This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/doc/python_api/rst/bge.logic.rst
Benoit Bolsee 40f1c4f343 BGE: Various render improvements.
bge.logic.setRender(flag) to enable/disable render.
    The render pass is enabled by default but it can be disabled with
    bge.logic.setRender(False).
    Once disabled, the render pass is skipped and a new logic frame starts
    immediately. Note that VSync no longer limits the fps when render is off
    but the 'Use Frame Rate' option in the Render Properties still does.
    To run as many frames as possible, untick the option
    This function is useful when you don't need the default render, e.g.
    when doing offscreen render to an alternate device than the monitor.
    Note that without VSync, you must limit the frame rate by other means.

fbo = bge.render.offScreenCreate(width,height,[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
    Use this method to create an offscreen buffer of given size, with given MSAA
    samples and targetting either a render buffer (bge.render.RAS_OFS_RENDER_BUFFER)
    or a texture (bge.render.RAS_OFS_RENDER_TEXTURE). Use the former if you want to
    retrieve the frame buffer on the host and the latter if you want to pass the render
    to another context (texture are proper OGL object, render buffers aren't)
    The object created by this function can only be used as a parameter of the
    bge.texture.ImageRender() constructor to send the the render to the FBO rather
    than to the frame buffer. This is best suited when you want to create a render
    of specific size, or if you need an image with an alpha channel.

bge.texture.<imagetype>.refresh(buffer=None, format="RGBA", ts=-1.0)
    Without arg, the refresh method of the image objects is pretty much a no-op, it
    simply invalidates the image so that on next texture refresh, the image will
    be recalculated.
    It is now possible to pass an optional buffer object to transfer the image (and
    recalculate it if it was invalid) to an external object. The object must implement
    the 'buffer protocol'. The image will be transfered as "RGBA" or "BGRA" pixels
    depending on format argument (only those 2 formats are supported) and ts is an
    optional timestamp in the image depends on it (e.g. VideoFFmpeg playing a video file).
    With this function you don't need anymore to link the image object to a Texture
    object to use: the image object is self-sufficient.

bge.texture.ImageRender(scene, camera, fbo=None)
    Render to buffer is possible by passing a FBO object (see offScreenCreate).

bge.texture.ImageRender.render()
    Allows asynchronous render: call this method to render the scene but without
    extracting the pixels yet. The function returns as soon as the render commands
    have been send to the GPU. The render will proceed asynchronously in the GPU
    while the host can perform other tasks.
    To complete the render, you can either call refresh() directly of refresh the texture
    to which this object is the source. Asynchronous render is useful to achieve optimal
    performance: call render() on frame N and refresh() on frame N+1 to give as much as
    time as possible to the GPU to render the frame while the game engine can perform other tasks.

Support negative scale on camera.
    Camera scale was previously ignored in the BGE.
    It is now injected in the modelview matrix as a vertical or horizontal flip
    of the scene (respectively if scaleY<0 and scaleX<0).
    Note that the actual value of the scale is not used, only the sign.
    This allows to flip the image produced by ImageRender() without any performance
    degradation: the flip is integrated in the render itself.

Optimized image transfer from ImageRender to buffer.
    Previously, images that were transferred to the host were always going through
    buffers in VideoTexture. It is now possible to transfer ImageRender
    images to external buffer without intermediate copy (i.e. directly from OGL to buffer)
    if the attributes of the ImageRender objects are set as follow:
       flip=False, alpha=True, scale=False, depth=False, zbuff=False.
       (if you need to flip the image, use camera negative scale)
2016-06-11 22:05:20 +02:00

32 KiB
Raw Blame History

Game Logic (bge.logic)

Introduction

Module to access logic functions, imported automatically into the python controllers namespace.

