[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [28810] trunk/blender/source/gameengine/ PyDoc: epydoc to sphinx markup for GameLogic module

Campbell Barton ideasman42 at gmail.com
Mon May 17 21:52:25 CEST 2010


Revision: 28810
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=28810
Author:   campbellbarton
Date:     2010-05-17 21:52:25 +0200 (Mon, 17 May 2010)

Log Message:
-----------
epydoc to sphinx markup for GameLogic module

Added Paths:
-----------
    trunk/blender/source/gameengine/PyDoc/bge.events.rst
    trunk/blender/source/gameengine/PyDoc/bge.logic.rst

Removed Paths:
-------------
    trunk/blender/source/gameengine/PyDoc/GameLogic.py
    trunk/blender/source/gameengine/PyDoc/bge.keys.rst

Deleted: trunk/blender/source/gameengine/PyDoc/GameLogic.py
===================================================================
--- trunk/blender/source/gameengine/PyDoc/GameLogic.py	2010-05-17 16:42:53 UTC (rev 28809)
+++ trunk/blender/source/gameengine/PyDoc/GameLogic.py	2010-05-17 19:52:25 UTC (rev 28810)
@@ -1,518 +0,0 @@
-# $Id$
-"""
-Documentation for the GameLogic Module.
-=======================================
-	
-	Module to access logic functions, imported automatically into the python controllers namespace.
-	
-	Examples::
-		# To get the controller thats running this python script:
-		cont = GameLogic.getCurrentController() # GameLogic is automatically imported
-		
-		# To get the game object this controller is on:
-		obj = cont.owner
-	L{KX_GameObject} and L{KX_Camera} or L{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 sensor's reference for available methods:
-		- L{DelaySensor<GameTypes.SCA_DelaySensor>}
-		- L{JoystickSensor<GameTypes.SCA_JoystickSensor>}
-		- L{KeyboardSensor<GameTypes.SCA_KeyboardSensor>}
-		- L{MouseFocusSensor<GameTypes.KX_MouseFocusSensor>}
-		- L{MouseSensor<GameTypes.SCA_MouseSensor>}
-		- L{NearSensor<GameTypes.KX_NearSensor>}
-		- L{NetworkMessageSensor<GameTypes.KX_NetworkMessageSensor>}
-		- L{PropertySensor<GameTypes.SCA_PropertySensor>}
-		- L{RadarSensor<GameTypes.KX_RadarSensor>}
-		- L{RandomSensor<GameTypes.SCA_RandomSensor>}
-		- L{RaySensor<GameTypes.KX_RaySensor>}
-		- L{TouchSensor<GameTypes.KX_TouchSensor>}
-	
-	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 actuator's reference for available methods:
-		- L{2DFilterActuator<GameTypes.SCA_2DFilterActuator>}
-		- L{ActionActuator<GameTypes.BL_ActionActuator>}
-		- L{AddObjectActuator<GameTypes.KX_SCA_AddObjectActuator>}
-		- L{CameraActuator<GameTypes.KX_CameraActuator>}
-		- L{ConstraintActuator<GameTypes.KX_ConstraintActuator>}
-		- L{DynamicActuator<GameTypes.KX_SCA_DynamicActuator>}
-		- L{EndObjectActuator<GameTypes.KX_SCA_EndObjectActuator>}
