Merged changes in the trunk up to revision 54421.

Conflicts resolved:
release/datafiles/startup.blend
release/scripts/startup/bl_ui/properties_render.py
source/blender/SConscript
source/blender/blenloader/intern/readfile.c
This commit is contained in:
Tamito Kajiyama
2013-02-10 10:17:59 +00:00
560 changed files with 11623 additions and 8107 deletions

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@@ -271,6 +271,9 @@ mark_as_advanced(WITH_CXX_GUARDEDALLOC)
option(WITH_ASSERT_ABORT "Call abort() when raising an assertion through BLI_assert()" OFF)
mark_as_advanced(WITH_ASSERT_ABORT)
option(WITH_BOOST "Enable features depending no boost" ON)
if(APPLE)
cmake_minimum_required(VERSION 2.8.8)
cmake_policy(VERSION 2.8.8)
@@ -398,9 +401,22 @@ if(WITH_CYCLES)
set(WITH_OPENIMAGEIO ON)
endif()
# auto enable boost for cycles, booleans, audaspace or i18n
if(WITH_CYCLES OR WITH_MOD_BOOLEAN OR WITH_AUDASPACE OR WITH_INTERNATIONAL)
set(WITH_BOOST ON)
# enable boost for cycles, booleans, audaspace or i18n
# otherwise if the user disabled
if(NOT WITH_BOOST)
# Explicitly disabled. so disable all deps.
set(WITH_CYCLES OFF)
set(WITH_MOD_BOOLEAN OFF)
set(WITH_AUDASPACE OFF)
set(WITH_INTERNATIONAL OFF)
set(WITH_OPENAL OFF) # depends on AUDASPACE
set(WITH_GAMEENGINE OFF) # depends on AUDASPACE
elseif(WITH_CYCLES OR WITH_MOD_BOOLEAN OR WITH_AUDASPACE OR WITH_INTERNATIONAL)
# Keep enabled
else()
# Enabled but we don't need it
set(WITH_BOOST OFF)
endif()
# auto enable llvm for cycles_osl
@@ -800,7 +816,11 @@ if(UNIX AND NOT APPLE)
set(PLATFORM_LINKLIBS "${PLATFORM_LINKLIBS} ${X11_X11_LIB}")
if(WITH_X11_XINPUT)
set(PLATFORM_LINKLIBS "${PLATFORM_LINKLIBS} ${X11_Xinput_LIB}")
if(X11_Xinput_LIB)
set(PLATFORM_LINKLIBS "${PLATFORM_LINKLIBS} ${X11_Xinput_LIB}")
else()
set(WITH_X11_XINPUT OFF)
endif()
endif()
if(WITH_X11_XF86VMODE)
@@ -1139,11 +1159,16 @@ elseif(WIN32)
debug libboost_date_time-${BOOST_DEBUG_POSTFIX} debug libboost_filesystem-${BOOST_DEBUG_POSTFIX}
debug libboost_regex-${BOOST_DEBUG_POSTFIX}
debug libboost_system-${BOOST_DEBUG_POSTFIX} debug libboost_thread-${BOOST_DEBUG_POSTFIX})
if(WITH_CYCLES_OSL)
set(BOOST_LIBRARIES ${BOOST_LIBRARIES}
optimized libboost_wave-${BOOST_POSTFIX}
debug libboost_wave-${BOOST_DEBUG_POSTFIX})
endif()
if(WITH_INTERNATIONAL)
set(BOOST_LIBRARIES ${BOOST_LIBRARIES}
optimized libboost_locale-${BOOST_POSTFIX}
debug libboost_locale-${BOOST_DEBUG_POSTFIX})
endif(WITH_INTERNATIONAL)
endif()
set(BOOST_DEFINITIONS "-DBOOST_ALL_NO_LIB")
endif()
@@ -1449,11 +1474,11 @@ elseif(APPLE)
# module must be compiled against Python framework
# normally cached but not since we include them with blender
set(PYTHON_VERSION 3.2)
set(PYTHON_VERSION 3.3)
set(PYTHON_INCLUDE_DIR "/Library/Frameworks/Python.framework/Versions/${PYTHON_VERSION}/include/python${PYTHON_VERSION}m")
set(PYTHON_BINARY "/Library/Frameworks/Python.framework/Versions/${PYTHON_VERSION}/bin/python${PYTHON_VERSION}")
#set(PYTHON_LIBRARY python${PYTHON_VERSION})
set(PYTHON_LIBPATH "/Library/Frameworks/Python.framework/Versions/${PYTHON_VERSION}/lib/python${PYTHON_VERSION}/config-3.2m")
set(PYTHON_LIBPATH "/Library/Frameworks/Python.framework/Versions/${PYTHON_VERSION}/lib/python${PYTHON_VERSION}/config-${PYTHON_VERSION}m")
#set(PYTHON_LINKFLAGS "-u _PyMac_Error -framework Python") # won't build with this enabled
endif()
@@ -2167,12 +2192,10 @@ if(FIRST_RUN)
info_cfg_option(WITH_MOD_FLUID)
info_cfg_option(WITH_MOD_OCEANSIM)
# debug
message(STATUS "HAVE_STDBOOL_H = ${HAVE_STDBOOL_H}")
info_cfg_text("")
message("${_config_msg}")
endif()
# debug
message(
STATUS "HAVE_STDBOOL_H = ${HAVE_STDBOOL_H}"
)

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@@ -592,6 +592,14 @@ data_to_c_simple("release/datafiles/matcaps/mc13.jpg")
data_to_c_simple("release/datafiles/matcaps/mc14.jpg")
data_to_c_simple("release/datafiles/matcaps/mc15.jpg")
data_to_c_simple("release/datafiles/matcaps/mc16.jpg")
data_to_c_simple("release/datafiles/matcaps/mc17.jpg")
data_to_c_simple("release/datafiles/matcaps/mc18.jpg")
data_to_c_simple("release/datafiles/matcaps/mc19.jpg")
data_to_c_simple("release/datafiles/matcaps/mc20.jpg")
data_to_c_simple("release/datafiles/matcaps/mc21.jpg")
data_to_c_simple("release/datafiles/matcaps/mc22.jpg")
data_to_c_simple("release/datafiles/matcaps/mc23.jpg")
data_to_c_simple("release/datafiles/matcaps/mc24.jpg")
##### END DATAFILES ##########

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@@ -29,6 +29,22 @@ IGNORE = (
"extern/recastnavigation/Recast/Source/RecastTimer.cpp",
"intern/audaspace/SRC/AUD_SRCResampleFactory.cpp",
"intern/audaspace/SRC/AUD_SRCResampleReader.cpp",
"intern/cycles/render/film_response.cpp",
"extern/libmv/third_party/ceres/internal/ceres/generated/schur_eliminator_2_2_2.cc",
"extern/libmv/third_party/ceres/internal/ceres/generated/schur_eliminator_2_2_3.cc",
"extern/libmv/third_party/ceres/internal/ceres/generated/schur_eliminator_2_2_4.cc",
"extern/libmv/third_party/ceres/internal/ceres/generated/schur_eliminator_2_2_d.cc",
"extern/libmv/third_party/ceres/internal/ceres/generated/schur_eliminator_2_3_3.cc",
"extern/libmv/third_party/ceres/internal/ceres/generated/schur_eliminator_2_3_4.cc",
"extern/libmv/third_party/ceres/internal/ceres/generated/schur_eliminator_2_3_9.cc",
"extern/libmv/third_party/ceres/internal/ceres/generated/schur_eliminator_2_3_d.cc",
"extern/libmv/third_party/ceres/internal/ceres/generated/schur_eliminator_2_4_3.cc",
"extern/libmv/third_party/ceres/internal/ceres/generated/schur_eliminator_2_4_4.cc",
"extern/libmv/third_party/ceres/internal/ceres/generated/schur_eliminator_2_4_d.cc",
"extern/libmv/third_party/ceres/internal/ceres/generated/schur_eliminator_4_4_2.cc",
"extern/libmv/third_party/ceres/internal/ceres/generated/schur_eliminator_4_4_3.cc",
"extern/libmv/third_party/ceres/internal/ceres/generated/schur_eliminator_4_4_4.cc",
"extern/libmv/third_party/ceres/internal/ceres/generated/schur_eliminator_4_4_d.cc",
"extern/bullet2/src/BulletCollision/CollisionDispatch/btBox2dBox2dCollisionAlgorithm.h",
"extern/bullet2/src/BulletCollision/CollisionDispatch/btConvex2dConvex2dAlgorithm.h",
@@ -47,6 +63,11 @@ IGNORE = (
"extern/recastnavigation/Recast/Include/RecastTimer.h",
"intern/audaspace/SRC/AUD_SRCResampleFactory.h",
"intern/audaspace/SRC/AUD_SRCResampleReader.h",
"intern/cycles/render/film_response.h",
"extern/carve/include/carve/config.h",
"extern/carve/include/carve/external/boost/random.hpp",
"extern/carve/patches/files/config.h",
"extern/carve/patches/files/random.hpp",
)
UTF8_CHECK = True

View File

@@ -5,19 +5,19 @@
# cmake -C../blender/build_files/cmake/config/blender_headless.cmake ../blender
#
set(WITH_HEADLESS ON CACHE FORCE BOOL)
set(WITH_GAMEENGINE OFF CACHE FORCE BOOL)
set(WITH_HEADLESS ON CACHE BOOL "" FORCE)
set(WITH_GAMEENGINE OFF CACHE BOOL "" FORCE)
# disable audio, its possible some devs may want this but for now disable
# so the python module doesnt hold the audio device and loads quickly.
set(WITH_AUDASPACE OFF CACHE FORCE BOOL)
set(WITH_FFTW3 OFF CACHE FORCE BOOL)
set(WITH_JACK OFF CACHE FORCE BOOL)
set(WITH_SDL OFF CACHE FORCE BOOL)
set(WITH_OPENAL OFF CACHE FORCE BOOL)
set(WITH_CODEC_FFMPEG OFF CACHE FORCE BOOL)
set(WITH_CODEC_SNDFILE OFF CACHE FORCE BOOL)
set(WITH_AUDASPACE OFF CACHE BOOL "" FORCE)
set(WITH_FFTW3 OFF CACHE BOOL "" FORCE)
set(WITH_JACK OFF CACHE BOOL "" FORCE)
set(WITH_SDL OFF CACHE BOOL "" FORCE)
set(WITH_OPENAL OFF CACHE BOOL "" FORCE)
set(WITH_CODEC_FFMPEG OFF CACHE BOOL "" FORCE)
set(WITH_CODEC_SNDFILE OFF CACHE BOOL "" FORCE)
# other features which are not especially useful as a python module
set(WITH_X11_XINPUT OFF CACHE FORCE BOOL)
set(WITH_INPUT_NDOF OFF CACHE FORCE BOOL)
set(WITH_X11_XINPUT OFF CACHE BOOL "" FORCE)
set(WITH_INPUT_NDOF OFF CACHE BOOL "" FORCE)

View File

@@ -5,47 +5,47 @@
# cmake -C../blender/build_files/cmake/config/blender_lite.cmake ../blender
#
set(WITH_INSTALL_PORTABLE ON CACHE FORCE BOOL)
set(WITH_SYSTEM_GLEW ON CACHE FORCE BOOL)
set(WITH_INSTALL_PORTABLE ON CACHE BOOL "" FORCE)
set(WITH_SYSTEM_GLEW ON CACHE BOOL "" FORCE)
set(WITH_BUILDINFO OFF CACHE FORCE BOOL)
set(WITH_BULLET OFF CACHE FORCE BOOL)
set(WITH_CODEC_AVI OFF CACHE FORCE BOOL)
set(WITH_CODEC_FFMPEG OFF CACHE FORCE BOOL)
set(WITH_CODEC_SNDFILE OFF CACHE FORCE BOOL)
set(WITH_CYCLES OFF CACHE FORCE BOOL)
set(WITH_FFTW3 OFF CACHE FORCE BOOL)
set(WITH_LIBMV OFF CACHE FORCE BOOL)
set(WITH_GAMEENGINE OFF CACHE FORCE BOOL)
set(WITH_COMPOSITOR OFF CACHE FORCE BOOL)
set(WITH_GHOST_XDND OFF CACHE FORCE BOOL)
set(WITH_IK_SOLVER OFF CACHE FORCE BOOL)
set(WITH_IK_ITASC OFF CACHE FORCE BOOL)
set(WITH_IMAGE_CINEON OFF CACHE FORCE BOOL)
set(WITH_IMAGE_DDS OFF CACHE FORCE BOOL)
set(WITH_IMAGE_FRAMESERVER OFF CACHE FORCE BOOL)
set(WITH_IMAGE_HDR OFF CACHE FORCE BOOL)
set(WITH_IMAGE_OPENEXR OFF CACHE FORCE BOOL)
set(WITH_IMAGE_OPENJPEG OFF CACHE FORCE BOOL)
set(WITH_IMAGE_REDCODE OFF CACHE FORCE BOOL)
set(WITH_IMAGE_TIFF OFF CACHE FORCE BOOL)
set(WITH_INPUT_NDOF OFF CACHE FORCE BOOL)
set(WITH_INTERNATIONAL OFF CACHE FORCE BOOL)
set(WITH_JACK OFF CACHE FORCE BOOL)
set(WITH_LZMA OFF CACHE FORCE BOOL)
set(WITH_LZO OFF CACHE FORCE BOOL)
set(WITH_MOD_BOOLEAN OFF CACHE FORCE BOOL)
set(WITH_MOD_FLUID OFF CACHE FORCE BOOL)
set(WITH_MOD_REMESH OFF CACHE FORCE BOOL)
set(WITH_MOD_SMOKE OFF CACHE FORCE BOOL)
set(WITH_MOD_OCEANSIM OFF CACHE FORCE BOOL)
set(WITH_AUDASPACE OFF CACHE FORCE BOOL)
set(WITH_OPENAL OFF CACHE FORCE BOOL)
set(WITH_OPENCOLLADA OFF CACHE FORCE BOOL)
set(WITH_OPENCOLORIO OFF CACHE FORCE BOOL)
set(WITH_OPENMP OFF CACHE FORCE BOOL)
set(WITH_PYTHON_INSTALL OFF CACHE FORCE BOOL)
set(WITH_RAYOPTIMIZATION OFF CACHE FORCE BOOL)
set(WITH_SDL OFF CACHE FORCE BOOL)
set(WITH_X11_XINPUT OFF CACHE FORCE BOOL)
set(WITH_X11_XF86VMODE OFF CACHE FORCE BOOL)
set(WITH_BUILDINFO OFF CACHE BOOL "" FORCE)
set(WITH_BULLET OFF CACHE BOOL "" FORCE)
set(WITH_CODEC_AVI OFF CACHE BOOL "" FORCE)
set(WITH_CODEC_FFMPEG OFF CACHE BOOL "" FORCE)
set(WITH_CODEC_SNDFILE OFF CACHE BOOL "" FORCE)
set(WITH_CYCLES OFF CACHE BOOL "" FORCE)
set(WITH_FFTW3 OFF CACHE BOOL "" FORCE)
set(WITH_LIBMV OFF CACHE BOOL "" FORCE)
set(WITH_GAMEENGINE OFF CACHE BOOL "" FORCE)
set(WITH_COMPOSITOR OFF CACHE BOOL "" FORCE)
set(WITH_GHOST_XDND OFF CACHE BOOL "" FORCE)
set(WITH_IK_SOLVER OFF CACHE BOOL "" FORCE)
set(WITH_IK_ITASC OFF CACHE BOOL "" FORCE)
set(WITH_IMAGE_CINEON OFF CACHE BOOL "" FORCE)
set(WITH_IMAGE_DDS OFF CACHE BOOL "" FORCE)
set(WITH_IMAGE_FRAMESERVER OFF CACHE BOOL "" FORCE)
set(WITH_IMAGE_HDR OFF CACHE BOOL "" FORCE)
set(WITH_IMAGE_OPENEXR OFF CACHE BOOL "" FORCE)
set(WITH_IMAGE_OPENJPEG OFF CACHE BOOL "" FORCE)
set(WITH_IMAGE_REDCODE OFF CACHE BOOL "" FORCE)
set(WITH_IMAGE_TIFF OFF CACHE BOOL "" FORCE)
set(WITH_INPUT_NDOF OFF CACHE BOOL "" FORCE)
set(WITH_INTERNATIONAL OFF CACHE BOOL "" FORCE)
set(WITH_JACK OFF CACHE BOOL "" FORCE)
set(WITH_LZMA OFF CACHE BOOL "" FORCE)
set(WITH_LZO OFF CACHE BOOL "" FORCE)
set(WITH_MOD_BOOLEAN OFF CACHE BOOL "" FORCE)
set(WITH_MOD_FLUID OFF CACHE BOOL "" FORCE)
set(WITH_MOD_REMESH OFF CACHE BOOL "" FORCE)
set(WITH_MOD_SMOKE OFF CACHE BOOL "" FORCE)
set(WITH_MOD_OCEANSIM OFF CACHE BOOL "" FORCE)
set(WITH_AUDASPACE OFF CACHE BOOL "" FORCE)
set(WITH_OPENAL OFF CACHE BOOL "" FORCE)
set(WITH_OPENCOLLADA OFF CACHE BOOL "" FORCE)
set(WITH_OPENCOLORIO OFF CACHE BOOL "" FORCE)
set(WITH_OPENMP OFF CACHE BOOL "" FORCE)
set(WITH_PYTHON_INSTALL OFF CACHE BOOL "" FORCE)
set(WITH_RAYOPTIMIZATION OFF CACHE BOOL "" FORCE)
set(WITH_SDL OFF CACHE BOOL "" FORCE)
set(WITH_X11_XINPUT OFF CACHE BOOL "" FORCE)
set(WITH_X11_XF86VMODE OFF CACHE BOOL "" FORCE)

View File

@@ -4,30 +4,30 @@
# cmake -C../blender/build_files/cmake/config/bpy_module.cmake ../blender
#
set(WITH_PYTHON_MODULE ON CACHE FORCE BOOL)
set(WITH_PYTHON_MODULE ON CACHE BOOL "" FORCE)
# install into the systems python dir
set(WITH_INSTALL_PORTABLE OFF CACHE FORCE BOOL)
set(WITH_INSTALL_PORTABLE OFF CACHE BOOL "" FORCE)
# no point int copying python into python
set(WITH_PYTHON_INSTALL OFF CACHE FORCE BOOL)
set(WITH_PYTHON_INSTALL OFF CACHE BOOL "" FORCE)
# dont build the game engine
set(WITH_GAMEENGINE OFF CACHE FORCE BOOL)
set(WITH_GAMEENGINE OFF CACHE BOOL "" FORCE)
# disable audio, its possible some devs may want this but for now disable
# so the python module doesnt hold the audio device and loads quickly.
set(WITH_AUDASPACE OFF CACHE FORCE BOOL)
set(WITH_FFTW3 OFF CACHE FORCE BOOL)
set(WITH_JACK OFF CACHE FORCE BOOL)
set(WITH_SDL OFF CACHE FORCE BOOL)
set(WITH_OPENAL OFF CACHE FORCE BOOL)
set(WITH_CODEC_FFMPEG OFF CACHE FORCE BOOL)
set(WITH_CODEC_SNDFILE OFF CACHE FORCE BOOL)
set(WITH_AUDASPACE OFF CACHE BOOL "" FORCE)
set(WITH_FFTW3 OFF CACHE BOOL "" FORCE)
set(WITH_JACK OFF CACHE BOOL "" FORCE)
set(WITH_SDL OFF CACHE BOOL "" FORCE)
set(WITH_OPENAL OFF CACHE BOOL "" FORCE)
set(WITH_CODEC_FFMPEG OFF CACHE BOOL "" FORCE)
set(WITH_CODEC_SNDFILE OFF CACHE BOOL "" FORCE)
# other features which are not especially useful as a python module
set(WITH_X11_XINPUT OFF CACHE FORCE BOOL)
set(WITH_INPUT_NDOF OFF CACHE FORCE BOOL)
set(WITH_OPENCOLLADA OFF CACHE FORCE BOOL)
set(WITH_INTERNATIONAL OFF CACHE FORCE BOOL)
set(WITH_BULLET OFF CACHE FORCE BOOL)
set(WITH_X11_XINPUT OFF CACHE BOOL "" FORCE)
set(WITH_INPUT_NDOF OFF CACHE BOOL "" FORCE)
set(WITH_OPENCOLLADA OFF CACHE BOOL "" FORCE)
set(WITH_INTERNATIONAL OFF CACHE BOOL "" FORCE)
set(WITH_BULLET OFF CACHE BOOL "" FORCE)