# To get the controller thats running this python script:
cont = bge.logic.getCurrentController() # bge.logic is automatically imported

# To get the game object this controller is on:
obj = cont.owner

KX_GameObject and KX_Camera or KX_LightObject methods are available depending on the type of object

# To get a sensor linked to this controller.
# "sensorname" is the name of the sensor as defined in the Blender interface.
# +---------------------+  +--------+
# | Sensor "sensorname" +--+ Python +
# +---------------------+  +--------+
sens = cont.sensors["sensorname"]

# To get a sequence of all sensors:
sensors = co.sensors

See the sensors reference for available methods:

  • KX_MouseFocusSensor

  • KX_NearSensor

  • KX_NetworkMessageSensor

  • KX_RadarSensor

  • KX_RaySensor

  • KX_TouchSensor

  • SCA_DelaySensor

  • SCA_JoystickSensor

  • SCA_KeyboardSensor

  • SCA_MouseSensor

  • SCA_PropertySensor

  • SCA_RandomSensor

You can also access actuators linked to the controller

# To get an actuator attached to the controller:
#                          +--------+  +-------------------------+
#                          + Python +--+ Actuator "actuatorname" |
#                          +--------+  +-------------------------+
actuator = co.actuators["actuatorname"]

# Activate an actuator
controller.activate(actuator)

See the actuators reference for available methods

  • BL_ActionActuator

  • KX_CameraActuator

  • KX_ConstraintActuator

  • KX_GameActuator

  • KX_MouseActuator

  • KX_NetworkMessageActuator

  • KX_ObjectActuator

  • KX_ParentActuator

  • KX_SCA_AddObjectActuator

  • KX_SCA_DynamicActuator

  • KX_SCA_EndObjectActuator

  • KX_SCA_ReplaceMeshActuator

  • KX_SceneActuator

  • KX_SoundActuator

  • KX_StateActuator

  • KX_TrackToActuator

  • KX_VisibilityActuator

  • SCA_2DFilterActuator

  • SCA_PropertyActuator

  • SCA_RandomActuator

Most logic bricks methods are accessors for the properties available in the logic buttons. Consult the logic bricks documentation for more information on how each logic brick works.

There are also methods to access the current bge.types.KX_Scene

# Get the current scene
scene = bge.logic.getCurrentScene()

# Get the current camera
cam = scene.active_camera

Matricies as used by the game engine are row major matrix[row][col] = float

bge.types.KX_Camera has some examples using matrices.

Variables

bge.logic.globalDict

A dictionary that is saved between loading blend files so you can use it to store inventory and other variables you want to store between scenes and blend files. It can also be written to a file and loaded later on with the game load/save actuators.

Note

only python built in types such as int/string/bool/float/tuples/lists can be saved, GameObjects, Actuators etc will not work as expected.

bge.logic.keyboard

The current keyboard wrapped in an SCA_PythonKeyboard object.

bge.logic.mouse

The current mouse wrapped in an SCA_PythonMouse object.

bge.logic.joysticks

A list of attached SCA_PythonJoystick. The list size is the maximum number of supported joysticks. If no joystick is available for a given slot, the slot is set to None.

General functions

bge.logic.getCurrentController()

Gets the Python controller associated with this Python script.

Return type:

bge.types.SCA_PythonController

bge.logic.getCurrentScene()

Gets the current Scene.

Return type:

bge.types.KX_Scene

bge.logic.getSceneList()

Gets a list of the current scenes loaded in the game engine.

Return type:

list of bge.types.KX_Scene

Note

Scenes in your blend file that have not been converted wont be in this list. This list will only contain scenes such as overlays scenes.

bge.logic.loadGlobalDict()

Loads bge.logic.globalDict from a file.

bge.logic.saveGlobalDict()

Saves bge.logic.globalDict to a file.

bge.logic.startGame(blend)

Loads the blend file.

Parameters:

blend (string) The name of the blend file

bge.logic.endGame()

Ends the current game.

bge.logic.restartGame()

Restarts the current game by reloading the .blend file (the last saved version, not what is currently running).

bge.logic.LibLoad(blend, type, data, load_actions=False, verbose=False, load_scripts=True, async=False)

Converts the all of the datablocks of the given type from the given blend.

Parameters:
  • blend (string) The path to the blend file (or the name to use for the library if data is supplied)

  • type (string) The datablock type (currently only “Action”, “Mesh” and “Scene” are supported)

  • data (bytes) Binary data from a blend file (optional)

  • load_actions (bool) Search for and load all actions in a given Scene and not just the “active” actions (Scene type only)

  • verbose (bool) Whether or not to print debugging information (e.g., “SceneName: Scene”)

  • load_scripts (bool) Whether or not to load text datablocks as well (can be disabled for some extra security)

  • async (bool) Whether or not to do the loading asynchronously (in another thread). Only the “Scene” type is currently supported for this feature.

