source from a render of a non active camera.
The render is done on a custom framebuffer object if fbo is specified,
otherwise on the default framebuffer.
@@ -723,7 +757,8 @@ Image classes
.. class:: ImageViewport
Image source from viewport.
Image source from viewport rendered by the active camera.
To render from a non active camera see :class:`ImageRender`.
.. attribute:: alpha
@@ -774,11 +809,10 @@ Image classes
Refresh video - copy the viewport to an external buffer (optional) then invalidate its current content.
:arg buffer: An optional object that implements the buffer protocol.
If specified, the image is copied to the buffer, which must be big enough or an exception is thrown.
The transfer to the buffer is optimal if no processing of the image is needed.
This is the case if ``flip=False, alpha=True, scale=False, whole=True, depth=False, zbuff=False``
and no filter is set.
:arg buffer: An optional object that implements the buffer protocol. If specified,
the image is copied to the buffer, which must be big enough or an exception is thrown.
The transfer to the buffer is optimal if no processing of the image is needed. This is the case if
``flip=False, alpha=True, scale=False, whole=True, depth=False, zbuff=False`` and no filter is set.
:type buffer: any buffer type
:arg format: An optional image format specifier for the image that will be copied to the buffer.
Only valid values are "RGBA" or "BGRA"
@@ -838,18 +872,16 @@ Image classes
:arg capture: Card number from which the input video must be captured.
:type capture: int
The format argument must be written as ``<displayMode>/<pixelFormat>[/3D][:<cacheSize>]`` where ``<displayMode>``
describes the frame size and rate and <pixelFormat> the encoding of the pixels.
The format argument must be written as ``<displayMode>/<pixelFormat>[/3D][:<cacheSize>]``
where ``<displayMode>`` describes the frame size and rate and <pixelFormat> the encoding of the pixels.
The optional ``/3D`` suffix is to be used if the video stream is stereo with a left and right eye feed.
The optional ``:<cacheSize>`` suffix determines the number of the video frames kept in cache, by default 8.
Some DeckLink cards won't work below a certain cache size.
The default value 8 should be sufficient for all cards.
Some DeckLink cards won't work below a certain cache size. The default value 8 should be sufficient for all cards.
You may try to reduce the cache size to reduce the memory footprint. For example the The 4K Extreme is known
to work with 3 frames only, the Extreme 2 needs 4 frames and the Intensity Shuttle needs 6 frames, etc.
Reducing the cache size may be useful when Decklink is used in conjunction with GPUDirect:
all frames must be locked in memory in that case and that puts a lot of pressure on memory.
If you reduce the cache size too much,
you'll get no error but no video feed either.
If you reduce the cache size too much, you'll get no error but no video feed either.
The valid ``<displayMode>`` values are copied from the ``BMDDisplayMode`` enum in the DeckLink API
without the 'bmdMode' prefix. In case a mode that is not in this list is added in a later version
@@ -1006,15 +1038,20 @@ Texture classes
.. class:: Texture(gameObj, materialID=0, textureID=0, textureObj=None)
Texture object.
Class that creates the ``Texture`` object that loads the dynamic texture on the GPU.
:arg gameObj: Game object to be created a video texture on.
:type gameObj: :class:`~bge.types.KX_GameObject`
:arg materialID: Material ID. (optional)
:arg materialID: Material ID default, 0 is the first material. (optional)
:type materialID: int
:arg textureID: Texture ID. (optional)
:arg textureID: Texture index in case of multi-texture channel, 0 = first channel by default.
In case of UV texture, this parameter should always be 0. (optional)
:type textureID: int
:arg textureObj: Texture object with shared bindId. (optional)
:arg textureObj: Reference to another ``Texture`` object with shared bindId
which he user might want to reuse the texture.
If this argument is used, you should not create any source on this texture
and there is no need to refresh it either: the other ``Texture`` object will
provide the texture for both materials/textures.(optional)
:type textureObj: :class:`Texture`
.. attribute:: bindId
@@ -1094,7 +1131,7 @@ Texture classes
.. attribute:: source
This attribute must be set to one of the image source. If the image size does not fit exactly
This attribute must be set to one of the image sources. If the image size does not fit exactly
the frame size, the extend attribute determines what to do.
For best performance, the source image should match exactly the size of the output frame.
@@ -1368,7 +1405,7 @@ Functions
Returns a :class:`~bgl.Buffer` corresponding to the current image stored in a texture source object.
:arg image: Image source object of type ...
:arg image: Image source object of type:
* :class:`VideoFFmpeg`
* :class:`ImageFFmpeg`
@@ -1387,7 +1424,7 @@ Functions
- "BGR" will return 3 bytes per pixel with the
Blue, Green and Red channels in that order.
- "RGB1" will return 4 bytes per pixel with the
- "RGB1" will return 4 bytes per pixel with the
Red, Green, Blue channels in that order and the alpha channel forced to 255.
- A special mode "F" allows to return the image as an array of float.
@@ -1429,9 +1466,10 @@ Functions
.. function:: setLogFile(filename)
Sets the name of a text file in which runtime error messages will be written, in addition to the printing
of the messages on the Python console. Only the runtime errors specific to the VideoTexture module
are written in that file, ordinary runtime time errors are not written.
Sets the name of a text file in which runtime error messages will be written,
in addition to the printing of the messages on the Python console.
Only the runtime errors specific to the VideoTexture module are written in that file,
ordinary runtime time errors are not written.
:arg filename: Name of the error log file.
:type filename: str
@@ -1517,4 +1555,3 @@ See Wikipedia's `Blend Modes <https://en.wikipedia.org/wiki/Blend_modes>`_ for r
.. data:: IMB_BLEND_COPY_RGB
.. data:: IMB_BLEND_COPY_ALPHA