-		- L{GameActuator<GameTypes.KX_GameActuator>}
-		- L{IpoActuator<GameTypes.KX_IpoActuator>}
-		- L{NetworkMessageActuator<GameTypes.KX_NetworkMessageActuator>}
-		- L{ObjectActuator<GameTypes.KX_ObjectActuator>}
-		- L{ParentActuator<GameTypes.KX_ParentActuator>}
-		- L{PropertyActuator<GameTypes.SCA_PropertyActuator>}
-		- L{RandomActuator<GameTypes.SCA_RandomActuator>}
-		- L{ReplaceMeshActuator<GameTypes.KX_SCA_ReplaceMeshActuator>}
-		- L{SceneActuator<GameTypes.KX_SceneActuator>}
-		- L{ShapeActionActuator<GameTypes.BL_ShapeActionActuator>}
-		- L{SoundActuator<GameTypes.KX_SoundActuator>}
-		- L{StateActuator<GameTypes.KX_StateActuator>}
-		- L{TrackToActuator<GameTypes.KX_TrackToActuator>}
-		- L{VisibilityActuator<GameTypes.KX_VisibilityActuator>}
-
-	Most logic brick's 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 L{KX_Scene}::
-		# Get the current scene
-		scene = GameLogic.getCurrentScene()
-		
-		# Get the current camera
-		cam = scene.active_camera
-
-	Matricies as used by the game engine are B{row major}::
-		matrix[row][col] = float
-	L{KX_Camera} has some examples using matricies.
-
-
- at group Constants: KX_TRUE, KX_FALSE
- at var KX_TRUE: True value used by some modules.
- at var KX_FALSE: False value used by some modules.
-
- at group Property Sensor: KX_PROPSENSOR_*
- at var KX_PROPSENSOR_EQUAL:		Activate when the property is equal to the sensor value.
- at var KX_PROPSENSOR_NOTEQUAL:	Activate when the property is not equal to the sensor value.
- at var KX_PROPSENSOR_INTERVAL:	Activate when the property is between the specified limits.
- at var KX_PROPSENSOR_CHANGED:	Activate when the property changes
- at var KX_PROPSENSOR_EXPRESSION:	Activate when the expression matches
-
- at group Constraint Actuator: KX_CONSTRAINTACT_*
- at var KX_CONSTRAINTACT_LOCX: See L{KX_ConstraintActuator}
- at var KX_CONSTRAINTACT_LOCY: See L{KX_ConstraintActuator}
- at var KX_CONSTRAINTACT_LOCZ: See L{KX_ConstraintActuator}
- at var KX_CONSTRAINTACT_ROTX: See L{KX_ConstraintActuator}
- at var KX_CONSTRAINTACT_ROTY: See L{KX_ConstraintActuator}
- at var KX_CONSTRAINTACT_ROTZ: See L{KX_ConstraintActuator}
- at var KX_CONSTRAINTACT_DIRNX: See L{KX_ConstraintActuator}
- at var KX_CONSTRAINTACT_DIRNY: See L{KX_ConstraintActuator}
- at var KX_CONSTRAINTACT_DIRPX: See L{KX_ConstraintActuator}
- at var KX_CONSTRAINTACT_DIRPY: See L{KX_ConstraintActuator}
- at var KX_CONSTRAINTACT_ORIX: See L{KX_ConstraintActuator}
- at var KX_CONSTRAINTACT_ORIY: See L{KX_ConstraintActuator}
- at var KX_CONSTRAINTACT_ORIZ: See L{KX_ConstraintActuator}
-
- at group IPO Actuator: KX_IPOACT_*
- at var KX_IPOACT_PLAY:	 See L{KX_IpoActuator}
- at var KX_IPOACT_PINGPONG:	 See L{KX_IpoActuator}
