- changed epy_docgen.sh so inherited attributes & methods are included inline for each type, removed source option since its not useful and makes the download bigger.
# $Id$
# Documentation for BL_ActionActuator
+import SCA_ILogicBrick
from SCA_IActuator import *
+
class BL_ActionActuator(SCA_IActuator):
"""
Action Actuators apply an action to an actor.
@type action: string
@ivar start: Specifies the starting frame of the animation.
@type start: float
- @type end: Specifies the ending frame of the animation.
+ @ivar end: Specifies the ending frame of the animation.
@type end: float
@ivar blendin: Specifies the number of frames of animation to generate when making transitions between actions.
@type blendin: float
@ivar blendTime: Sets the internal frame timer. This property must be in
the range from 0.0 to blendin.
@type blendTime: float
- @ivar type: The operation mode of the actuator.
- KX_ACTIONACT_PLAY, KX_ACTIONACT_PROPERTY, KX_ACTIONACT_FLIPPER,
- KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND
+ @ivar type: The operation mode of the actuator. KX_ACTIONACT_PLAY, KX_ACTIONACT_PROPERTY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND
@type type: integer
@ivar continue: The actions continue option, True or False.
When True, the action will always play from where last left off,
# $Id$
# Documentation for BL_ShapeActionActuator
from SCA_IActuator import *
+from SCA_ILogicBrick import *
class BL_ShapeActionActuator(SCA_IActuator):
"""
@type action: string
@ivar start: Specifies the starting frame of the shape animation.
@type start: float
- @type end: Specifies the ending frame of the shape animation.
+ @ivar end: Specifies the ending frame of the shape animation.
@type end: float
@ivar blendin: Specifies the number of frames of animation to generate when making transitions between actions.
@type blendin: float
# Documentation for KX_ActuatorSensor
from SCA_IActuator import *
from SCA_ISensor import *
+from SCA_ILogicBrick import *
class KX_ActuatorSensor(SCA_ISensor):
"""
from SCA_IActuator import *
class KX_CDActuator(SCA_IActuator):
- """
- CD Controller actuator.
- @ivar volume: controls the volume to set the CD to. 0.0 = silent, 1.0 = max volume.
- @type volume: float
- @ivar track: the track selected to be played
- @type track: integer
- """
+ """
+ CD Controller actuator.
+ @ivar volume: controls the volume to set the CD to. 0.0 = silent, 1.0 = max volume.
+ @type volume: float
+ @ivar track: the track selected to be played
+ @type track: integer
+ @ivar gain: the gain (volume) of the CD between 0.0 and 1.0.
+ @type gain: float
+ """
def startCD():
"""
Starts the CD playing.
"""
Resumes the CD after a pause.
"""
- def playAll():
- """
- Plays the CD from the beginning.
- """
- def playTrack(trackNumber):
- """
- Plays the track selected.
- """
+ def playAll():
+ """
+ Plays the CD from the beginning.
+ """
+ def playTrack(trackNumber):
+ """
+ Plays the track selected.
+ """
def setGain(gain):
"""
- DEPRECATED: Use the volume property.
+ DEPRECATED: Use the volume property.
Sets the gain (volume) of the CD.
@type gain: float
"""
def getGain():
"""
- DEPRECATED: Use the volume property.
+ DEPRECATED: Use the volume property.
Gets the current gain (volume) of the CD.
@rtype: float
# Documentation for game objects
# from SCA_IObject import *
-from SCA_ISensor import *
-from SCA_IController import *
-from SCA_IActuator import *
+# from SCA_ISensor import *
+# from SCA_IController import *
+# from SCA_IActuator import *
class KX_GameObject: # (SCA_IObject)
All game objects are derived from this class.
Properties assigned to game objects are accessible as attributes of this class.
-
+
@ivar name: The object's name. (Read only)
+ - note: Currently (Blender 2.49) the prefix "OB" is added to all objects name. This may change in blender 2.5.
@type name: string.
@ivar mass: The object's mass (provided the object has a physics controller). Read only.
@type mass: float
@ivar parent: The object's parent object. (Read only)
- @type parent: L{KX_GameObject}
+ @type parent: L{KX_GameObject} or None
@ivar visible: visibility flag.
+ - note: Game logic will still run for invisible objects.
@type visible: boolean
@ivar position: The object's position.
@type position: list [x, y, z]
- @ivar orientation: The object's orientation. 3x3 Matrix.
- You can also write a Quaternion or Euler vector.
+ @ivar orientation: The object's orientation. 3x3 Matrix. You can also write a Quaternion or Euler vector.
@type orientation: 3x3 Matrix [[float]]
@ivar scaling: The object's scaling factor. list [sx, sy, sz]
@type scaling: list [sx, sy, sz]
@ivar state: the game object's state bitmask.
@type state: int
@ivar meshes: a list meshes for this object.
- B{Note}: Most objects use only 1 mesh.
