[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [29326] trunk/blender/source/gameengine/ PyDoc: == python api docs ==
Luca Bonavita
mindrones at gmail.com
Tue Jun 8 01:50:44 CEST 2010
Revision: 29326
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=29326
Author: mindrones
Date: 2010-06-08 01:50:43 +0200 (Tue, 08 Jun 2010)
Log Message:
-----------
== python api docs ==
bge.types
---------
- removed lists if they were already available in bge.logic and crosslinked
where the list contained description, moved the descriptions in bge.logic
so we have useful thing in one place only
- fixed a lot of bad formatting, like bad indentation and usage of TAB
- changed from literal to codeblocks that smerch for the useful suggestion :)
- whered appropriate I've moved code examples to the end, after notes and all
it is blocking to have a big black block before actually see a method parameters or return type
- have doubt about the list at bge.types.html#bge.types.SCA_MouseSensor.mode
possibly tomorrow will ask Dalai
bge.logic
---------
- added sensor status list
- cross linked with bge.types where needed
- added a section "ShapeAction Actuator" because in bge.types these constants are docuemented, but in 2.5 I don't see the ShapeAction Actuator
(anymore, or for now)
I'll ask Dalai tomorrow or when possible (check bge.logic.html#shape-action-actuator once cambo rebuilds the docs)
- moved descriptions from bge.types lists to logic page where appropriate
- where possible, added custom directive :value: so we have a consistent way to show the value of constants
Modified Paths:
--------------
trunk/blender/source/gameengine/PyDoc/bge.events.rst
trunk/blender/source/gameengine/PyDoc/bge.logic.rst
trunk/blender/source/gameengine/PyDoc/bge.types.rst
Modified: trunk/blender/source/gameengine/PyDoc/bge.events.rst
===================================================================
--- trunk/blender/source/gameengine/PyDoc/bge.events.rst 2010-06-07 23:09:50 UTC (rev 29325)
+++ trunk/blender/source/gameengine/PyDoc/bge.events.rst 2010-06-07 23:50:43 UTC (rev 29326)
@@ -81,6 +81,8 @@
.. data:: MOUSEX
.. data:: MOUSEY
+.. _keyboard-keys:
+
=============
Keyboard Keys
=============
Modified: trunk/blender/source/gameengine/PyDoc/bge.logic.rst
===================================================================
--- trunk/blender/source/gameengine/PyDoc/bge.logic.rst 2010-06-07 23:09:50 UTC (rev 29325)
+++ trunk/blender/source/gameengine/PyDoc/bge.logic.rst 2010-06-07 23:50:43 UTC (rev 29326)
@@ -337,6 +337,19 @@
Sensors
=======
+.. _sensor-status:
+
+-------------
+Sensor Status
+-------------
+
+.. data:: KX_SENSOR_INACTIVE
+.. data:: KX_SENSOR_JUST_ACTIVATED
+.. data:: KX_SENSOR_ACTIVE
+.. data:: KX_SENSOR_JUST_DEACTIVATED
+
+.. _logic-property-sensor:
+
---------------
Property Sensor
---------------
@@ -345,21 +358,31 @@
Activate when the property is equal to the sensor value.
+ :value: 1
+
.. data:: KX_PROPSENSOR_NOTEQUAL
Activate when the property is not equal to the sensor value.
+
+ :value: 2
.. data:: KX_PROPSENSOR_INTERVAL
Activate when the property is between the specified limits.
-
+
+ :value: 3
+
.. data:: KX_PROPSENSOR_CHANGED
- Activate when the property changes
+ Activate when the property changes
+ :value: 4
+
.. data:: KX_PROPSENSOR_EXPRESSION
Activate when the expression matches
+
+ :value: 5
------------
Radar Sensor
@@ -392,6 +415,8 @@
Actuators
=========
+.. _action-actuator:
+
---------------
Action Actuator
---------------
@@ -408,8 +433,44 @@
Constraint Actuator
-------------------
-See :class:`bge.types.KX_ConstraintActuator`
+.. _constraint-actuator-option:
+See :class:`bge.types.KX_ConstraintActuator.option`
+
+* Applicable to Distance constraint:
+
+ .. data:: KX_ACT_CONSTRAINT_NORMAL
+
+ Activate alignment to surface
+
+ .. data:: KX_ACT_CONSTRAINT_DISTANCE
+
+ Activate distance control
+
+ .. data:: KX_ACT_CONSTRAINT_LOCAL
+
+ Direction of the ray is along the local axis
+
+* Applicable to Force field constraint:
+
+ .. data:: KX_ACT_CONSTRAINT_DOROTFH
+
+ Force field act on rotation as well
+
+* Applicable to both:
+
+ .. data:: KX_ACT_CONSTRAINT_MATERIAL
+
+ Detect material rather than property
+
+ .. data:: KX_ACT_CONSTRAINT_PERMANENT
+
+ No deactivation if ray does not hit target
+
+.. _constraint-actuator-limit:
+
+See :class:`bge.types.KX_ConstraintActuator.limit`
+
.. data:: KX_CONSTRAINTACT_LOCX
Limit X coord.