Return type:

bge.types.KX_LibLoadStatus

Note

Asynchronously loaded libraries will not be available immediately after LibLoad() returns. Use the returned KX_LibLoadStatus to figure out when the libraries are ready.

bge.logic.LibNew(name, type, data)

Uses existing datablock data and loads in as a new library.

Parameters:
  • name (string) A unique library name used for removal later

  • type (string) The datablock type (currently only “Mesh” is supported)

  • data (list of strings) A list of names of the datablocks to load

bge.logic.LibFree(name)

Frees a library, removing all objects and meshes from the currently active scenes.

Parameters:

name (string) The name of the library to free (the name used in LibNew)

bge.logic.LibList()

Returns a list of currently loaded libraries.

Return type:

list [str]

bge.logic.addScene(name, overlay=1)

Loads a scene into the game engine.

Note

This function is not effective immediately, the scene is queued and added on the next logic cycle where it will be available from getSceneList

Parameters:
  • name (string) The name of the scene

  • overlay (integer) Overlay or underlay (optional)

bge.logic.sendMessage(subject, body='', to='', message_from='')

Sends a message to sensors in any active scene.

Parameters:
  • subject (string) The subject of the message

  • body (string) The body of the message (optional)

  • to (string) The name of the object to send the message to (optional)

  • message_from (string) The name of the object that the message is coming from (optional)

bge.logic.setGravity(gravity)

Sets the world gravity.

Parameters:

gravity (Vector((fx, fy, fz))) gravity vector

bge.logic.getSpectrum()

Returns a 512 point list from the sound card. This only works if the fmod sound driver is being used.

Return type:

list [float], len(getSpectrum()) == 512

bge.logic.getMaxLogicFrame()

Gets the maximum number of logic frames per render frame.

Returns:

The maximum number of logic frames per render frame

Return type:

integer

bge.logic.setMaxLogicFrame(maxlogic)

Sets the maximum number of logic frames that are executed per render frame. This does not affect the physic system that still runs at full frame rate.

Parameters:

maxlogic (integer) The new maximum number of logic frames per render frame. Valid values: 1..5

bge.logic.getMaxPhysicsFrame()

Gets the maximum number of physics frames per render frame.

Returns:

The maximum number of physics frames per render frame

Return type:

integer

bge.logic.setMaxPhysicsFrame(maxphysics)

Sets the maximum number of physics timestep that are executed per render frame. Higher value allows physics to keep up with realtime even if graphics slows down the game. Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate) maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.

Parameters:

maxphysics (integer) The new maximum number of physics timestep per render frame. Valid values: 1..5.

bge.logic.getLogicTicRate()

Gets the logic update frequency.

Returns:

The logic frequency in Hz

Return type:

float

bge.logic.setLogicTicRate(ticrate)

Sets the logic update frequency.

The logic update frequency is the number of times logic bricks are executed every second. The default is 60 Hz.

Parameters:

ticrate (float) The new logic update frequency (in Hz).

bge.logic.getPhysicsTicRate()

Gets the physics update frequency

Returns:

The physics update frequency in Hz

Return type:

float

bge.logic.setPhysicsTicRate(ticrate)

Sets the physics update frequency

The physics update frequency is the number of times the physics system is executed every second. The default is 60 Hz.

Parameters:

ticrate (float) The new update frequency (in Hz).

bge.logic.getAnimRecordFrame()

Gets the current frame number used for recording animations. This number is incremented automatically by Blender when the “Record animation” feature is turned on.

Return type:

int

bge.logic.setAnimRecordFrame(framenr)

Sets the current frame number used for recording animations. This number is automatically incremented by Blender when the “Record animation” feature is turned on.

The frame number Must be non-negative, unless Blender has bpy.types.UserPreferencesEdit.use_negative_frames enabled in its user preferences. Only use non-negative numbers to be on the safe side, unless you know what you are doing.

Parameters:

framenr (int) The new frame number.

bge.logic.getExitKey()

Gets the key used to exit the game engine

Returns:

The key (defaults to bge.events.ESCKEY)

Return type:

int

bge.logic.setExitKey(key)

Sets the key used to exit the game engine

Parameters:

key (int) A key constant from bge.events

bge.logic.NextFrame()

Render next frame (if Python has control)

bge.logic.setRender(render)

Sets the global flag that controls the render of the scene. If True, the render is done after the logic frame. If False, the render is skipped and another logic frame starts immediately.

