Better use of booleans for python #include fixes for Windows Python Doc fixes Use the farthest vertex as the face position when z sorting faces. (Camera is on -z axis!)
		
			
				
	
	
		
			71 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			71 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| # $Id$
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| # Documentation for KX_Scene.py
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| 
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| class KX_Scene:
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| 	"""
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| 	Scene.
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| 	
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| 	The activity culling stuff is supposed to disable logic bricks when their owner gets too far
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| 	from the active camera.  It was taken from some code lurking at the back of KX_Scene - who knows 
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| 	what it does!
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| 	
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| 	Example::
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| 		import GameLogic
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| 		
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| 		# get the scene
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| 		scene = GameLogic.getCurrentScene()
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| 		
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| 		# print all the objects in the scene
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| 		for obj in scene.getObjectList():
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| 			print obj.getName()
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| 		
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| 		# get an object named 'Cube'
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| 		obj = scene.getObjectList()["OBCube"]
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| 		
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| 		# get the first object in the scene.
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| 		obj = scene.getObjectList()[0]
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| 	
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| 	Example::
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| 		# Get the depth of an object in the camera view.
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| 		import GameLogic
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| 		
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| 		obj = GameLogic.getCurrentController().getOwner()
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| 		cam = GameLogic.getCurrentScene().active_camera
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| 		
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| 		# Depth is negative and decreasing further from the camera
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| 		depth = obj.position[0]*cam.world_to_camera[2][0] + obj.position[1]*cam.world_to_camera[2][1] + obj.position[2]*cam.world_to_camera[2][2] + cam.world_to_camera[2][3]
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| 	
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| 	@bug: All attributes are read only at the moment.
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| 		
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| 	@ivar name: The scene's name
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| 	@type name: string
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| 	@ivar active_camera: The current active camera
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| 	@type active_camera: L{KX_Camera}
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| 	@ivar suspended: True if the scene is suspended.
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| 	@type suspended: boolean
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| 	@ivar activity_culling: True if the scene is activity culling
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| 	@type activity_culling: boolean
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| 	@ivar activity_culling_radius: The distance outside which to do activity culling.  Measured in manhattan distance.
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| 	@type activity_culling_radius: float
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| 	"""
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| 	
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| 	def getLightList():
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| 		"""
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| 		Returns the list of lights in the scene.
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| 		
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| 		@rtype: list [L{KX_Light}]
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| 		"""
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| 	def getObjectList():
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| 		"""
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| 		Returns the list of objects in the scene.
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| 		
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| 		@rtype: list [L{KX_GameObject}]
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| 		"""
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| 	def getName():
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| 		"""
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| 		Returns the name of the scene.
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| 		
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| 		@rtype: string
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| 		"""
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| 
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