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@@ -137,7 +137,7 @@ else:
BF_PYTHON_INC = '${BF_PYTHON}${BF_PYTHON_VERSION}/include/python${BF_PYTHON_VERSION}m'
BF_PYTHON_BINARY = '${BF_PYTHON}${BF_PYTHON_VERSION}/bin/python${BF_PYTHON_VERSION}'
#BF_PYTHON_LIB = ''
BF_PYTHON_LIBPATH = '${BF_PYTHON}${BF_PYTHON_VERSION}/lib/python${BF_PYTHON_VERSION}/config-3.2m'
BF_PYTHON_LIBPATH = '${BF_PYTHON}${BF_PYTHON_VERSION}/lib/python${BF_PYTHON_VERSION}/config-${BF_PYTHON_VERSION}m'
WITH_BF_OPENAL = True
#different lib must be used following version of gcc

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@@ -178,7 +178,7 @@ WITH_BF_STATICOCIO = True
WITH_BF_BOOST = True
BF_BOOST = '${LIBDIR}/boost'
BF_BOOST_INC = '${BF_BOOST}/include'
BF_BOOST_LIB = 'libboost_date_time-vc90-mt-s-1_49 libboost_filesystem-vc90-mt-s-1_49 libboost_regex-vc90-mt-s-1_49 libboost_system-vc90-mt-s-1_49 libboost_thread-vc90-mt-s-1_49'
BF_BOOST_LIB = 'libboost_date_time-vc90-mt-s-1_49 libboost_filesystem-vc90-mt-s-1_49 libboost_regex-vc90-mt-s-1_49 libboost_system-vc90-mt-s-1_49 libboost_thread-vc90-mt-s-1_49 libboost_wave-vc90-mt-s-1_49'
BF_BOOST_LIB_INTERNATIONAL = ' libboost_locale-vc90-mt-s-1_49'
BF_BOOST_LIBPATH = '${BF_BOOST}/lib'

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@@ -29,6 +29,7 @@ from SCons.Script.SConscript import SConsEnvironment
import SCons.Action
import SCons.Util
import SCons.Builder
import SCons.Subst
import SCons.Tool
import bcolors
bc = bcolors.bcolors()
@@ -234,10 +235,6 @@ def setup_staticlibs(lenv):
if lenv['WITH_BF_STATICLLVM']:
statlibs += Split(lenv['BF_LLVM_LIB_STATIC'])
# setting this last so any overriding of manually libs could be handled
if lenv['OURPLATFORM'] not in ('win32-vc', 'win32-mingw', 'win64-vc', 'linuxcross', 'win64-mingw'):
libincs.append('/usr/lib')
if lenv['WITH_BF_JEMALLOC']:
libincs += Split(lenv['BF_JEMALLOC_LIBPATH'])
if lenv['WITH_BF_STATICJEMALLOC']:
@@ -249,6 +246,12 @@ def setup_staticlibs(lenv):
if lenv['WITH_BF_STATIC3DMOUSE']:
statlibs += Split(lenv['BF_3DMOUSE_LIB_STATIC'])
# setting this last so any overriding of manually libs could be handled
if lenv['OURPLATFORM'] not in ('win32-vc', 'win32-mingw', 'win64-vc', 'linuxcross', 'win64-mingw'):
# We must remove any previous items defining this path, for same reason stated above!
libincs = [e for e in libincs if SCons.Subst.scons_subst(e, lenv, gvars=lenv.Dictionary()) != "/usr/lib"]
libincs.append('/usr/lib')
return statlibs, libincs
def setup_syslibs(lenv):

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@@ -31,7 +31,8 @@ class MATERIAL_UL_matslots_example(bpy.types.UIList):
# You should always start your row layout by a label (icon + text), this will also make the row easily
# selectable in the list!
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
layout.label(ma.name if ma else "", icon_value=icon)
# Note "data" names should never be translated!
layout.label(text=ma.name if ma else "", translate=False, icon_value=icon)
# And now we can add other UI stuff...
# Here, we add nodes info if this material uses (old!) shading nodes.
if ma and not context.scene.render.use_shading_nodes:
@@ -39,15 +40,15 @@ class MATERIAL_UL_matslots_example(bpy.types.UIList):
if manode:
# The static method UILayout.icon returns the integer value of the icon ID "computed" for the given
# RNA object.
layout.label("Node %s" % manode.name, icon_value=layout.icon(manode))
layout.label(text="Node %s" % manode.name, translate=False, icon_value=layout.icon(manode))
elif ma.use_nodes:
layout.label("Node <none>")
layout.label(text="Node <none>", translate=False)
else:
layout.label("")
layout.label(text="")
# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label("", icon_value=icon)
layout.label(text="", icon_value=icon)
# And now we can use this list everywhere in Blender. Here is a small example panel.

File diff suppressed because it is too large Load Diff

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@@ -0,0 +1,78 @@
BL_ActionActuator(SCA_IActuator)
================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: BL_ActionActuator(SCA_IActuator)
Action Actuators apply an action to an actor.
.. attribute:: action
The name of the action to set as the current action.
:type: string
.. attribute:: frameStart
Specifies the starting frame of the animation.
:type: float
.. attribute:: frameEnd
Specifies the ending frame of the animation.
:type: float
.. attribute:: blendIn
Specifies the number of frames of animation to generate when making transitions between actions.
:type: float
.. attribute:: priority
Sets the priority of this actuator. Actuators will lower priority numbers will override actuators with higher numbers.
:type: integer
.. attribute:: frame
Sets the current frame for the animation.
:type: float
.. attribute:: propName
Sets the property to be used in FromProp playback mode.
:type: string
.. attribute:: blendTime
Sets the internal frame timer. This property must be in the range from 0.0 to blendIn.
:type: float
.. attribute:: mode
The operation mode of the actuator. Can be one of :ref:`these constants<action-actuator>`.
:type: integer
.. attribute:: useContinue
The actions continue option, True or False. When True, the action will always play from where last left off,
otherwise negative events to this actuator will reset it to its start frame.
:type: boolean
.. attribute:: framePropName
The name of the property that is set to the current frame number.
:type: string

View File

@@ -0,0 +1,61 @@
BL_ArmatureActuator(SCA_IActuator)
==================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: BL_ArmatureActuator(SCA_IActuator)
Armature Actuators change constraint condition on armatures.
.. attribute:: type
The type of action that the actuator executes when it is active.
Can be one of :ref:`these constants <armatureactuator-constants-type>`
:type: integer
.. attribute:: constraint
The constraint object this actuator is controlling.
:type: :class:`BL_ArmatureConstraint`
.. attribute:: target
The object that this actuator will set as primary target to the constraint it controls.
:type: :class:`KX_GameObject`
.. attribute:: subtarget
The object that this actuator will set as secondary target to the constraint it controls.
:type: :class:`KX_GameObject`.
.. note::
Currently, the only secondary target is the pole target for IK constraint.
.. attribute:: weight
The weight this actuator will set on the constraint it controls.
:type: float.
.. note::
Currently only the IK constraint has a weight. It must be a value between 0 and 1.
.. note::
A weight of 0 disables a constraint while still updating constraint runtime values (see :class:`BL_ArmatureConstraint`)
.. attribute:: influence
The influence this actuator will set on the constraint it controls.
:type: float.

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@@ -0,0 +1,105 @@
BL_ArmatureBone(PyObjectPlus)
=============================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: BL_ArmatureBone(PyObjectPlus)
Proxy to Blender bone structure. All fields are read-only and comply to RNA names.
All space attribute correspond to the rest pose.
.. attribute:: name
bone name.
:type: string
.. attribute:: connected
true when the bone head is struck to the parent's tail.
:type: boolean
.. attribute:: hinge
true when bone doesn't inherit rotation or scale from parent bone.
:type: boolean
.. attribute:: inherit_scale
true when bone inherits scaling from parent bone.
:type: boolean
.. attribute:: bbone_segments
number of B-bone segments.
:type: integer
.. attribute:: roll
bone rotation around head-tail axis.
:type: float
.. attribute:: head
location of head end of the bone in parent bone space.
:type: vector [x, y, z]
.. attribute:: tail
location of head end of the bone in parent bone space.
:type: vector [x, y, z]
.. attribute:: length
bone length.
:type: float
.. attribute:: arm_head
location of head end of the bone in armature space.
:type: vector [x, y, z]
.. attribute:: arm_tail
location of tail end of the bone in armature space.
:type: vector [x, y, z]
.. attribute:: arm_mat
matrix of the bone head in armature space.
:type: matrix [4][4]
.. note::
This matrix has no scale part.
.. attribute:: bone_mat
rotation matrix of the bone in parent bone space.
:type: matrix [3][3]
.. attribute:: parent
parent bone, or None for root bone.
:type: :class:`BL_ArmatureBone`
.. attribute:: children
list of bone's children.
:type: list of :class:`BL_ArmatureBone`

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BL_ArmatureChannel(PyObjectPlus)
================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: BL_ArmatureChannel(PyObjectPlus)
Proxy to armature pose channel. Allows to read and set armature pose.
The attributes are identical to RNA attributes, but mostly in read-only mode.
.. attribute:: name
channel name (=bone name), read-only.
:type: string
.. attribute:: bone
return the bone object corresponding to this pose channel, read-only.
:type: :class:`BL_ArmatureBone`
.. attribute:: parent
return the parent channel object, None if root channel, read-only.
:type: :class:`BL_ArmatureChannel`
.. attribute:: has_ik
true if the bone is part of an active IK chain, read-only.
This flag is not set when an IK constraint is defined but not enabled (miss target information for example).
:type: boolean
.. attribute:: ik_dof_x
true if the bone is free to rotation in the X axis, read-only.
:type: boolean
.. attribute:: ik_dof_y
true if the bone is free to rotation in the Y axis, read-only.
:type: boolean
.. attribute:: ik_dof_z
true if the bone is free to rotation in the Z axis, read-only.
:type: boolean
.. attribute:: ik_limit_x
true if a limit is imposed on X rotation, read-only.
:type: boolean
.. attribute:: ik_limit_y
true if a limit is imposed on Y rotation, read-only.
:type: boolean
.. attribute:: ik_limit_z
true if a limit is imposed on Z rotation, read-only.
:type: boolean
.. attribute:: ik_rot_control
true if channel rotation should applied as IK constraint, read-only.
:type: boolean
.. attribute:: ik_lin_control
true if channel size should applied as IK constraint, read-only.
:type: boolean
.. attribute:: location
displacement of the bone head in armature local space, read-write.
:type: vector [X, Y, Z].
.. note::
You can only move a bone if it is unconnected to its parent. An action playing on the armature may change the value. An IK chain does not update this value, see joint_rotation.
.. note::
Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`).
.. attribute:: scale
scale of the bone relative to its parent, read-write.
:type: vector [sizeX, sizeY, sizeZ].
.. note::
An action playing on the armature may change the value. An IK chain does not update this value, see joint_rotation.
.. note::
Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`)
.. attribute:: rotation_quaternion
rotation of the bone relative to its parent expressed as a quaternion, read-write.
:type: vector [qr, qi, qj, qk].
.. note::
This field is only used if rotation_mode is 0. An action playing on the armature may change the value. An IK chain does not update this value, see joint_rotation.
.. note::
Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`)
.. attribute:: rotation_euler
rotation of the bone relative to its parent expressed as a set of euler angles, read-write.
:type: vector [X, Y, Z].
.. note::
This field is only used if rotation_mode is > 0. You must always pass the angles in [X, Y, Z] order; the order of applying the angles to the bone depends on rotation_mode. An action playing on the armature may change this field. An IK chain does not update this value, see joint_rotation.
.. note::
Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`)
.. attribute:: rotation_mode
Method of updating the bone rotation, read-write.
:type: integer (one of :ref:`these constants <armaturechannel-constants-rotation-mode>`)
.. attribute:: channel_matrix
pose matrix in bone space (deformation of the bone due to action, constraint, etc), Read-only.
This field is updated after the graphic render, it represents the current pose.
:type: matrix [4][4]
.. attribute:: pose_matrix
pose matrix in armature space, read-only,
This field is updated after the graphic render, it represents the current pose.
:type: matrix [4][4]
.. attribute:: pose_head
position of bone head in armature space, read-only.
:type: vector [x, y, z]
.. attribute:: pose_tail
position of bone tail in armature space, read-only.
:type: vector [x, y, z]
.. attribute:: ik_min_x
minimum value of X rotation in degree (<= 0) when X rotation is limited (see ik_limit_x), read-only.
:type: float
.. attribute:: ik_max_x
maximum value of X rotation in degree (>= 0) when X rotation is limited (see ik_limit_x), read-only.
:type: float
.. attribute:: ik_min_y
minimum value of Y rotation in degree (<= 0) when Y rotation is limited (see ik_limit_y), read-only.
:type: float
.. attribute:: ik_max_y
maximum value of Y rotation in degree (>= 0) when Y rotation is limited (see ik_limit_y), read-only.
:type: float
.. attribute:: ik_min_z
minimum value of Z rotation in degree (<= 0) when Z rotation is limited (see ik_limit_z), read-only.
:type: float
.. attribute:: ik_max_z
maximum value of Z rotation in degree (>= 0) when Z rotation is limited (see ik_limit_z), read-only.
:type: float
.. attribute:: ik_stiffness_x
bone rotation stiffness in X axis, read-only.
:type: float between 0 and 1
.. attribute:: ik_stiffness_y
bone rotation stiffness in Y axis, read-only.
:type: float between 0 and 1
.. attribute:: ik_stiffness_z
bone rotation stiffness in Z axis, read-only.
:type: float between 0 and 1
.. attribute:: ik_stretch
ratio of scale change that is allowed, 0=bone can't change size, read-only.
:type: float
.. attribute:: ik_rot_weight
weight of rotation constraint when ik_rot_control is set, read-write.
:type: float between 0 and 1
.. attribute:: ik_lin_weight
weight of size constraint when ik_lin_control is set, read-write.
:type: float between 0 and 1
.. attribute:: joint_rotation
Control bone rotation in term of joint angle (for robotic applications), read-write.
When writing to this attribute, you pass a [x, y, z] vector and an appropriate set of euler angles or quaternion is calculated according to the rotation_mode.
When you read this attribute, the current pose matrix is converted into a [x, y, z] vector representing the joint angles.
The value and the meaning of the x, y, z depends on the ik_dof_x/ik_dof_y/ik_dof_z attributes:
* 1DoF joint X, Y or Z: the corresponding x, y, or z value is used an a joint angle in radiant
* 2DoF joint X+Y or Z+Y: treated as 2 successive 1DoF joints: first X or Z, then Y. The x or z value is used as a joint angle in radiant along the X or Z axis, followed by a rotation along the new Y axis of y radiants.
* 2DoF joint X+Z: treated as a 2DoF joint with rotation axis on the X/Z plane. The x and z values are used as the coordinates of the rotation vector in the X/Z plane.
* 3DoF joint X+Y+Z: treated as a revolute joint. The [x, y, z] vector represents the equivalent rotation vector to bring the joint from the rest pose to the new pose.
:type: vector [x, y, z]
.. note::
The bone must be part of an IK chain if you want to set the ik_dof_x/ik_dof_y/ik_dof_z attributes via the UI, but this will interfere with this attribute since the IK solver will overwrite the pose. You can stay in control of the armature if you create an IK constraint but do not finalize it (e.g. don't set a target) the IK solver will not run but the IK panel will show up on the UI for each bone in the chain.
.. note::
[0, 0, 0] always corresponds to the rest pose.
.. note::
You must request the armature pose to update and wait for the next graphic frame to see the effect of setting this attribute (see :data:`BL_ArmatureObject.update`).
.. note::
You can read the result of the calculation in rotation or euler_rotation attributes after setting this attribute.

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BL_ArmatureConstraint(PyObjectPlus)
===================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: BL_ArmatureConstraint(PyObjectPlus)
Proxy to Armature Constraint. Allows to change constraint on the fly.
Obtained through :class:`BL_ArmatureObject`.constraints.
.. note::
Not all armature constraints are supported in the GE.
.. attribute:: type
Type of constraint, (read-only).
Use one of :ref:`these constants<armatureconstraint-constants-type>`.
:type: integer, one of CONSTRAINT_TYPE_* constants
.. attribute:: name
Name of constraint constructed as <bone_name>:<constraint_name>. constraints list.
:type: string
This name is also the key subscript on :class:`BL_ArmatureObject`.
.. attribute:: enforce
fraction of constraint effect that is enforced. Between 0 and 1.
:type: float
.. attribute:: headtail
Position of target between head and tail of the target bone: 0=head, 1=tail.
:type: float.
.. note::
Only used if the target is a bone (i.e target object is an armature.
.. attribute:: lin_error
runtime linear error (in Blender units) on constraint at the current frame.
This is a runtime value updated on each frame by the IK solver. Only available on IK constraint and iTaSC solver.
:type: float
.. attribute:: rot_error
Runtime rotation error (in radiant) on constraint at the current frame.
:type: float.
This is a runtime value updated on each frame by the IK solver. Only available on IK constraint and iTaSC solver.
It is only set if the constraint has a rotation part, for example, a CopyPose+Rotation IK constraint.
.. attribute:: target
Primary target object for the constraint. The position of this object in the GE will be used as target for the constraint.
:type: :class:`KX_GameObject`.
.. attribute:: subtarget
Secondary target object for the constraint. The position of this object in the GE will be used as secondary target for the constraint.
:type: :class:`KX_GameObject`.
Currently this is only used for pole target on IK constraint.
.. attribute:: active
True if the constraint is active.
:type: boolean
.. note::
An inactive constraint does not update lin_error and rot_error.
.. attribute:: ik_weight
Weight of the IK constraint between 0 and 1.
Only defined for IK constraint.
:type: float
.. attribute:: ik_type
Type of IK constraint, (read-only).
Use one of :ref:`these constants<armatureconstraint-constants-ik-type>`.
:type: integer.
.. attribute:: ik_flag
Combination of IK constraint option flags, read-only.
Use one of :ref:`these constants<armatureconstraint-constants-ik-flag>`.
:type: integer
.. attribute:: ik_dist
Distance the constraint is trying to maintain with target, only used when ik_type=CONSTRAINT_IK_DISTANCE.
:type: float
.. attribute:: ik_mode
Use one of :ref:`these constants<armatureconstraint-constants-ik-mode>`.
Additional mode for IK constraint. Currently only used for Distance constraint:
:type: integer

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BL_ArmatureObject(KX_GameObject)
================================
.. module:: bge.types
base class --- :class:`KX_GameObject`
.. class:: BL_ArmatureObject(KX_GameObject)
An armature object.
.. attribute:: constraints
The list of armature constraint defined on this armature.
Elements of the list can be accessed by index or string.
The key format for string access is '<bone_name>:<constraint_name>'.
:type: list of :class:`BL_ArmatureConstraint`
.. attribute:: channels
The list of armature channels.
Elements of the list can be accessed by index or name the bone.
:type: list of :class:`BL_ArmatureChannel`
.. method:: update()
Ensures that the armature will be updated on next graphic frame.
This action is unecessary if a KX_ArmatureActuator with mode run is active
or if an action is playing. Use this function in other cases. It must be called
on each frame to ensure that the armature is updated continously.