- B{Note}: Changes to this list will not update the KX_GameObject.
+ - note: Most objects use only 1 mesh.
+ - note: Changes to this list will not update the KX_GameObject.
@type meshes: list of L{KX_MeshProxy}
@ivar sensors: a list of L{SCA_ISensor} objects.
- B{Note}: This attribute is experemental and may be removed (but probably wont be).
- B{Note}: Changes to this list will not update the KX_GameObject
- @type sensors: list of L{SCA_ISensor}
- @ivar controllers: a list of L{SCA_ISensor} objects.
- B{Note}: This attribute is experemental and may be removed (but probably wont be).
- B{Note}: Changes to this list will not update the KX_GameObject
- @type controllers: list of L{SCA_IController}
- @ivar the actuators assigned to this object.
- B{Note}: This attribute is experemental and may be removed (but probably wont be).
- B{Note}: Changes to this list will not update the KX_GameObject
- @type actuators: a list of L{SCA_IActuator}
+ - note: This attribute is experemental and may be removed (but probably wont be).
+ - note: Changes to this list will not update the KX_GameObject.
+ @type sensors: list
+ @ivar controllers: a list of L{SCA_IController} objects.
+ - note: This attribute is experemental and may be removed (but probably wont be).
+ - note: Changes to this list will not update the KX_GameObject.
+ @type controllers: list of L{SCA_ISensor}.
+ @ivar actuators: a list of L{SCA_IActuator} objects.
+ - note: This attribute is experemental and may be removed (but probably wont be).
+ - note: Changes to this list will not update the KX_GameObject.
+ @type actuators: list
"""
def endObject(visible):
"""
@param local: - False: you get the "global" movement ie: relative to world orientation (default).
- True: you get the "local" movement ie: relative to object orientation.
"""
- def applyRotation(movement, local = 0):
+ def applyRotation(rotation, local = 0):
"""
Sets the game object's rotation.
"""
def setObject(object):
"""
- DEPRECATED: Use the object property.
+ DEPRECATED: Use the object property.
Sets the object to set as parent.
Object can be either a L{KX_GameObject} or the name of the object.
"""
def getObject(name_only = 1):
"""
- DEPRECATED: Use the object property.
+ DEPRECATED: Use the object property.
Returns the name of the object to change to.
@type name_only: bool
@param name_only: optional argument, when 0 return a KX_GameObject
class KX_SCA_DynamicActuator(SCA_IActuator):
"""
Dynamic Actuator.
- @ivar operation: the type of operation of the actuator, 0-4
- KX_DYN_RESTORE_DYNAMICS, KX_DYN_DISABLE_DYNAMICS,
- KX_DYN_ENABLE_RIGID_BODY, KX_DYN_DISABLE_RIGID_BODY, KX_DYN_SET_MASS
- @type operation: integer
- @ivar mass: the mass value for the KX_DYN_SET_MASS operation
- @type mass: float
+ @ivar operation: the type of operation of the actuator, 0-4
+ KX_DYN_RESTORE_DYNAMICS, KX_DYN_DISABLE_DYNAMICS,
+ KX_DYN_ENABLE_RIGID_BODY, KX_DYN_DISABLE_RIGID_BODY, KX_DYN_SET_MASS
+ @type operation: integer
+ @ivar mass: the mass value for the KX_DYN_SET_MASS operation
+ @type mass: float
"""
def setOperation(operation):
"""
- DEPRECATED: Use the operation property instead.
+ DEPRECATED: Use the operation property instead.
Set the type of operation when the actuator is activated:
- 0 = restore dynamics
- 1 = disable dynamics
- 2 = enable rigid body
- 3 = disable rigid body
- 4 = set mass
- """
- def getOperatoin()
+ - 0 = restore dynamics
+ - 1 = disable dynamics
+ - 2 = enable rigid body
+ - 3 = disable rigid body
+ - 4 = set mass
"""
- DEPRECATED: Use the operation property instead.
+ def getOperatoin():
+ """
+ DEPRECATED: Use the operation property instead.
return the type of operation
"""
# Mesh (name, near, far)
# Meshes overlap so that they don't 'pop' when on the edge of the distance.
meshes = ((".Hi", 0.0, -20.0),
- (".Med", -15.0, -50.0),
- (".Lo", -40.0, -100.0)
- )
+ (".Med", -15.0, -50.0),
+ (".Lo", -40.0, -100.0)
+ )
co = GameLogic.getCurrentController()
obj = co.getOwner()
- act = co.getActuator("LOD." + obj.getName())
+ act = co.getActuator("LOD." + obj.name)
cam = GameLogic.getCurrentScene().active_camera
def Depth(pos, plane):
for mesh in meshes:
if depth < mesh[1] and depth > mesh[2]:
newmesh = mesh
- if "ME" + obj.getName() + mesh[0] == act.getMesh():
+ if "ME" + obj.name + mesh[0] == act.getMesh():
curmesh = mesh
- if newmesh != None and "ME" + obj.getName() + newmesh[0] != act.getMesh():
+ if newmesh != None and "ME" + obj.name + newmesh[0] != act.getMesh():
