Merging trunk up to r38932.
This commit is contained in:
@@ -1,28 +1,47 @@
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Game Engine bge.constraints Module
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==================================
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Physics Constraints (bge.constraints)
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=====================================
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.. note::
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This documentation is still very weak, and needs some help!
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.. function:: createConstraint([obj1, [obj2, [restLength, [restitution, [damping]]]]])
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.. function:: createConstraint(physicsid, physicsid2, constrainttype, [pivotX, pivotY, pivotZ, [axisX, axisY, axisZ, [flag]]]])
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Creates a constraint.
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:arg obj1: first object on Constraint
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:type obj1: :class:'bge.types.KX_GameObject' #I think, there is no error when I use one
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:arg physicsid: the physics id of the first object in constraint
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:type physicsid: int
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:arg obj2: second object on Constraint
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:type obj2: :class:'bge.types.KX_GameObject' #too
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:arg physicsid2: the physics id of the second object in constraint
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:type physicsid2: int
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:arg restLength: #to be filled
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:type restLength: float
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:arg constrainttype: the type of the constraint. The constraint types are:
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:arg restitution: #to be filled
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:type restitution: float
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- :class:`POINTTOPOINT_CONSTRAINT`
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- :class:`LINEHINGE_CONSTRAINT`
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- :class:`ANGULAR_CONSTRAINT`
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- :class:`CONETWIST_CONSTRAINT`
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- :class:`VEHICLE_CONSTRAINT`
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:arg damping: #to be filled
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:type damping: float
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:type constrainttype: int
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:arg pivotX: pivot X position
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:type pivotX: float
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:arg pivotY: pivot Y position
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:type pivotY: float
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:arg pivotZ: pivot Z position
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:type pivotZ: float
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:arg axisX: X axis
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:type axisX: float
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:arg axisY: Y axis
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:type axisY: float
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:arg axisZ: Z axis
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:type axisZ: float
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:arg flag: .. to do
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:type flag: int
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.. attribute:: error
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@@ -49,7 +68,7 @@ Game Engine bge.constraints Module
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:type constraintId: int
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:return: a vehicle constraint object.
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:rtype: :class:'KX_VehicleWrapper'
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:rtype: :class:`bge.types.KX_VehicleWrapper`
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.. function:: removeConstraint(constraintId)
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@@ -60,10 +79,10 @@ Game Engine bge.constraints Module
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.. function:: setCcdMode(ccdMode)
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..note::
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.. note::
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Very experimental, not recommended
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Sets the CCD mode in the Physics Environment.
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Sets the CCD (Continous Colision Detection) mode in the Physics Environment.
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:arg ccdMode: The new CCD mode.
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:type ccdMode: int
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@@ -73,21 +92,21 @@ Game Engine bge.constraints Module
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.. note::
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Reasonable default is 0.02 (if units are meters)
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Sets the contact breaking treshold in the Physics Environment.
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Sets tresholds to do with contact point management.
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:arg breakingTreshold: The new contact breaking treshold.
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:type breakingTreshold: float
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.. function:: setDeactivationAngularTreshold(angularTreshold)
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Sets the deactivation angular treshold.
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Sets the angular velocity treshold.
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:arg angularTreshold: New deactivation angular treshold.
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:type angularTreshold: float
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.. function:: setDeactivationLinearTreshold(linearTreshold)
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Sets the deactivation linear treshold.
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Sets the linear velocity treshold.
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:arg linearTreshold: New deactivation linear treshold.
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:type linearTreshold: float
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@@ -104,21 +123,20 @@ Game Engine bge.constraints Module
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Sets the debug mode.
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Debug modes:
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- No debug: 0
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- Draw wireframe: 1
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- Draw Aabb: 2 #What's Aabb?
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- Draw freatures text: 4
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- Draw contact points: 8
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- No deactivation: 16
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- No help text: 32
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- Draw text: 64
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- Profile timings: 128
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- Enable sat comparision: 256
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- Disable Bullet LCP: 512
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- Enable CCD: 1024
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- Draw Constraints: #(1 << 11) = ?
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- Draw Constraint Limits: #(1 << 12) = ?
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- Fast Wireframe: #(1 << 13) = ?
