Merged changes in the trunk up to revision 52546.

Conflicts resolved:
release/datafiles/startup.blend
release/scripts/startup/bl_ui/space_view3d.py
source/blender/blenkernel/intern/idcode.c
This commit is contained in:
Tamito Kajiyama
2012-11-26 02:32:34 +00:00
325 changed files with 6526 additions and 3997 deletions

View File

@@ -254,13 +254,6 @@ General functions
:rtype: list [float], len(getSpectrum()) == 512
.. function:: stopDSP()
Stops the sound driver using DSP effects.
Only the fmod sound driver supports this.
DSP can be computationally expensive.
.. function:: getMaxLogicFrame()
Gets the maximum number of logic frames per render frame.
@@ -331,6 +324,24 @@ General functions
.. warning: Not implimented yet
.. function:: getExitKey()
Gets the key used to exit the game engine
:return: The key (defaults to :mod:`bge.events.ESCKEY`)
:rtype: int
.. function:: setExitKey(key)
Sets the key used to exit the game engine
:arg key: A key constant from :mod:`bge.events`
:type key: int
.. function:: NextFrame()
Render next frame (if Python has control)
*****************
Utility functions
*****************
@@ -373,6 +384,10 @@ Utility functions
.. function:: PrintGLInfo()
Prints GL Extension Info into the console
.. function:: PrintMemInfo()
Prints engine statistics into the console
*********
Constants
@@ -401,6 +416,45 @@ Sensor Status
.. data:: KX_SENSOR_ACTIVE
.. data:: KX_SENSOR_JUST_DEACTIVATED
-------------
Armature Sensor
-------------
.. _armaturesensor-type:
See :class:`bge.types.KX_ArmatureSensor.type`
.. data:: KX_ARMSENSOR_STATE_CHANGED
Detect that the constraint is changing state (active/inactive)
:value: 0
.. data:: KX_ARMSENSOR_LIN_ERROR_BELOW
Detect that the constraint linear error is above a threshold
:value: 1
.. data:: KX_ARMSENSOR_LIN_ERROR_ABOVE
Detect that the constraint linear error is below a threshold
:value: 2
.. data:: KX_ARMSENSOR_ROT_ERROR_BELOW
Detect that the constraint rotation error is above a threshold
:value: 3
.. data:: KX_ARMSENSOR_ROT_ERROR_ABOVE
Detect that the constraint rotation error is below a threshold
:value: 4
.. _logic-property-sensor:
---------------
@@ -483,6 +537,52 @@ See :class:`bge.types.BL_ActionActuator`
.. data:: KX_ACTIONACT_LOOPEND
.. data:: KX_ACTIONACT_PROPERTY
---------------
Armature Actuator
---------------
.. _armatureactuator-constants-type:
See :class:`bge.types.BL_ArmatureActuator.type`
.. data:: 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
.. data:: KX_ACT_ARMATURE_ENABLE
Enable the constraint.
:value: 1
.. data:: KX_ACT_ARMATURE_DISABLE
Disable the constraint (runtime constraint values are not updated).
:value: 2
.. data:: KX_ACT_ARMATURE_SETTARGET
Change target and subtarget of constraint.
:value: 3
.. data:: KX_ACT_ARMATURE_SETWEIGHT
Change weight of constraint (IK only).
:value: 4
.. data:: KX_ACT_ARMATURE_SETINFLUENCE
Change influence of constraint.
:value: 5
-------------------
Constraint Actuator
-------------------
@@ -493,31 +593,31 @@ See :class:`bge.types.KX_ConstraintActuator.option`
* Applicable to Distance constraint:
.. data:: KX_ACT_CONSTRAINT_NORMAL
.. data:: KX_CONSTRAINTACT_NORMAL
Activate alignment to surface
.. data:: KX_ACT_CONSTRAINT_DISTANCE
.. data:: KX_CONSTRAINTACT_DISTANCE
Activate distance control
.. data:: KX_ACT_CONSTRAINT_LOCAL
.. data:: KX_CONSTRAINTACT_LOCAL
Direction of the ray is along the local axis
* Applicable to Force field constraint:
.. data:: KX_ACT_CONSTRAINT_DOROTFH
.. data:: KX_CONSTRAINTACT_DOROTFH
Force field act on rotation as well
* Applicable to both:
.. data:: KX_ACT_CONSTRAINT_MATERIAL
.. data:: KX_CONSTRAINTACT_MATERIAL
Detect material rather than property
.. data:: KX_ACT_CONSTRAINT_PERMANENT
.. data:: KX_CONSTRAINTACT_PERMANENT
No deactivation if ray does not hit target
@@ -585,27 +685,27 @@ See :class:`bge.types.KX_ConstraintActuator.limit`
Set orientation of Z axis
.. data:: KX_ACT_CONSTRAINT_FHNX
.. data:: KX_CONSTRAINTACT_FHNX
Set force field along negative X axis
.. data:: KX_ACT_CONSTRAINT_FHNY
.. data:: KX_CONSTRAINTACT_FHNY
Set force field along negative Y axis
.. data:: KX_ACT_CONSTRAINT_FHNZ
.. data:: KX_CONSTRAINTACT_FHNZ