Note

GPU VSync no longer limits the number of frame per second when render is off, but the Use Frame Rate option still regulates the fps. To run as many frames as possible, untick this option (Render Properties, System panel).

Parameters:

render (bool) the render flag

bge.logic.getRender()

Get the current value of the global render flag

Returns:

The flag value

Return type:

bool

Utility functions

bge.logic.expandPath(path)

Converts a blender internal path into a proper file system path.

Use / as directory separator in path You can use // at the start of the string to define a relative path; Blender replaces that string by the directory of the current .blend or runtime file to make a full path name. The function also converts the directory separator to the local file system format.

Parameters:

path (string) The path string to be converted/expanded.

Returns:

The converted string

Return type:

string

bge.logic.getAverageFrameRate()

Gets the estimated/average framerate for all the active scenes, not only the current scene.

Returns:

The estimated average framerate in frames per second

Return type:

float

bge.logic.getBlendFileList(path='//')

Returns a list of blend files in the same directory as the open blend file, or from using the option argument.

Parameters:

path (string) Optional directory argument, will be expanded (like expandPath) into the full path.

Returns:

A list of filenames, with no directory prefix

Return type:

list

bge.logic.getRandomFloat()

Returns a random floating point value in the range [0 - 1)

bge.logic.PrintGLInfo()

Prints GL Extension Info into the console

bge.logic.PrintMemInfo()

Prints engine statistics into the console

bge.logic.getProfileInfo()

Returns a Python dictionary that contains the same information as the on screen profiler. The keys are the profiler categories and the values are tuples with the first element being time taken (in ms) and the second element being the percentage of total time.

Constants

bge.logic.KX_TRUE

True value used by some modules.

bge.logic.KX_FALSE

False value used by some modules.

Sensors

Sensor Status

bge.logic.KX_SENSOR_INACTIVE
bge.logic.KX_SENSOR_JUST_ACTIVATED
bge.logic.KX_SENSOR_ACTIVE
bge.logic.KX_SENSOR_JUST_DEACTIVATED

Armature Sensor

See bge.types.KX_ArmatureSensor.type

bge.logic.KX_ARMSENSOR_STATE_CHANGED

Detect that the constraint is changing state (active/inactive)

Value:

0

bge.logic.KX_ARMSENSOR_LIN_ERROR_BELOW

Detect that the constraint linear error is above a threshold

Value:

1

bge.logic.KX_ARMSENSOR_LIN_ERROR_ABOVE

Detect that the constraint linear error is below a threshold

Value:

2

bge.logic.KX_ARMSENSOR_ROT_ERROR_BELOW

Detect that the constraint rotation error is above a threshold

Value:

3

bge.logic.KX_ARMSENSOR_ROT_ERROR_ABOVE

Detect that the constraint rotation error is below a threshold

Value:

4

Property Sensor

bge.logic.KX_PROPSENSOR_EQUAL

Activate when the property is equal to the sensor value.

Value:

1

bge.logic.KX_PROPSENSOR_NOTEQUAL

Activate when the property is not equal to the sensor value.

Value:

2

bge.logic.KX_PROPSENSOR_INTERVAL

Activate when the property is between the specified limits.

Value:

3

bge.logic.KX_PROPSENSOR_CHANGED

Activate when the property changes

Value:

4

bge.logic.KX_PROPSENSOR_EXPRESSION

Activate when the expression matches

Value:

5

bge.logic.KX_PROPSENSOR_LESSTHAN

Activate when the property is less than the sensor value

Value:

6

bge.logic.KX_PROPSENSOR_GREATERTHAN

Activate when the property is greater than the sensor value

Value:

7

Radar Sensor

See bge.types.KX_RadarSensor

bge.logic.KX_RADAR_AXIS_POS_X
bge.logic.KX_RADAR_AXIS_POS_Y
bge.logic.KX_RADAR_AXIS_POS_Z
bge.logic.KX_RADAR_AXIS_NEG_X
bge.logic.KX_RADAR_AXIS_NEG_Y
bge.logic.KX_RADAR_AXIS_NEG_Z