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@@ -35,4 +35,3 @@ Types
:glob:
bge.types.*

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@@ -1,8 +1,6 @@
BL_ActionActuator(SCA_IActuator)
================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: BL_ActionActuator(SCA_IActuator)
@@ -75,4 +73,3 @@ base class --- :class:`SCA_IActuator`
The name of the property that is set to the current frame number.
:type: string

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@@ -1,8 +1,6 @@
BL_ArmatureActuator(SCA_IActuator)
==================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: BL_ArmatureActuator(SCA_IActuator)
@@ -58,4 +56,3 @@ base class --- :class:`SCA_IActuator`
The influence this actuator will set on the constraint it controls.
:type: float.

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@@ -1,8 +1,6 @@
BL_ArmatureBone(PyObjectPlus)
=============================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: BL_ArmatureBone(PyObjectPlus)

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@@ -1,8 +1,6 @@
BL_ArmatureChannel(PyObjectPlus)
================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: BL_ArmatureChannel(PyObjectPlus)
@@ -275,4 +273,3 @@ base class --- :class:`PyObjectPlus`
.. note::
You can read the result of the calculation in rotation or euler_rotation attributes after setting this attribute.

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@@ -1,8 +1,6 @@
BL_ArmatureConstraint(PyObjectPlus)
===================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: BL_ArmatureConstraint(PyObjectPlus)
@@ -126,4 +124,3 @@ base class --- :class:`PyObjectPlus`
Additional mode for IK constraint. Currently only used for Distance constraint:
:type: integer

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@@ -1,8 +1,6 @@
BL_ArmatureObject(KX_GameObject)
================================
.. module:: bge.types
base class --- :class:`KX_GameObject`
.. class:: BL_ArmatureObject(KX_GameObject)
@@ -31,4 +29,3 @@ base class --- :class:`KX_GameObject`
This action is unecessary if a KX_ArmatureActuator with mode run is active
or if an action is playing. Use this function in other cases. It must be called
on each frame to ensure that the armature is updated continously.

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@@ -1,8 +1,6 @@
BL_Shader(PyObjectPlus)
=======================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: BL_Shader(PyObjectPlus)
@@ -227,4 +225,3 @@ base class --- :class:`PyObjectPlus`
.. method:: validate()
Validate the shader object.

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@@ -1,8 +1,6 @@
BL_ShapeActionActuator(SCA_IActuator)
=====================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: BL_ShapeActionActuator(SCA_IActuator)

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@@ -1,8 +1,6 @@
CListValue(CPropValue)
======================
.. module:: bge.types
base class --- :class:`CPropValue`
.. class:: CListValue(CPropValue)
@@ -69,4 +67,3 @@ base class --- :class:`CPropValue`
.. warning::
The id can't be stored as an integer in game object properties, as those only have a limited range that the id may not be contained in. Instead an id can be stored as a string game property and converted back to an integer for use in from_id lookups.