Set force field along negative Z axis
.. data:: KX_ACT_CONSTRAINT_FHPX
.. data:: KX_CONSTRAINTACT_FHPX
Set force field along positive X axis
.. data:: KX_ACT_CONSTRAINT_FHPY
.. data:: KX_CONSTRAINTACT_FHPY
Set force field along positive Y axis
.. data:: KX_ACT_CONSTRAINT_FHPZ
.. data:: KX_CONSTRAINTACT_FHPZ
Set force field along positive Z axis
@@ -708,102 +808,32 @@ See :class:`bge.types.KX_SoundActuator`
.. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP
:value: 6
--------------
Steering Actuator
--------------
.. _logic-steering-actuator:
See :class:`bge.types.KX_SteeringActuator.behavior`
.. data:: KX_STEERING_SEEK
:value: 1
.. data:: KX_STEERING_FLEE
:value: 2
.. data:: KX_STEERING_PATHFOLLOWING
:value: 3
=======
Various
=======
.. _input-status:
------------
Input Status
------------
See :class:`bge.types.SCA_PythonKeyboard`, :class:`bge.types.SCA_PythonMouse`, :class:`bge.types.SCA_MouseSensor`, :class:`bge.types.SCA_KeyboardSensor`
.. data:: KX_INPUT_NONE
.. data:: KX_INPUT_JUST_ACTIVATED
.. data:: KX_INPUT_ACTIVE
.. data:: KX_INPUT_JUST_RELEASED
-------------
Mouse Buttons
-------------
See :class:`bge.types.SCA_MouseSensor`
.. data:: KX_MOUSE_BUT_LEFT
.. data:: KX_MOUSE_BUT_MIDDLE
.. data:: KX_MOUSE_BUT_RIGHT
------
States
------
See :class:`bge.types.KX_StateActuator`
.. data:: KX_STATE1
.. data:: KX_STATE2
.. data:: KX_STATE3
.. data:: KX_STATE4
.. data:: KX_STATE5
.. data:: KX_STATE6
.. data:: KX_STATE7
.. data:: KX_STATE8
.. data:: KX_STATE9
.. data:: KX_STATE10
.. data:: KX_STATE11
.. data:: KX_STATE12
.. data:: KX_STATE13
.. data:: KX_STATE14
.. data:: KX_STATE15
.. data:: KX_STATE16
.. data:: KX_STATE17
.. data:: KX_STATE18
.. data:: KX_STATE19
.. data:: KX_STATE20
.. data:: KX_STATE21
.. data:: KX_STATE22
.. data:: KX_STATE23
.. data:: KX_STATE24
.. data:: KX_STATE25
.. data:: KX_STATE26
.. data:: KX_STATE27
.. data:: KX_STATE28
.. data:: KX_STATE29
.. data:: KX_STATE30
.. _state-actuator-operation:
See :class:`bge.types.KX_StateActuator.operation`
.. data:: KX_STATE_OP_CLR
Substract bits to state mask
:value: 0
.. data:: KX_STATE_OP_CPY
Copy state mask
:value: 1
.. data:: KX_STATE_OP_NEG
Invert bits to state mask
:value: 2
.. data:: KX_STATE_OP_SET
Add bits to state mask
:value: 3
.. _Two-D-FilterActuator-mode:
---------
2D Filter
---------
@@ -877,6 +907,227 @@ See :class:`bge.types.KX_StateActuator.operation`
.. data:: RAS_2DFILTER_SOBEL
:value: 7
----------------
Armature Channel
----------------
.. _armaturechannel-constants-rotation-mode:
See :class:`bge.types.BL_ArmatureChannel.rotation_mode`
.. note:
euler mode are named as in Blender UI but the actual axis order is reversed
.. data:: ROT_MODE_QUAT
Use quaternion in rotation attribute to update bone rotation.
:value: 0
.. data:: ROT_MODE_XYZ
Use euler_rotation and apply angles on bone's Z, Y, X axis successively.
:value: 1
.. data:: ROT_MODE_XZY
Use euler_rotation and apply angles on bone's Y, Z, X axis successively.
:value: 2
.. data:: ROT_MODE_YXZ
Use euler_rotation and apply angles on bone's Z, X, Y axis successively.
:value: 3
.. data:: ROT_MODE_YZX
Use euler_rotation and apply angles on bone's X, Z, Y axis successively.
:value: 4
.. data:: ROT_MODE_ZXY
Use euler_rotation and apply angles on bone's Y, X, Z axis successively.
:value: 5
.. data:: ROT_MODE_ZYX
Use euler_rotation and apply angles on bone's X, Y, Z axis successively.
:value: 6
----------------
Armature Constraint
----------------
.. _armatureconstraint-constants-type:
See :class:`bge.types.BL_ArmatureConstraint.type`
.. data:: CONSTRAINT_TYPE_TRACKTO
.. data:: CONSTRAINT_TYPE_KINEMATIC
.. data:: CONSTRAINT_TYPE_ROTLIKE
.. data:: CONSTRAINT_TYPE_LOCLIKE
.. data:: CONSTRAINT_TYPE_MINMAX
.. data:: CONSTRAINT_TYPE_SIZELIKE
.. data:: CONSTRAINT_TYPE_LOCKTRACK
.. data:: CONSTRAINT_TYPE_STRETCHTO
.. data:: CONSTRAINT_TYPE_CLAMPTO
.. data:: CONSTRAINT_TYPE_TRANSFORM
.. data:: CONSTRAINT_TYPE_DISTLIMIT
.. _armatureconstraint-constants-ik-type:
See :class:`bge.types.BL_ArmatureConstraint.ik_type`
.. data:: CONSTRAINT_IK_COPYPOSE
constraint is trying to match the position and eventually the rotation of the target.