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BL_Shader(PyObjectPlus)
=======================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: BL_Shader(PyObjectPlus)
BL_Shader GLSL shaders.
TODO - Description
.. method:: setUniformfv(name, fList)
Set a uniform with a list of float values
:arg name: the uniform name
:type name: string
:arg fList: a list (2, 3 or 4 elements) of float values
:type fList: list[float]
.. method:: delSource()
Clear the shader. Use this method before the source is changed with :data:`setSource`.
.. method:: getFragmentProg()
Returns the fragment program.
:return: The fragment program.
:rtype: string
.. method:: getVertexProg()
Get the vertex program.
:return: The vertex program.
:rtype: string
.. method:: isValid()
Check if the shader is valid.
:return: True if the shader is valid
:rtype: boolean
.. method:: setAttrib(enum)
Set attribute location. (The parameter is ignored a.t.m. and the value of "tangent" is always used.)
:arg enum: attribute location value
:type enum: integer
.. method:: setNumberOfPasses( max_pass )
Set the maximum number of passes. Not used a.t.m.
:arg max_pass: the maximum number of passes
:type max_pass: integer
.. method:: setSampler(name, index)
Set uniform texture sample index.
:arg name: Uniform name
:type name: string
:arg index: Texture sample index.
:type index: integer
.. method:: setSource(vertexProgram, fragmentProgram)
Set the vertex and fragment programs
:arg vertexProgram: Vertex program
:type vertexProgram: string
:arg fragmentProgram: Fragment program
:type fragmentProgram: string
.. method:: setUniform1f(name, fx)
Set a uniform with 1 float value.
:arg name: the uniform name
:type name: string
:arg fx: Uniform value
:type fx: float
.. method:: setUniform1i(name, ix)
Set a uniform with an integer value.
:arg name: the uniform name
:type name: string
:arg ix: the uniform value
:type ix: integer
.. method:: setUniform2f(name, fx, fy)
Set a uniform with 2 float values
:arg name: the uniform name
:type name: string
:arg fx: first float value
:type fx: float
:arg fy: second float value
:type fy: float
.. method:: setUniform2i(name, ix, iy)
Set a uniform with 2 integer values
:arg name: the uniform name
:type name: string
:arg ix: first integer value
:type ix: integer
:arg iy: second integer value
:type iy: integer
.. method:: setUniform3f(name, fx, fy, fz)
Set a uniform with 3 float values.
:arg name: the uniform name
:type name: string
:arg fx: first float value
:type fx: float
:arg fy: second float value
:type fy: float
:arg fz: third float value
:type fz: float
.. method:: setUniform3i(name, ix, iy, iz)
Set a uniform with 3 integer values
:arg name: the uniform name
:type name: string
:arg ix: first integer value
:type ix: integer
:arg iy: second integer value
:type iy: integer
:arg iz: third integer value
:type iz: integer
.. method:: setUniform4f(name, fx, fy, fz, fw)
Set a uniform with 4 float values.
:arg name: the uniform name
:type name: string
:arg fx: first float value
:type fx: float
:arg fy: second float value
:type fy: float
:arg fz: third float value
:type fz: float
:arg fw: fourth float value
:type fw: float
.. method:: setUniform4i(name, ix, iy, iz, iw)
Set a uniform with 4 integer values
:arg name: the uniform name
:type name: string
:arg ix: first integer value
:type ix: integer
:arg iy: second integer value
:type iy: integer
:arg iz: third integer value
:type iz: integer
:arg iw: fourth integer value
:type iw: integer
.. method:: setUniformDef(name, type)
Define a new uniform
:arg name: the uniform name
:type name: string
:arg type: uniform type
:type type: UNI_NONE, UNI_INT, UNI_FLOAT, UNI_INT2, UNI_FLOAT2, UNI_INT3, UNI_FLOAT3, UNI_INT4, UNI_FLOAT4, UNI_MAT3, UNI_MAT4, UNI_MAX
.. method:: setUniformMatrix3(name, mat, transpose)
Set a uniform with a 3x3 matrix value
:arg name: the uniform name
:type name: string
:arg mat: A 3x3 matrix [[f, f, f], [f, f, f], [f, f, f]]
:type mat: 3x3 matrix
:arg transpose: set to True to transpose the matrix
:type transpose: boolean
.. method:: setUniformMatrix4(name, mat, transpose)
Set a uniform with a 4x4 matrix value
:arg name: the uniform name
:type name: string
:arg mat: A 4x4 matrix [[f, f, f, f], [f, f, f, f], [f, f, f, f], [f, f, f, f]]
:type mat: 4x4 matrix
:arg transpose: set to True to transpose the matrix
:type transpose: boolean
.. method:: setUniformiv(name, iList)
Set a uniform with a list of integer values
:arg name: the uniform name
:type name: string
:arg iList: a list (2, 3 or 4 elements) of integer values
:type iList: list[integer]
.. method:: validate()
Validate the shader object.

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BL_ShapeActionActuator(SCA_IActuator)
=====================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: BL_ShapeActionActuator(SCA_IActuator)
ShapeAction Actuators apply an shape action to an mesh object.
.. attribute:: action
The name of the action to set as the current shape action.
:type: string
.. attribute:: frameStart
Specifies the starting frame of the shape animation.
:type: float
.. attribute:: frameEnd
Specifies the ending frame of the shape animation.
:type: float
.. attribute:: blendIn
Specifies the number of frames of animation to generate when making transitions between actions.
:type: float
.. attribute:: priority
Sets the priority of this actuator. Actuators will lower priority numbers will override actuators with higher numbers.
:type: integer
.. attribute:: frame
Sets the current frame for the animation.
:type: float
.. attribute:: propName
Sets the property to be used in FromProp playback mode.
:type: string
.. attribute:: blendTime
Sets the internal frame timer. This property must be in the range from 0.0 to blendin.
:type: float
.. attribute:: mode
The operation mode of the actuator. Can be one of :ref:`these constants<shape-action-actuator>`.
:type: integer
.. attribute:: framePropName
The name of the property that is set to the current frame number.
:type: string

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CListValue(CPropValue)
======================
.. module:: bge.types
base class --- :class:`CPropValue`
.. class:: CListValue(CPropValue)
This is a list like object used in the game engine internally that behaves similar to a python list in most ways.
As well as the normal index lookup (``val= clist[i]``), CListValue supports string lookups (``val= scene.objects["Cube"]``)
Other operations such as ``len(clist)``, ``list(clist)``, ``clist[0:10]`` are also supported.
.. method:: append(val)
Add an item to the list (like pythons append)
.. warning::
Appending values to the list can cause crashes when the list is used internally by the game engine.
.. method:: count(val)
Count the number of instances of a value in the list.
:return: number of instances
:rtype: integer
.. method:: index(val)
Return the index of a value in the list.
:return: The index of the value in the list.
:rtype: integer
.. method:: reverse()
Reverse the order of the list.
.. method:: get(key, default=None)
Return the value matching key, or the default value if its not found.
:return: The key value or a default.
.. method:: from_id(id)
This is a funtion especially for the game engine to return a value with a spesific id.
Since object names are not always unique, the id of an object can be used to get an object from the CValueList.
Example:
.. code-block:: python
myObID=id(gameObject)
ob= scene.objects.from_id(myObID)
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.
.. warning::
The id is derived from a memory location and will be different each time the game engine starts.
.. warning::
The id can't be stored as an integer in game object properties, as those only have a limited range that the id may not be contained in. Instead an id can be stored as a string game property and converted back to an integer for use in from_id lookups.

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CPropValue(CValue)
==================
.. module:: bge.types
base class --- :class:`CValue`
.. class:: CPropValue(CValue)
This class has no python functions

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CValue(PyObjectPlus)
====================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: CValue(PyObjectPlus)
This class is a basis for other classes.
.. attribute:: name
The name of this CValue derived object (read-only).
:type: string

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KX_ArmatureSensor(SCA_ISensor)
==============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: KX_ArmatureSensor(SCA_ISensor)
Armature sensor detect conditions on armatures.
.. attribute:: type
The type of measurement that the sensor make when it is active.
Can be one of :ref:`these constants <armaturesensor-type>`
:type: integer.
.. attribute:: constraint
The constraint object this sensor is watching.
:type: :class:`BL_ArmatureConstraint`
.. attribute:: value
The threshold used in the comparison with the constraint error
The linear error is only updated on CopyPose/Distance IK constraint with iTaSC solver
The rotation error is only updated on CopyPose+rotation IK constraint with iTaSC solver
The linear error on CopyPose is always >= 0: it is the norm of the distance between the target and the bone
The rotation error on CopyPose is always >= 0: it is the norm of the equivalent rotation vector between the bone and the target orientations
The linear error on Distance can be positive if the distance between the bone and the target is greater than the desired distance, and negative if the distance is smaller.
:type: float

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KX_BlenderMaterial(PyObjectPlus)
================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_BlenderMaterial(PyObjectPlus)
KX_BlenderMaterial
.. attribute:: shader
The materials shader.
:type: :class:`BL_Shader`
.. attribute:: blending
Ints used for pixel blending, (src, dst), matching the setBlending method.
:type: (integer, integer)
.. attribute:: material_index
The material's index.
:type: integer
.. method:: getShader()
Returns the material's shader.
:return: the material's shader
:rtype: :class:`BL_Shader`
.. method:: setBlending(src, dest)
Set the pixel color arithmetic functions.
:arg src: Specifies how the red, green, blue, and alpha source blending factors are computed.
:type src: Value in...
* GL_ZERO,
* GL_ONE,
* GL_SRC_COLOR,
* GL_ONE_MINUS_SRC_COLOR,
* GL_DST_COLOR,
* GL_ONE_MINUS_DST_COLOR,
* GL_SRC_ALPHA,
* GL_ONE_MINUS_SRC_ALPHA,
* GL_DST_ALPHA,
* GL_ONE_MINUS_DST_ALPHA,
* GL_SRC_ALPHA_SATURATE
:arg dest: Specifies how the red, green, blue, and alpha destination blending factors are computed.
:type dest: Value in...
* GL_ZERO
* GL_ONE
* GL_SRC_COLOR
* GL_ONE_MINUS_SRC_COLOR
* GL_DST_COLOR
* GL_ONE_MINUS_DST_COLOR
* GL_SRC_ALPHA
* GL_ONE_MINUS_SRC_ALPHA
* GL_DST_ALPHA
* GL_ONE_MINUS_DST_ALPHA
* GL_SRC_ALPHA_SATURATE
.. method:: getMaterialIndex()
Returns the material's index.
:return: the material's index
:rtype: integer

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KX_Camera(KX_GameObject)
========================
.. module:: bge.types
base class --- :class:`KX_GameObject`
.. class:: KX_Camera(KX_GameObject)
A Camera object.
.. data:: INSIDE
See :data:`sphereInsideFrustum` and :data:`boxInsideFrustum`
.. data:: INTERSECT
See :data:`sphereInsideFrustum` and :data:`boxInsideFrustum`
.. data:: OUTSIDE
See :data:`sphereInsideFrustum` and :data:`boxInsideFrustum`
.. attribute:: lens
The camera's lens value.
:type: float
.. attribute:: ortho_scale
The camera's view scale when in orthographic mode.
:type: float
.. attribute:: near
The camera's near clip distance.
:type: float
.. attribute:: far
The camera's far clip distance.
:type: float
.. attribute:: perspective
True if this camera has a perspective transform, False for an orthographic projection.
:type: boolean
.. attribute:: frustum_culling
True if this camera is frustum culling.
:type: boolean
.. attribute:: projection_matrix
This camera's 4x4 projection matrix.
.. note::
This is the identity matrix prior to rendering the first frame (any Python done on frame 1).
:type: 4x4 Matrix [[float]]
.. attribute:: modelview_matrix
This camera's 4x4 model view matrix. (read-only).
:type: 4x4 Matrix [[float]]
.. note::
This matrix is regenerated every frame from the camera's position and orientation. Also, this is the identity matrix prior to rendering the first frame (any Python done on frame 1).
.. attribute:: camera_to_world
This camera's camera to world transform. (read-only).
:type: 4x4 Matrix [[float]]
.. note::
This matrix is regenerated every frame from the camera's position and orientation.
.. attribute:: world_to_camera
This camera's world to camera transform. (read-only).
:type: 4x4 Matrix [[float]]
.. note::
Regenerated every frame from the camera's position and orientation.
.. note::
This is camera_to_world inverted.
.. attribute:: useViewport
True when the camera is used as a viewport, set True to enable a viewport for this camera.
:type: boolean
.. method:: sphereInsideFrustum(centre, radius)
Tests the given sphere against the view frustum.
:arg centre: The centre of the sphere (in world coordinates.)
:type centre: list [x, y, z]
:arg radius: the radius of the sphere
:type radius: float
:return: :data:`~bge.types.KX_Camera.INSIDE`, :data:`~bge.types.KX_Camera.OUTSIDE` or :data:`~bge.types.KX_Camera.INTERSECT`
:rtype: integer
.. note::
When the camera is first initialized the result will be invalid because the projection matrix has not been set.
.. code-block:: python
from bge import logic
cont = logic.getCurrentController()
cam = cont.owner
# A sphere of radius 4.0 located at [x, y, z] = [1.0, 1.0, 1.0]
if (cam.sphereInsideFrustum([1.0, 1.0, 1.0], 4) != cam.OUTSIDE):
# Sphere is inside frustum !
# Do something useful !
else:
# Sphere is outside frustum
.. method:: boxInsideFrustum(box)
Tests the given box against the view frustum.
:arg box: Eight (8) corner points of the box (in world coordinates.)
:type box: list of lists
:return: :data:`~bge.types.KX_Camera.INSIDE`, :data:`~bge.types.KX_Camera.OUTSIDE` or :data:`~bge.types.KX_Camera.INTERSECT`
.. note::
When the camera is first initialized the result will be invalid because the projection matrix has not been set.
.. code-block:: python
from bge import logic
cont = logic.getCurrentController()
cam = cont.owner
# Box to test...
box = []
box.append([-1.0, -1.0, -1.0])
box.append([-1.0, -1.0, 1.0])
box.append([-1.0, 1.0, -1.0])
box.append([-1.0, 1.0, 1.0])
box.append([ 1.0, -1.0, -1.0])
box.append([ 1.0, -1.0, 1.0])
box.append([ 1.0, 1.0, -1.0])
box.append([ 1.0, 1.0, 1.0])
if (cam.boxInsideFrustum(box) != cam.OUTSIDE):
# Box is inside/intersects frustum !
# Do something useful !
else:
# Box is outside the frustum !
.. method:: pointInsideFrustum(point)
Tests the given point against the view frustum.
:arg point: The point to test (in world coordinates.)
:type point: 3D Vector
:return: True if the given point is inside this camera's viewing frustum.
:rtype: boolean
.. note::
When the camera is first initialized the result will be invalid because the projection matrix has not been set.
.. code-block:: python
from bge import logic
cont = logic.getCurrentController()
cam = cont.owner
# Test point [0.0, 0.0, 0.0]
if (cam.pointInsideFrustum([0.0, 0.0, 0.0])):
# Point is inside frustum !
# Do something useful !
else:
# Box is outside the frustum !
.. method:: getCameraToWorld()
Returns the camera-to-world transform.
:return: the camera-to-world transform matrix.
:rtype: matrix (4x4 list)
.. method:: getWorldToCamera()
Returns the world-to-camera transform.
This returns the inverse matrix of getCameraToWorld().
:return: the world-to-camera transform matrix.
:rtype: matrix (4x4 list)
.. method:: setOnTop()
Set this cameras viewport ontop of all other viewport.
.. method:: setViewport(left, bottom, right, top)
Sets the region of this viewport on the screen in pixels.
Use :data:`bge.render.getWindowHeight` and :data:`bge.render.getWindowWidth` to calculate values relative to the entire display.
:arg left: left pixel coordinate of this viewport
:type left: integer
:arg bottom: bottom pixel coordinate of this viewport
:type bottom: integer
:arg right: right pixel coordinate of this viewport
:type right: integer
:arg top: top pixel coordinate of this viewport
:type top: integer
.. method:: getScreenPosition(object)
Gets the position of an object projected on screen space.
.. code-block:: python
# For an object in the middle of the screen, coord = [0.5, 0.5]
coord = camera.getScreenPosition(object)
:arg object: object name or list [x, y, z]
:type object: :class:`KX_GameObject` or 3D Vector
:return: the object's position in screen coordinates.
:rtype: list [x, y]
.. method:: getScreenVect(x, y)
Gets the vector from the camera position in the screen coordinate direction.
:arg x: X Axis
:type x: float
:arg y: Y Axis
:type y: float
:rtype: 3D Vector
:return: The vector from screen coordinate.
.. code-block:: python
# Gets the vector of the camera front direction:
m_vect = camera.getScreenVect(0.5, 0.5)
.. method:: getScreenRay(x, y, dist=inf, property=None)
Look towards a screen coordinate (x, y) and find first object hit within dist that matches prop.
The ray is similar to KX_GameObject->rayCastTo.
:arg x: X Axis
:type x: float
:arg y: Y Axis
:type y: float
:arg dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other
:type dist: float
:arg property: property name that object must have; can be omitted => detect any object
:type property: string
:rtype: :class:`KX_GameObject`
:return: the first object hit or None if no object or object does not match prop
.. code-block:: python
# Gets an object with a property "wall" in front of the camera within a distance of 100:
target = camera.getScreenRay(0.5, 0.5, 100, "wall")

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KX_CameraActuator(SCA_IActuator)
================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_CameraActuator(SCA_IActuator)
Applies changes to a camera.
.. attribute:: damping
strength of of the camera following movement.
:type: float
.. attribute:: axis
The camera axis (0, 1, 2) for positive ``XYZ``, (3, 4, 5) for negative ``XYZ``.
:type: int
.. attribute:: min
minimum distance to the target object maintained by the actuator.
:type: float
.. attribute:: max
maximum distance to stay from the target object.
:type: float
.. attribute:: height
height to stay above the target object.
:type: float
.. attribute:: object
the object this actuator tracks.
:type: :class:`KX_GameObject` or None

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KX_CharacterWrapper(PyObjectPlus)
=================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_CharacterWrapper(PyObjectPlus)
A wrapper to expose character physics options.
.. attribute:: onGround
Whether or not the character is on the ground. (read-only)
:type: boolean
.. attribute:: gravity
The gravity value used for the character.
:type: float
.. attribute:: maxJumps
The maximum number of jumps a character can perform before having to touch the ground. By default this is set to 1. 2 allows for a double jump, etc.
:type: int
.. attribute:: jumpCount
The current jump count. This can be used to have different logic for a single jump versus a double jump. For example, a different animation for the second jump.
:type: int
.. attribute:: walkDirection
The speed and direction the character is traveling in using world coordinates. This should be used instead of applyMovement() to properly move the character.
:type: list [x, y, z]
.. method:: jump()
The character jumps based on it's jump speed.

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KX_ConstraintActuator(SCA_IActuator)
====================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_ConstraintActuator(SCA_IActuator)
A constraint actuator limits the position, rotation, distance or orientation of an object.
.. attribute:: damp
Time constant of the constraint expressed in frame (not use by Force field constraint).
:type: integer
.. attribute:: rotDamp
Time constant for the rotation expressed in frame (only for the distance constraint), 0 = use damp for rotation as well.
:type: integer
.. attribute:: direction
The reference direction in world coordinate for the orientation constraint.
:type: 3-tuple of float: (x, y, z)
.. attribute:: option
Binary combination of :ref:`these constants <constraint-actuator-option>`
:type: integer
.. 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.
:type: integer
.. attribute:: propName
the name of the property or material for the ray detection of the distance constraint.
:type: string
.. attribute:: min
The lower bound of the constraint. For the rotation and orientation constraint, it represents radiant.
:type: float
.. attribute:: distance
the target distance of the distance constraint.
:type: float
.. attribute:: max
the upper bound of the constraint. For rotation and orientation constraints, it represents radiant.
:type: float
.. attribute:: rayLength
the length of the ray of the distance constraint.
:type: float
.. attribute:: limit
type of constraint. Use one of the :ref:`these constants <constraint-actuator-limit>`
:type: integer.

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KX_ConstraintWrapper(PyObjectPlus)
==================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_ConstraintWrapper(PyObjectPlus)
KX_ConstraintWrapper
.. method:: getConstraintId(val)
Returns the contraint's ID
:return: the constraint's ID
:rtype: integer

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KX_FontObject(KX_GameObject)
============================
.. module:: bge.types
base class --- :class:`KX_GameObject`
.. class:: KX_FontObject(KX_GameObject)
TODO.