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- :class:`DBG_NODEBUG`
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- :class:`DBG_DRAWWIREFRAME`
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- :class:`DBG_DRAWAABB`
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- :class:`DBG_DRAWFREATURESTEXT`
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- :class:`DBG_DRAWCONTACTPOINTS`
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- :class:`DBG_NOHELPTEXT`
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- :class:`DBG_DRAWTEXT`
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- :class:`DBG_PROFILETIMINGS`
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- :class:`DBG_ENABLESATCOMPARISION`
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- :class:`DBG_DISABLEBULLETLCP`
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- :class:`DBG_ENABLECCD`
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- :class:`DBG_DRAWCONSTRAINTS`
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- :class:`DBG_DRAWCONSTRAINTLIMITS`
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- :class:`DBG_FASTWIREFRAME`
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:arg mode: The new debug mode.
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:type mode: int
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@@ -138,7 +156,10 @@ Game Engine bge.constraints Module
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.. function:: setLinearAirDamping(damping)
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Not implemented.
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.. note::
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Not implemented.
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Sets the linear air damping for rigidbodies.
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.. function:: setNumIterations(numiter)
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@@ -156,10 +177,10 @@ Game Engine bge.constraints Module
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.. function:: setSolverDamping(damping)
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..note::
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.. note::
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Very experimental, not recommended
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Sets the solver damping.
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Sets the damper constant of a penalty based solver.
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:arg damping: New damping for the solver.
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:type damping: float
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@@ -169,7 +190,7 @@ Game Engine bge.constraints Module
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.. note::
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Very experimental, not recommended
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Sets the solver tau.
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Sets the spring constant of a penalty based solver.
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:arg tau: New tau for the solver.
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:type tau: float
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@@ -189,7 +210,7 @@ Game Engine bge.constraints Module
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.. note::
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Very experimental, not recommended
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Sets the sor constant.
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Sets the successive overrelaxation constant.
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:arg sor: New sor value.
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:type sor: float
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@@ -197,3 +218,136 @@ Game Engine bge.constraints Module
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.. function:: setUseEpa(epa)
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Not implemented.
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.. data:: DBG_NODEBUG
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.. note::
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Debug mode to be used with function :class:`setDebugMode`
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No debug.
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.. data:: DBG_DRAWWIREFRAME
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.. note::
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Debug mode to be used with function :class:`setDebugMode`
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Draw wireframe in debug.
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.. data:: DBG_DRAWAABB
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.. note::
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Debug mode to be used with function :class:`setDebugMode`
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Draw Axis Aligned Bounding Box in debug.
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.. data:: DBG_DRAWFREATURESTEXT
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.. note::
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Debug mode to be used with function :class:`setDebugMode`
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Draw freatures text in debug.
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.. data:: DBG_DRAWCONTACTPOINTS
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.. note::
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Debug mode to be used with function :class:`setDebugMode`
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Draw contact points in debug.
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.. data:: DBG_NOHELPTEXT
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.. note::
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Debug mode to be used with function :class:`setDebugMode`
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Debug without help text.
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.. data:: DBG_DRAWTEXT
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.. note::
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Debug mode to be used with function :class:`setDebugMode`
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Draw text in debug.
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.. data:: DBG_PROFILETIMINGS
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.. note::
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Debug mode to be used with function :class:`setDebugMode`
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Draw profile timings in debug.
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.. data:: DBG_ENABLESATCOMPARISION
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.. note::
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Debug mode to be used with function :class:`setDebugMode`
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Enable sat comparision in debug.
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.. data:: DBG_DISABLEBULLETLCP
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.. note::
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Debug mode to be used with function :class:`setDebugMode`
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Disable Bullet LCP.
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.. data:: DBG_ENABLECCD
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.. note::
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Debug mode to be used with function :class:`setDebugMode`
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Enable Continous Colision Detection in debug.
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.. data:: DBG_DRAWCONSTRAINTS
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.. note::
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Debug mode to be used with function :class:`setDebugMode`
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Draw constraints in debug.
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.. data:: DBG_DRAWCONSTRAINTLIMITS
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.. note::
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Debug mode to be used with function :class:`setDebugMode`
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Draw constraint limits in debug.
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.. data:: DBG_FASTWIREFRAME
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.. note::
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Debug mode to be used with function :class:`setDebugMode`
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Draw a fast wireframe in debug.