:value: 0
.. data:: CONSTRAINT_IK_DISTANCE
Constraint is maintaining a certain distance to target subject to ik_mode
:value: 1
.. _armatureconstraint-constants-ik-flag:
See :class:`bge.types.BL_ArmatureConstraint.ik_flag`
.. data:: CONSTRAINT_IK_FLAG_TIP
Set when the constraint operates on the head of the bone and not the tail
:value: 1
.. data:: CONSTRAINT_IK_FLAG_ROT
Set when the constraint tries to match the orientation of the target
:value: 2
.. data:: CONSTRAINT_IK_FLAG_STRETCH
Set when the armature is allowed to stretch (only the bones with stretch factor > 0.0)
:value: 16
.. data:: CONSTRAINT_IK_FLAG_POS
Set when the constraint tries to match the position of the target.
:value: 32
.. _armatureconstraint-constants-ik-mode:
See :class:`bge.types.BL_ArmatureConstraint.ik_mode`
.. data:: CONSTRAINT_IK_MODE_INSIDE
The constraint tries to keep the bone within ik_dist of target
:value: 0
.. data:: CONSTRAINT_IK_MODE_OUTSIDE
The constraint tries to keep the bone outside ik_dist of the target
:value: 1
.. data:: CONSTRAINT_IK_MODE_ONSURFACE
The constraint tries to keep the bone exactly at ik_dist of the target.
:value: 2
.. _input-status:
----------------
Blender Material
----------------
.. data:: BL_DST_ALPHA
.. data:: BL_DST_COLOR
.. data:: BL_ONE
.. data:: BL_ONE_MINUS_DST_ALPHA
.. data:: BL_ONE_MINUS_DST_COLOR
.. data:: BL_ONE_MINUS_SRC_ALPHA
.. data:: BL_ONE_MINUS_SRC_COLOR
.. data:: BL_SRC_ALPHA
.. data:: BL_SRC_ALPHA_SATURATE
.. data:: BL_SRC_COLOR
.. data:: BL_ZERO
------------
Input Status
------------
See :class:`bge.types.SCA_PythonKeyboard`, :class:`bge.types.SCA_PythonMouse`, :class:`bge.types.SCA_MouseSensor`, :class:`bge.types.SCA_KeyboardSensor`
.. data:: KX_INPUT_NONE
.. data:: KX_INPUT_JUST_ACTIVATED
.. data:: KX_INPUT_ACTIVE
.. data:: KX_INPUT_JUST_RELEASED
------------
KX_GameObject
-----------
.. _gameobject-playaction-mode:
See :class:`bge.types.KX_GameObject.playAction`
.. data:: KX_ACTION_MODE_PLAY
Play the action once.
:value: 0
.. data:: KX_ACTION_MODE_LOOP
Loop the action (repeat it).
:value: 1
.. data:: KX_ACTION_MODE_PING_PONG
Play the action one direct then back the other way when it has completed.
:value: 2
-------------
Mouse Buttons
-------------
See :class:`bge.types.SCA_MouseSensor`
.. data:: KX_MOUSE_BUT_LEFT
.. data:: KX_MOUSE_BUT_MIDDLE
.. data:: KX_MOUSE_BUT_RIGHT
------------
Navigation Mesh Draw Modes
------------
.. _navmesh-draw-mode:
.. data:: RM_WALLS
Draw only the walls.
.. data:: RM_POLYS
Draw only polygons.
.. data:: RM_TRIS
Draw triangle mesh.
------
Shader
@@ -904,18 +1155,69 @@ Shader
.. data:: SHD_TANGENT
----------------
Blender Material
----------------
------
States
------
.. data:: BL_DST_ALPHA
.. data:: BL_DST_COLOR
.. data:: BL_ONE
.. data:: BL_ONE_MINUS_DST_ALPHA
.. data:: BL_ONE_MINUS_DST_COLOR
.. data:: BL_ONE_MINUS_SRC_ALPHA
.. data:: BL_ONE_MINUS_SRC_COLOR
.. data:: BL_SRC_ALPHA
.. data:: BL_SRC_ALPHA_SATURATE
.. data:: BL_SRC_COLOR
.. data:: BL_ZERO
See :class:`bge.types.KX_StateActuator`
.. data:: KX_STATE1
.. data:: KX_STATE2
.. data:: KX_STATE3
.. data:: KX_STATE4
.. data:: KX_STATE5
.. data:: KX_STATE6
.. data:: KX_STATE7
.. data:: KX_STATE8
.. data:: KX_STATE9
.. data:: KX_STATE10
.. data:: KX_STATE11
.. data:: KX_STATE12
.. data:: KX_STATE13
.. data:: KX_STATE14
.. data:: KX_STATE15
.. data:: KX_STATE16
.. data:: KX_STATE17
.. data:: KX_STATE18
.. data:: KX_STATE19
.. data:: KX_STATE20
.. data:: KX_STATE21
.. data:: KX_STATE22
.. data:: KX_STATE23
.. data:: KX_STATE24
.. data:: KX_STATE25
.. data:: KX_STATE26
.. data:: KX_STATE27
.. data:: KX_STATE28
.. data:: KX_STATE29
.. data:: KX_STATE30
.. _state-actuator-operation:
See :class:`bge.types.KX_StateActuator.operation`
.. data:: KX_STATE_OP_CLR
Substract bits to state mask
:value: 0
.. data:: KX_STATE_OP_CPY
Copy state mask
:value: 1
.. data:: KX_STATE_OP_NEG
Invert bits to state mask
:value: 2
.. data:: KX_STATE_OP_SET
Add bits to state mask
:value: 3
.. _Two-D-FilterActuator-mode:

View File

@@ -205,6 +205,18 @@ Types
:type: boolean
.. attribute:: pos_ticks
The number of ticks since the last positive pulse (read-only).