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KX_GameActuator(SCA_IActuator)
==============================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_GameActuator(SCA_IActuator)
The game actuator loads a new .blend file, restarts the current .blend file or quits the game.
.. attribute:: fileName
the new .blend file to load.
:type: string
.. attribute:: mode
The mode of this actuator. Can be on of :ref:`these constants <game-actuator>`
:type: Int

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KX_GameObject(SCA_IObject)
==========================
.. module:: bge.types
base class --- :class:`SCA_IObject`
.. 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.
.. note::
Calling ANY method or attribute on an object that has been removed from a scene will raise a SystemError,
if an object may have been removed since last accessing it use the :data:`invalid` attribute to check.
KX_GameObject can be subclassed to extend functionality. For example:
.. code-block:: python
import bge
class CustomGameObject(bge.types.KX_GameObject):
RATE = 0.05
def __init__(self, old_owner):
# "old_owner" can just be ignored. At this point, "self" is
# already the object in the scene, and "old_owner" has been
# destroyed.
# New attributes can be defined - but we could also use a game
# property, like "self['rate']".
self.rate = CustomGameObject.RATE
def update(self):
self.worldPosition.z += self.rate
# switch direction
if self.worldPosition.z > 1.0:
self.rate = -CustomGameObject.RATE
elif self.worldPosition.z < 0.0:
self.rate = CustomGameObject.RATE
# Called first
def mutate(cont):
old_object = cont.owner
mutated_object = CustomGameObject(cont.owner)
# After calling the constructor above, references to the old object
# should not be used.
assert(old_object is not mutated_object)
assert(old_object.invalid)
assert(mutated_object is cont.owner)
# Called later - note we are now working with the mutated object.
def update(cont):
cont.owner.update()
When subclassing objects other than empties and meshes, the specific type
should be used - e.g. inherit from :class:`BL_ArmatureObject` when the object
to mutate is an armature.
.. attribute:: name
The object's name. (read-only).
:type: string
.. attribute:: mass
The object's mass
:type: float
.. note::
The object must have a physics controller for the mass to be applied, otherwise the mass value will be returned as 0.0.
.. attribute:: linVelocityMin
Enforces the object keeps moving at a minimum velocity.
:type: float
.. note::
Applies to dynamic and rigid body objects only.
.. note::
A value of 0.0 disables this option.
.. note::
While objects are stationary the minimum velocity will not be applied.
.. attribute:: linVelocityMax
Clamp the maximum linear velocity to prevent objects moving beyond a set speed.
:type: float
.. note::
Applies to dynamic and rigid body objects only.
.. note::
A value of 0.0 disables this option (rather then setting it stationary).
.. attribute:: localInertia
the object's inertia vector in local coordinates. Read only.
:type: list [ix, iy, iz]
.. attribute:: parent
The object's parent object. (read-only).
:type: :class:`KX_GameObject` or None
.. attribute:: groupMembers
Returns the list of group members if the object is a group object, otherwise None is returned.
:type: :class:`CListValue` of :class:`KX_GameObject` or None
.. attribute:: groupObject
Returns the group object that the object belongs to or None if the object is not part of a group.
:type: :class:`KX_GameObject` or None
.. attribute:: scene
The object's scene. (read-only).
:type: :class:`KX_Scene` or None
.. attribute:: visible
visibility flag.
:type: boolean
.. note::
Game logic will still run for invisible objects.
.. attribute:: color
The object color of the object. [r, g, b, a]
:type: :class:`mathutils.Vector`
.. attribute:: occlusion
occlusion capability flag.
:type: boolean
.. attribute:: position
The object's position. [x, y, z] On write: local position, on read: world position
.. deprecated:: use :data:`localPosition` and :data:`worldPosition`.
:type: :class:`mathutils.Vector`
.. attribute:: orientation
The object's orientation. 3x3 Matrix. You can also write a Quaternion or Euler vector. On write: local orientation, on read: world orientation
.. deprecated:: use :data:`localOrientation` and :data:`worldOrientation`.
:type: :class:`mathutils.Matrix`
.. attribute:: scaling
The object's scaling factor. [sx, sy, sz] On write: local scaling, on read: world scaling
.. deprecated:: use :data:`localScale` and :data:`worldScale`.
:type: :class:`mathutils.Vector`
.. attribute:: localOrientation
The object's local orientation. 3x3 Matrix. You can also write a Quaternion or Euler vector.
:type: :class:`mathutils.Matrix`
.. attribute:: worldOrientation
The object's world orientation. 3x3 Matrix.
:type: :class:`mathutils.Matrix`
.. attribute:: localScale
The object's local scaling factor. [sx, sy, sz]
:type: :class:`mathutils.Vector`
.. attribute:: worldScale
The object's world scaling factor. [sx, sy, sz]
:type: :class:`mathutils.Vector`
.. attribute:: localPosition
The object's local position. [x, y, z]
:type: :class:`mathutils.Vector`
.. attribute:: worldPosition
The object's world position. [x, y, z]
:type: :class:`mathutils.Vector`
.. attribute:: localTransform
The object's local space transform matrix. 4x4 Matrix.
:type: :class:`mathutils.Matrix`
.. attribute:: worldTransform
The object's world space transform matrix. 4x4 Matrix.
:type: :class:`mathutils.Matrix`
.. attribute:: localLinearVelocity
The object's local linear velocity. [x, y, z]
:type: :class:`mathutils.Vector`
.. attribute:: worldLinearVelocity
The object's world linear velocity. [x, y, z]
:type: :class:`mathutils.Vector`
.. attribute:: localAngularVelocity
The object's local angular velocity. [x, y, z]
:type: :class:`mathutils.Vector`
.. attribute:: worldAngularVelocity
The object's world angular velocity. [x, y, z]
:type: :class:`mathutils.Vector`
.. attribute:: timeOffset
adjust the slowparent delay at runtime.
:type: float
.. attribute:: state
the game object's state bitmask, using the first 30 bits, one bit must always be set.
:type: int
.. attribute:: meshes
a list meshes for this object.
:type: list of :class:`KX_MeshProxy`
.. note::
Most objects use only 1 mesh.
.. note::
Changes to this list will not update the KX_GameObject.
.. attribute:: sensors
a sequence of :class:`SCA_ISensor` objects with string/index lookups and iterator support.
:type: list
.. note::
This attribute is experemental and may be removed (but probably wont be).
.. note::
Changes to this list will not update the KX_GameObject.
.. attribute:: controllers
a sequence of :class:`SCA_IController` objects with string/index lookups and iterator support.
:type: list of :class:`SCA_ISensor`
.. note::
This attribute is experemental and may be removed (but probably wont be).
.. note::
Changes to this list will not update the KX_GameObject.
.. attribute:: actuators
a list of :class:`SCA_IActuator` with string/index lookups and iterator support.
:type: list
.. note::
This attribute is experemental and may be removed (but probably wont be).
.. note::
Changes to this list will not update the KX_GameObject.
.. attribute:: attrDict
get the objects internal python attribute dictionary for direct (faster) access.
:type: dict
.. attribute:: children
direct children of this object, (read-only).
:type: :class:`CListValue` of :class:`KX_GameObject`'s
.. attribute:: childrenRecursive
all children of this object including childrens children, (read-only).
:type: :class:`CListValue` of :class:`KX_GameObject`'s
.. attribute:: life
The number of seconds until the object ends, assumes 50fps.
(when added with an add object actuator), (read-only).
:type: float
.. method:: endObject()
Delete this object, can be used in place of the EndObject Actuator.
The actual removal of the object from the scene is delayed.
.. method:: replaceMesh(mesh, useDisplayMesh=True, usePhysicsMesh=False)
Replace the mesh of this object with a new mesh. This works the same was as the actuator.
:arg mesh: mesh to replace or the meshes name.
:type mesh: :class:`MeshProxy` or string
:arg useDisplayMesh: when enabled the display mesh will be replaced (optional argument).
:type useDisplayMesh: boolean
:arg usePhysicsMesh: when enabled the physics mesh will be replaced (optional argument).
:type usePhysicsMesh: boolean
.. method:: setVisible(visible, recursive)
Sets the game object's visible flag.
:arg visible: the visible state to set.
:type visible: boolean
:arg recursive: optional argument to set all childrens visibility flag too.
:type recursive: boolean
.. method:: setOcclusion(occlusion, recursive)
Sets the game object's occlusion capability.
:arg occlusion: the state to set the occlusion to.
:type occlusion: boolean
:arg recursive: optional argument to set all childrens occlusion flag too.
:type recursive: boolean
.. method:: alignAxisToVect(vect, axis=2, factor=1.0)
Aligns any of the game object's axis along the given vector.
:arg vect: a vector to align the axis.
:type vect: 3D vector
:arg axis: The axis you want to align
* 0: X axis
* 1: Y axis
* 2: Z axis
:type axis: integer
:arg factor: Only rotate a feaction of the distance to the target vector (0.0 - 1.0)
:type factor: float
.. method:: getAxisVect(vect)
Returns the axis vector rotates by the objects worldspace orientation.
This is the equivalent of multiplying the vector by the orientation matrix.
:arg vect: a vector to align the axis.
:type vect: 3D Vector
:return: The vector in relation to the objects rotation.
:rtype: 3d vector.
.. method:: applyMovement(movement, local=False)
Sets the game object's movement.
:arg movement: movement vector.
:type movement: 3D Vector
:arg local:
* False: you get the "global" movement ie: relative to world orientation.
* True: you get the "local" movement ie: relative to object orientation.
:arg local: boolean
.. method:: applyRotation(rotation, local=False)
Sets the game object's rotation.
:arg rotation: rotation vector.
:type rotation: 3D Vector
:arg local:
* False: you get the "global" rotation ie: relative to world orientation.
* True: you get the "local" rotation ie: relative to object orientation.
:arg local: boolean
.. method:: applyForce(force, local=False)
Sets the game object's force.
This requires a dynamic object.
:arg force: force vector.
:type force: 3D Vector
:arg local:
* False: you get the "global" force ie: relative to world orientation.
* True: you get the "local" force ie: relative to object orientation.
:type local: boolean
.. method:: applyTorque(torque, local=False)
Sets the game object's torque.
This requires a dynamic object.
:arg torque: torque vector.
:type torque: 3D Vector
:arg local:
* False: you get the "global" torque ie: relative to world orientation.
* True: you get the "local" torque ie: relative to object orientation.
:type local: boolean
.. method:: getLinearVelocity(local=False)
Gets the game object's linear velocity.
This method returns the game object's velocity through it's centre of mass, ie no angular velocity component.
:arg local:
* False: you get the "global" velocity ie: relative to world orientation.
* True: you get the "local" velocity ie: relative to object orientation.
:type local: boolean
:return: the object's linear velocity.
:rtype: list [vx, vy, vz]
.. method:: setLinearVelocity(velocity, local=False)
Sets the game object's linear velocity.
This method sets game object's velocity through it's centre of mass,
ie no angular velocity component.
This requires a dynamic object.
:arg velocity: linear velocity vector.
:type velocity: 3D Vector
:arg local:
* False: you get the "global" velocity ie: relative to world orientation.
* True: you get the "local" velocity ie: relative to object orientation.
:type local: boolean
.. method:: getAngularVelocity(local=False)
Gets the game object's angular velocity.
:arg local:
* False: you get the "global" velocity ie: relative to world orientation.
* True: you get the "local" velocity ie: relative to object orientation.
:type local: boolean
:return: the object's angular velocity.
:rtype: list [vx, vy, vz]
.. method:: setAngularVelocity(velocity, local=False)
Sets the game object's angular velocity.
This requires a dynamic object.
:arg velocity: angular velocity vector.
:type velocity: boolean
:arg local:
* False: you get the "global" velocity ie: relative to world orientation.
* True: you get the "local" velocity ie: relative to object orientation.
.. method:: getVelocity(point=(0, 0, 0))
Gets the game object's velocity at the specified point.
Gets the game object's velocity at the specified point, including angular
components.
:arg point: optional point to return the velocity for, in local coordinates.
:type point: 3D Vector
:return: the velocity at the specified point.
:rtype: list [vx, vy, vz]
.. method:: getReactionForce()
Gets the game object's reaction force.
The reaction force is the force applied to this object over the last simulation timestep.
This also includes impulses, eg from collisions.
:return: the reaction force of this object.
:rtype: list [fx, fy, fz]
.. note::
This is not implimented at the moment.
.. method:: applyImpulse(point, impulse)
Applies an impulse to the game object.
This will apply the specified impulse to the game object at the specified point.
If point != position, applyImpulse will also change the object's angular momentum.
Otherwise, only linear momentum will change.
:arg point: the point to apply the impulse to (in world coordinates)
:type point: the point to apply the impulse to (in world coordinates)
.. method:: suspendDynamics()
Suspends physics for this object.
.. method:: restoreDynamics()
Resumes physics for this object.
.. note::
The objects linear velocity will be applied from when the dynamics were suspended.
.. method:: enableRigidBody()
Enables rigid body physics for this object.
Rigid body physics allows the object to roll on collisions.
.. method:: disableRigidBody()
Disables rigid body physics for this object.
.. method:: setParent(parent, compound=True, ghost=True)
Sets this object's parent.
Control the shape status with the optional compound and ghost parameters:
In that case you can control if it should be ghost or not:
:arg parent: new parent object.
:type parent: :class:`KX_GameObject`
:arg compound: whether the shape should be added to the parent compound shape.
* True: the object shape should be added to the parent compound shape.
* False: the object should keep its individual shape.
:type compound: boolean
:arg ghost: whether the object should be ghost while parented.
* True: if the object should be made ghost while parented.
* False: if the object should be solid while parented.
:type ghost: boolean
.. note::
If the object type is sensor, it stays ghost regardless of ghost parameter
.. method:: removeParent()
Removes this objects parent.
.. method:: getPhysicsId()
Returns the user data object associated with this game object's physics controller.
.. method:: getPropertyNames()
Gets a list of all property names.
:return: All property names for this object.
:rtype: list
.. method:: getDistanceTo(other)
:arg other: a point or another :class:`KX_GameObject` to measure the distance to.
:type other: :class:`KX_GameObject` or list [x, y, z]
:return: distance to another object or point.
:rtype: float
.. method:: getVectTo(other)
Returns the vector and the distance to another object or point.
The vector is normalized unless the distance is 0, in which a zero length vector is returned.
:arg other: a point or another :class:`KX_GameObject` to get the vector and distance to.
:type other: :class:`KX_GameObject` or list [x, y, z]
:return: (distance, globalVector(3), localVector(3))
:rtype: 3-tuple (float, 3-tuple (x, y, z), 3-tuple (x, y, z))
.. method:: rayCastTo(other, dist, prop)
Look towards another point/object and find first object hit within dist that matches prop.
The ray is always casted from the center of the object, ignoring the object itself.
The ray is casted towards the center of another object or an explicit [x, y, z] point.
Use rayCast() if you need to retrieve the hit point
:arg other: [x, y, z] or object towards which the ray is casted
:type other: :class:`KX_GameObject` or 3-tuple
:arg dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other
:type dist: float
:arg prop: property name that object must have; can be omitted => detect any object
:type prop: string
:return: the first object hit or None if no object or object does not match prop
:rtype: :class:`KX_GameObject`
.. method:: rayCast(objto, objfrom, dist, prop, face, xray, poly)
Look from a point/object to another point/object and find first object hit within dist that matches prop.
if poly is 0, returns a 3-tuple with object reference, hit point and hit normal or (None, None, None) if no hit.
if poly is 1, returns a 4-tuple with in addition a :class:`KX_PolyProxy` as 4th element.
if poly is 2, returns a 5-tuple with in addition a 2D vector with the UV mapping of the hit point as 5th element.
.. code-block:: python
# shoot along the axis gun-gunAim (gunAim should be collision-free)
obj, point, normal = gun.rayCast(gunAim, None, 50)
if obj:
# do something
pass
The face paremeter determines the orientation of the normal.
* 0 => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
* 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
The prop and xray parameters interact as follow.
* prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
* prop off, xray on : idem.
* prop on, xray off: return closest hit if it matches prop, no hit otherwise.
* prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
The :class:`KX_PolyProxy` 4th element of the return tuple when poly=1 allows to retrieve information on the polygon hit by the ray.
If there is no hit or the hit object is not a static mesh, None is returned as 4th element.
The ray ignores collision-free objects and faces that dont have the collision flag enabled, you can however use ghost objects.
:arg objto: [x, y, z] or object to which the ray is casted
:type objto: :class:`KX_GameObject` or 3-tuple
:arg objfrom: [x, y, z] or object from which the ray is casted; None or omitted => use self object center
:type objfrom: :class:`KX_GameObject` or 3-tuple or None
:arg dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to to
:type dist: float
:arg prop: property name that object must have; can be omitted or "" => detect any object
:type prop: string
:arg face: normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin
:type face: integer
:arg xray: X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object
:type xray: integer
:arg poly: polygon option: 0, 1 or 2 to return a 3-, 4- or 5-tuple with information on the face hit.
* 0 or omitted: return value is a 3-tuple (object, hitpoint, hitnormal) or (None, None, None) if no hit
* 1: return value is a 4-tuple and the 4th element is a :class:`KX_PolyProxy` or None if no hit or the object doesn't use a mesh collision shape.
* 2: return value is a 5-tuple and the 5th element is a 2-tuple (u, v) with the UV mapping of the hit point or None if no hit, or the object doesn't use a mesh collision shape, or doesn't have a UV mapping.
:type poly: integer
:return: (object, hitpoint, hitnormal) or (object, hitpoint, hitnormal, polygon) or (object, hitpoint, hitnormal, polygon, hituv).
* object, hitpoint and hitnormal are None if no hit.
* polygon is valid only if the object is valid and is a static object, a dynamic object using mesh collision shape or a soft body object, otherwise it is None
* hituv is valid only if polygon is valid and the object has a UV mapping, otherwise it is None
:rtype:
* 3-tuple (:class:`KX_GameObject`, 3-tuple (x, y, z), 3-tuple (nx, ny, nz))
* or 4-tuple (:class:`KX_GameObject`, 3-tuple (x, y, z), 3-tuple (nx, ny, nz), :class:`PolyProxy`)
* or 5-tuple (:class:`KX_GameObject`, 3-tuple (x, y, z), 3-tuple (nx, ny, nz), :class:`PolyProxy`, 2-tuple (u, v))
.. note::
The ray ignores the object on which the method is called. It is casted from/to object center or explicit [x, y, z] points.
.. method:: setCollisionMargin(margin)
Set the objects collision margin.
:arg margin: the collision margin distance in blender units.
:type margin: float
.. note::
If this object has no physics controller (a physics ID of zero), this function will raise RuntimeError.
.. method:: sendMessage(subject, body="", to="")
Sends a message.
:arg subject: The subject of the message
:type subject: string
:arg body: The body of the message (optional)
:type body: string
:arg to: The name of the object to send the message to (optional)
:type to: string
.. method:: reinstancePhysicsMesh(gameObject, meshObject)
Updates the physics system with the changed mesh.
If no arguments are given the physics mesh will be re-created from the first mesh assigned to the game object.
:arg gameObject: optional argument, set the physics shape from this gameObjets mesh.
:type gameObject: string, :class:`KX_GameObject` or None
:arg meshObject: optional argument, set the physics shape from this mesh.
:type meshObject: string, :class:`MeshProxy` or None
:return: True if reinstance succeeded, False if it failed.
:rtype: boolean
.. note::
If this object has instances the other instances will be updated too.
.. note::
The gameObject argument has an advantage that it can convert from a mesh with modifiers applied (such as subsurf).
.. warning::
Only triangle mesh type objects are supported currently (not convex hull)
.. warning::
If the object is a part of a combound object it will fail (parent or child)
.. warning::
Rebuilding the physics mesh can be slow, running many times per second will give a performance hit.
.. method:: get(key, default=None)
Return the value matching key, or the default value if its not found.
:return: The key value or a default.
.. method:: playAction(name, start_frame, end_frame, layer=0, priority=0, blendin=0, play_mode=ACT_MODE_PLAY, layer_weight=0.0, ipo_flags=0, speed=1.0)
Plays an action.
:arg name: the name of the action
:type name: string
:arg start: the start frame of the action
:type start: float
:arg end: the end frame of the action
:type end: float
:arg layer: the layer the action will play in (actions in different layers are added/blended together)
:type layer: integer
:arg priority: only play this action if there isn't an action currently playing in this layer with a higher (lower number) priority
:type priority: integer
:arg blendin: the amount of blending between this animation and the previous one on this layer
:type blendin: float
:arg play_mode: the play mode
:type play_mode: one of :ref:`these constants <gameobject-playaction-mode>`
:arg layer_weight: how much of the previous layer to use for blending (0 = add)
:type layer_weight: float
:arg ipo_flags: flags for the old IPO behaviors (force, etc)
:type ipo_flags: int bitfield
:arg speed: the playback speed of the action as a factor (1.0 = normal speed, 2.0 = 2x speed, etc)
:type speed: float
.. method:: stopAction(layer=0)
Stop playing the action on the given layer.
:arg layer: The layer to stop playing.
:type layer: integer
.. method:: getActionFrame(layer=0)
Gets the current frame of the action playing in the supplied layer.
:arg layer: The layer that you want to get the frame from.
:type layer: integer
:return: The current frame of the action
:rtype: float
.. method:: setActionFrame(frame, layer=0)
Set the current frame of the action playing in the supplied layer.
:arg layer: The layer where you want to set the frame
:type layer: integer
:arg frame: The frame to set the action to
:type frame: float
.. method:: isPlayingAction(layer=0)
Checks to see if there is an action playing in the given layer.
:arg layer: The layer to check for a playing action.
:type layer: integer
:return: Whether or not the action is playing
:rtype: boolean