Ray Sensor

See bge.types.KX_RaySensor

bge.logic.KX_RAY_AXIS_POS_X
bge.logic.KX_RAY_AXIS_POS_Y
bge.logic.KX_RAY_AXIS_POS_Z
bge.logic.KX_RAY_AXIS_NEG_X
bge.logic.KX_RAY_AXIS_NEG_Y
bge.logic.KX_RAY_AXIS_NEG_Z

Actuators

Action Actuator

See bge.types.BL_ActionActuator

bge.logic.KX_ACTIONACT_PLAY
bge.logic.KX_ACTIONACT_PINGPONG
bge.logic.KX_ACTIONACT_FLIPPER
bge.logic.KX_ACTIONACT_LOOPSTOP
bge.logic.KX_ACTIONACT_LOOPEND
bge.logic.KX_ACTIONACT_PROPERTY

Armature Actuator

See bge.types.BL_ArmatureActuator.type

bge.logic.KX_ACT_ARMATURE_RUN

Just make sure the armature will be updated on the next graphic frame. This is the only persistent mode of the actuator: it executes automatically once per frame until stopped by a controller

Value:

0

bge.logic.KX_ACT_ARMATURE_ENABLE

Enable the constraint.

Value:

1

bge.logic.KX_ACT_ARMATURE_DISABLE

Disable the constraint (runtime constraint values are not updated).

Value:

2

bge.logic.KX_ACT_ARMATURE_SETTARGET

Change target and subtarget of constraint.

Value:

3

bge.logic.KX_ACT_ARMATURE_SETWEIGHT

Change weight of constraint (IK only).

Value:

4

bge.logic.KX_ACT_ARMATURE_SETINFLUENCE

Change influence of constraint.

Value:

5

Constraint Actuator

See bge.types.KX_ConstraintActuator.option

  • Applicable to Distance constraint:

bge.logic.KX_CONSTRAINTACT_NORMAL

Activate alignment to surface

bge.logic.KX_CONSTRAINTACT_DISTANCE

Activate distance control

bge.logic.KX_CONSTRAINTACT_LOCAL

Direction of the ray is along the local axis

  • Applicable to Force field constraint:

bge.logic.KX_CONSTRAINTACT_DOROTFH

Force field act on rotation as well

  • Applicable to both:

bge.logic.KX_CONSTRAINTACT_MATERIAL

Detect material rather than property

bge.logic.KX_CONSTRAINTACT_PERMANENT

No deactivation if ray does not hit target

See bge.types.KX_ConstraintActuator.limit

bge.logic.KX_CONSTRAINTACT_LOCX

Limit X coord.

bge.logic.KX_CONSTRAINTACT_LOCY

Limit Y coord

bge.logic.KX_CONSTRAINTACT_LOCZ

Limit Z coord

bge.logic.KX_CONSTRAINTACT_ROTX

Limit X rotation

bge.logic.KX_CONSTRAINTACT_ROTY

Limit Y rotation

bge.logic.KX_CONSTRAINTACT_ROTZ

Limit Z rotation

bge.logic.KX_CONSTRAINTACT_DIRNX

Set distance along negative X axis

bge.logic.KX_CONSTRAINTACT_DIRNY

Set distance along negative Y axis

bge.logic.KX_CONSTRAINTACT_DIRNZ

Set distance along negative Z axis

bge.logic.KX_CONSTRAINTACT_DIRPX

Set distance along positive X axis

bge.logic.KX_CONSTRAINTACT_DIRPY

Set distance along positive Y axis

bge.logic.KX_CONSTRAINTACT_DIRPZ

Set distance along positive Z axis

bge.logic.KX_CONSTRAINTACT_ORIX

Set orientation of X axis

bge.logic.KX_CONSTRAINTACT_ORIY

Set orientation of Y axis

bge.logic.KX_CONSTRAINTACT_ORIZ

Set orientation of Z axis

bge.logic.KX_CONSTRAINTACT_FHNX

Set force field along negative X axis

bge.logic.KX_CONSTRAINTACT_FHNY

Set force field along negative Y axis

bge.logic.KX_CONSTRAINTACT_FHNZ

Set force field along negative Z axis

bge.logic.KX_CONSTRAINTACT_FHPX

Set force field along positive X axis

bge.logic.KX_CONSTRAINTACT_FHPY

Set force field along positive Y axis

bge.logic.KX_CONSTRAINTACT_FHPZ

Set force field along positive Z axis

Dynamic Actuator

See bge.types.KX_SCA_DynamicActuator

bge.logic.KX_DYN_RESTORE_DYNAMICS
bge.logic.KX_DYN_DISABLE_DYNAMICS
bge.logic.KX_DYN_ENABLE_RIGID_BODY
bge.logic.KX_DYN_DISABLE_RIGID_BODY
bge.logic.KX_DYN_SET_MASS