@@ -493,13 +554,6 @@
.. data:: KX_ACT_CONSTRAINT_FHPZ
Set force field along positive Z axis
-
-.. data:: KX_ACT_CONSTRAINT_DISTANCE
-.. data:: KX_ACT_CONSTRAINT_DOROTFH
-.. data:: KX_ACT_CONSTRAINT_LOCAL
-.. data:: KX_ACT_CONSTRAINT_MATERIAL
-.. data:: KX_ACT_CONSTRAINT_NORMAL
-.. data:: KX_ACT_CONSTRAINT_PERMANENT
----------------
Dynamic Actuator
@@ -513,6 +567,8 @@
.. data:: KX_DYN_DISABLE_RIGID_BODY
.. data:: KX_DYN_SET_MASS
+.. _game-actuator:
+
-------------
Game Actuator
-------------
@@ -526,6 +582,8 @@
.. data:: KX_GAME_SAVECFG
.. data:: KX_GAME_LOADCFG
+.. _ipo-actuator:
+
------------
IPO Actuator
------------
@@ -546,6 +604,8 @@
.. data:: KX_PARENT_REMOVE
.. data:: KX_PARENT_SET
+.. _logic-random-distributions:
+
--------------------
Random Distributions
--------------------
@@ -578,28 +638,64 @@
.. data:: KX_SCENE_SUSPEND
.. data:: KX_SCENE_RESUME
+.. _shape-action-actuator:
+
+---------------------
+Shape Action Actuator
+---------------------
+
+See :class:`bge.types.BL_ActionActuator`
+
+.. data:: KX_ACTIONACT_PLAY
+.. data:: KX_ACTIONACT_FLIPPER
+.. data:: KX_ACTIONACT_LOOPSTOP
+.. data:: KX_ACTIONACT_LOOPEND
+.. data:: KX_ACTIONACT_PROPERTY
+
+.. _logic-sound-actuator:
+
--------------
Sound Actuator
--------------
-
+
See :class:`bge.types.KX_SoundActuator`
.. data:: KX_SOUNDACT_PLAYSTOP
+
+ :value: 1
+
.. data:: KX_SOUNDACT_PLAYEND
+
+ :value: 2
+
.. data:: KX_SOUNDACT_LOOPSTOP
+
+ :value: 3
+
.. data:: KX_SOUNDACT_LOOPEND
+
+ :value: 4
+
.. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL
+
+ :value: 5
+
.. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP
+ :value: 6
+
+
=======
Various
=======
+.. _input-status:
+
------------
Input Status
------------
-See :class:`bge.types.SCA_MouseSensor`
+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
@@ -652,31 +748,111 @@
.. 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
---------
.. data:: RAS_2DFILTER_BLUR
+
+ :value: 2
+
.. data:: RAS_2DFILTER_CUSTOMFILTER
+
+ Customer filter, the code code is set via shaderText property.
+
+ :value: 12
+
.. data:: RAS_2DFILTER_DILATION
+
+ :value: 4
+
.. data:: RAS_2DFILTER_DISABLED
+
+ Disable the filter that is currently active
+
+ :value: -1
+
.. data:: RAS_2DFILTER_ENABLED
+
+ Enable the filter that was previously disabled
+
+ :value: -2
+
.. data:: RAS_2DFILTER_EROSION
+
+ :value: 5
+
.. data:: RAS_2DFILTER_GRAYSCALE
+
+ :value: 9
+
.. data:: RAS_2DFILTER_INVERT
+
+ :value: 11
+
.. data:: RAS_2DFILTER_LAPLACIAN
+
+ :value: 6
+
.. data:: RAS_2DFILTER_MOTIONBLUR
+
+ Create and enable preset filters
+
+ :value: 1
+
.. data:: RAS_2DFILTER_NOFILTER
+
+ Disable and destroy the filter that is currently active
+
+ :value: 0
+
.. data:: RAS_2DFILTER_PREWITT
+
+ :value: 8
+
.. data:: RAS_2DFILTER_SEPIA
+
+ :value: 10
+
.. data:: RAS_2DFILTER_SHARPEN
+
+ :value: 3
+
.. data:: RAS_2DFILTER_SOBEL
+ :value: 7
+
------
Shader
------
Modified: trunk/blender/source/gameengine/PyDoc/bge.types.rst
===================================================================
--- trunk/blender/source/gameengine/PyDoc/bge.types.rst 2010-06-07 23:09:50 UTC (rev 29325)
+++ trunk/blender/source/gameengine/PyDoc/bge.types.rst 2010-06-07 23:50:43 UTC (rev 29326)
@@ -163,14 +163,9 @@
.. attribute:: status
- The status of the sensor. (read-only).