:type: int
.. attribute:: neg_ticks
The number of ticks since the last negative pulse (read-only).
:type: int
.. attribute:: status
The status of the sensor (read-only): can be one of :ref:`these constants<sensor-status>`.
@@ -621,6 +633,71 @@ Types
:type: string
.. class:: KX_SteeringActuator(SCA_IActuator)
Steering Actuator for navigation.
.. attribute:: behavior
The steering behavior to use.
:type: one of :ref:`these constants <logic-steering-actuator>`
.. attribute:: velocity
Velocity magnitude
:type: float
.. attribute:: acceleration
Max acceleration
:type: float
.. attribute:: turnspeed
Max turn speed
:type: float
.. attribute:: distance
Relax distance
:type: float
.. attribute:: target
Target object
:type: :class:`KX_GameObject`
.. attribute:: navmesh
Navigation mesh
:type: :class:`KX_GameObject`
.. attribute:: selfterminated
Terminate when target is reached
:type: boolean
.. attribute:: enableVisualization
Enable debug visualization
:type: boolean
.. attribute:: pathUpdatePeriod
Path update period
:type: int
.. class:: CListValue(CPropValue)
This is a list like object used in the game engine internally that behaves similar to a python list in most ways.
@@ -686,6 +763,24 @@ Types
KX_BlenderMaterial
.. attribute:: shader
The materials shader.
:type: :class:`BL_Shader`
.. attribute:: blending
Ints used for pixel blending, (src, dst), matching the setBlending method.
:type: (integer, integer)
.. attribute:: material_index
The material's index.
:type: integer
.. method:: getShader()
Returns the material's shader.
@@ -743,7 +838,13 @@ Types
strength of of the camera following movement.
:type: float
.. attribute:: axis
The camera axis (0, 1, 2) for positive ``XYZ``, (3, 4, 5) for negative ``XYZ``.
:type: int
.. attribute:: min
minimum distance to the target object maintained by the actuator.
@@ -762,12 +863,6 @@ Types
:type: float
.. attribute:: useXY
axis this actuator is tracking, True=X, False=Y.
:type: boolean
.. attribute:: object
the object this actuator tracks.
@@ -988,7 +1083,7 @@ Types
The object's parent object. (read-only).
:type: :class:`KX_GameObject` or None
.. attribute:: groupMembers
Returns the list of group members if the object is a group object, otherwise None is returned.
@@ -1100,30 +1195,30 @@ Types
The object's world space transform matrix. 4x4 Matrix.
:type: :class:`mathutils.Matrix`
.. attribute:: localLinearVelocity
The object's local linear velocity. [x, y, z]
:type: :class:`mathutils.Vector`
The object's local linear velocity. [x, y, z]
:type: :class:`mathutils.Vector`
.. attribute:: worldLinearVelocity
The object's world linear velocity. [x, y, z]
:type: :class:`mathutils.Vector`
:type: :class:`mathutils.Vector`
.. attribute:: localAngularVelocity
The object's local angular velocity. [x, y, z]
:type: :class:`mathutils.Vector`
:type: :class:`mathutils.Vector`
.. attribute:: worldAngularVelocity
The object's world angular velocity. [x, y, z]
:type: :class:`mathutils.Vector`
:type: :class:`mathutils.Vector`
.. attribute:: timeOffset
@@ -1211,6 +1306,13 @@ Types
:type: :class:`CListValue` of :class:`KX_GameObject`'s
.. attribute:: life
The number of seconds until the object ends, assumes 50fps.
(when added with an add object actuator), (read-only).
:type: float
.. method:: endObject()
Delete this object, can be used in place of the EndObject Actuator.
@@ -1653,7 +1755,7 @@ Types
:arg blendin: the amount of blending between this animation and the previous one on this layer
:type blendin: float
:arg play_mode: the play mode
:type play_mode: KX_ACTION_MODE_PLAY, KX_ACTION_MODE_LOOP, or KX_ACTION_MODE_PING_PONG
:type play_mode: one of :ref:`these constants <gameobject-playaction-mode>`
:arg layer_weight: how much of the previous layer to use for blending (0 = add)
:type layer_weight: float
:arg ipo_flags: flags for the old IPO behaviors (force, etc)
@@ -1810,10 +1912,6 @@ Types
:type: list [r, g, b]
.. attribute:: colour
Synonym for color.
.. attribute:: lin_attenuation
The linear component of this light's attenuation. (SPOT and NORMAL lights only).
@@ -1898,11 +1996,6 @@ Types
:type: integer
.. method:: getNumMaterials()
:return: number of materials associated with this object
:rtype: integer
.. method:: getMaterialName(matid)
Gets the name of the specified material.
@@ -1943,11 +2036,6 @@ Types
:return: a vertex object.
:rtype: :class:`KX_VertexProxy`
.. method:: getNumPolygons()
:return: The number of polygon in the mesh.
:rtype: integer
.. method:: getPolygon(index)
Gets the specified polygon from the mesh.
@@ -2178,6 +2266,52 @@ Types
:type: list of strings
.. class:: KX_FontObject(KX_GameObject)
TODO.