Game Actuator

See bge.types.KX_GameActuator

bge.logic.KX_GAME_LOAD
bge.logic.KX_GAME_START
bge.logic.KX_GAME_RESTART
bge.logic.KX_GAME_QUIT
bge.logic.KX_GAME_SAVECFG
bge.logic.KX_GAME_LOADCFG

Mouse Actuator

bge.logic.KX_ACT_MOUSE_OBJECT_AXIS_X
bge.logic.KX_ACT_MOUSE_OBJECT_AXIS_Y
bge.logic.KX_ACT_MOUSE_OBJECT_AXIS_Z

Parent Actuator

bge.logic.KX_PARENT_REMOVE
bge.logic.KX_PARENT_SET

Random Distributions

See bge.types.SCA_RandomActuator

bge.logic.KX_RANDOMACT_BOOL_CONST
bge.logic.KX_RANDOMACT_BOOL_UNIFORM
bge.logic.KX_RANDOMACT_BOOL_BERNOUILLI
bge.logic.KX_RANDOMACT_INT_CONST
bge.logic.KX_RANDOMACT_INT_UNIFORM
bge.logic.KX_RANDOMACT_INT_POISSON
bge.logic.KX_RANDOMACT_FLOAT_CONST
bge.logic.KX_RANDOMACT_FLOAT_UNIFORM
bge.logic.KX_RANDOMACT_FLOAT_NORMAL
bge.logic.KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL

Scene Actuator

See bge.types.KX_SceneActuator

bge.logic.KX_SCENE_RESTART
bge.logic.KX_SCENE_SET_SCENE
bge.logic.KX_SCENE_SET_CAMERA
bge.logic.KX_SCENE_ADD_FRONT_SCENE
bge.logic.KX_SCENE_ADD_BACK_SCENE
bge.logic.KX_SCENE_REMOVE_SCENE
bge.logic.KX_SCENE_SUSPEND
bge.logic.KX_SCENE_RESUME

Sound Actuator

See bge.types.KX_SoundActuator

bge.logic.KX_SOUNDACT_PLAYSTOP
Value:

1

bge.logic.KX_SOUNDACT_PLAYEND
Value:

2

bge.logic.KX_SOUNDACT_LOOPSTOP
Value:

3

bge.logic.KX_SOUNDACT_LOOPEND
Value:

4

bge.logic.KX_SOUNDACT_LOOPBIDIRECTIONAL
Value:

5

bge.logic.KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP
Value:

6

Steering Actuator

See bge.types.KX_SteeringActuator.behavior

bge.logic.KX_STEERING_SEEK
Value:

1

bge.logic.KX_STEERING_FLEE
Value:

2

bge.logic.KX_STEERING_PATHFOLLOWING
Value:

3

TrackTo Actuator

See bge.types.KX_TrackToActuator

bge.logic.KX_TRACK_UPAXIS_POS_X
bge.logic.KX_TRACK_UPAXIS_POS_Y
bge.logic.KX_TRACK_UPAXIS_POS_Z
bge.logic.KX_TRACK_TRAXIS_POS_X
bge.logic.KX_TRACK_TRAXIS_POS_Y
bge.logic.KX_TRACK_TRAXIS_POS_Z
bge.logic.KX_TRACK_TRAXIS_NEG_X
bge.logic.KX_TRACK_TRAXIS_NEG_Y
bge.logic.KX_TRACK_TRAXIS_NEG_Z

Various

2D Filter

bge.logic.RAS_2DFILTER_BLUR
Value:

2

bge.logic.RAS_2DFILTER_CUSTOMFILTER

Customer filter, the code code is set via shaderText property.