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KX_IpoActuator(SCA_IActuator)
=============================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_IpoActuator(SCA_IActuator)
IPO actuator activates an animation.
.. attribute:: frameStart
Start frame.
:type: float
.. attribute:: frameEnd
End frame.
:type: float
.. attribute:: propName
Use this property to define the Ipo position.
:type: string
.. attribute:: framePropName
Assign this property this action current frame number.
:type: string
.. attribute:: mode
Play mode for the ipo. Can be on of :ref:`these constants <ipo-actuator>`
:type: integer
.. attribute:: useIpoAsForce
Apply Ipo as a global or local force depending on the local option (dynamic objects only).
:type: boolean
.. attribute:: useIpoAdd
Ipo is added to the current loc/rot/scale in global or local coordinate according to Local flag.
:type: boolean
.. attribute:: useIpoLocal
Let the ipo acts in local coordinates, used in Force and Add mode.
:type: boolean
.. attribute:: useChildren
Update IPO on all children Objects as well.
:type: boolean

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KX_LibLoadStatus(PyObjectPlus)
==============================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_LibLoadStatus(PyObjectPlus)
An object providing information about a LibLoad() operation.
.. code-block:: python
# Print a message when an async LibLoad is done
import bge
def finished_cb(status):
print("Library (%s) loaded in %.2fms." % (status.libraryName, status.timeTaken))
bge.logic.LibLoad('myblend.blend', 'Scene', async=True).onFinish = finished_cb
.. attribute:: onFinish
A callback that gets called when the lib load is done.
:type: callable
.. attribute:: progress
The current progress of the lib load as a normalized value from 0.0 to 1.0.
:type: float
.. attribute:: libraryName
The name of the library being loaded (the first argument to LibLoad).
:type: string
.. attribute:: timeTaken
The amount of time, in seconds, the lib load took (0 until the operation is complete).
:type: float

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KX_LightObject(KX_GameObject)
=============================
.. module:: bge.types
base class --- :class:`KX_GameObject`
.. class:: KX_LightObject(KX_GameObject)
A Light object.
.. code-block:: python
# Turn on a red alert light.
import bge
co = bge.logic.getCurrentController()
light = co.owner
light.energy = 1.0
light.color = [1.0, 0.0, 0.0]
.. data:: SPOT
A spot light source. See attribute :data:`type`
.. data:: SUN
A point light source with no attenuation. See attribute :data:`type`
.. data:: NORMAL
A point light source. See attribute :data:`type`
.. attribute:: type
The type of light - must be SPOT, SUN or NORMAL
.. attribute:: layer
The layer mask that this light affects object on.
:type: bitfield
.. attribute:: energy
The brightness of this light.
:type: float
.. attribute:: distance
The maximum distance this light can illuminate. (SPOT and NORMAL lights only).
:type: float
.. attribute:: color
The color of this light. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0].
:type: list [r, g, b]
.. attribute:: lin_attenuation
The linear component of this light's attenuation. (SPOT and NORMAL lights only).
:type: float
.. attribute:: quad_attenuation
The quadratic component of this light's attenuation (SPOT and NORMAL lights only).
:type: float
.. attribute:: spotsize
The cone angle of the spot light, in degrees (SPOT lights only).
:type: float in [0 - 180].
.. attribute:: spotblend
Specifies the intensity distribution of the spot light (SPOT lights only).
:type: float in [0 - 1]
.. note::
Higher values result in a more focused light source.

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KX_MeshProxy(SCA_IObject)
=========================
.. module:: bge.types
base class --- :class:`SCA_IObject`
.. class:: KX_MeshProxy(SCA_IObject)
A mesh object.
You can only change the vertex properties of a mesh object, not the mesh topology.
To use mesh objects effectively, you should know a bit about how the game engine handles them.
#. Mesh Objects are converted from Blender at scene load.
#. The Converter groups polygons by Material. This means they can be sent to the renderer efficiently. A material holds:
#. The texture.
#. The Blender material.
#. The Tile properties
#. The face properties - (From the "Texture Face" panel)
#. Transparency & z sorting
#. Light layer
#. Polygon shape (triangle/quad)
#. Game Object
#. Vertices will be split by face if necessary. Vertices can only be shared between faces if:
#. They are at the same position
#. UV coordinates are the same
#. Their normals are the same (both polygons are "Set Smooth")
#. They are the same color, for example: a cube has 24 vertices: 6 faces with 4 vertices per face.
The correct method of iterating over every :class:`KX_VertexProxy` in a game object
.. code-block:: python
from bge import logic
cont = logic.getCurrentController()
object = cont.owner
for mesh in object.meshes:
for m_index in range(len(mesh.materials)):
for v_index in range(mesh.getVertexArrayLength(m_index)):
vertex = mesh.getVertex(m_index, v_index)
# Do something with vertex here...
# ... eg: color the vertex red.
vertex.color = [1.0, 0.0, 0.0, 1.0]
.. attribute:: materials
:type: list of :class:`KX_BlenderMaterial` or :class:`KX_PolygonMaterial` types
.. attribute:: numPolygons
:type: integer
.. attribute:: numMaterials
:type: integer
.. method:: getMaterialName(matid)
Gets the name of the specified material.
:arg matid: the specified material.
:type matid: integer
:return: the attached material name.
:rtype: string
.. method:: getTextureName(matid)
Gets the name of the specified material's texture.
:arg matid: the specified material
:type matid: integer
:return: the attached material's texture name.
:rtype: string
.. method:: getVertexArrayLength(matid)
Gets the length of the vertex array associated with the specified material.
There is one vertex array for each material.
:arg matid: the specified material
:type matid: integer
:return: the number of verticies in the vertex array.
:rtype: integer
.. method:: getVertex(matid, index)
Gets the specified vertex from the mesh object.
:arg matid: the specified material
:type matid: integer
:arg index: the index into the vertex array.
:type index: integer
:return: a vertex object.
:rtype: :class:`KX_VertexProxy`
.. method:: getPolygon(index)
Gets the specified polygon from the mesh.
:arg index: polygon number
:type index: integer
:return: a polygon object.
:rtype: :class:`PolyProxy`
.. method:: transform(matid, matrix)
Transforms the vertices of a mesh.
:arg matid: material index, -1 transforms all.
:type matid: integer
:arg matrix: transformation matrix.
:type matrix: 4x4 matrix [[float]]
.. method:: transformUV(matid, matrix, uv_index=-1, uv_index_from=-1)
Transforms the vertices UV's of a mesh.
:arg matid: material index, -1 transforms all.
:type matid: integer
:arg matrix: transformation matrix.
:type matrix: 4x4 matrix [[float]]
:arg uv_index: optional uv index, -1 for all, otherwise 0 or 1.
:type uv_index: integer
:arg uv_index_from: optional uv index to copy from, -1 to transform the current uv.
:type uv_index_from: integer

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KX_MouseFocusSensor(SCA_MouseSensor)
====================================
.. module:: bge.types
base class --- :class:`SCA_MouseSensor`
.. class:: KX_MouseFocusSensor(SCA_MouseSensor)
The mouse focus sensor detects when the mouse is over the current game object.
The mouse focus sensor works by transforming the mouse coordinates from 2d device
space to 3d space then raycasting away from the camera.
.. attribute:: raySource
The worldspace source of the ray (the view position).
:type: list (vector of 3 floats)
.. attribute:: rayTarget
The worldspace target of the ray.
:type: list (vector of 3 floats)
.. attribute:: rayDirection
The :data:`rayTarget` - :class:`raySource` normalized.
:type: list (normalized vector of 3 floats)
.. attribute:: hitObject
the last object the mouse was over.
:type: :class:`KX_GameObject` or None
.. attribute:: hitPosition
The worldspace position of the ray intersecton.
:type: list (vector of 3 floats)
.. attribute:: hitNormal
the worldspace normal from the face at point of intersection.
:type: list (normalized vector of 3 floats)
.. attribute:: hitUV
the UV coordinates at the point of intersection.
:type: list (vector of 2 floats)
If the object has no UV mapping, it returns [0, 0].
The UV coordinates are not normalized, they can be < 0 or > 1 depending on the UV mapping.
.. attribute:: usePulseFocus
When enabled, moving the mouse over a different object generates a pulse. (only used when the 'Mouse Over Any' sensor option is set).
:type: boolean

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KX_NavMeshObject(KX_GameObject)
===============================
.. module:: bge.types
base class --- :class:`KX_GameObject`
.. class:: KX_NavMeshObject(KX_GameObject)
Python interface for using and controlling navigation meshes.
.. method:: findPath(start, goal)
Finds the path from start to goal points.
:arg start: the start point
:arg start: 3D Vector
:arg goal: the goal point
:arg start: 3D Vector
:return: a path as a list of points
:rtype: list of points
.. method:: raycast(start, goal)
Raycast from start to goal points.
:arg start: the start point
:arg start: 3D Vector
:arg goal: the goal point
:arg start: 3D Vector
:return: the hit factor
:rtype: float
.. method:: draw(mode)
Draws a debug mesh for the navigation mesh.
:arg mode: the drawing mode (one of :ref:`these constants <navmesh-draw-mode>`)
:arg mode: integer
:return: None
.. method:: rebuild()
Rebuild the navigation mesh.
:return: None

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KX_NearSensor(KX_TouchSensor)
=============================
.. module:: bge.types
base class --- :class:`KX_TouchSensor`
.. class:: KX_NearSensor(KX_TouchSensor)
A near sensor is a specialised form of touch sensor.
.. attribute:: distance
The near sensor activates when an object is within this distance.
:type: float
.. attribute:: resetDistance
The near sensor deactivates when the object exceeds this distance.
:type: float

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KX_NetworkMessageActuator(SCA_IActuator)
========================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_NetworkMessageActuator(SCA_IActuator)
Message Actuator
.. attribute:: propName
Messages will only be sent to objects with the given property name.
:type: string
.. attribute:: subject
The subject field of the message.
:type: string
.. attribute:: body
The body of the message.
:type: string
.. attribute:: usePropBody
Send a property instead of a regular body message.
:type: boolean

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KX_NetworkMessageSensor(SCA_ISensor)
====================================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: KX_NetworkMessageSensor(SCA_ISensor)
The Message Sensor logic brick.
Currently only loopback (local) networks are supported.
.. attribute:: subject
The subject the sensor is looking for.
:type: string
.. attribute:: frameMessageCount
The number of messages received since the last frame. (read-only).
:type: integer
.. attribute:: subjects
The list of message subjects received. (read-only).
:type: list of strings
.. attribute:: bodies
The list of message bodies received. (read-only).
:type: list of strings

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KX_ObjectActuator(SCA_IActuator)
================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_ObjectActuator(SCA_IActuator)
The object actuator ("Motion Actuator") applies force, torque, displacement, angular displacement,
velocity, or angular velocity to an object.
Servo control allows to regulate force to achieve a certain speed target.
.. attribute:: force
The force applied by the actuator.
:type: list [x, y, z]
.. attribute:: useLocalForce
A flag specifying if the force is local.
:type: boolean
.. attribute:: torque
The torque applied by the actuator.
:type: list [x, y, z]
.. attribute:: useLocalTorque
A flag specifying if the torque is local.
:type: boolean
.. attribute:: dLoc
The displacement vector applied by the actuator.
:type: list [x, y, z]
.. attribute:: useLocalDLoc
A flag specifying if the dLoc is local.
:type: boolean
.. attribute:: dRot
The angular displacement vector applied by the actuator
:type: list [x, y, z]
.. note::
Since the displacement is applied every frame, you must adjust the displacement based on the frame rate, or you game experience will depend on the player's computer speed.
.. attribute:: useLocalDRot
A flag specifying if the dRot is local.
:type: boolean
.. attribute:: linV
The linear velocity applied by the actuator.
:type: list [x, y, z]
.. attribute:: useLocalLinV
A flag specifying if the linear velocity is local.
:type: boolean
.. note::
This is the target speed for servo controllers.
.. attribute:: angV
The angular velocity applied by the actuator.
:type: list [x, y, z]
.. attribute:: useLocalAngV
A flag specifying if the angular velocity is local.
:type: boolean
.. attribute:: damping
The damping parameter of the servo controller.
:type: short
.. attribute:: forceLimitX
The min/max force limit along the X axis and activates or deactivates the limits in the servo controller.
:type: list [min(float), max(float), bool]
.. attribute:: forceLimitY
The min/max force limit along the Y axis and activates or deactivates the limits in the servo controller.
:type: list [min(float), max(float), bool]
.. attribute:: forceLimitZ
The min/max force limit along the Z axis and activates or deactivates the limits in the servo controller.
:type: list [min(float), max(float), bool]
.. attribute:: pid
The PID coefficients of the servo controller.
:type: list of floats [proportional, integral, derivate]
.. attribute:: reference
The object that is used as reference to compute the velocity for the servo controller.
:type: :class:`KX_GameObject` or None

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KX_ParentActuator(SCA_IActuator)
================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_ParentActuator(SCA_IActuator)
The parent actuator can set or remove an objects parent object.
.. attribute:: object
the object this actuator sets the parent too.
:type: :class:`KX_GameObject` or None
.. attribute:: mode
The mode of this actuator.
:type: integer from 0 to 1.
.. attribute:: compound
Whether the object shape should be added to the parent compound shape when parenting.
Effective only if the parent is already a compound shape.
:type: boolean
.. attribute:: ghost
Whether the object should be made ghost when parenting
Effective only if the shape is not added to the parent compound shape.
:type: boolean

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KX_PolyProxy(SCA_IObject)
=========================
.. module:: bge.types
base class --- :class:`SCA_IObject`
.. class:: KX_PolyProxy(SCA_IObject)
A polygon holds the index of the vertex forming the poylgon.
Note:
The polygon attributes are read-only, you need to retrieve the vertex proxy if you want
to change the vertex settings.
.. attribute:: material_name
The name of polygon material, empty if no material.
:type: string
.. attribute:: material
The material of the polygon.
:type: :class:`KX_PolygonMaterial` or :class:`KX_BlenderMaterial`
.. attribute:: texture_name
The texture name of the polygon.
:type: string
.. attribute:: material_id
The material index of the polygon, use this to retrieve vertex proxy from mesh proxy.
:type: integer
.. attribute:: v1
vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy.
:type: integer
.. attribute:: v2
vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy.
:type: integer
.. attribute:: v3
vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy.
:type: integer
.. attribute:: v4
Vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
Use this to retrieve vertex proxy from mesh proxy.
:type: integer
.. attribute:: visible
visible state of the polygon: 1=visible, 0=invisible.
:type: integer
.. attribute:: collide
collide state of the polygon: 1=receives collision, 0=collision free.
:type: integer
.. method:: getMaterialName()
Returns the polygon material name with MA prefix
:return: material name
:rtype: string
.. method:: getMaterial()
:return: The polygon material
:rtype: :class:`KX_PolygonMaterial` or :class:`KX_BlenderMaterial`
.. method:: getTextureName()
:return: The texture name
:rtype: string
.. method:: getMaterialIndex()
Returns the material bucket index of the polygon.
This index and the ones returned by getVertexIndex() are needed to retrieve the vertex proxy from :class:`MeshProxy`.
:return: the material index in the mesh
:rtype: integer
.. method:: getNumVertex()
Returns the number of vertex of the polygon.
:return: number of vertex, 3 or 4.
:rtype: integer
.. method:: isVisible()
Returns whether the polygon is visible or not
:return: 0=invisible, 1=visible
:rtype: boolean
.. method:: isCollider()
Returns whether the polygon is receives collision or not
:return: 0=collision free, 1=receives collision
:rtype: integer
.. method:: getVertexIndex(vertex)
Returns the mesh vertex index of a polygon vertex
This index and the one returned by getMaterialIndex() are needed to retrieve the vertex proxy from :class:`MeshProxy`.
:arg vertex: index of the vertex in the polygon: 0->3
:arg vertex: integer
:return: mesh vertex index
:rtype: integer
.. method:: getMesh()
Returns a mesh proxy
:return: mesh proxy
:rtype: :class:`MeshProxy`

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KX_PolygonMaterial(PyObjectPlus)
================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_PolygonMaterial(PyObjectPlus)
This is the interface to materials in the game engine.
Materials define the render state to be applied to mesh objects.
.. warning::
Some of the methods/variables are CObjects. If you mix these up, you will crash blender.
.. code-block:: python
from bge import logic
vertex_shader = """
void main(void)
{
// original vertex position, no changes
gl_Position = ftransform();
// coordinate of the 1st texture channel
gl_TexCoord[0] = gl_MultiTexCoord0;
// coordinate of the 2nd texture channel
gl_TexCoord[1] = gl_MultiTexCoord1;
}
"""
fragment_shader ="""
uniform sampler2D color_0;
uniform sampler2D color_1;
uniform float factor;
void main(void)
{
vec4 color_0 = texture2D(color_0, gl_TexCoord[0].st);
vec4 color_1 = texture2D(color_1, gl_TexCoord[1].st);
gl_FragColor = mix(color_0, color_1, factor);
}
"""
object = logic.getCurrentController().owner
object = cont.owner
for mesh in object.meshes:
for material in mesh.materials:
shader = material.getShader()
if shader != None:
if not shader.isValid():
shader.setSource(vertex_shader, fragment_shader, True)
# get the first texture channel of the material
shader.setSampler('color_0', 0)
# get the second texture channel of the material
shader.setSampler('color_1', 1)
# pass another uniform to the shader
shader.setUniform1f('factor', 0.3)
.. attribute:: texture
Texture name.
:type: string (read-only)
.. attribute:: gl_texture
OpenGL texture handle (eg for glBindTexture(GL_TEXTURE_2D, gl_texture).
:type: integer (read-only)
.. attribute:: material
Material name.
:type: string (read-only)
.. attribute:: tface
Texture face properties.
:type: CObject (read-only)
.. attribute:: tile
Texture is tiling.
:type: boolean
.. attribute:: tilexrep
Number of tile repetitions in x direction.
:type: integer
.. attribute:: tileyrep
Number of tile repetitions in y direction.
:type: integer
.. attribute:: drawingmode
Drawing mode for the material.
- 2 (drawingmode & 4) Textured
- 4 (drawingmode & 16) Light
- 14 (drawingmode & 16384) 3d Polygon Text.
:type: bitfield
.. attribute:: transparent
This material is transparent. All meshes with this
material will be rendered after non transparent meshes from back
to front.
:type: boolean
.. attribute:: zsort
Transparent polygons in meshes with this material will be sorted back to
front before rendering.
Non-Transparent polygons will be sorted front to back before rendering.
:type: boolean
.. attribute:: diffuse
The diffuse color of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
:type: list [r, g, b]
.. attribute:: specular
The specular color of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
:type: list [r, g, b]
.. attribute:: shininess
The shininess (specular exponent) of the material. 0.0 <= shininess <= 128.0.
:type: float
.. attribute:: specularity
The amount of specular of the material. 0.0 <= specularity <= 1.0.
:type: float
.. method:: updateTexture(tface, rasty)
Updates a realtime animation.
:arg tface: Texture face (eg mat.tface)
:type tface: CObject
:arg rasty: Rasterizer
:type rasty: CObject
.. method:: setTexture(tface)
Sets texture render state.
:arg tface: Texture face
:type tface: CObject
.. code-block:: python
mat.setTexture(mat.tface)
.. method:: activate(rasty, cachingInfo)
Sets material parameters for this object for rendering.
Material Parameters set:
#. Texture
#. Backface culling
#. Line drawing
#. Specular Colour
#. Shininess
#. Diffuse Colour
#. Polygon Offset.
:arg rasty: Rasterizer instance.
:type rasty: CObject
:arg cachingInfo: Material cache instance.
:type cachingInfo: CObject
.. method:: setCustomMaterial(material)
Sets the material state setup object.
Using this method, you can extend or completely replace the gameengine material
to do your own advanced multipass effects.
Use this method to register your material class. Instead of the normal material,
your class's activate method will be called just before rendering the mesh.
This should setup the texture, material, and any other state you would like.
It should return True to render the mesh, or False if you are finished. You should
clean up any state Blender does not set before returning False.
Activate Method Definition:
.. code-block:: python
def activate(self, rasty, cachingInfo, material):
:arg material: The material object.
:type material: instance
.. code-block:: python
class PyMaterial:
def __init__(self):
self.pass_no = -1
def activate(self, rasty, cachingInfo, material):
# Activate the material here.
#
# The activate method will be called until it returns False.
# Every time the activate method returns True the mesh will
# be rendered.
#
# rasty is a CObject for passing to material.updateTexture()
# and material.activate()
# cachingInfo is a CObject for passing to material.activate()
# material is the KX_PolygonMaterial instance this material
# was added to
# default material properties:
self.pass_no += 1
if self.pass_no == 0:
material.activate(rasty, cachingInfo)
# Return True to do this pass
return True
# clean up and return False to finish.
self.pass_no = -1
return False
# Create a new Python Material and pass it to the renderer.
mat.setCustomMaterial(PyMaterial())