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@@ -1,11 +1,8 @@
CPropValue(CValue)
==================
.. module:: bge.types
base class --- :class:`CValue`
.. class:: CPropValue(CValue)
This class has no python functions

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@@ -1,8 +1,6 @@
CValue(PyObjectPlus)
====================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: CValue(PyObjectPlus)

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@@ -1,8 +1,6 @@
KX_ArmatureSensor(SCA_ISensor)
==============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: KX_ArmatureSensor(SCA_ISensor)

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@@ -1,8 +1,6 @@
KX_BlenderMaterial(PyObjectPlus)
================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_BlenderMaterial(PyObjectPlus)
@@ -182,4 +180,3 @@ base class --- :class:`PyObjectPlus`
:return: the material's index
:rtype: integer

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@@ -1,8 +1,6 @@
KX_Camera(KX_GameObject)
========================
.. module:: bge.types
base class --- :class:`KX_GameObject`
.. class:: KX_Camera(KX_GameObject)

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@@ -1,8 +1,6 @@
KX_CameraActuator(SCA_IActuator)
================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_CameraActuator(SCA_IActuator)
@@ -44,4 +42,3 @@ base class --- :class:`SCA_IActuator`
the object this actuator tracks.
:type: :class:`KX_GameObject` or None

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@@ -1,8 +1,6 @@
KX_CharacterWrapper(PyObjectPlus)
=================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_CharacterWrapper(PyObjectPlus)
@@ -42,4 +40,3 @@ base class --- :class:`PyObjectPlus`
.. method:: jump()
The character jumps based on it's jump speed.

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@@ -1,8 +1,6 @@
KX_ConstraintActuator(SCA_IActuator)
====================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_ConstraintActuator(SCA_IActuator)

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@@ -1,8 +1,6 @@
KX_ConstraintWrapper(PyObjectPlus)
==================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_ConstraintWrapper(PyObjectPlus)
@@ -140,4 +138,3 @@ base class --- :class:`PyObjectPlus`
- :class:`~bge.constraints.CONETWIST_CONSTRAINT`
- :class:`~bge.constraints.VEHICLE_CONSTRAINT`
- :class:`~bge.constraints.GENERIC_6DOF_CONSTRAINT`

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@@ -1,8 +1,6 @@
KX_FontObject(KX_GameObject)
============================
.. module:: bge.types
base class --- :class:`KX_GameObject`
.. class:: KX_FontObject(KX_GameObject)
@@ -29,4 +27,3 @@ base class --- :class:`KX_GameObject`
The text displayed by this Font object.
:type: string

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@@ -1,8 +1,6 @@
KX_GameActuator(SCA_IActuator)
==============================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_GameActuator(SCA_IActuator)
@@ -20,4 +18,3 @@ base class --- :class:`SCA_IActuator`
The mode of this actuator. Can be on of :ref:`these constants <game-actuator>`
:type: Int

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@@ -1,8 +1,6 @@
KX_GameObject(SCA_IObject)
==========================
.. module:: bge.types
base class --- :class:`SCA_IObject`
.. class:: KX_GameObject(SCA_IObject)

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@@ -1,8 +1,6 @@
KX_LibLoadStatus(PyObjectPlus)
==============================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_LibLoadStatus(PyObjectPlus)
@@ -48,4 +46,3 @@ base class --- :class:`PyObjectPlus`
The amount of time, in seconds, the lib load took (0 until the operation is complete).
:type: float

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@@ -1,8 +1,6 @@
KX_LightObject(KX_GameObject)
=============================
.. module:: bge.types
base class --- :class:`KX_GameObject`
.. class:: KX_LightObject(KX_GameObject)
@@ -161,4 +159,3 @@ base class --- :class:`KX_GameObject`
.. note::
Higher values result in a more focused light source.