Value:

12

bge.logic.RAS_2DFILTER_DILATION
Value:

4

bge.logic.RAS_2DFILTER_DISABLED

Disable the filter that is currently active

Value:

-1

bge.logic.RAS_2DFILTER_ENABLED

Enable the filter that was previously disabled

Value:

-2

bge.logic.RAS_2DFILTER_EROSION
Value:

5

bge.logic.RAS_2DFILTER_GRAYSCALE
Value:

9

bge.logic.RAS_2DFILTER_INVERT
Value:

11

bge.logic.RAS_2DFILTER_LAPLACIAN
Value:

6

bge.logic.RAS_2DFILTER_MOTIONBLUR

Create and enable preset filters

Value:

1

bge.logic.RAS_2DFILTER_NOFILTER

Disable and destroy the filter that is currently active

Value:

0

bge.logic.RAS_2DFILTER_PREWITT
Value:

8

bge.logic.RAS_2DFILTER_SEPIA
Value:

10

bge.logic.RAS_2DFILTER_SHARPEN
Value:

3

bge.logic.RAS_2DFILTER_SOBEL
Value:

7

Armature Channel

See bge.types.BL_ArmatureChannel.rotation_mode

bge.logic.ROT_MODE_QUAT

Use quaternion in rotation attribute to update bone rotation.

Value:

0

bge.logic.ROT_MODE_XYZ

Use euler_rotation and apply angles on bones Z, Y, X axis successively.

Value:

1

bge.logic.ROT_MODE_XZY

Use euler_rotation and apply angles on bones Y, Z, X axis successively.

Value:

2

bge.logic.ROT_MODE_YXZ

Use euler_rotation and apply angles on bones Z, X, Y axis successively.

Value:

3

bge.logic.ROT_MODE_YZX

Use euler_rotation and apply angles on bones X, Z, Y axis successively.

Value:

4

bge.logic.ROT_MODE_ZXY

Use euler_rotation and apply angles on bones Y, X, Z axis successively.

Value:

5

bge.logic.ROT_MODE_ZYX

Use euler_rotation and apply angles on bones X, Y, Z axis successively.

Value:

6

Armature Constraint

See bge.types.BL_ArmatureConstraint.type

bge.logic.CONSTRAINT_TYPE_TRACKTO
bge.logic.CONSTRAINT_TYPE_KINEMATIC
bge.logic.CONSTRAINT_TYPE_ROTLIKE
bge.logic.CONSTRAINT_TYPE_LOCLIKE
bge.logic.CONSTRAINT_TYPE_MINMAX
bge.logic.CONSTRAINT_TYPE_SIZELIKE
bge.logic.CONSTRAINT_TYPE_LOCKTRACK
bge.logic.CONSTRAINT_TYPE_STRETCHTO
bge.logic.CONSTRAINT_TYPE_CLAMPTO
bge.logic.CONSTRAINT_TYPE_TRANSFORM
bge.logic.CONSTRAINT_TYPE_DISTLIMIT

See bge.types.BL_ArmatureConstraint.ik_type

bge.logic.CONSTRAINT_IK_COPYPOSE

constraint is trying to match the position and eventually the rotation of the target.

Value:

0

bge.logic.CONSTRAINT_IK_DISTANCE

Constraint is maintaining a certain distance to target subject to ik_mode

Value:

1

See bge.types.BL_ArmatureConstraint.ik_flag

bge.logic.CONSTRAINT_IK_FLAG_TIP

Set when the constraint operates on the head of the bone and not the tail

Value:

1

bge.logic.CONSTRAINT_IK_FLAG_ROT

Set when the constraint tries to match the orientation of the target

Value:

2

bge.logic.CONSTRAINT_IK_FLAG_STRETCH

Set when the armature is allowed to stretch (only the bones with stretch factor > 0.0)

Value:

16

bge.logic.CONSTRAINT_IK_FLAG_POS

Set when the constraint tries to match the position of the target.

Value:

32

See bge.types.BL_ArmatureConstraint.ik_mode

bge.logic.CONSTRAINT_IK_MODE_INSIDE

The constraint tries to keep the bone within ik_dist of target

Value:

0

bge.logic.CONSTRAINT_IK_MODE_OUTSIDE

The constraint tries to keep the bone outside ik_dist of the target

Value:

1

bge.logic.CONSTRAINT_IK_MODE_ONSURFACE

The constraint tries to keep the bone exactly at ik_dist of the target.