.. class:: KX_NavMeshObject(KX_GameObject)
Python interface for using and controlling navigation meshes.
.. method:: findPath(start, goal)
Finds the path from start to goal points.
:arg start: the start point
:arg start: 3D Vector
:arg goal: the goal point
:arg start: 3D Vector
:return: a path as a list of points
:rtype: list of points
.. method:: raycast(start, goal)
Raycast from start to goal points.
:arg start: the start point
:arg start: 3D Vector
:arg goal: the goal point
:arg start: 3D Vector
:return: the hit factor
:rtype: float
.. method:: draw(mode)
Draws a debug mesh for the navigation mesh.
:arg mode: the drawing mode (one of :ref:`these constants <navmesh-draw-mode>`)
:arg mode: integer
:return: None
.. method:: rebuild()
Rebuild the navigation mesh.
:return: None
.. class:: KX_ObjectActuator(SCA_IActuator)
The object actuator ("Motion Actuator") applies force, torque, displacement, angular displacement,
@@ -2331,49 +2465,6 @@ Types
:type: boolean
.. class:: KX_PhysicsObjectWrapper(PyObjectPlus)
KX_PhysicsObjectWrapper
.. method:: setActive(active)
Set the object to be active.
:arg active: set to True to be active
:type active: boolean
.. method:: setAngularVelocity(x, y, z, local)
Set the angular velocity of the object.
:arg x: angular velocity for the x-axis
:type x: float
:arg y: angular velocity for the y-axis
:type y: float
:arg z: angular velocity for the z-axis
:type z: float
:arg local: set to True for local axis
:type local: boolean
.. method:: setLinearVelocity(x, y, z, local)
Set the linear velocity of the object.
:arg x: linear velocity for the x-axis
:type x: float
:arg y: linear velocity for the y-axis
:type y: float
:arg z: linear velocity for the z-axis
:type z: float
:arg local: set to True for local axis
:type local: boolean
.. class:: KX_PolyProxy(SCA_IObject)
A polygon holds the index of the vertex forming the poylgon.
@@ -2382,7 +2473,7 @@ Types
The polygon attributes are read-only, you need to retrieve the vertex proxy if you want
to change the vertex settings.
.. attribute:: matname
.. attribute:: material_name
The name of polygon material, empty if no material.
@@ -2394,13 +2485,13 @@ Types
:type: :class:`KX_PolygonMaterial` or :class:`KX_BlenderMaterial`
.. attribute:: texture
.. attribute:: texture_name
The texture name of the polygon.
:type: string
.. attribute:: matid
.. attribute:: material_id
The material index of the polygon, use this to retrieve vertex proxy from mesh proxy.
@@ -2631,18 +2722,6 @@ Types
:type: boolean
.. attribute:: lightlayer
Light layers this material affects.
:type: bitfield.
.. attribute:: triangle
Mesh data with this material is triangles. It's probably not safe to change this.
:type: boolean
.. attribute:: diffuse
The diffuse color of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
@@ -2908,8 +2987,8 @@ Types
.. method:: instantAddObject()
adds the object without needing to calling SCA_PythonController.activate()
.. note:: Use objectLastCreated to get the newly created object.
.. note:: Use objectLastCreated to get the newly created object.
.. class:: KX_SCA_DynamicActuator(SCA_IActuator)
@@ -3182,6 +3261,10 @@ Types
Return the value matching key, or the default value if its not found.
:return: The key value or a default.
.. method:: drawObstacleSimulation()
Draw debug visualization of obstacle simulation.
.. class:: KX_SceneActuator(SCA_IActuator)
Scene Actuator logic brick.
@@ -3228,13 +3311,7 @@ Types
Sound Actuator.
The :data:`startSound`, :data:`pauseSound` and :data:`stopSound` do not requirethe actuator to be activated - they act instantly provided that the actuator has been activated once at least.
.. attribute:: fileName
The filename of the sound this actuator plays.
:type: string
The :data:`startSound`, :data:`pauseSound` and :data:`stopSound` do not require the actuator to be activated - they act instantly provided that the actuator has been activated once at least.
.. attribute:: volume
@@ -3242,48 +3319,102 @@ Types
:type: float
.. attribute:: time
The current position in the audio stream (in seconds).
:type: float
.. attribute:: pitch
The pitch of the sound.
:type: float
.. attribute:: rollOffFactor
The roll off factor. Rolloff defines the rate of attenuation as the sound gets further away.
:type: float
.. attribute:: looping
The loop mode of the actuator.
:type: integer
.. attribute:: position
The position of the sound as a list: [x, y, z].
:type: float array
.. attribute:: velocity
The velocity of the emitter as a list: [x, y, z]. The relative velocity to the observer determines the pitch. List of 3 floats: [x, y, z].
:type: float array
.. attribute:: orientation
The orientation of the sound. When setting the orientation you can also use quaternion [float, float, float, float] or euler angles [float, float, float].
:type: 3x3 matrix [[float]]
.. attribute:: mode
The operation mode of the actuator. Can be one of :ref:`these constants<logic-sound-actuator>`
:type: integer
.. attribute:: sound
The sound the actuator should play.
:type: Audaspace factory
.. attribute:: is3D
Whether or not the actuator should be using 3D sound. (read-only)
:type: boolean
.. attribute:: volume_maximum
The maximum gain of the sound, no matter how near it is.
:type: float
.. attribute:: volume_minimum
The minimum gain of the sound, no matter how far it is away.
:type: float
.. attribute:: distance_reference
The distance where the sound has a gain of 1.0.