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@@ -1,8 +1,6 @@
KX_MeshProxy(SCA_IObject)
=========================
.. module:: bge.types
base class --- :class:`SCA_IObject`
.. class:: KX_MeshProxy(SCA_IObject)
@@ -131,4 +129,3 @@ base class --- :class:`SCA_IObject`
:type uv_index: integer
:arg uv_index_from: optional uv index to copy from, -1 to transform the current uv.
:type uv_index_from: integer

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@@ -1,8 +1,6 @@
KX_MouseActuator(SCA_IActuator)
====================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_MouseActuator(SCA_IActuator)
@@ -100,4 +98,3 @@ base class --- :class:`SCA_IActuator`
The current rotational offset caused by the mouse actuator in degrees.
:type: list (vector of 2 floats)

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@@ -1,8 +1,6 @@
KX_MouseFocusSensor(SCA_MouseSensor)
====================================
.. module:: bge.types
base class --- :class:`SCA_MouseSensor`
.. class:: KX_MouseFocusSensor(SCA_MouseSensor)

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@@ -1,8 +1,6 @@
KX_NavMeshObject(KX_GameObject)
===============================
.. module:: bge.types
base class --- :class:`KX_GameObject`
.. class:: KX_NavMeshObject(KX_GameObject)
@@ -44,4 +42,3 @@ base class --- :class:`KX_GameObject`
Rebuild the navigation mesh.
:return: None

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@@ -1,8 +1,6 @@
KX_NearSensor(KX_TouchSensor)
=============================
.. module:: bge.types
base class --- :class:`KX_TouchSensor`
.. class:: KX_NearSensor(KX_TouchSensor)
@@ -20,4 +18,3 @@ base class --- :class:`KX_TouchSensor`
The near sensor deactivates when the object exceeds this distance.
:type: float

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@@ -1,8 +1,6 @@
KX_NetworkMessageActuator(SCA_IActuator)
========================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_NetworkMessageActuator(SCA_IActuator)
@@ -32,4 +30,3 @@ base class --- :class:`SCA_IActuator`
Send a property instead of a regular body message.
:type: boolean

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@@ -1,8 +1,6 @@
KX_NetworkMessageSensor(SCA_ISensor)
====================================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: KX_NetworkMessageSensor(SCA_ISensor)
@@ -34,5 +32,3 @@ base class --- :class:`SCA_ISensor`
The list of message bodies received. (read-only).
:type: list of strings

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@@ -1,8 +1,6 @@
KX_ObjectActuator(SCA_IActuator)
================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_ObjectActuator(SCA_IActuator)
@@ -126,4 +124,3 @@ base class --- :class:`SCA_IActuator`
The object that is used as reference to compute the velocity for the servo controller.
:type: :class:`KX_GameObject` or None

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@@ -1,8 +1,6 @@
KX_ParentActuator(SCA_IActuator)
================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_ParentActuator(SCA_IActuator)
@@ -35,4 +33,3 @@ base class --- :class:`SCA_IActuator`
Effective only if the shape is not added to the parent compound shape.
:type: boolean

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@@ -1,8 +1,6 @@
KX_PolyProxy(SCA_IObject)
=========================
.. module:: bge.types
base class --- :class:`SCA_IObject`
.. class:: KX_PolyProxy(SCA_IObject)
@@ -136,4 +134,3 @@ base class --- :class:`SCA_IObject`
:return: mesh proxy
:rtype: :class:`MeshProxy`

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@@ -1,8 +1,6 @@
KX_RadarSensor(KX_NearSensor)
=============================
.. module:: bge.types
base class --- :class:`KX_NearSensor`
.. class:: KX_RadarSensor(KX_NearSensor)
@@ -41,4 +39,3 @@ base class --- :class:`KX_NearSensor`
KX_RADAR_AXIS_POS_X, KX_RADAR_AXIS_POS_Y, KX_RADAR_AXIS_POS_Z,
KX_RADAR_AXIS_NEG_X, KX_RADAR_AXIS_NEG_Y, KX_RADAR_AXIS_NEG_Z

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@@ -1,8 +1,6 @@
KX_RaySensor(SCA_ISensor)
=========================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: KX_RaySensor(SCA_ISensor)
@@ -75,4 +73,3 @@ base class --- :class:`SCA_ISensor`
* KX_RAY_AXIS_NEG_X
* KX_RAY_AXIS_NEG_Y
* KX_RAY_AXIS_NEG_Z

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@@ -1,8 +1,6 @@
KX_SCA_AddObjectActuator(SCA_IActuator)
=======================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SCA_AddObjectActuator(SCA_IActuator)
@@ -52,4 +50,3 @@ base class --- :class:`SCA_IActuator`
adds the object without needing to calling SCA_PythonController.activate()
.. note:: Use objectLastCreated to get the newly created object.