Value:

2

Blender Material

bge.logic.BL_DST_ALPHA
bge.logic.BL_DST_COLOR
bge.logic.BL_ONE
bge.logic.BL_ONE_MINUS_DST_ALPHA
bge.logic.BL_ONE_MINUS_DST_COLOR
bge.logic.BL_ONE_MINUS_SRC_ALPHA
bge.logic.BL_ONE_MINUS_SRC_COLOR
bge.logic.BL_SRC_ALPHA
bge.logic.BL_SRC_ALPHA_SATURATE
bge.logic.BL_SRC_COLOR
bge.logic.BL_ZERO

Input Status

See bge.types.SCA_PythonKeyboard, bge.types.SCA_PythonMouse, bge.types.SCA_MouseSensor, bge.types.SCA_KeyboardSensor

bge.logic.KX_INPUT_NONE
bge.logic.KX_INPUT_JUST_ACTIVATED
bge.logic.KX_INPUT_ACTIVE
bge.logic.KX_INPUT_JUST_RELEASED

KX_GameObject

See bge.types.KX_GameObject.playAction

bge.logic.KX_ACTION_MODE_PLAY

Play the action once.

Value:

0

bge.logic.KX_ACTION_MODE_LOOP

Loop the action (repeat it).

Value:

1

bge.logic.KX_ACTION_MODE_PING_PONG

Play the action one direct then back the other way when it has completed.

Value:

2

bge.logic.KX_ACTION_BLEND_BLEND

Blend layers using linear interpolation

Value:

0

bge.logic.KX_ACTION_BLEND_ADD

Adds the layers together

Value:

1

Mouse Buttons

See bge.types.SCA_MouseSensor

bge.logic.KX_MOUSE_BUT_LEFT
bge.logic.KX_MOUSE_BUT_MIDDLE
bge.logic.KX_MOUSE_BUT_RIGHT

Navigation Mesh Draw Modes

bge.logic.RM_WALLS

Draw only the walls.

bge.logic.RM_POLYS

Draw only polygons.

bge.logic.RM_TRIS

Draw triangle mesh.

Shader

bge.logic.VIEWMATRIX
bge.logic.VIEWMATRIX_INVERSE
bge.logic.VIEWMATRIX_INVERSETRANSPOSE
bge.logic.VIEWMATRIX_TRANSPOSE
bge.logic.MODELMATRIX
bge.logic.MODELMATRIX_INVERSE
bge.logic.MODELMATRIX_INVERSETRANSPOSE
bge.logic.MODELMATRIX_TRANSPOSE
bge.logic.MODELVIEWMATRIX
bge.logic.MODELVIEWMATRIX_INVERSE
bge.logic.MODELVIEWMATRIX_INVERSETRANSPOSE
bge.logic.MODELVIEWMATRIX_TRANSPOSE
bge.logic.CAM_POS

Current camera position

bge.logic.CONSTANT_TIMER

User a timer for the uniform value.

bge.logic.SHD_TANGENT

States

See bge.types.KX_StateActuator

bge.logic.KX_STATE1
bge.logic.KX_STATE2
bge.logic.KX_STATE3
bge.logic.KX_STATE4
bge.logic.KX_STATE5
bge.logic.KX_STATE6
bge.logic.KX_STATE7
bge.logic.KX_STATE8
bge.logic.KX_STATE9
bge.logic.KX_STATE10
bge.logic.KX_STATE11
bge.logic.KX_STATE12
bge.logic.KX_STATE13
bge.logic.KX_STATE14
bge.logic.KX_STATE15
bge.logic.KX_STATE16
bge.logic.KX_STATE17
bge.logic.KX_STATE18
bge.logic.KX_STATE19
bge.logic.KX_STATE20
bge.logic.KX_STATE21
bge.logic.KX_STATE22
bge.logic.KX_STATE23
bge.logic.KX_STATE24
bge.logic.KX_STATE25
bge.logic.KX_STATE26
bge.logic.KX_STATE27
bge.logic.KX_STATE28
bge.logic.KX_STATE29
bge.logic.KX_STATE30

See bge.types.KX_StateActuator.operation

bge.logic.KX_STATE_OP_CLR

Substract bits to state mask

Value:

0

bge.logic.KX_STATE_OP_CPY

Copy state mask

Value:

1

bge.logic.KX_STATE_OP_NEG

Invert bits to state mask

Value:

2

bge.logic.KX_STATE_OP_SET

Add bits to state mask

Value:

3