:type: float
.. attribute:: distance_maximum
The maximum distance at which you can hear the sound.
:type: float
.. attribute:: attenuation
The influence factor on volume depending on distance.
:type: float
.. attribute:: cone_angle_inner
The angle of the inner cone.
:type: float
.. attribute:: cone_angle_outer
The angle of the outer cone.
:type: float
.. attribute:: cone_volume_outer
The gain outside the outer cone (the gain in the outer cone will be interpolated between this value and the normal gain in the inner cone).
:type: float
.. method:: startSound()
Starts the sound.
:return: None
.. method:: pauseSound()
Pauses the sound.
:return: None
.. method:: stopSound()
Stops the sound.
:return: None
.. class:: KX_StateActuator(SCA_IActuator)
State actuator changes the state mask of parent object.
@@ -3500,7 +3631,7 @@ Types
Whether or not the character is on the ground. (read-only)
:type: boolean
:type: boolean
.. attribute:: gravity
@@ -3546,10 +3677,6 @@ Types
Black = [0.0, 0.0, 0.0, 1.0], White = [1.0, 1.0, 1.0, 1.0]
.. attribute:: colour
Synonym for color.
.. attribute:: x
The x coordinate of the vertex.
@@ -4270,24 +4397,6 @@ Types
:type: integer
.. method:: setSeed(seed)
Sets the seed of the random number generator.
If the seed is 0, the generator will produce the same value on every call.
:type seed: integer
.. method:: getSeed()
:return: The initial seed of the generator. Equal seeds produce equal random series.
:rtype: integer
.. method:: getLastDraw()
:return: The last random number generated.
:rtype: integer
.. class:: SCA_XNORController(SCA_IController)
An XNOR controller activates when all linked sensors are the same (activated or inative).
@@ -4355,7 +4464,7 @@ Types
.. attribute:: projection_matrix
This camera's 4x4 projection matrix.
.. note::
This is the identity matrix prior to rendering the first frame (any Python done on frame 1).
@@ -4608,48 +4717,6 @@ Types
Armature Actuators change constraint condition on armatures.
.. _armatureactuator-constants-type:
Constants related to :data:`~bge.types.BL_ArmatureActuator.type`
.. data:: 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
.. data:: KX_ACT_ARMATURE_ENABLE
Enable the constraint.
:value: 1
.. data:: KX_ACT_ARMATURE_DISABLE
Disable the constraint (runtime constraint values are not updated).
:value: 2
.. data:: KX_ACT_ARMATURE_SETTARGET
Change target and subtarget of constraint.
:value: 3
.. data:: KX_ACT_ARMATURE_SETWEIGHT
Change weight of constraint (IK only).
:value: 4
.. data:: KX_ACT_ARMATURE_SETINFLUENCE
Change influence of constraint.
:value: 5
.. attribute:: type
The type of action that the actuator executes when it is active.
@@ -4704,40 +4771,6 @@ Types
Armature sensor detect conditions on armatures.
.. _armaturesensor-type:
Constants related to :data:`type`
.. data:: KX_ARMSENSOR_STATE_CHANGED
Detect that the constraint is changing state (active/inactive)
:value: 0
.. data:: KX_ARMSENSOR_LIN_ERROR_BELOW
Detect that the constraint linear error is above a threshold
:value: 1
.. data:: KX_ARMSENSOR_LIN_ERROR_ABOVE
Detect that the constraint linear error is below a threshold
:value: 2
.. data:: KX_ARMSENSOR_ROT_ERROR_BELOW
Detect that the constraint rotation error is above a threshold
:value: 3
.. data:: KX_ARMSENSOR_ROT_ERROR_ABOVE
Detect that the constraint rotation error is below a threshold
:value: 4
.. attribute:: type
The type of measurement that the sensor make when it is active.
@@ -4772,87 +4805,6 @@ Types
Not all armature constraints are supported in the GE.
.. _armatureconstraint-constants-type:
Constants related to :data:`type`
.. data:: CONSTRAINT_TYPE_TRACKTO
.. data:: CONSTRAINT_TYPE_KINEMATIC
.. data:: CONSTRAINT_TYPE_ROTLIKE
.. data:: CONSTRAINT_TYPE_LOCLIKE
.. data:: CONSTRAINT_TYPE_MINMAX
.. data:: CONSTRAINT_TYPE_SIZELIKE
.. data:: CONSTRAINT_TYPE_LOCKTRACK
.. data:: CONSTRAINT_TYPE_STRETCHTO
.. data:: CONSTRAINT_TYPE_CLAMPTO
.. data:: CONSTRAINT_TYPE_TRANSFORM
.. data:: CONSTRAINT_TYPE_DISTLIMIT
.. _armatureconstraint-constants-ik-type:
Constants related to :data:`ik_type`
.. data:: CONSTRAINT_IK_COPYPOSE
constraint is trying to match the position and eventually the rotation of the target.
:value: 0
.. data:: CONSTRAINT_IK_DISTANCE
Constraint is maintaining a certain distance to target subject to ik_mode
:value: 1
.. _armatureconstraint-constants-ik-flag:
Constants related to :data:`ik_flag`
.. data:: CONSTRAINT_IK_FLAG_TIP
Set when the constraint operates on the head of the bone and not the tail
:value: 1
.. data:: CONSTRAINT_IK_FLAG_ROT
Set when the constraint tries to match the orientation of the target
:value: 2
.. data:: CONSTRAINT_IK_FLAG_STRETCH
Set when the armature is allowed to stretch (only the bones with stretch factor > 0.0)
:value: 16
.. data:: CONSTRAINT_IK_FLAG_POS
Set when the constraint tries to match the position of the target.