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@@ -1,8 +1,6 @@
KX_SCA_DynamicActuator(SCA_IActuator)
=====================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SCA_DynamicActuator(SCA_IActuator)
@@ -26,4 +24,3 @@ base class --- :class:`SCA_IActuator`
the mass value for the KX_DYN_SET_MASS operation.
:type: float

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@@ -1,8 +1,6 @@
KX_SCA_EndObjectActuator(SCA_IActuator)
=======================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SCA_EndObjectActuator(SCA_IActuator)
@@ -10,4 +8,3 @@ base class --- :class:`SCA_IActuator`
Edit Object Actuator (in End Object mode)
This actuator has no python methods.

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@@ -1,8 +1,6 @@
KX_SCA_ReplaceMeshActuator(SCA_IActuator)
=========================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SCA_ReplaceMeshActuator(SCA_IActuator)
@@ -86,4 +84,3 @@ base class --- :class:`SCA_IActuator`
.. method:: instantReplaceMesh()
Immediately replace mesh without delay.

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@@ -1,8 +1,6 @@
KX_Scene(PyObjectPlus)
======================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_Scene(PyObjectPlus)
@@ -183,4 +181,3 @@ base class --- :class:`PyObjectPlus`
.. method:: drawObstacleSimulation()
Draw debug visualization of obstacle simulation.

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@@ -1,8 +1,6 @@
KX_SceneActuator(SCA_IActuator)
===============================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SceneActuator(SCA_IActuator)
@@ -46,4 +44,3 @@ base class --- :class:`SCA_IActuator`
The mode of the actuator.
:type: integer from 0 to 5.

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@@ -1,8 +1,6 @@
KX_SoundActuator(SCA_IActuator)
===============================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SoundActuator(SCA_IActuator)
@@ -112,4 +110,3 @@ base class --- :class:`SCA_IActuator`
Stops the sound.
:return: None

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@@ -1,8 +1,6 @@
KX_StateActuator(SCA_IActuator)
===============================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_StateActuator(SCA_IActuator)
@@ -26,4 +24,3 @@ base class --- :class:`SCA_IActuator`
The bits that are 0 are will be left unmodified expect for the Copy operation which copies the mask to the object state.
:type: integer

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@@ -1,8 +1,6 @@
KX_SteeringActuator(SCA_IActuator)
==================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SteeringActuator(SCA_IActuator)
@@ -68,4 +66,3 @@ base class --- :class:`SCA_IActuator`
Path update period
:type: int

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@@ -1,8 +1,6 @@
KX_TouchSensor(SCA_ISensor)
===========================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: KX_TouchSensor(SCA_ISensor)
@@ -44,4 +42,3 @@ base class --- :class:`SCA_ISensor`
The material of the object in the face hit by the ray. (read-only).
:type: string

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@@ -1,8 +1,6 @@
KX_TrackToActuator(SCA_IActuator)
=================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_TrackToActuator(SCA_IActuator)

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@@ -1,8 +1,6 @@
KX_VehicleWrapper(PyObjectPlus)
===============================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_VehicleWrapper(PyObjectPlus)
@@ -163,4 +161,3 @@ base class --- :class:`PyObjectPlus`
:arg wheelIndex: the wheel index
:type wheelIndex: integer

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@@ -1,8 +1,6 @@
KX_VertexProxy(SCA_IObject)
===========================
.. module:: bge.types
base class --- :class:`SCA_IObject`
.. class:: KX_VertexProxy(SCA_IObject)
@@ -206,4 +204,3 @@ base class --- :class:`SCA_IObject`
:type: sequence of floats [r, g, b]
:arg normal: the new normal of this vertex.

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@@ -1,8 +1,6 @@
KX_VisibilityActuator(SCA_IActuator)
====================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_VisibilityActuator(SCA_IActuator)
@@ -26,4 +24,3 @@ base class --- :class:`SCA_IActuator`
whether the visibility/occlusion should be propagated to all children of the object.
:type: boolean

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@@ -1,8 +1,6 @@
KX_WorldInfo(PyObjectPlus)
=============================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_WorldInfo(PyObjectPlus)

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@@ -1,8 +1,6 @@
PyObjectPlus
============
.. module:: bge.types
.. class:: PyObjectPlus
PyObjectPlus base class of most other types in the Game Engine.
@@ -18,4 +16,3 @@ PyObjectPlus
The invalid attribute allows testing for this case without exception handling.
:type: boolean

