convert Rasterizer module to sphinx
This commit is contained in:
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# $Id$
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"""
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Documentation for the Rasterizer module.
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Example Uses an L{SCA_MouseSensor}, and two L{KX_ObjectActuator}s to implement MouseLook::
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# To use a mouse movement sensor "Mouse" and a
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# motion actuator to mouse look:
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import Rasterizer
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import GameLogic
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# SCALE sets the speed of motion
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SCALE=[1, 0.5]
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co = GameLogic.getCurrentController()
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obj = co.getOwner()
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mouse = co.getSensor("Mouse")
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lmotion = co.getActuator("LMove")
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wmotion = co.getActuator("WMove")
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# Transform the mouse coordinates to see how far the mouse has moved.
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def mousePos():
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x = (Rasterizer.getWindowWidth()/2 - mouse.getXPosition())*SCALE[0]
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y = (Rasterizer.getWindowHeight()/2 - mouse.getYPosition())*SCALE[1]
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return (x, y)
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pos = mousePos()
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# Set the amount of motion: X is applied in world coordinates...
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lmotion.setTorque(0.0, 0.0, pos[0], False)
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# ...Y is applied in local coordinates
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wmotion.setTorque(-pos[1], 0.0, 0.0, True)
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# Activate both actuators
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GameLogic.addActiveActuator(lmotion, True)
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GameLogic.addActiveActuator(wmotion, True)
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# Centre the mouse
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Rasterizer.setMousePosition(Rasterizer.getWindowWidth()/2, Rasterizer.getWindowHeight()/2)
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@group Material Types: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
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@var KX_TEXFACE_MATERIAL: Materials as defined by the texture face settings.
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@var KX_BLENDER_MULTITEX_MATERIAL: Materials approximating blender materials with multitexturing.
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@var KX_BLENDER_GLSL_MATERIAL: Materials approximating blender materials with GLSL.
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"""
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def getWindowWidth():
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"""
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Gets the width of the window (in pixels)
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@rtype: integer
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"""
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def getWindowHeight():
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"""
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Gets the height of the window (in pixels)
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@rtype: integer
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"""
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def makeScreenshot(filename):
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"""
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Writes a screenshot to the given filename.
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If filename starts with // the image will be saved relative to the current directory.
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If the filename contains # it will be replaced with the frame number.
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The standalone player saves .png files. It does not support colour space conversion
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or gamma correction.
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When run from Blender, makeScreenshot supports Iris, IrisZ, TGA, Raw TGA, PNG, HamX, and Jpeg.
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Gamma, Colourspace conversion and Jpeg compression are taken from the Render settings panels.
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@type filename: string
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"""
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def enableVisibility(visible):
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"""
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Doesn't really do anything...
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"""
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def showMouse(visible):
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"""
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Enables or disables the operating system mouse cursor.
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@type visible: boolean
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"""
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def setMousePosition(x, y):
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"""
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Sets the mouse cursor position.
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@type x: integer
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@type y: integer
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"""
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def setBackgroundColor(rgba):
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"""
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Sets the window background colour.
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@type rgba: list [r, g, b, a]
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"""
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def setMistColor(rgb):
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"""
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Sets the mist colour.
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@type rgb: list [r, g, b]
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"""
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def setAmbientColor(rgb):
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"""
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Sets the color of ambient light.
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@type rgb: list [r, g, b]
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"""
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def setMistStart(start):
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"""
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Sets the mist start value. Objects further away than start will have mist applied to them.
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@type start: float
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"""
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def setMistEnd(end):
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"""
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Sets the mist end value. Objects further away from this will be coloured solid with
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the colour set by setMistColor().
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@type end: float
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"""
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def disableMist():
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"""
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Disables mist.
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@note: Set any of the mist properties to enable mist.
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"""
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def setEyeSeparation(eyesep):
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"""
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Sets the eye separation for stereo mode. Usually Focal Length/30 provides a confortable value.
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@param eyesep: The distance between the left and right eye.
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@type eyesep: float
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"""
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def getEyeSeparation():
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"""
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Gets the current eye separation for stereo mode.
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@rtype: float
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"""
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def setFocalLength(focallength):
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"""
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Sets the focal length for stereo mode. It uses the current camera focal length as initial value.
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@param focallength: The focal length.
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@type focallength: float
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"""
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def getFocalLength():
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"""
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Gets the current focal length for stereo mode.
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@rtype: float
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"""
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def setMaterialMode(mode):
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"""
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Set the material mode to use for OpenGL rendering.
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@type mode: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
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@note: Changes will only affect newly created scenes.
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"""
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def getMaterialMode(mode):
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"""
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Get the material mode to use for OpenGL rendering.
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@rtype: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
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"""
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def setGLSLMaterialSetting(setting, enable):
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"""
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Enables or disables a GLSL material setting.
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@type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
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@type enable: boolean
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"""
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def getGLSLMaterialSetting(setting, enable):
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"""
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Get the state of a GLSL material setting.
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@type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
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@rtype: boolean
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"""
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def drawLine(fromVec,toVec,color):
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"""
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Draw a line in the 3D scene.
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@param fromVec: the origin of the line
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@type fromVec: list [x, y, z]
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@param toVec: the end of the line
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@type toVec: list [x, y, z]
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@param color: the color of the line
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@type color: list [r, g, b]
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"""
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def enableMotionBlur(factor):
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"""
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Enable the motion blue effect.
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@param factor: the ammount of motion blur to display.
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@type factor: float [0.0 - 1.0]
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"""
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def disableMotionBlur():
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"""
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Disable the motion blue effect.