:value: 32
.. _armatureconstraint-constants-ik-mode:
Constants related to :data:`ik_mode`
.. data:: CONSTRAINT_IK_MODE_INSIDE
The constraint tries to keep the bone within ik_dist of target
:value: 0
.. data:: CONSTRAINT_IK_MODE_OUTSIDE
The constraint tries to keep the bone outside ik_dist of the target
:value: 1
.. data:: CONSTRAINT_IK_MODE_ONSURFACE
The constraint tries to keep the bone exactly at ik_dist of the target.
:value: 2
.. attribute:: type
@@ -4971,16 +4923,6 @@ Types
Proxy to armature pose channel. Allows to read and set armature pose.
The attributes are identical to RNA attributes, but mostly in read-only mode.
See :data:`rotation_mode`
.. data:: PCHAN_ROT_QUAT
.. data:: PCHAN_ROT_XYZ
.. data:: PCHAN_ROT_XZY
.. data:: PCHAN_ROT_YXZ
.. data:: PCHAN_ROT_YZX
.. data:: PCHAN_ROT_ZXY
.. data:: PCHAN_ROT_ZYX
.. attribute:: name
channel name (=bone name), read-only.
@@ -5114,17 +5056,7 @@ Types
Method of updating the bone rotation, read-write.
:type: integer
Use the following constants (euler mode are named as in Blender UI but the actual axis order is reversed).
* PCHAN_ROT_QUAT(0) : use quaternioin in rotation attribute to update bone rotation
* PCHAN_ROT_XYZ(1) : use euler_rotation and apply angles on bone's Z, Y, X axis successively
* PCHAN_ROT_XZY(2) : use euler_rotation and apply angles on bone's Y, Z, X axis successively
* PCHAN_ROT_YXZ(3) : use euler_rotation and apply angles on bone's Z, X, Y axis successively
* PCHAN_ROT_YZX(4) : use euler_rotation and apply angles on bone's X, Z, Y axis successively
* PCHAN_ROT_ZXY(5) : use euler_rotation and apply angles on bone's Y, X, Z axis successively
* PCHAN_ROT_ZYX(6) : use euler_rotation and apply angles on bone's X, Y, Z axis successively
:type: integer (one of :ref:`these constants <armaturechannel-constants-rotation-mode>`)
.. attribute:: channel_matrix

View File

@@ -689,7 +689,7 @@ OpenGL}" and the online NeHe tutorials are two of the best resources.
Return the specified pixel map
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glGetPixelMap.xml>`_
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man2/xhtml/glGetPixelMap.xml>`_
:type map: Enumerated constant
:arg map: Specifies the name of the pixel map to return.
@@ -701,7 +701,7 @@ OpenGL}" and the online NeHe tutorials are two of the best resources.
Return the polygon stipple pattern
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glGetPolygonStipple.xml>`_
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man2/xhtml/glGetPolygonStipple.xml>`_
:type mask: :class:`bgl.Buffer` object I{type GL_BYTE}
:arg mask: Returns the stipple pattern. The initial value is all 1's.
@@ -824,13 +824,25 @@ OpenGL}" and the online NeHe tutorials are two of the best resources.
Set the current color index
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glIndex.xml>`_
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man2/xhtml/glIndex.xml>`_
:type c: :class:`bgl.Buffer` object. Depends on function prototype.
:arg c: Specifies a pointer to a one element array that contains the new value for
the current color index.
.. function:: glIndexMask(mask):
Control the writing of individual bits in the color index buffers
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man2/xhtml/glIndexMask.xml>`_
:type mask: int
:arg mask: Specifies a bit mask to enable and disable the writing of individual bits
in the color index buffers.
Initially, the mask is all 1's.
.. function:: glInitNames():
Initialize the name stack
@@ -1510,7 +1522,7 @@ OpenGL}" and the online NeHe tutorials are two of the best resources.
:arg mode: Specifies a symbolic value representing a shading technique.
.. function:: glStencilFuc(func, ref, mask):
.. function:: glStencilFunc(func, ref, mask):
Set function and reference value for stencil testing
@@ -1835,7 +1847,238 @@ OpenGL}" and the online NeHe tutorials are two of the best resources.
:arg objx, objy, objz: Return the computed object coordinates.
class Buffer:
.. function:: glUseProgram(program):
Installs a program object as part of current rendering state
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glUseProgram.xml>`_
:type program: int
:arg program: Specifies the handle of the program object whose executables are to be used as part of current rendering state.
.. function:: glValidateProgram(program):
Validates a program object
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glValidateProgram.xml>`_
:type program: int
:arg program: Specifies the handle of the program object to be validated.
.. function:: glLinkProgram(program):
Links a program object.
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glLinkProgram.xml>`_
:type program: int
:arg program: Specifies the handle of the program object to be linked.
.. function:: glActiveTexture(texture):
Select active texture unit.
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glActiveTexture.xml>`_
:type texture: int
:arg texture: Constant in ``GL_TEXTURE0`` 0 - 8
.. function:: glAttachShader(program, shader):
Attaches a shader object to a program object.
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glAttachShader.xml>`_
:type program: int
:arg program: Specifies the program object to which a shader object will be attached.
:type shader: int
:arg shader: Specifies the shader object that is to be attached.