-
- :type: int from 0-3.
+ The status of the sensor (read-only): can be one of :ref:`these constants<sensor-status>`.
- * KX_SENSOR_INACTIVE
- * KX_SENSOR_JUST_ACTIVATED
- * KX_SENSOR_ACTIVE
- * KX_SENSOR_JUST_DEACTIVATED
+ :type: int
.. note::
@@ -294,7 +289,7 @@
.. attribute:: mode
- The operation mode of the actuator. KX_ACTIONACT_PLAY, KX_ACTIONACT_PROPERTY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND.
+ The operation mode of the actuator. Can be one of :ref:`these constants<action-actuator>`.
:type: integer
@@ -597,7 +592,7 @@
.. attribute:: mode
- The operation mode of the actuator in [KX_ACTIONACT_PLAY, KX_ACTIONACT_PROPERTY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND].
+ The operation mode of the actuator. Can be one of :ref:`these constants<shape-action-actuator>`.
:type: integer
@@ -653,12 +648,14 @@
Since object names are not always unique, the id of an object can be used to get an object from the CValueList.
- Example.
+ Example:
- ``myObID=id(gameObject)``
- ``ob= scene.objects.from_id(myObID)``
+ .. code-block:: python
+
+ myObID=id(gameObject)
+ ob= scene.objects.from_id(myObID)
- Where myObID is an int or long from the id function.
+ Where ``myObID`` is an int or long from the id function.
This has the advantage that you can store the id in places you could not store a gameObject.
@@ -752,14 +749,10 @@
:type: :class:`KX_GameObject` or None
- @author: snail
-
.. class:: KX_ConstraintActuator(SCA_IActuator)
A constraint actuator limits the position, rotation, distance or orientation of an object.
- Properties:
-
.. attribute:: damp
Time constant of the constraint expressed in frame (not use by Force field constraint).
@@ -780,20 +773,10 @@
.. attribute:: option
- Binary combination of the following values.
+ Binary combination of :ref:`these constants <constraint-actuator-option>`
:type: integer
- * Applicable to Distance constraint
- * KX_ACT_CONSTRAINT_NORMAL ( 64) : Activate alignment to surface
- * KX_ACT_CONSTRAINT_DISTANCE ( 512) : Activate distance control
- * KX_ACT_CONSTRAINT_LOCAL (1024) : direction of the ray is along the local axis
- * Applicable to Force field constraint:
- * KX_ACT_CONSTRAINT_DOROTFH (2048) : Force field act on rotation as well
- * Applicable to both:
- * KX_ACT_CONSTRAINT_MATERIAL ( 128) : Detect material rather than property
- * KX_ACT_CONSTRAINT_PERMANENT ( 256) : No deactivation if ray does not hit target
-
.. attribute:: time
activation time of the actuator. The actuator disables itself after this many frame. If set to 0, the actuator is not limited in time.
@@ -832,22 +815,7 @@
.. attribute:: limit
- type of constraint.
-
- Use one of the following constant: :data:`~bge.logic.KX_CONSTRAINTACT_LOCX`,
- :data:`~bge.logic.KX_CONSTRAINTACT_LOCY`, :data:`~bge.logic.KX_CONSTRAINTACT_LOCZ`,
- :data:`~bge.logic.KX_CONSTRAINTACT_ROTX`, :data:`~bge.logic.KX_CONSTRAINTACT_ROTY`,
- :data:`~bge.logic.KX_CONSTRAINTACT_ROTZ`, :data:`~bge.logic.KX_CONSTRAINTACT_DIRPX`,
- :data:`~bge.logic.KX_CONSTRAINTACT_DIRPY`, :data:`~bge.logic.KX_CONSTRAINTACT_DIRPZ`,
- :data:`~bge.logic.KX_CONSTRAINTACT_DIRNX`, :data:`~bge.logic.KX_CONSTRAINTACT_DIRNY`,
- :data:`~bge.logic.KX_CONSTRAINTACT_DIRNZ`, :data:`~bge.logic.KX_CONSTRAINTACT_ORIX`,
- :data:`~bge.logic.KX_CONSTRAINTACT_ORIY`, :data:`~bge.logic.KX_CONSTRAINTACT_ORIZ`,
@@ Diff output truncated at 10240 characters. @@
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