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"""
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229
source/gameengine/PyDoc/bge.render.rst
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229
source/gameengine/PyDoc/bge.render.rst
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@@ -0,0 +1,229 @@
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Documentation for the bge.render Module.
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========================================
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.. code-block:: python
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# Example Uses an L{SCA_MouseSensor}, and two L{KX_ObjectActuator}s to implement MouseLook::
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# To use a mouse movement sensor "Mouse" and a
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# motion actuator to mouse look:
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import bge.render
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import bge.logic
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# SCALE sets the speed of motion
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SCALE=[1, 0.5]
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co = bge.logic.getCurrentController()
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obj = co.getOwner()
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mouse = co.getSensor("Mouse")
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lmotion = co.getActuator("LMove")
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wmotion = co.getActuator("WMove")
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# Transform the mouse coordinates to see how far the mouse has moved.
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def mousePos():
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x = (bge.render.getWindowWidth()/2 - mouse.getXPosition())*SCALE[0]
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y = (bge.render.getWindowHeight()/2 - mouse.getYPosition())*SCALE[1]
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return (x, y)
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pos = mousePos()
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# Set the amount of motion: X is applied in world coordinates...
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lmotion.setTorque(0.0, 0.0, pos[0], False)
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# ...Y is applied in local coordinates
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wmotion.setTorque(-pos[1], 0.0, 0.0, True)
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# Activate both actuators
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bge.logic.addActiveActuator(lmotion, True)
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bge.logic.addActiveActuator(wmotion, True)
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# Centre the mouse
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bge.render.setMousePosition(bge.render.getWindowWidth()/2, bge.render.getWindowHeight()/2)
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.. data:: KX_TEXFACE_MATERIAL
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Materials as defined by the texture face settings.
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.. data:: KX_BLENDER_MULTITEX_MATERIAL
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Materials approximating blender materials with multitexturing.
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.. data:: KX_BLENDER_GLSL_MATERIAL
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Materials approximating blender materials with GLSL.
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.. function:: getWindowWidth()
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Gets the width of the window (in pixels)
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:rtype: integer
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.. function:: getWindowHeight()
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Gets the height of the window (in pixels)
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:rtype: integer
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.. function:: makeScreenshot(filename)
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Writes a screenshot to the given filename.
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If filename starts with // the image will be saved relative to the current directory.
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If the filename contains # it will be replaced with the frame number.
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The standalone player saves .png files. It does not support colour space conversion
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or gamma correction.
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When run from Blender, makeScreenshot supports Iris, IrisZ, TGA, Raw TGA, PNG, HamX, and Jpeg.
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Gamma, Colourspace conversion and Jpeg compression are taken from the Render settings panels.
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:type filename: string
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.. function:: enableVisibility(visible)
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Doesn't really do anything...
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.. function:: showMouse(visible)
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Enables or disables the operating system mouse cursor.
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:type visible: boolean
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.. function:: setMousePosition(x, y)
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Sets the mouse cursor position.
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:type x: integer
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:type y: integer
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.. function:: setBackgroundColor(rgba)
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Sets the window background colour.
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:type rgba: list [r, g, b, a]
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.. function:: setMistColor(rgb)
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Sets the mist colour.
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:type rgb: list [r, g, b]
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.. function:: setAmbientColor(rgb)
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Sets the color of ambient light.
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:type rgb: list [r, g, b]
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.. function:: setMistStart(start)
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Sets the mist start value. Objects further away than start will have mist applied to them.
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:type start: float
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.. function:: setMistEnd(end)
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Sets the mist end value. Objects further away from this will be coloured solid with
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the colour set by setMistColor().
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:type end: float
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.. function:: disableMist()
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Disables mist.
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.. note:: Set any of the mist properties to enable mist.
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.. function:: setEyeSeparation(eyesep)
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Sets the eye separation for stereo mode. Usually Focal Length/30 provides a confortable value.
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:arg eyesep: The distance between the left and right eye.
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:type eyesep: float
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.. function:: getEyeSeparation()
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Gets the current eye separation for stereo mode.
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:rtype: float
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.. function:: setFocalLength(focallength)
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Sets the focal length for stereo mode. It uses the current camera focal length as initial value.
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:arg focallength: The focal length.
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:type focallength: float
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.. function:: getFocalLength()
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Gets the current focal length for stereo mode.
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:rtype: float
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.. function:: setMaterialMode(mode)
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Set the material mode to use for OpenGL rendering.
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:type mode: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
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.. note:: Changes will only affect newly created scenes.
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.. function:: getMaterialMode(mode)
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Get the material mode to use for OpenGL rendering.
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:rtype: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
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.. function:: setGLSLMaterialSetting(setting, enable)
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Enables or disables a GLSL material setting.
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:type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
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:type enable: boolean
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.. function:: getGLSLMaterialSetting(setting, enable)
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Get the state of a GLSL material setting.
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:type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
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:rtype: boolean
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.. function:: drawLine(fromVec,toVec,color)
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Draw a line in the 3D scene.
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:arg fromVec: the origin of the line
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:type fromVec: list [x, y, z]
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:arg toVec: the end of the line
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:type toVec: list [x, y, z]
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:arg color: the color of the line
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:type color: list [r, g, b]
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.. function:: enableMotionBlur(factor)
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Enable the motion blue effect.
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:arg factor: the ammount of motion blur to display.
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:type factor: float [0.0 - 1.0]
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.. function:: disableMotionBlur()
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Disable the motion blue effect.
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