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.. data:: POINTTOPOINT_CONSTRAINT
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.. note::
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Constraint type to be used with function :class:`createConstraint`
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.. to do
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.. data:: LINEHINGE_CONSTRAINT
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.. note::
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Constraint type to be used with function :class:`createConstraint`
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.. to do
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.. data:: ANGULAR_CONSTRAINT
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.. note::
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Constraint type to be used with function :class:`createConstraint`
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.. to do
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.. data:: CONETWIST_CONSTRAINT
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.. note::
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Constraint type to be used with function :class:`createConstraint`
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.. to do
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.. data:: VEHICLE_CONSTRAINT
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.. note::
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Constraint type to be used with function :class:`createConstraint`
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.. to do
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@@ -1,6 +1,6 @@
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Game Engine bge.events Module
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=============================
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Game Keys (bge.events)
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======================
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*****
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Intro
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@@ -1,6 +1,7 @@
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Game Engine bge.logic Module
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============================
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Game Logic (bge.logic)
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======================
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*****
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Intro
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*****
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@@ -1,6 +1,6 @@
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Game Engine bge.render Module
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=============================
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Rasterizer (bge.render)
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=======================
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*****
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Intro
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@@ -16,8 +16,8 @@ Intro
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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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# scale sets the speed of motion
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scale = 1.0, 0.5
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co = bge.logic.getCurrentController()
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obj = co.getOwner()
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@@ -27,8 +27,8 @@ Intro
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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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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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@@ -43,7 +43,7 @@ Intro
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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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bge.render.setMousePosition(bge.render.getWindowWidth() / 2, bge.render.getWindowHeight() / 2)
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*********
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Constants
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@@ -1,10 +1,6 @@
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Game Engine bge.texture Module
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==============================
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.. note::
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This documentation is still very weak, and needs some help! Right now they are mostly a collection
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of the docstrings found in the bge.texture source code + some random places filled with text.
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Video Texture (bge.texture)
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===========================
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*****
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Intro
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@@ -1,6 +1,6 @@
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Game Engine bge.types Module
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=============================
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Game Types (bge.types)
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======================
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.. module:: bge.types
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@@ -1,6 +1,6 @@
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bgl module (OpenGL wrapper)
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===========================
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OpenGL Wrapper (bgl)
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====================
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.. module:: bgl
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@@ -71,8 +71,8 @@ OpenGL}" and the online NeHe tutorials are two of the best resources.
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.. seealso:: `OpenGL Docs <http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/begin.html>`_
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:type mode: Enumerated constant
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:arg mode: Specifies the primitive that will be create from vertices between glBegin and
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glEnd.
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:arg mode: Specifies the primitive that will be create from vertices between
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glBegin and glEnd.
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.. function:: glBindTexture(target, texture):
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@@ -1886,4 +1886,3 @@ class Buffer:
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the Buffer. If a template is not passed in all fields will be initialized to 0.
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:rtype: Buffer object
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:return: The newly created buffer as a PyObject.
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@@ -416,6 +416,7 @@ def pymodule2sphinx(BASEPATH, module_name, module, title):
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del key, descr
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classes = []
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submodules = []
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for attribute in module_dir:
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if not attribute.startswith("_"):
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@@ -437,6 +438,8 @@ def pymodule2sphinx(BASEPATH, module_name, module, title):
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py_c_func2sphinx("", fw, module_name, None, attribute, value, is_class=False)
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elif value_type == type:
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classes.append((attribute, value))
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elif issubclass(value_type, types.ModuleType):
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submodules.append((attribute, value))
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elif value_type in (bool, int, float, str, tuple):
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# constant, not much fun we can do here except to list it.
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# TODO, figure out some way to document these!
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@@ -444,12 +447,26 @@ def pymodule2sphinx(BASEPATH, module_name, module, title):
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write_indented_lines(" ", fw, "constant value %s" % repr(value), False)
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fw("\n")
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else:
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print("\tnot documenting %s.%s" % (module_name, attribute))
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print("\tnot documenting %s.%s of %r type" % (module_name, attribute, value_type.__name__))
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continue
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attribute_set.add(attribute)
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# TODO, more types...
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# TODO, bpy_extras does this already, mathutils not.
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"""
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if submodules:
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fw("\n"
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"**********\n"
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"Submodules\n"
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"**********\n"
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"\n"
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)
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for attribute, submod in submodules:
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fw("* :mod:`%s.%s`\n" % (module_name, attribute))
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fw("\n")
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"""
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# write collected classes now
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for (type_name, value) in classes:
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# May need to be its own function
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Reference in New Issue
Block a user