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KX_RadarSensor(KX_NearSensor)
=============================
.. module:: bge.types
base class --- :class:`KX_NearSensor`
.. class:: KX_RadarSensor(KX_NearSensor)
Radar sensor is a near sensor with a conical sensor object.
.. attribute:: coneOrigin
The origin of the cone with which to test. The origin is in the middle of the cone. (read-only).
:type: list of floats [x, y, z]
.. attribute:: coneTarget
The center of the bottom face of the cone with which to test. (read-only).
:type: list of floats [x, y, z]
.. attribute:: distance
The height of the cone with which to test.
:type: float
.. attribute:: angle
The angle of the cone (in degrees) with which to test.
:type: float
.. attribute:: axis
The axis on which the radar cone is cast.
:type: integer from 0 to 5
KX_RADAR_AXIS_POS_X, KX_RADAR_AXIS_POS_Y, KX_RADAR_AXIS_POS_Z,
KX_RADAR_AXIS_NEG_X, KX_RADAR_AXIS_NEG_Y, KX_RADAR_AXIS_NEG_Z

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KX_RaySensor(SCA_ISensor)
=========================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: KX_RaySensor(SCA_ISensor)
A ray sensor detects the first object in a given direction.
.. attribute:: propName
The property the ray is looking for.
:type: string
.. attribute:: range
The distance of the ray.
:type: float
.. attribute:: useMaterial
Whether or not to look for a material (false = property).
:type: boolean
.. attribute:: useXRay
Whether or not to use XRay.
:type: boolean
.. attribute:: hitObject
The game object that was hit by the ray. (read-only).
:type: :class:`KX_GameObject`
.. attribute:: hitPosition
The position (in worldcoordinates) where the object was hit by the ray. (read-only).
:type: list [x, y, z]
.. attribute:: hitNormal
The normal (in worldcoordinates) of the object at the location where the object was hit by the ray. (read-only).
:type: list [x, y, z]
.. attribute:: rayDirection
The direction from the ray (in worldcoordinates). (read-only).
:type: list [x, y, z]
.. attribute:: axis
The axis the ray is pointing on.
:type: integer from 0 to 5
* KX_RAY_AXIS_POS_X
* KX_RAY_AXIS_POS_Y
* KX_RAY_AXIS_POS_Z
* KX_RAY_AXIS_NEG_X
* KX_RAY_AXIS_NEG_Y
* KX_RAY_AXIS_NEG_Z

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KX_SCA_AddObjectActuator(SCA_IActuator)
=======================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SCA_AddObjectActuator(SCA_IActuator)
Edit Object Actuator (in Add Object Mode)
.. warning::
An Add Object actuator will be ignored if at game start, the linked object doesn't exist (or is empty) or the linked object is in an active layer.
.. code-block:: none
Error: GameObject 'Name' has a AddObjectActuator 'ActuatorName' without object (in 'nonactive' layer)
.. attribute:: object
the object this actuator adds.
:type: :class:`KX_GameObject` or None
.. attribute:: objectLastCreated
the last added object from this actuator (read-only).
:type: :class:`KX_GameObject` or None
.. attribute:: time
the lifetime of added objects, in frames. Set to 0 to disable automatic deletion.
:type: integer
.. attribute:: linearVelocity
the initial linear velocity of added objects.
:type: list [vx, vy, vz]
.. attribute:: angularVelocity
the initial angular velocity of added objects.
:type: list [vx, vy, vz]
.. method:: instantAddObject()
adds the object without needing to calling SCA_PythonController.activate()
.. note:: Use objectLastCreated to get the newly created object.

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KX_SCA_DynamicActuator(SCA_IActuator)
=====================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SCA_DynamicActuator(SCA_IActuator)
Dynamic Actuator.
.. attribute:: mode
:type: integer
the type of operation of the actuator, 0-4
* KX_DYN_RESTORE_DYNAMICS(0)
* KX_DYN_DISABLE_DYNAMICS(1)
* KX_DYN_ENABLE_RIGID_BODY(2)
* KX_DYN_DISABLE_RIGID_BODY(3)
* KX_DYN_SET_MASS(4)
.. attribute:: mass
the mass value for the KX_DYN_SET_MASS operation.
:type: float

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KX_SCA_EndObjectActuator(SCA_IActuator)
=======================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SCA_EndObjectActuator(SCA_IActuator)
Edit Object Actuator (in End Object mode)
This actuator has no python methods.

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KX_SCA_ReplaceMeshActuator(SCA_IActuator)
=========================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SCA_ReplaceMeshActuator(SCA_IActuator)
Edit Object actuator, in Replace Mesh mode.
.. warning::
Replace mesh actuators will be ignored if at game start, the named mesh doesn't exist.
This will generate a warning in the console
.. code-block:: none
Error: GameObject 'Name' ReplaceMeshActuator 'ActuatorName' without object
.. code-block:: python
# Level-of-detail
# Switch a game object's mesh based on its depth in the camera view.
# +----------+ +-----------+ +-------------------------------------+
# | Always +-----+ Python +-----+ Edit Object (Replace Mesh) LOD.Mesh |
# +----------+ +-----------+ +-------------------------------------+
from bge import logic
# List detail meshes here
# 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)
)
cont = logic.getCurrentController()
object = cont.owner
actuator = cont.actuators["LOD." + obj.name]
camera = logic.getCurrentScene().active_camera
def Depth(pos, plane):
return pos[0]*plane[0] + pos[1]*plane[1] + pos[2]*plane[2] + plane[3]
# Depth is negative and decreasing further from the camera
depth = Depth(object.position, camera.world_to_camera[2])
newmesh = None
curmesh = None
# Find the lowest detail mesh for depth
for mesh in meshes:
if depth < mesh[1] and depth > mesh[2]:
newmesh = mesh
if "ME" + object.name + mesh[0] == actuator.getMesh():
curmesh = mesh
if newmesh != None and "ME" + object.name + newmesh[0] != actuator.mesh:
# 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:
actuator.mesh = object.name + newmesh[0]
cont.activate(actuator)
.. attribute:: mesh
:class:`MeshProxy` or the name of the mesh that will replace the current one.
Set to None to disable actuator.
:type: :class:`MeshProxy` or None if no mesh is set
.. attribute:: useDisplayMesh
when true the displayed mesh is replaced.
:type: boolean
.. attribute:: usePhysicsMesh
when true the physics mesh is replaced.
:type: boolean
.. method:: instantReplaceMesh()
Immediately replace mesh without delay.

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KX_Scene(PyObjectPlus)
======================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_Scene(PyObjectPlus)
An active scene that gives access to objects, cameras, lights and scene attributes.
The activity culling stuff is supposed to disable logic bricks when their owner gets too far
from the active camera. It was taken from some code lurking at the back of KX_Scene - who knows
what it does!
.. code-block:: python
from bge import logic
# get the scene
scene = logic.getCurrentScene()
# print all the objects in the scene
for object in scene.objects:
print(object.name)
# get an object named 'Cube'
object = scene.objects["Cube"]
# get the first object in the scene.
object = scene.objects[0]
.. code-block:: python
# Get the depth of an object in the camera view.
from bge import logic
object = logic.getCurrentController().owner
cam = logic.getCurrentScene().active_camera
# Depth is negative and decreasing further from the camera
depth = object.position[0]*cam.world_to_camera[2][0] + object.position[1]*cam.world_to_camera[2][1] + object.position[2]*cam.world_to_camera[2][2] + cam.world_to_camera[2][3]
@bug: All attributes are read only at the moment.
.. attribute:: name
The scene's name, (read-only).
:type: string
.. attribute:: objects
A list of objects in the scene, (read-only).
:type: :class:`CListValue` of :class:`KX_GameObject`
.. attribute:: objectsInactive
A list of objects on background layers (used for the addObject actuator), (read-only).
:type: :class:`CListValue` of :class:`KX_GameObject`
.. attribute:: lights
A list of lights in the scene, (read-only).
:type: :class:`CListValue` of :class:`KX_LightObject`
.. attribute:: cameras
A list of cameras in the scene, (read-only).
:type: :class:`CListValue` of :class:`KX_Camera`
.. attribute:: active_camera
The current active camera.
:type: :class:`KX_Camera`
.. note::
This can be set directly from python to avoid using the :class:`KX_SceneActuator`.
.. attribute:: suspended
True if the scene is suspended, (read-only).
:type: boolean
.. attribute:: activity_culling
True if the scene is activity culling.
:type: boolean
.. attribute:: activity_culling_radius
The distance outside which to do activity culling. Measured in manhattan distance.
:type: float
.. attribute:: dbvt_culling
True when Dynamic Bounding box Volume Tree is set (read-only).
:type: boolean
.. attribute:: pre_draw
A list of callables to be run before the render step.
:type: list
.. attribute:: post_draw
A list of callables to be run after the render step.
:type: list
.. attribute:: gravity
The scene gravity using the world x, y and z axis.
:type: list [fx, fy, fz]
.. method:: addObject(object, other, time=0)
Adds an object to the scene like the Add Object Actuator would.
:arg object: The object to add
:type object: :class:`KX_GameObject` or string
:arg other: The object's center to use when adding the object
:type other: :class:`KX_GameObject` or string
:arg time: The lifetime of the added object, in frames. A time of 0 means the object will last forever.
:type time: integer
:return: The newly added object.
:rtype: :class:`KX_GameObject`
.. method:: end()
Removes the scene from the game.
.. method:: restart()
Restarts the scene.
.. method:: replace(scene)
Replaces this scene with another one.
:arg scene: The name of the scene to replace this scene with.
:type scene: string
.. method:: suspend()
Suspends this scene.
.. method:: resume()
Resume this scene.
.. method:: get(key, default=None)
Return the value matching key, or the default value if its not found.
:return: The key value or a default.
.. method:: drawObstacleSimulation()
Draw debug visualization of obstacle simulation.

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KX_SceneActuator(SCA_IActuator)
===============================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SceneActuator(SCA_IActuator)
Scene Actuator logic brick.
.. 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:
.. code-block:: none
Error: GameObject 'Name' has a SceneActuator 'ActuatorName' (SetScene) without scene
.. attribute:: scene
the name of the scene to change to/overlay/underlay/remove/suspend/resume.
:type: string
.. attribute:: camera
the camera to change to.
:type: :class:`KX_Camera` on read, string or :class:`KX_Camera` on write
.. note::
When setting the attribute, you can use either a :class:`KX_Camera` or the name of the camera.
.. attribute:: useRestart
Set flag to True to restart the sene.
:type: boolean
.. attribute:: mode
The mode of the actuator.
:type: integer from 0 to 5.

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KX_SoundActuator(SCA_IActuator)
===============================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SoundActuator(SCA_IActuator)
Sound Actuator.
The :data:`startSound`, :data:`pauseSound` and :data:`stopSound` do not require the actuator to be activated - they act instantly provided that the actuator has been activated once at least.
.. attribute:: volume
The volume (gain) of the sound.
:type: float
.. attribute:: time
The current position in the audio stream (in seconds).
:type: float
.. attribute:: pitch
The pitch of the sound.
:type: float
.. attribute:: mode
The operation mode of the actuator. Can be one of :ref:`these constants<logic-sound-actuator>`
:type: integer
.. attribute:: sound
The sound the actuator should play.
:type: Audaspace factory
.. attribute:: is3D
Whether or not the actuator should be using 3D sound. (read-only)
:type: boolean
.. attribute:: volume_maximum
The maximum gain of the sound, no matter how near it is.
:type: float
.. attribute:: volume_minimum
The minimum gain of the sound, no matter how far it is away.
:type: float
.. attribute:: distance_reference
The distance where the sound has a gain of 1.0.
:type: float
.. attribute:: distance_maximum
The maximum distance at which you can hear the sound.
:type: float
.. attribute:: attenuation
The influence factor on volume depending on distance.
:type: float
.. attribute:: cone_angle_inner
The angle of the inner cone.
:type: float
.. attribute:: cone_angle_outer
The angle of the outer cone.
:type: float
.. attribute:: cone_volume_outer
The gain outside the outer cone (the gain in the outer cone will be interpolated between this value and the normal gain in the inner cone).
:type: float
.. method:: startSound()
Starts the sound.
:return: None
.. method:: pauseSound()
Pauses the sound.
:return: None
.. method:: stopSound()
Stops the sound.
:return: None

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KX_StateActuator(SCA_IActuator)
===============================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_StateActuator(SCA_IActuator)
State actuator changes the state mask of parent object.
.. attribute:: operation
Type of bit operation to be applied on object state mask.
You can use one of :ref:`these constants <state-actuator-operation>`
:type: integer
.. attribute:: mask
Value that defines the bits that will be modified by the operation.
The bits that are 1 in the mask will be updated in the object state.
The bits that are 0 are will be left unmodified expect for the Copy operation which copies the mask to the object state.
:type: integer

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KX_SteeringActuator(SCA_IActuator)
==================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SteeringActuator(SCA_IActuator)
Steering Actuator for navigation.
.. attribute:: behavior
The steering behavior to use.
:type: one of :ref:`these constants <logic-steering-actuator>`
.. attribute:: velocity
Velocity magnitude
:type: float
.. attribute:: acceleration
Max acceleration
:type: float
.. attribute:: turnspeed
Max turn speed
:type: float
.. attribute:: distance
Relax distance
:type: float
.. attribute:: target
Target object
:type: :class:`KX_GameObject`
.. attribute:: navmesh
Navigation mesh
:type: :class:`KX_GameObject`
.. attribute:: selfterminated
Terminate when target is reached
:type: boolean
.. attribute:: enableVisualization
Enable debug visualization
:type: boolean
.. attribute:: pathUpdatePeriod
Path update period
:type: int

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KX_TouchSensor(SCA_ISensor)
===========================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: KX_TouchSensor(SCA_ISensor)
Touch sensor detects collisions between objects.
.. attribute:: propName
The property or material to collide with.
:type: string
.. attribute:: useMaterial
Determines if the sensor is looking for a property or material. KX_True = Find material; KX_False = Find property.
:type: boolean
.. attribute:: usePulseCollision
When enabled, changes to the set of colliding objects generate a pulse.
:type: boolean
.. attribute:: hitObject
The last collided object. (read-only).
:type: :class:`KX_GameObject` or None
.. attribute:: hitObjectList
A list of colliding objects. (read-only).
:type: :class:`CListValue` of :class:`KX_GameObject`

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KX_TrackToActuator(SCA_IActuator)
=================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_TrackToActuator(SCA_IActuator)
Edit Object actuator in Track To mode.
.. warning::
Track To Actuators will be ignored if at game start, the object to track to is invalid.
This will generate a warning in the console:
.. code-block:: none
GameObject 'Name' no object in EditObjectActuator 'ActuatorName'
.. attribute:: object
the object this actuator tracks.
:type: :class:`KX_GameObject` or None
.. attribute:: time
the time in frames with which to delay the tracking motion.
:type: integer
.. attribute:: use3D
the tracking motion to use 3D.
:type: boolean

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KX_VehicleWrapper(PyObjectPlus)
===============================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_VehicleWrapper(PyObjectPlus)
KX_VehicleWrapper
TODO - description
.. method:: addWheel(wheel, attachPos, attachDir, axleDir, suspensionRestLength, wheelRadius, hasSteering)
Add a wheel to the vehicle
:arg wheel: The object to use as a wheel.
:type wheel: :class:`KX_GameObject` or a KX_GameObject name
:arg attachPos: The position that this wheel will attach to.
:type attachPos: vector of 3 floats
:arg attachDir: The direction this wheel points.
:type attachDir: vector of 3 floats
:arg axleDir: The direction of this wheels axle.
:type axleDir: vector of 3 floats
:arg suspensionRestLength: TODO - Description
:type suspensionRestLength: float
:arg wheelRadius: The size of the wheel.
:type wheelRadius: float
.. method:: applyBraking(force, wheelIndex)
Apply a braking force to the specified wheel
:arg force: the brake force
:type force: float
:arg wheelIndex: index of the wheel where the force needs to be applied
:type wheelIndex: integer
.. method:: applyEngineForce(force, wheelIndex)
Apply an engine force to the specified wheel
:arg force: the engine force
:type force: float
:arg wheelIndex: index of the wheel where the force needs to be applied
:type wheelIndex: integer
.. method:: getConstraintId()
Get the constraint ID
:return: the constraint id
:rtype: integer
.. method:: getConstraintType()
Returns the constraint type.
:return: constraint type
:rtype: integer
.. method:: getNumWheels()
Returns the number of wheels.
:return: the number of wheels for this vehicle
:rtype: integer
.. method:: getWheelOrientationQuaternion(wheelIndex)
Returns the wheel orientation as a quaternion.
:arg wheelIndex: the wheel index
:type wheelIndex: integer
:return: TODO Description
:rtype: TODO - type should be quat as per method name but from the code it looks like a matrix
.. method:: getWheelPosition(wheelIndex)
Returns the position of the specified wheel
:arg wheelIndex: the wheel index
:type wheelIndex: integer
:return: position vector
:rtype: list[x, y, z]
.. method:: getWheelRotation(wheelIndex)
Returns the rotation of the specified wheel
:arg wheelIndex: the wheel index
:type wheelIndex: integer
:return: the wheel rotation
:rtype: float
.. method:: setRollInfluence(rollInfluece, wheelIndex)
Set the specified wheel's roll influence.
The higher the roll influence the more the vehicle will tend to roll over in corners.
:arg rollInfluece: the wheel roll influence
:type rollInfluece: float
:arg wheelIndex: the wheel index
:type wheelIndex: integer
.. method:: setSteeringValue(steering, wheelIndex)
Set the specified wheel's steering
:arg steering: the wheel steering
:type steering: float
:arg wheelIndex: the wheel index
:type wheelIndex: integer
.. method:: setSuspensionCompression(compression, wheelIndex)
Set the specified wheel's compression
:arg compression: the wheel compression
:type compression: float
:arg wheelIndex: the wheel index
:type wheelIndex: integer
.. method:: setSuspensionDamping(damping, wheelIndex)
Set the specified wheel's damping
:arg damping: the wheel damping
:type damping: float
:arg wheelIndex: the wheel index
:type wheelIndex: integer
.. method:: setSuspensionStiffness(stiffness, wheelIndex)
Set the specified wheel's stiffness
:arg stiffness: the wheel stiffness
:type stiffness: float
:arg wheelIndex: the wheel index
:type wheelIndex: integer
.. method:: setTyreFriction(friction, wheelIndex)
Set the specified wheel's tyre friction
:arg friction: the tyre friction
:type friction: float
:arg wheelIndex: the wheel index
:type wheelIndex: integer