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@@ -1,8 +1,6 @@
SCA_2DFilterActuator(SCA_IActuator)
===================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: SCA_2DFilterActuator(SCA_IActuator)
@@ -46,4 +44,3 @@ base class --- :class:`SCA_IActuator`
argument for motion blur filter.
:type: float (0.0-100.0)

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@@ -1,8 +1,6 @@
SCA_ANDController(SCA_IController)
==================================
.. module:: bge.types
base class --- :class:`SCA_IController`
.. class:: SCA_ANDController(SCA_IController)
@@ -10,4 +8,3 @@ base class --- :class:`SCA_IController`
An AND controller activates only when all linked sensors are activated.
There are no special python methods for this controller.

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@@ -1,8 +1,6 @@
SCA_ActuatorSensor(SCA_ISensor)
===============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_ActuatorSensor(SCA_ISensor)
@@ -16,4 +14,3 @@ base class --- :class:`SCA_ISensor`
the name of the actuator that the sensor is monitoring.
:type: string

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@@ -1,11 +1,8 @@
SCA_AlwaysSensor(SCA_ISensor)
=============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_AlwaysSensor(SCA_ISensor)
This sensor is always activated.

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@@ -1,8 +1,6 @@
SCA_DelaySensor(SCA_ISensor)
============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_DelaySensor(SCA_ISensor)
@@ -36,4 +34,3 @@ base class --- :class:`SCA_ISensor`
1 if the OFF-ON cycle should be repeated indefinately, 0 if it should run once.
:type: integer

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@@ -1,11 +1,8 @@
SCA_IActuator(SCA_ILogicBrick)
==============================
.. module:: bge.types
base class --- :class:`SCA_ILogicBrick`
.. class:: SCA_IActuator(SCA_ILogicBrick)
Base class for all actuator logic bricks.

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@@ -1,8 +1,6 @@
SCA_IController(SCA_ILogicBrick)
================================
.. module:: bge.types
base class --- :class:`SCA_ILogicBrick`
.. class:: SCA_IController(SCA_ILogicBrick)
@@ -52,4 +50,3 @@ base class --- :class:`SCA_ILogicBrick`
.. note::
Order of execution between high priority controllers is not guaranteed.

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@@ -1,8 +1,6 @@
SCA_ILogicBrick(CValue)
=======================
.. module:: bge.types
base class --- :class:`CValue`
.. class:: SCA_ILogicBrick(CValue)
@@ -26,4 +24,3 @@ base class --- :class:`CValue`
The name of this logic brick (read-only).
:type: string

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@@ -1,11 +1,8 @@
SCA_IObject(CValue)
===================
.. module:: bge.types
base class --- :class:`CValue`
.. class:: SCA_IObject(CValue)
This class has no python functions

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@@ -1,8 +1,6 @@
SCA_ISensor(SCA_ILogicBrick)
============================
.. module:: bge.types
base class --- :class:`SCA_ILogicBrick`
.. class:: SCA_ISensor(SCA_ILogicBrick)
@@ -98,4 +96,3 @@ base class --- :class:`SCA_ILogicBrick`
Reset sensor internal state, effect depends on the type of sensor and settings.
The sensor is put in its initial state as if it was just activated.

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@@ -1,8 +1,6 @@
SCA_JoystickSensor(SCA_ISensor)
===============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_JoystickSensor(SCA_ISensor)
@@ -130,4 +128,3 @@ base class --- :class:`SCA_ISensor`
:type buttonIndex: integer
:return: The current pressed state of the specified button.
:rtype: boolean

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@@ -1,8 +1,6 @@
SCA_KeyboardSensor(SCA_ISensor)
===============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_KeyboardSensor(SCA_ISensor)
@@ -61,4 +59,3 @@ base class --- :class:`SCA_ISensor`
:type keycode: integer
:return: The state of the given key, can be one of :ref:`these constants<input-status>`
:rtype: int

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@@ -1,8 +1,6 @@
SCA_MouseSensor(SCA_ISensor)
============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_MouseSensor(SCA_ISensor)
@@ -36,4 +34,3 @@ base class --- :class:`SCA_ISensor`
:type button: int
:return: The state of the given key, can be one of :ref:`these constants<input-status>`
:rtype: int

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@@ -1,8 +1,6 @@
SCA_NANDController(SCA_IController)
===================================
.. module:: bge.types
base class --- :class:`SCA_IController`
.. class:: SCA_NANDController(SCA_IController)
@@ -10,4 +8,3 @@ base class --- :class:`SCA_IController`
An NAND controller activates when all linked sensors are not active.
There are no special python methods for this controller.