- at var KX_IPOACT_FLIPPER:	 See L{KX_IpoActuator}
- at var KX_IPOACT_LOOPSTOP:	 See L{KX_IpoActuator}
- at var KX_IPOACT_LOOPEND:	 See L{KX_IpoActuator}
- at var KX_IPOACT_FROM_PROP:	 See L{KX_IpoActuator}
-
- at group Random Distributions: KX_RANDOMACT_*
- at var KX_RANDOMACT_BOOL_CONST:		See L{SCA_RandomActuator}
- at var KX_RANDOMACT_BOOL_UNIFORM:		See L{SCA_RandomActuator}
- at var KX_RANDOMACT_BOOL_BERNOUILLI:		See L{SCA_RandomActuator}
- at var KX_RANDOMACT_INT_CONST:		See L{SCA_RandomActuator}
- at var KX_RANDOMACT_INT_UNIFORM:		See L{SCA_RandomActuator}
- at var KX_RANDOMACT_INT_POISSON:		See L{SCA_RandomActuator}
- at var KX_RANDOMACT_FLOAT_CONST:		See L{SCA_RandomActuator}
- at var KX_RANDOMACT_FLOAT_UNIFORM:		See L{SCA_RandomActuator}
- at var KX_RANDOMACT_FLOAT_NORMAL:		See L{SCA_RandomActuator}
- at var KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL:		See L{SCA_RandomActuator}
-
- at group Action Actuator: KX_ACTIONACT_*
- at var KX_ACTIONACT_PLAY:	    See L{BL_ActionActuator}
- at var KX_ACTIONACT_FLIPPER:  See L{BL_ActionActuator}
- at var KX_ACTIONACT_LOOPSTOP: See L{BL_ActionActuator}
- at var KX_ACTIONACT_LOOPEND:  See L{BL_ActionActuator}
- at var KX_ACTIONACT_PROPERTY: See L{BL_ActionActuator}
-
- at group Sound Actuator: KX_SOUNDACT_*
- at var KX_SOUNDACT_PLAYSTOP:		    See L{KX_SoundActuator}
- at var KX_SOUNDACT_PLAYEND:		    See L{KX_SoundActuator}
- at var KX_SOUNDACT_LOOPSTOP:		    See L{KX_SoundActuator}
- at var KX_SOUNDACT_LOOPEND:		    See L{KX_SoundActuator}
- at var KX_SOUNDACT_LOOPBIDIRECTIONAL:	    See L{KX_SoundActuator}
- at var KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP:    See L{KX_SoundActuator}
-
- at group Radar Sensor: KX_RADAR_*
- at var KX_RADAR_AXIS_POS_X:		    See L{KX_RadarSensor}
- at var KX_RADAR_AXIS_POS_Y:		    See L{KX_RadarSensor}
- at var KX_RADAR_AXIS_POS_Z:		    See L{KX_RadarSensor}
- at var KX_RADAR_AXIS_NEG_X:		    See L{KX_RadarSensor}
- at var KX_RADAR_AXIS_NEG_Y:		    See L{KX_RadarSensor}
- at var KX_RADAR_AXIS_NEG_Z:		    See L{KX_RadarSensor}
-
- at group Ray Sensor: KX_RAY_*
- at var KX_RAY_AXIS_POS_X:		    See L{KX_RaySensor}
- at var KX_RAY_AXIS_POS_Y:		    See L{KX_RaySensor}
- at var KX_RAY_AXIS_POS_Z:		    See L{KX_RaySensor}
- at var KX_RAY_AXIS_NEG_X:		    See L{KX_RaySensor}
- at var KX_RAY_AXIS_NEG_Y:		    See L{KX_RaySensor}
- at var KX_RAY_AXIS_NEG_Z:		    See L{KX_RaySensor}
-
- at group Dynamic Actuator: KX_DYN_*
- at var KX_DYN_RESTORE_DYNAMICS:	See L{KX_SCA_DynamicActuator}
- at var KX_DYN_DISABLE_DYNAMICS:	See L{KX_SCA_DynamicActuator}
- at var KX_DYN_ENABLE_RIGID_BODY:	See L{KX_SCA_DynamicActuator}
- at var KX_DYN_DISABLE_RIGID_BODY:	See L{KX_SCA_DynamicActuator}