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KX_VertexProxy(SCA_IObject)
===========================
.. module:: bge.types
base class --- :class:`SCA_IObject`
.. class:: KX_VertexProxy(SCA_IObject)
A vertex holds position, UV, color and normal information.
Note:
The physics simulation is NOT currently updated - physics will not respond
to changes in the vertex position.
.. attribute:: XYZ
The position of the vertex.
:type: list [x, y, z]
.. attribute:: UV
The texture coordinates of the vertex.
:type: list [u, v]
.. attribute:: normal
The normal of the vertex.
:type: list [nx, ny, nz]
.. attribute:: color
The color of the vertex.
:type: list [r, g, b, a]
Black = [0.0, 0.0, 0.0, 1.0], White = [1.0, 1.0, 1.0, 1.0]
.. attribute:: x
The x coordinate of the vertex.
:type: float
.. attribute:: y
The y coordinate of the vertex.
:type: float
.. attribute:: z
The z coordinate of the vertex.
:type: float
.. attribute:: u
The u texture coordinate of the vertex.
:type: float
.. attribute:: v
The v texture coordinate of the vertex.
:type: float
.. attribute:: u2
The second u texture coordinate of the vertex.
:type: float
.. attribute:: v2
The second v texture coordinate of the vertex.
:type: float
.. attribute:: r
The red component of the vertex color. 0.0 <= r <= 1.0.
:type: float
.. attribute:: g
The green component of the vertex color. 0.0 <= g <= 1.0.
:type: float
.. attribute:: b
The blue component of the vertex color. 0.0 <= b <= 1.0.
:type: float
.. attribute:: a
The alpha component of the vertex color. 0.0 <= a <= 1.0.
:type: float
.. method:: getXYZ()
Gets the position of this vertex.
:return: this vertexes position in local coordinates.
:rtype: list [x, y, z]
.. method:: setXYZ(pos)
Sets the position of this vertex.
:type: list [x, y, z]
:arg pos: the new position for this vertex in local coordinates.
.. method:: getUV()
Gets the UV (texture) coordinates of this vertex.
:return: this vertexes UV (texture) coordinates.
:rtype: list [u, v]
.. method:: setUV(uv)
Sets the UV (texture) coordinates of this vertex.
:type: list [u, v]
.. method:: getUV2()
Gets the 2nd UV (texture) coordinates of this vertex.
:return: this vertexes UV (texture) coordinates.
:rtype: list [u, v]
.. method:: setUV2(uv, unit)
Sets the 2nd UV (texture) coordinates of this vertex.
:type: list [u, v]
:arg unit: optional argument, FLAT==1, SECOND_UV==2, defaults to SECOND_UV
:arg unit: integer
.. method:: getRGBA()
Gets the color of this vertex.
The color is represented as four bytes packed into an integer value. The color is
packed as RGBA.
Since Python offers no way to get each byte without shifting, you must use the struct module to
access color in an machine independent way.
Because of this, it is suggested you use the r, g, b and a attributes or the color attribute instead.
.. code-block:: python
import struct;
col = struct.unpack('4B', struct.pack('I', v.getRGBA()))
# col = (r, g, b, a)
# black = ( 0, 0, 0, 255)
# white = (255, 255, 255, 255)
:return: packed color. 4 byte integer with one byte per color channel in RGBA format.
:rtype: integer
.. method:: setRGBA(col)
Sets the color of this vertex.
See getRGBA() for the format of col, and its relevant problems. Use the r, g, b and a attributes
or the color attribute instead.
setRGBA() also accepts a four component list as argument col. The list represents the color as [r, g, b, a]
with black = [0.0, 0.0, 0.0, 1.0] and white = [1.0, 1.0, 1.0, 1.0]
.. code-block:: python
v.setRGBA(0xff0000ff) # Red
v.setRGBA(0xff00ff00) # Green on little endian, transparent purple on big endian
v.setRGBA([1.0, 0.0, 0.0, 1.0]) # Red
v.setRGBA([0.0, 1.0, 0.0, 1.0]) # Green on all platforms.
:arg col: the new color of this vertex in packed RGBA format.
:type col: integer or list [r, g, b, a]
.. method:: getNormal()
Gets the normal vector of this vertex.
:return: normalized normal vector.
:rtype: list [nx, ny, nz]
.. method:: setNormal(normal)
Sets the normal vector of this vertex.
:type: sequence of floats [r, g, b]
:arg normal: the new normal of this vertex.

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KX_VisibilityActuator(SCA_IActuator)
====================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_VisibilityActuator(SCA_IActuator)
Visibility Actuator.
.. attribute:: visibility
whether the actuator makes its parent object visible or invisible.
:type: boolean
.. attribute:: useOcclusion
whether the actuator makes its parent object an occluder or not.
:type: boolean
.. attribute:: useRecursion
whether the visibility/occlusion should be propagated to all children of the object.
:type: boolean

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PyObjectPlus
============
.. module:: bge.types
.. class:: PyObjectPlus
PyObjectPlus base class of most other types in the Game Engine.
.. attribute:: invalid
Test if the object has been freed by the game engine and is no longer valid.
Normally this is not a problem but when storing game engine data in the GameLogic module,
KX_Scenes or other KX_GameObjects its possible to hold a reference to invalid data.
Calling an attribute or method on an invalid object will raise a SystemError.
The invalid attribute allows testing for this case without exception handling.
:type: boolean

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SCA_2DFilterActuator(SCA_IActuator)
===================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: SCA_2DFilterActuator(SCA_IActuator)
Create, enable and disable 2D filters
The following properties don't have an immediate effect.
You must active the actuator to get the result.
The actuator is not persistent: it automatically stops itself after setting up the filter
but the filter remains active. To stop a filter you must activate the actuator with 'type'
set to :data:`~bge.logic.RAS_2DFILTER_DISABLED` or :data:`~bge.logic.RAS_2DFILTER_NOFILTER`.
.. attribute:: shaderText
shader source code for custom shader.
:type: string
.. attribute:: disableMotionBlur
action on motion blur: 0=enable, 1=disable.
:type: integer
.. attribute:: mode
Type of 2D filter, use one of :ref:`these constants <Two-D-FilterActuator-mode>`
:type: integer
.. attribute:: passNumber
order number of filter in the stack of 2D filters. Filters are executed in increasing order of passNb.
Only be one filter can be defined per passNb.
:type: integer (0-100)
.. attribute:: value
argument for motion blur filter.
:type: float (0.0-100.0)

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SCA_ANDController(SCA_IController)
==================================
.. module:: bge.types
base class --- :class:`SCA_IController`
.. class:: SCA_ANDController(SCA_IController)
An AND controller activates only when all linked sensors are activated.
There are no special python methods for this controller.

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SCA_ActuatorSensor(SCA_ISensor)
===============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_ActuatorSensor(SCA_ISensor)
Actuator sensor detect change in actuator state of the parent object.
It generates a positive pulse if the corresponding actuator is activated
and a negative pulse if the actuator is deactivated.
.. attribute:: actuator
the name of the actuator that the sensor is monitoring.
:type: string

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SCA_AlwaysSensor(SCA_ISensor)
=============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_AlwaysSensor(SCA_ISensor)
This sensor is always activated.

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SCA_DelaySensor(SCA_ISensor)
============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_DelaySensor(SCA_ISensor)
The Delay sensor generates positive and negative triggers at precise time,
expressed in number of frames. The delay parameter defines the length of the initial OFF period. A positive trigger is generated at the end of this period.
The duration parameter defines the length of the ON period following the OFF period.
There is a negative trigger at the end of the ON period. If duration is 0, the sensor stays ON and there is no negative trigger.
The sensor runs the OFF-ON cycle once unless the repeat option is set: the OFF-ON cycle repeats indefinately (or the OFF cycle if duration is 0).
Use :class:`SCA_ISensor.reset` at any time to restart sensor.
.. attribute:: delay
length of the initial OFF period as number of frame, 0 for immediate trigger.
:type: integer.
.. attribute:: duration
length of the ON period in number of frame after the initial OFF period.
If duration is greater than 0, a negative trigger is sent at the end of the ON pulse.
:type: integer
.. attribute:: repeat
1 if the OFF-ON cycle should be repeated indefinately, 0 if it should run once.
:type: integer

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SCA_IActuator(SCA_ILogicBrick)
==============================
.. module:: bge.types
base class --- :class:`SCA_ILogicBrick`
.. class:: SCA_IActuator(SCA_ILogicBrick)
Base class for all actuator logic bricks.

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SCA_IController(SCA_ILogicBrick)
================================
.. module:: bge.types
base class --- :class:`SCA_ILogicBrick`
.. class:: SCA_IController(SCA_ILogicBrick)
Base class for all controller logic bricks.
.. attribute:: state
The controllers state bitmask. This can be used with the GameObject's state to test if the controller is active.
:type: int bitmask
.. attribute:: sensors
A list of sensors linked to this controller.
:type: sequence supporting index/string lookups and iteration.
.. note::
The sensors are not necessarily owned by the same object.
.. note::
When objects are instanced in dupligroups links may be lost from objects outside the dupligroup.
.. attribute:: actuators
A list of actuators linked to this controller.
:type: sequence supporting index/string lookups and iteration.
.. note::
The sensors are not necessarily owned by the same object.
.. note::
When objects are instanced in dupligroups links may be lost from objects outside the dupligroup.
.. attribute:: useHighPriority
When set the controller executes always before all other controllers that dont have this set.
:type: boolen
.. note::
Order of execution between high priority controllers is not guaranteed.

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SCA_ILogicBrick(CValue)
=======================
.. module:: bge.types
base class --- :class:`CValue`
.. class:: SCA_ILogicBrick(CValue)
Base class for all logic bricks.
.. attribute:: executePriority
This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first).
:type: executePriority: int
.. attribute:: owner
The game object this logic brick is attached to (read-only).
:type: :class:`KX_GameObject` or None in exceptional cases.
.. attribute:: name
The name of this logic brick (read-only).
:type: string

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SCA_IObject(CValue)
===================
.. module:: bge.types
base class --- :class:`CValue`
.. class:: SCA_IObject(CValue)
This class has no python functions

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SCA_ISensor(SCA_ILogicBrick)
============================
.. module:: bge.types
base class --- :class:`SCA_ILogicBrick`
.. class:: SCA_ISensor(SCA_ILogicBrick)
Base class for all sensor logic bricks.
.. attribute:: usePosPulseMode
Flag to turn positive pulse mode on and off.
:type: boolean
.. attribute:: useNegPulseMode
Flag to turn negative pulse mode on and off.
:type: boolean
.. attribute:: frequency
The frequency for pulse mode sensors.
:type: integer
.. attribute:: level
level Option whether to detect level or edge transition when entering a state.
It makes a difference only in case of logic state transition (state actuator).
A level detector will immediately generate a pulse, negative or positive
depending on the sensor condition, as soon as the state is activated.
A edge detector will wait for a state change before generating a pulse.
note: mutually exclusive with :data:`tap`, enabling will disable :data:`tap`.
:type: boolean
.. attribute:: tap
When enabled only sensors that are just activated will send a positive event,
after this they will be detected as negative by the controllers.
This will make a key thats held act as if its only tapped for an instant.
note: mutually exclusive with :data:`level`, enabling will disable :data:`level`.
:type: boolean
.. attribute:: invert
Flag to set if this sensor activates on positive or negative events.
:type: boolean
.. attribute:: triggered
True if this sensor brick is in a positive state. (read-only).
:type: boolean
.. attribute:: positive
True if this sensor brick is in a positive state. (read-only).
:type: boolean
.. attribute:: pos_ticks
The number of ticks since the last positive pulse (read-only).
:type: int
.. attribute:: neg_ticks
The number of ticks since the last negative pulse (read-only).
:type: int
.. attribute:: status
The status of the sensor (read-only): can be one of :ref:`these constants<sensor-status>`.
:type: int
.. note::
This convenient attribute combines the values of triggered and positive attributes.
.. method:: reset()
Reset sensor internal state, effect depends on the type of sensor and settings.
The sensor is put in its initial state as if it was just activated.

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SCA_JoystickSensor(SCA_ISensor)
===============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_JoystickSensor(SCA_ISensor)
This sensor detects player joystick events.
.. attribute:: axisValues
The state of the joysticks axis as a list of values :data:`numAxis` long. (read-only).
:type: list of ints.
Each specifying the value of an axis between -32767 and 32767 depending on how far the axis is pushed, 0 for nothing.
The first 2 values are used by most joysticks and gamepads for directional control. 3rd and 4th values are only on some joysticks and can be used for arbitary controls.
* left:[-32767, 0, ...]
* right:[32767, 0, ...]
* up:[0, -32767, ...]
* down:[0, 32767, ...]
.. attribute:: axisSingle
like :data:`axisValues` but returns a single axis value that is set by the sensor. (read-only).
:type: integer
.. note::
Only use this for "Single Axis" type sensors otherwise it will raise an error.
.. attribute:: hatValues
The state of the joysticks hats as a list of values :data:`numHats` long. (read-only).
:type: list of ints
Each specifying the direction of the hat from 1 to 12, 0 when inactive.
Hat directions are as follows...
* 0:None
* 1:Up
* 2:Right
* 4:Down
* 8:Left
* 3:Up - Right
* 6:Down - Right
* 12:Down - Left
* 9:Up - Left
.. attribute:: hatSingle
Like :data:`hatValues` but returns a single hat direction value that is set by the sensor. (read-only).
:type: integer
.. attribute:: numAxis
The number of axes for the joystick at this index. (read-only).
:type: integer
.. attribute:: numButtons
The number of buttons for the joystick at this index. (read-only).
:type: integer
.. attribute:: numHats
The number of hats for the joystick at this index. (read-only).
:type: integer
.. attribute:: connected
True if a joystick is connected at this joysticks index. (read-only).
:type: boolean
.. attribute:: index
The joystick index to use (from 0 to 7). The first joystick is always 0.
:type: integer
.. attribute:: threshold
Axis threshold. Joystick axis motion below this threshold wont trigger an event. Use values between (0 and 32767), lower values are more sensitive.
:type: integer
.. attribute:: button
The button index the sensor reacts to (first button = 0). When the "All Events" toggle is set, this option has no effect.
:type: integer
.. attribute:: axis
The axis this sensor reacts to, as a list of two values [axisIndex, axisDirection]
* axisIndex: the axis index to use when detecting axis movement, 1=primary directional control, 2=secondary directional control.
* axisDirection: 0=right, 1=up, 2=left, 3=down.
:type: [integer, integer]
.. attribute:: hat
The hat the sensor reacts to, as a list of two values: [hatIndex, hatDirection]
* hatIndex: the hat index to use when detecting hat movement, 1=primary hat, 2=secondary hat (4 max).
* hatDirection: 1-12.
:type: [integer, integer]
.. method:: getButtonActiveList()
:return: A list containing the indicies of the currently pressed buttons.
:rtype: list
.. method:: getButtonStatus(buttonIndex)
:arg buttonIndex: the button index, 0=first button
:type buttonIndex: integer
:return: The current pressed state of the specified button.
:rtype: boolean

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SCA_KeyboardSensor(SCA_ISensor)
===============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_KeyboardSensor(SCA_ISensor)
A keyboard sensor detects player key presses.
See module :mod:`bge.events` for keycode values.
.. attribute:: key
The key code this sensor is looking for.
:type: keycode from :mod:`bge.events` module
.. attribute:: hold1
The key code for the first modifier this sensor is looking for.
:type: keycode from :mod:`bge.events` module
.. attribute:: hold2
The key code for the second modifier this sensor is looking for.
:type: keycode from :mod:`bge.events` module
.. attribute:: toggleProperty
The name of the property that indicates whether or not to log keystrokes as a string.
:type: string
.. attribute:: targetProperty
The name of the property that receives keystrokes in case in case a string is logged.
:type: string
.. attribute:: useAllKeys
Flag to determine whether or not to accept all keys.
:type: boolean
.. attribute:: events
a list of pressed keys that have either been pressed, or just released, or are active this frame. (read-only).
:type: list [[:ref:`keycode<keyboard-keys>`, :ref:`status<input-status>`], ...]
.. method:: getKeyStatus(keycode)
Get the status of a key.
:arg keycode: The code that represents the key you want to get the state of, use one of :ref:`these constants<keyboard-keys>`
:type keycode: integer
:return: The state of the given key, can be one of :ref:`these constants<input-status>`
:rtype: int

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SCA_MouseSensor(SCA_ISensor)
============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_MouseSensor(SCA_ISensor)
Mouse Sensor logic brick.
.. attribute:: position
current [x, y] coordinates of the mouse, in frame coordinates (pixels).
:type: [integer, interger]
.. attribute:: mode
sensor mode.
:type: integer
* KX_MOUSESENSORMODE_LEFTBUTTON(1)
* KX_MOUSESENSORMODE_MIDDLEBUTTON(2)
* KX_MOUSESENSORMODE_RIGHTBUTTON(3)
* KX_MOUSESENSORMODE_WHEELUP(4)
* KX_MOUSESENSORMODE_WHEELDOWN(5)
* KX_MOUSESENSORMODE_MOVEMENT(6)
.. method:: getButtonStatus(button)
Get the mouse button status.
:arg button: The code that represents the key you want to get the state of, use one of :ref:`these constants<mouse-keys>`
:type button: int
:return: The state of the given key, can be one of :ref:`these constants<input-status>`
:rtype: int

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SCA_NANDController(SCA_IController)
===================================
.. module:: bge.types
base class --- :class:`SCA_IController`
.. class:: SCA_NANDController(SCA_IController)
An NAND controller activates when all linked sensors are not active.
There are no special python methods for this controller.

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SCA_NORController(SCA_IController)
==================================
.. module:: bge.types
base class --- :class:`SCA_IController`
.. class:: SCA_NORController(SCA_IController)
An NOR controller activates only when all linked sensors are de-activated.
There are no special python methods for this controller.

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SCA_ORController(SCA_IController)
=================================
.. module:: bge.types
base class --- :class:`SCA_IController`
.. class:: SCA_ORController(SCA_IController)
An OR controller activates when any connected sensor activates.
There are no special python methods for this controller.