# The mesh is a different mesh - switch it.
# Check the current mesh is not a better fit.
if curmesh == None or curmesh[1] < depth or curmesh[2] > depth:
This will generate a warning in the console:
C{ERROR: GameObject I{OBName} ReplaceMeshActuator I{ActuatorName} without object}
-
- Properties:
+
@ivar mesh: L{KX_MeshProxy} or the name of the mesh that will replace the current one
Set to None to disable actuator
@type mesh: L{KX_MeshProxy} or None if no mesh is set
"""
def setMesh(name):
"""
- DEPRECATED: Use the mesh property instead.
+ DEPRECATED: Use the mesh property instead.
Sets the name of the mesh that will replace the current one.
When the name is None it will unset the mesh value so no action is taken.
"""
def getMesh():
"""
- DEPRECATED: Use the mesh property instead.
+ DEPRECATED: Use the mesh property instead.
Returns the name of the mesh that will replace the current one.
Returns None if no mesh has been scheduled to be added.
@ivar name: The scene's name
@type name: string
- @type objects: A list of objects in the scene.
+ @ivar objects: A list of objects in the scene.
@type objects: list [L{KX_GameObject}]
@ivar active_camera: The current active camera
@type active_camera: L{KX_Camera}
@rtype: string
"""
- def addObject(object, other, time=0)
+ def addObject(object, other, time=0):
"""
Adds an object to the scene like the Add Object Actuator would, and returns the created object.
@warning: Scene actuators that use a scene name will be ignored if at game start, the
named scene doesn't exist or is empty
-
+
This will generate a warning in the console:
C{ERROR: GameObject I{OBName} has a SceneActuator I{ActuatorName} (SetScene) without scene}
-
- Properties:
@ivar scene: the name of the scene to change to/overlay/underlay/remove/suspend/resume
@type scene: string.
"""
def setObject(object):
"""
- DEPRECATED: Use the object property.
+ DEPRECATED: Use the object property.
Sets the object to track.
@type object: L{KX_GameObject}, string or None
"""
def getObject(name_only):
"""
- DEPRECATED: Use the object property.
+ DEPRECATED: Use the object property.
Returns the name of the object to track.
@type name_only: bool
"""
def setTime(time):
"""
- DEPRECATED: Use the time property.
+ DEPRECATED: Use the time property.
Sets the time in frames with which to delay the tracking motion.
@type time: integer
"""
def getTime():
"""
- DEPRECATED: Use the time property.
+ DEPRECATED: Use the time property.
Returns the time in frames with which the tracking motion is delayed.
@rtype: integer
"""
def setUse3D(use3d):
"""
- DEPRECATED: Use the use3D property.
+ DEPRECATED: Use the use3D property.
Sets the tracking motion to use 3D.
@type use3d: boolean
"""
def getUse3D():
"""
- DEPRECATED: Use the use3D property.
+ DEPRECATED: Use the use3D property.
Returns True if the tracking motion will track in the z direction.
@rtype: boolean
class KX_VisibilityActuator(SCA_IActuator):
"""
Visibility Actuator.
- @ivar visibility: whether the actuator makes its parent object visible or invisible
- @type visibility: boolean
- @ivar recursion: whether the visibility/invisibility should be propagated to all children of the object
- @type recursion: boolean
+ @ivar visibility: whether the actuator makes its parent object visible or invisible
+ @type visibility: boolean
+ @ivar recursion: whether the visibility/invisibility should be propagated to all children of the object
+ @type recursion: boolean
"""
def set(visible):
"""
- DEPRECATED: Use the visibility property instead.
+ DEPRECATED: Use the visibility property instead.
Sets whether the actuator makes its parent object visible or invisible.
-
+
@param visible: - True: Makes its parent visible.
- False: Makes its parent invisible.
"""
-
-
Returns a list containing the indicies of the currently pressed buttons.
@rtype: list
"""
- def getButtonStatus(buttonIndex):
- """
- Returns a bool of the current pressed state of the specified button.
- @param buttonIndex: the button index, 0=first button
- @type buttonIndex: integer
- @rtype: bool
- """
+ def getButtonStatus(buttonIndex):
+ """
+ Returns a bool of the current pressed state of the specified button.
+ @param buttonIndex: the button index, 0=first button
+ @type buttonIndex: integer
+ @rtype: bool
+ """
def getIndex():
"""
DEPRECATED: use the 'index' property.
LC_ALL=POSIX
epydoc --debug -v -o BPY_GE --url "http://www.blender.org" --top GameLogic \
- --name "Blender GameEngine" --no-private --no-frames *.py
+ --name "Blender GameEngine" --no-private --no-frames --no-sourcecode --inheritance=included *.py