- at var KX_DYN_SET_MASS:			See L{KX_SCA_DynamicActuator}
-
- at group Game Actuator: KX_GAME_*
- at var KX_GAME_LOAD:		See L{KX_GameActuator}
- at var KX_GAME_START:		See L{KX_GameActuator}
- at var KX_GAME_RESTART:	See L{KX_GameActuator}
- at var KX_GAME_QUIT:		See L{KX_GameActuator}
- at var KX_GAME_SAVECFG:	See L{KX_GameActuator}
- at var KX_GAME_LOADCFG:	See L{KX_GameActuator}
-
- at group Scene Actuator: KX_SCENE_*
- at var KX_SCENE_RESTART:			See L{KX_SceneActuator}
- at var KX_SCENE_SET_SCENE:			See L{KX_SceneActuator}
- at var KX_SCENE_SET_CAMERA:		See L{KX_SceneActuator}
- at var KX_SCENE_ADD_FRONT_SCENE:	See L{KX_SceneActuator}
- at var KX_SCENE_ADD_BACK_SCENE:	See L{KX_SceneActuator}
- at var KX_SCENE_REMOVE_SCENE:		See L{KX_SceneActuator}
- at var KX_SCENE_SUSPEND:			See L{KX_SceneActuator}
- at var KX_SCENE_RESUME:			See L{KX_SceneActuator}
-
- at group Input Status: KX_INPUT_*
- at var KX_INPUT_NONE:				See L{SCA_MouseSensor}
- at var KX_INPUT_JUST_ACTIVATED:	See L{SCA_MouseSensor}
- at var KX_INPUT_ACTIVE:			See L{SCA_MouseSensor}
- at var KX_INPUT_JUST_RELEASED:	See L{SCA_MouseSensor}
-
-
- at group Mouse Buttons: KX_MOUSE_BUT_*
- at var KX_MOUSE_BUT_LEFT:		See L{SCA_MouseSensor}
- at var KX_MOUSE_BUT_MIDDLE:	See L{SCA_MouseSensor}
- at var KX_MOUSE_BUT_RIGHT:	See L{SCA_MouseSensor}
-
- at group States: KX_STATE*
- at var KX_STATE1:
- at var KX_STATE10:
- at var KX_STATE11:
- at var KX_STATE12:
- at var KX_STATE13:
- at var KX_STATE14:
- at var KX_STATE15:
- at var KX_STATE16:
- at var KX_STATE17:
- at var KX_STATE18:
- at var KX_STATE19:
- at var KX_STATE2:
- at var KX_STATE20:
- at var KX_STATE21:
- at var KX_STATE22:
- at var KX_STATE23:
- at var KX_STATE24:
- at var KX_STATE25:
- at var KX_STATE26:
- at var KX_STATE27:
- at var KX_STATE28:
- at var KX_STATE29:
- at var KX_STATE3:
- at var KX_STATE30:
- at var KX_STATE4:
- at var KX_STATE5:
- at var KX_STATE6:
- at var KX_STATE7:
- at var KX_STATE8:
- at var KX_STATE9:
- at var KX_STATE_OP_CLR:
- at var KX_STATE_OP_CPY:
- at var KX_STATE_OP_NEG:
- at var KX_STATE_OP_SET:
-
- at group 2D Filter: RAS_2DFILTER_*
- at var RAS_2DFILTER_BLUR:
- at var RAS_2DFILTER_CUSTOMFILTER:
- at var RAS_2DFILTER_DILATION:
- at var RAS_2DFILTER_DISABLED:
- at var RAS_2DFILTER_ENABLED:
- at var RAS_2DFILTER_EROSION:
- at var RAS_2DFILTER_GRAYSCALE:
- at var RAS_2DFILTER_INVERT:
- at var RAS_2DFILTER_LAPLACIAN:
- at var RAS_2DFILTER_MOTIONBLUR:
- at var RAS_2DFILTER_NOFILTER:
- at var RAS_2DFILTER_PREWITT:
- at var RAS_2DFILTER_SEPIA:
- at var RAS_2DFILTER_SHARPEN:
- at var RAS_2DFILTER_SOBEL:
-

@@ Diff output truncated at 10240 characters. @@




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