.. function:: glCompileShader(shader):
Compiles a shader object.
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glCompileShader.xml>`_
:type shader: int
:arg shader: Specifies the shader object to be compiled.
.. function:: glCreateProgram():
Creates a program object
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glCreateProgram.xml>`_
:rtype: int
:return: The new program or zero if an error occurs.
.. function:: glCreateShader(shaderType):
Creates a shader object.
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glCreateShader.xml>`_
:type shaderType: Specifies the type of shader to be created.
Must be one of ``GL_VERTEX_SHADER``,
``GL_TESS_CONTROL_SHADER``,
``GL_TESS_EVALUATION_SHADER``,
``GL_GEOMETRY_SHADER``,
or ``GL_FRAGMENT_SHADER``.
:arg shaderType:
:rtype: int
:return: 0 if an error occurs.
.. function:: glDeleteProgram(program):
Deletes a program object.
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glDeleteProgram.xml>`_
:type program: int
:arg program: Specifies the program object to be deleted.
.. function:: glDeleteShader(shader):
Deletes a shader object.
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glDeleteShader.xml>`_
:type shader: int
:arg shader: Specifies the shader object to be deleted.
.. function:: glDetachShader(program, shader):
Detaches a shader object from a program object to which it is attached.
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glDetachShader.xml>`_
:type program: int
:arg program: Specifies the program object from which to detach the shader object.
:type shader: int
:arg shader: pecifies the program object from which to detach the shader object.
.. function:: glGetAttachedShaders(program, maxCount, count, shaders):
Returns the handles of the shader objects attached to a program object.
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glGetAttachedShaders.xml>`_
:type program: int
:arg program: Specifies the program object to be queried.
:type maxCount: int
:arg maxCount: Specifies the size of the array for storing the returned object names.
:type count: :class:`bgl.Buffer` int buffer.
:arg count: Returns the number of names actually returned in objects.
:type shaders: :class:`bgl.Buffer` int buffer.
:arg shaders: Specifies an array that is used to return the names of attached shader objects.
.. function:: glGetProgramInfoLog(program, maxLength, length, infoLog):
Returns the information log for a program object.
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glGetProgramInfoLog.xml>`_
:type program: int
:arg program: Specifies the program object whose information log is to be queried.
:type maxLength: int
:arg maxLength: Specifies the size of the character buffer for storing the returned information log.
:type length: :class:`bgl.Buffer` int buffer.
:arg length: Returns the length of the string returned in **infoLog** (excluding the null terminator).
:type infoLog: :class:`bgl.Buffer` char buffer.
:arg infoLog: Specifies an array of characters that is used to return the information log.
.. function:: glGetShaderInfoLog(program, maxLength, length, infoLog):
Returns the information log for a shader object.
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glGetShaderInfoLog.xml>`_
:type shader: int
:arg shader: Specifies the shader object whose information log is to be queried.
:type maxLength: int
:arg maxLength: Specifies the size of the character buffer for storing the returned information log.
:type length: :class:`bgl.Buffer` int buffer.
:arg length: Returns the length of the string returned in **infoLog** (excluding the null terminator).
:type infoLog: :class:`bgl.Buffer` char buffer.
:arg infoLog: Specifies an array of characters that is used to return the information log.
.. function:: glGetProgramiv(program, pname, params):
Returns a parameter from a program object.
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glGetProgram.xml>`_
:type program: int
:arg program: Specifies the program object to be queried.
:type pname: int
:arg pname: Specifies the object parameter.
:type params: :class:`bgl.Buffer` int buffer.
:arg params: Returns the requested object parameter.
.. function:: glIsShader(shader):
Determines if a name corresponds to a shader object.
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glIsShader.xml>`_
:type shader: int
:arg shader: Specifies a potential shader object.
.. function:: glIsProgram(program):
Determines if a name corresponds to a program object
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glIsProgram.xml>`_
:type program: int
:arg program: Specifies a potential program object.
.. function:: glGetShaderSource(shader, bufSize, length, source):
Returns the source code string from a shader object
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glGetShaderSource.xml>`_
:type shader: int
:arg shader: Specifies the shader object to be queried.
:type bufSize: int
:arg bufSize: Specifies the size of the character buffer for storing the returned source code string.
:type length: :class:`bgl.Buffer` int buffer.
:arg length: Returns the length of the string returned in source (excluding the null terminator).
:type source: :class:`bgl.Buffer` char.
:arg source: Specifies an array of characters that is used to return the source code string.
.. function:: glShaderSource(shader, shader_string):
Replaces the source code in a shader object.
.. seealso:: `OpenGL Docs <http://www.opengl.org/sdk/docs/man/xhtml/glShaderSource.xml>`_
:type shader: int
:arg shader: Specifies the handle of the shader object whose source code is to be replaced.
:type shader_string: string
:arg shader_string: The shader string.
.. class:: Buffer
The Buffer object is simply a block of memory that is delineated and initialized by the
user. Many OpenGL functions return data to a C-style pointer, however, because this

View File

@@ -262,10 +262,16 @@ The calculation of some of the uniforms is based on matrices available in the sc
.. data:: GPU_DYNAMIC_SAMPLER_2DSHADOW
The uniform is an float representing the bumpmap scaling.
:value: 14
.. data:: GPU_DYNAMIC_OBJECT_AUTOBUMPSCALE
The uniform is an integer representing a shadow buffer corresponding to a lamp
casting shadow.
:value: 14
:value: 15
GLSL attribute type