indentation edits

This commit is contained in:
Campbell Barton
2012-11-22 08:30:54 +00:00
parent 74ffa7bb8a
commit 762016c746
2 changed files with 25 additions and 25 deletions

View File

@@ -1025,43 +1025,43 @@ Armature Channel
.. data:: ROT_QUAT .. data:: ROT_QUAT
Use quaternion in rotation attribute to update bone rotation. Use quaternion in rotation attribute to update bone rotation.
:value: 0 :value: 0
.. data:: ROT_XYZ .. data:: ROT_XYZ
Use euler_rotation and apply angles on bone's Z, Y, X axis successively. Use euler_rotation and apply angles on bone's Z, Y, X axis successively.
:value: 1 :value: 1
.. data:: ROT_XZY .. data:: ROT_XZY
Use euler_rotation and apply angles on bone's Y, Z, X axis successively. Use euler_rotation and apply angles on bone's Y, Z, X axis successively.
:value: 2 :value: 2
.. data:: ROT_YXZ .. data:: ROT_YXZ
Use euler_rotation and apply angles on bone's Z, X, Y axis successively. Use euler_rotation and apply angles on bone's Z, X, Y axis successively.
:value: 3 :value: 3
.. data:: ROT_YZX .. data:: ROT_YZX
Use euler_rotation and apply angles on bone's X, Z, Y axis successively. Use euler_rotation and apply angles on bone's X, Z, Y axis successively.
:value: 4 :value: 4
.. data:: ROT_ZXY .. data:: ROT_ZXY
Use euler_rotation and apply angles on bone's Y, X, Z axis successively. Use euler_rotation and apply angles on bone's Y, X, Z axis successively.
:value: 5 :value: 5
.. data:: ROT_ZYX .. data:: ROT_ZYX
Use euler_rotation and apply angles on bone's X, Y, Z axis successively. Use euler_rotation and apply angles on bone's X, Y, Z axis successively.
:value: 6 :value: 6

View File

@@ -1026,7 +1026,7 @@ Types
The object's parent object. (read-only). The object's parent object. (read-only).
:type: :class:`KX_GameObject` or None :type: :class:`KX_GameObject` or None
.. attribute:: groupMembers .. attribute:: groupMembers
Returns the list of group members if the object is a group object, otherwise None is returned. Returns the list of group members if the object is a group object, otherwise None is returned.
@@ -1138,30 +1138,30 @@ Types
The object's world space transform matrix. 4x4 Matrix. The object's world space transform matrix. 4x4 Matrix.
:type: :class:`mathutils.Matrix` :type: :class:`mathutils.Matrix`
.. attribute:: localLinearVelocity .. attribute:: localLinearVelocity
The object's local linear velocity. [x, y, z] The object's local linear velocity. [x, y, z]
:type: :class:`mathutils.Vector` :type: :class:`mathutils.Vector`
.. attribute:: worldLinearVelocity .. attribute:: worldLinearVelocity
The object's world linear velocity. [x, y, z] The object's world linear velocity. [x, y, z]
:type: :class:`mathutils.Vector` :type: :class:`mathutils.Vector`
.. attribute:: localAngularVelocity .. attribute:: localAngularVelocity
The object's local angular velocity. [x, y, z] The object's local angular velocity. [x, y, z]
:type: :class:`mathutils.Vector` :type: :class:`mathutils.Vector`
.. attribute:: worldAngularVelocity .. attribute:: worldAngularVelocity
The object's world angular velocity. [x, y, z] The object's world angular velocity. [x, y, z]
:type: :class:`mathutils.Vector` :type: :class:`mathutils.Vector`
.. attribute:: timeOffset .. attribute:: timeOffset
@@ -2930,8 +2930,8 @@ Types
.. method:: instantAddObject() .. method:: instantAddObject()
adds the object without needing to calling SCA_PythonController.activate() 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) .. class:: KX_SCA_DynamicActuator(SCA_IActuator)
@@ -3486,7 +3486,7 @@ Types
Whether or not the character is on the ground. (read-only) Whether or not the character is on the ground. (read-only)
:type: boolean :type: boolean
.. attribute:: gravity .. attribute:: gravity
@@ -4319,7 +4319,7 @@ Types
.. attribute:: projection_matrix .. attribute:: projection_matrix
This camera's 4x4 projection matrix. This camera's 4x4 projection matrix.
.. note:: .. note::
This is the identity matrix prior to rendering the first frame (any Python done on frame 1). This is the identity matrix prior to rendering the first frame (any Python done on frame 1).