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@@ -1,8 +1,6 @@
SCA_NORController(SCA_IController)
==================================
.. module:: bge.types
base class --- :class:`SCA_IController`
.. class:: SCA_NORController(SCA_IController)
@@ -10,4 +8,3 @@ base class --- :class:`SCA_IController`
An NOR controller activates only when all linked sensors are de-activated.
There are no special python methods for this controller.

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@@ -1,8 +1,6 @@
SCA_ORController(SCA_IController)
=================================
.. module:: bge.types
base class --- :class:`SCA_IController`
.. class:: SCA_ORController(SCA_IController)
@@ -10,4 +8,3 @@ base class --- :class:`SCA_IController`
An OR controller activates when any connected sensor activates.
There are no special python methods for this controller.

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@@ -1,8 +1,6 @@
SCA_PropertyActuator(SCA_IActuator)
===================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: SCA_PropertyActuator(SCA_IActuator)
@@ -26,4 +24,3 @@ base class --- :class:`SCA_IActuator`
TODO - add constants to game logic dict!.
:type: integer

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@@ -1,8 +1,6 @@
SCA_PropertySensor(SCA_ISensor)
===============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_PropertySensor(SCA_ISensor)
@@ -38,4 +36,3 @@ base class --- :class:`SCA_ISensor`
the maximum value of the range used to evaluate the property when in interval mode.
:type: string

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@@ -1,8 +1,6 @@
SCA_PythonController(SCA_IController)
=====================================
.. module:: bge.types
base class --- :class:`SCA_IController`
.. class:: SCA_PythonController(SCA_IController)
@@ -51,4 +49,3 @@ base class --- :class:`SCA_IController`
:arg actuator: The actuator to operate on.
:type actuator: actuator or the actuator name as a string

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@@ -1,8 +1,6 @@
SCA_PythonJoystick(PyObjectPlus)
================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: SCA_PythonJoystick(PyObjectPlus)
@@ -74,4 +72,3 @@ base class --- :class:`PyObjectPlus`
The number of hats for the joystick at this index. (read-only).
:type: integer

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@@ -1,8 +1,6 @@
SCA_PythonKeyboard(PyObjectPlus)
================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: SCA_PythonKeyboard(PyObjectPlus)
@@ -34,4 +32,3 @@ base class --- :class:`PyObjectPlus`
:arg text: New clipboard text
:type text: string

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@@ -1,8 +1,6 @@
SCA_PythonMouse(PyObjectPlus)
=============================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: SCA_PythonMouse(PyObjectPlus)
@@ -32,4 +30,3 @@ base class --- :class:`PyObjectPlus`
The visibility of the mouse cursor.
:type: boolean

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@@ -1,8 +1,6 @@
SCA_RandomActuator(SCA_IActuator)
=================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: SCA_RandomActuator(SCA_IActuator)
@@ -124,4 +122,3 @@ base class --- :class:`SCA_IActuator`
The half-life 'time' is characterized by half_life.
:type half_life: float

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@@ -1,8 +1,6 @@
SCA_RandomSensor(SCA_ISensor)
=============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_RandomSensor(SCA_ISensor)
@@ -20,4 +18,3 @@ base class --- :class:`SCA_ISensor`
The seed of the random number generator.
:type: integer

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@@ -1,8 +1,6 @@
SCA_XNORController(SCA_IController)
===================================
.. module:: bge.types
base class --- :class:`SCA_IController`
.. class:: SCA_XNORController(SCA_IController)
@@ -10,4 +8,3 @@ base class --- :class:`SCA_IController`
An XNOR controller activates when all linked sensors are the same (activated or inative).
There are no special python methods for this controller.

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@@ -1,8 +1,6 @@
SCA_XORController(SCA_IController)
==================================
.. module:: bge.types
base class --- :class:`SCA_IController`
.. class:: SCA_XORController(SCA_IController)
@@ -10,4 +8,3 @@ base class --- :class:`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.