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SCA_PropertyActuator(SCA_IActuator)
===================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: SCA_PropertyActuator(SCA_IActuator)
Property Actuator
.. attribute:: propName
the property on which to operate.
:type: string
.. attribute:: value
the value with which the actuator operates.
:type: string
.. attribute:: mode
TODO - add constants to game logic dict!.
:type: integer

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SCA_PropertySensor(SCA_ISensor)
===============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_PropertySensor(SCA_ISensor)
Activates when the game object property matches.
.. attribute:: mode
Type of check on the property. Can be one of :ref:`these constants <logic-property-sensor>`
:type: integer.
.. attribute:: propName
the property the sensor operates.
:type: string
.. attribute:: value
the value with which the sensor compares to the value of the property.
:type: string
.. attribute:: min
the minimum value of the range used to evaluate the property when in interval mode.
:type: string
.. attribute:: max
the maximum value of the range used to evaluate the property when in interval mode.
:type: string

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SCA_PythonController(SCA_IController)
=====================================
.. module:: bge.types
base class --- :class:`SCA_IController`
.. class:: SCA_PythonController(SCA_IController)
A Python controller uses a Python script to activate it's actuators,
based on it's sensors.
.. attribute:: script
The value of this variable depends on the execution methid.
* When 'Script' execution mode is set this value contains the entire python script as a single string (not the script name as you might expect) which can be modified to run different scripts.
* When 'Module' execution mode is set this value will contain a single line string - module name and function "module.func" or "package.modile.func" where the module names are python textblocks or external scripts.
:type: string
.. note::
Once this is set the script name given for warnings will remain unchanged.
.. attribute:: mode
the execution mode for this controller (read-only).
* Script: 0, Execite the :data:`script` as a python code.
* Module: 1, Execite the :data:`script` as a module and function.
:type: integer
.. method:: activate(actuator)
Activates an actuator attached to this controller.
:arg actuator: The actuator to operate on.
:type actuator: actuator or the actuator name as a string
.. method:: deactivate(actuator)
Deactivates an actuator attached to this controller.
:arg actuator: The actuator to operate on.
:type actuator: actuator or the actuator name as a string

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SCA_PythonJoystick(PyObjectPlus)
================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: SCA_PythonJoystick(PyObjectPlus)
A Python interface to a joystick.
.. attribute:: name
The name assigned to the joystick by the operating system. (read-only)
:type: string
.. attribute:: activeButtons
A list of active button values. (read-only)
:type: list
.. attribute:: axisValues
The state of the joysticks axis as a list of values :data:`numAxis` long. (read-only).
:type: list of ints.
Each specifying the value of an axis between -1.0 and 1.0 depending on how far the axis is pushed, 0 for nothing.
The first 2 values are used by most joysticks and gamepads for directional control. 3rd and 4th values are only on some joysticks and can be used for arbitary controls.
* left:[-1.0, 0.0, ...]
* right:[1.0, 0.0, ...]
* up:[0.0, -1.0, ...]
* down:[0.0, 1.0, ...]
.. attribute:: hatValues
The state of the joysticks hats as a list of values :data:`numHats` long. (read-only).
:type: list of ints
Each specifying the direction of the hat from 1 to 12, 0 when inactive.
Hat directions are as follows...
* 0:None
* 1:Up
* 2:Right
* 4:Down
* 8:Left
* 3:Up - Right
* 6:Down - Right
* 12:Down - Left
* 9:Up - Left
.. attribute:: numAxis
The number of axes for the joystick at this index. (read-only).
:type: integer
.. attribute:: numButtons
The number of buttons for the joystick at this index. (read-only).
:type: integer
.. attribute:: numHats
The number of hats for the joystick at this index. (read-only).
:type: integer

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SCA_PythonKeyboard(PyObjectPlus)
================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: SCA_PythonKeyboard(PyObjectPlus)
The current keyboard.
.. attribute:: events
A dictionary containing the status of each keyboard event or key. (read-only).
:type: dictionary {:ref:`keycode<keyboard-keys>`::ref:`status<input-status>`, ...}
.. attribute:: active_events
A dictionary containing the status of only the active keyboard events or keys. (read-only).
:type: dictionary {:ref:`keycode<keyboard-keys>`::ref:`status<input-status>`, ...}
.. function:: getClipboard()
Gets the clipboard text.
:rtype: string
.. function:: setClipboard(text)
Sets the clipboard text.
:arg text: New clipboard text
:type text: string

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SCA_PythonMouse(PyObjectPlus)
=============================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: SCA_PythonMouse(PyObjectPlus)
The current mouse.
.. attribute:: events
a dictionary containing the status of each mouse event. (read-only).
:type: dictionary {:ref:`keycode<mouse-keys>`::ref:`status<input-status>`, ...}
.. attribute:: active_events
a dictionary containing the status of only the active mouse events. (read-only).
:type: dictionary {:ref:`keycode<mouse-keys>`::ref:`status<input-status>`, ...}
.. attribute:: position
The normalized x and y position of the mouse cursor.
:type: list [x, y]
.. attribute:: visible
The visibility of the mouse cursor.
:type: boolean

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SCA_RandomActuator(SCA_IActuator)
=================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: SCA_RandomActuator(SCA_IActuator)
Random Actuator
.. attribute:: seed
Seed of the random number generator.
:type: integer.
Equal seeds produce equal series. If the seed is 0, the generator will produce the same value on every call.
.. attribute:: para1
the first parameter of the active distribution.
:type: float, read-only.
Refer to the documentation of the generator types for the meaning of this value.
.. attribute:: para2
the second parameter of the active distribution.
:type: float, read-only
Refer to the documentation of the generator types for the meaning of this value.
.. attribute:: distribution
Distribution type. (read-only). Can be one of :ref:`these constants <logic-random-distributions>`
:type: integer
.. attribute:: propName
the name of the property to set with the random value.
:type: string
If the generator and property types do not match, the assignment is ignored.
.. method:: setBoolConst(value)
Sets this generator to produce a constant boolean value.
:arg value: The value to return.
:type value: boolean
.. method:: setBoolUniform()
Sets this generator to produce a uniform boolean distribution.
The generator will generate True or False with 50% chance.
.. method:: setBoolBernouilli(value)
Sets this generator to produce a Bernouilli distribution.
:arg value: Specifies the proportion of False values to produce.
* 0.0: Always generate True
* 1.0: Always generate False
:type value: float
.. method:: setIntConst(value)
Sets this generator to always produce the given value.
:arg value: the value this generator produces.
:type value: integer
.. method:: setIntUniform(lower_bound, upper_bound)
Sets this generator to produce a random value between the given lower and
upper bounds (inclusive).
:type lower_bound: integer
:type upper_bound: integer
.. method:: setIntPoisson(value)
Generate a Poisson-distributed number.
This performs a series of Bernouilli tests with parameter value.
It returns the number of tries needed to achieve succes.
:type value: float
.. method:: setFloatConst(value)
Always generate the given value.
:type value: float
.. method:: setFloatUniform(lower_bound, upper_bound)
Generates a random float between lower_bound and upper_bound with a
uniform distribution.
:type lower_bound: float
:type upper_bound: float
.. method:: setFloatNormal(mean, standard_deviation)
Generates a random float from the given normal distribution.
:arg mean: The mean (average) value of the generated numbers
:type mean: float
:arg standard_deviation: The standard deviation of the generated numbers.
:type standard_deviation: float
.. method:: setFloatNegativeExponential(half_life)
Generate negative-exponentially distributed numbers.
The half-life 'time' is characterized by half_life.
:type half_life: float

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SCA_RandomSensor(SCA_ISensor)
=============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_RandomSensor(SCA_ISensor)
This sensor activates randomly.
.. attribute:: lastDraw
The seed of the random number generator.
:type: integer
.. attribute:: seed
The seed of the random number generator.
:type: integer

View File

@@ -0,0 +1,13 @@
SCA_XNORController(SCA_IController)
===================================
.. module:: bge.types
base class --- :class:`SCA_IController`
.. class:: SCA_XNORController(SCA_IController)
An XNOR controller activates when all linked sensors are the same (activated or inative).
There are no special python methods for this controller.

View File

@@ -0,0 +1,13 @@
SCA_XORController(SCA_IController)
==================================
.. module:: bge.types
base class --- :class:`SCA_IController`
.. class:: SCA_XORController(SCA_IController)
An XOR controller activates when there is the input is mixed, but not when all are on or off.
There are no special python methods for this controller.

View File

@@ -698,6 +698,8 @@ def pyprop2sphinx(ident, fw, identifier, py_prop):
write_indented_lines(ident + " ", fw, py_prop.__doc__)
if py_prop.fset is None:
fw(ident + " (readonly)\n\n")
else:
fw("\n")
def pymodule2sphinx(basepath, module_name, module, title):
@@ -1717,7 +1719,6 @@ def copy_handwritten_rsts(basepath):
# TODO put this docs in blender's code and use import as per modules above
handwritten_modules = [
"bge.types",
"bge.logic",
"bge.render",
"bge.texture",
@@ -1736,6 +1737,14 @@ def copy_handwritten_rsts(basepath):
# copy2 keeps time/date stamps
shutil.copy2(os.path.join(RST_DIR, "%s.rst" % mod_name), basepath)
if "bge.types" not in EXCLUDE_MODULES:
shutil.copy2(os.path.join(RST_DIR, "bge.types.rst"), basepath)
bge_types_dir = os.path.join(RST_DIR, "bge_types")
for i in os.listdir(bge_types_dir):
shutil.copy2(os.path.join(bge_types_dir, i), basepath)
# changelog
shutil.copy2(os.path.join(RST_DIR, "change_log.rst"), basepath)
@@ -1823,8 +1832,19 @@ def refactor_sphinx_log(sphinx_logfile):
refactored_logfile.write("%-12s %s\n %s\n" % log)
def monkey_patch():
filepath = os.path.join(SCRIPT_DIR, "sphinx_doc_gen_monkeypatch.py")
global_namespace = {"__file__": filepath, "__name__": "__main__"}
file = open(filepath, 'rb')
exec(compile(file.read(), filepath, 'exec'), global_namespace)
file.close()
def main():
# first monkey patch to load in fake members
monkey_patch()
# eventually, create the dirs
for dir_path in [ARGS.output_dir, SPHINX_IN]:
if not os.path.exists(dir_path):

View File

@@ -0,0 +1,47 @@
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# Contributor(s): Campbell Barton
#
# #**** END GPL LICENSE BLOCK #****
# <pep8 compliant>
bpy_types_Operator_bl_property__doc__ = (
"""
The name of a property to use as this operators primary property.
Currently this is only used to select the default property when
expanding an operator into a menu.
:type: string
""")
def main():
import bpy
from bpy.types import Operator
def dummy_func(test):
pass
kw_dummy = dict(fget=dummy_func, fset=dummy_func, fdel=dummy_func)
# bpy registration handles this,
# but its only checked for and not existing in the base class.
Operator.bl_property = property(doc=bpy_types_Operator_bl_property__doc__, **kw_dummy)
if __name__ == "__main__":
main()

View File

@@ -242,14 +242,15 @@ set(SRC
src/BulletCollision/CollisionShapes/btUniformScalingShape.h
src/BulletCollision/Gimpact/btBoxCollision.h
src/BulletCollision/Gimpact/btClipPolygon.h
src/BulletCollision/Gimpact/btCompoundFromGimpact.h
src/BulletCollision/Gimpact/btContactProcessing.h
src/BulletCollision/Gimpact/btGenericPoolAllocator.h
src/BulletCollision/Gimpact/btGeometryOperations.h
src/BulletCollision/Gimpact/btGImpactBvh.h
src/BulletCollision/Gimpact/btGImpactCollisionAlgorithm.h
src/BulletCollision/Gimpact/btGImpactMassUtil.h
src/BulletCollision/Gimpact/btGImpactQuantizedBvh.h
src/BulletCollision/Gimpact/btGImpactShape.h
src/BulletCollision/Gimpact/btGenericPoolAllocator.h
src/BulletCollision/Gimpact/btGeometryOperations.h
src/BulletCollision/Gimpact/btQuantization.h
src/BulletCollision/Gimpact/btTriangleShapeEx.h
src/BulletCollision/Gimpact/gim_array.h

View File

@@ -719,6 +719,10 @@ namespace {
unassigned--;
}
}
if (!removed.size())
throw carve::exception("Failed to merge holes");
for (std::set<int>::iterator f = removed.begin(); f != removed.end(); ++f) {
for (unsigned i = 0; i < containing_faces.size(); ++i) {
containing_faces[i].erase(std::remove(containing_faces[i].begin(),

View File

@@ -69,6 +69,14 @@ if(WITH_INTERNATIONAL)
add_subdirectory(locale)
endif()
if(WITH_BULLET)
add_subdirectory(rigidbody)
endif()
if(WITH_COMPOSITOR)
add_subdirectory(opencl)
endif()
# only windows needs utf16 converter
if(WIN32)
add_subdirectory(utfconv)

View File

@@ -59,6 +59,12 @@ if env['WITH_BF_BOOLEAN']:
if env['WITH_BF_INTERNATIONAL']:
SConscript(['locale/SConscript'])
if env['WITH_BF_BULLET']:
SConscript (['rigidbody/SConscript'])
if env['WITH_BF_COMPOSITOR']:
SConscript (['opencl/SConscript'])
if env['OURPLATFORM'] in ('win32-vc', 'win32-mingw', 'win64-mingw', 'linuxcross', 'win64-vc'):
SConscript(['utfconv/SConscript'])

View File

@@ -13,10 +13,12 @@ if(WITH_RAYOPTIMIZATION AND SUPPORT_SSE_BUILD)
endif()
if(WIN32 AND MSVC)
set(CYCLES_OPTIMIZED_KERNEL_FLAGS "/arch:SSE2 -D_CRT_SECURE_NO_WARNINGS /fp:fast /EHsc")
set(CYCLES_SSE2_KERNEL_FLAGS "/arch:SSE2 -D_CRT_SECURE_NO_WARNINGS /fp:fast /EHsc")
set(CYCLES_SSE3_KERNEL_FLAGS "/arch:SSE2 -D_CRT_SECURE_NO_WARNINGS /fp:fast /EHsc")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} /fp:fast -D_CRT_SECURE_NO_WARNINGS /EHsc")
elseif(CMAKE_COMPILER_IS_GNUCC)
set(CYCLES_OPTIMIZED_KERNEL_FLAGS "-ffast-math -msse -msse2 -msse3 -mfpmath=sse")
set(CYCLES_SSE2_KERNEL_FLAGS "-ffast-math -msse -msse2 -mfpmath=sse")
set(CYCLES_SSE3_KERNEL_FLAGS "-ffast-math -msse -msse2 -msse3 -mfpmath=sse")
set(CMAKE_CXX_FLAGS "${CMAKE_CXX_FLAGS} -ffast-math")
endif()
@@ -44,6 +46,7 @@ endif()
if(WITH_CYCLES_OSL)
add_definitions(-DWITH_OSL)
add_definitions(-DOSL_STATIC_LIBRARY)
include_directories(${OSL_INCLUDES})
endif()

View File

@@ -36,7 +36,8 @@ sources = cycles.Glob('bvh/*.cpp') + cycles.Glob('device/*.cpp') + cycles.Glob('
sources.remove(path.join('util', 'util_view.cpp'))
sources.remove(path.join('render', 'film_response.cpp'))
sources.remove(path.join('kernel', 'kernel_optimized.cpp'))
sources.remove(path.join('kernel', 'kernel_sse2.cpp'))
sources.remove(path.join('kernel', 'kernel_sse3.cpp'))
incs = []
defs = []
@@ -51,6 +52,7 @@ defs.append('WITH_CUDA')
if env['WITH_BF_CYCLES_OSL']:
defs.append('WITH_OSL')
defs.append('OSL_STATIC_LIBRARY')
incs.append(cycles['BF_OSL_INC'])
incs.extend('. bvh render device kernel kernel/osl kernel/svm util subd'.split())
@@ -72,21 +74,29 @@ if env['OURPLATFORM'] in ('win32-vc', 'win32-mingw', 'linuxcross', 'win64-vc', '
# optimized kernel
if env['WITH_BF_RAYOPTIMIZATION']:
optim_cxxflags = Split(env['CXXFLAGS'])
sse2_cxxflags = Split(env['CXXFLAGS'])
sse3_cxxflags = Split(env['CXXFLAGS'])
if env['OURPLATFORM'] == 'win32-vc':
optim_cxxflags.append('/arch:SSE2 -D_CRT_SECURE_NO_WARNINGS /fp:fast /EHsc'.split())
sse2_cxxflags.append('/arch:SSE2 -D_CRT_SECURE_NO_WARNINGS /fp:fast /EHsc'.split())
sse3_cxxflags.append('/arch:SSE2 -D_CRT_SECURE_NO_WARNINGS /fp:fast /EHsc'.split())
elif env['OURPLATFORM'] == 'win64-vc':
optim_cxxflags.append('-D_CRT_SECURE_NO_WARNINGS /fp:fast /EHsc'.split())
sse2_cxxflags.append('-D_CRT_SECURE_NO_WARNINGS /fp:fast /EHsc'.split())
sse3_cxxflags.append('-D_CRT_SECURE_NO_WARNINGS /fp:fast /EHsc'.split())
else:
optim_cxxflags.append('-ffast-math -msse -msse2 -msse3 -mfpmath=sse'.split())
sse2_cxxflags.append('-ffast-math -msse -msse2 -mfpmath=sse'.split())
sse3_cxxflags.append('-ffast-math -msse -msse2 -msse3 -mfpmath=sse'.split())
defs.append('WITH_OPTIMIZED_KERNEL')
optim_defs = defs[:]
optim_sources = [path.join('kernel', 'kernel_optimized.cpp')]
cycles_optim = cycles.Clone()
cycles_optim.BlenderLib('bf_intern_cycles_optimized', optim_sources, incs, optim_defs, libtype=['intern'], priority=[10], cxx_compileflags=optim_cxxflags)
cycles_sse3 = cycles.Clone()
sse3_sources = [path.join('kernel', 'kernel_sse3.cpp')]
cycles_sse3.BlenderLib('bf_intern_cycles_sse3', sse3_sources, incs, optim_defs, libtype=['intern'], priority=[10], cxx_compileflags=sse3_cxxflags)
cycles_sse2 = cycles.Clone()
sse2_sources = [path.join('kernel', 'kernel_sse2.cpp')]
cycles_sse2.BlenderLib('bf_intern_cycles_sse2', sse2_sources, incs, optim_defs, libtype=['intern'], priority=[10], cxx_compileflags=sse2_cxxflags)
cycles.BlenderLib('bf_intern_cycles', sources, incs, defs, libtype=['intern'], priority=[0], cxx_compileflags=cxxflags)

View File

@@ -66,9 +66,11 @@ enum_panorama_types = (
enum_curve_presets = (
('CUSTOM', "Custom", "Set general parameters"),
('TANGENT_SHADING', "Tangent Normal", "Use planar geometry and tangent normals"),
('TRUE_NORMAL', "True Normal", "Use true normals (good for thin strands)"),
('ACCURATE_PRESET', "Accurate", "Use best settings (suitable for glass materials)"),
('FAST_PLANES', "Fast Planes", "Use camera facing triangles (fast but memory intensive)"),
('TANGENT_SHADING', "Tangent Normal", "Use planar line segments and tangent normals"),
('TRUE_NORMAL', "True Normal", "Use true normals with line segments(good for thin strands)"),
('ACCURATE_PRESET', "Accurate", "Use best line segment settings (suitable for glass materials)"),
('SMOOTH_CURVES', "Smooth Curves", "Use smooth cardinal curves (slowest)"),
)
enum_curve_primitives = (
@@ -462,8 +464,8 @@ class CyclesMaterialSettings(bpy.types.PropertyGroup):
type=cls,
)
cls.sample_as_light = BoolProperty(
name="Sample as Lamp",
description="Use direct light sampling for this material, "
name="Multiple Importance Sample",
description="Use multiple importance sampling for this material, "
"disabling may reduce overall noise for large "
"objects that emit little light compared to other light sources",
default=True,
@@ -499,6 +501,12 @@ class CyclesLampSettings(bpy.types.PropertyGroup):
min=1, max=10000,
default=1,
)
cls.use_multiple_importance_sampling = BoolProperty(
name="Multiple Importance Sample",
description="Use multiple importance sampling for the lamp, "
"reduces noise for area lamps and sharp glossy materials",
default=False,
)
@classmethod
def unregister(cls):
@@ -514,8 +522,8 @@ class CyclesWorldSettings(bpy.types.PropertyGroup):
type=cls,
)
cls.sample_as_light = BoolProperty(
name="Sample as Lamp",
description="Use direct light sampling for the environment, "
name="Multiple Importance Sample",
description="Use multiple importance sampling for the environment, "
"enabling for non-solid colors is recommended",
default=False,
)

View File

@@ -168,6 +168,19 @@ class CyclesRender_PT_film(CyclesButtonsPanel, Panel):
if cscene.filter_type != 'BOX':
sub.prop(cscene, "filter_width", text="Width")
layout.separator()
rd = scene.render
col = layout.column()
split = col.split(percentage=0.40)
split.prop(rd, "use_antialiasing", "OpenGL AA")
row = split.row()
row.active = rd.use_antialiasing
row.prop(rd, "antialiasing_samples", expand=True)
col.prop(rd, "alpha_mode", text="OpenGL Alpha")
class CyclesRender_PT_performance(CyclesButtonsPanel, Panel):
bl_label = "Performance"
@@ -552,6 +565,19 @@ def panel_node_draw(layout, id_data, output_type, input_name):
return True
class CyclesLamp_PT_preview(CyclesButtonsPanel, Panel):
bl_label = "Preview"
bl_context = "data"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.lamp and CyclesButtonsPanel.poll(context)
def draw(self, context):
self.layout.template_preview(context.lamp)
class CyclesLamp_PT_lamp(CyclesButtonsPanel, Panel):
bl_label = "Lamp"
bl_context = "data"
@@ -591,6 +617,8 @@ class CyclesLamp_PT_lamp(CyclesButtonsPanel, Panel):
col = split.column()
col.prop(clamp, "cast_shadow")
layout.prop(clamp, "use_multiple_importance_sampling")
if lamp.type == 'HEMI':
layout.label(text="Not supported, interpreted as sun lamp.")
@@ -636,6 +664,19 @@ class CyclesLamp_PT_spot(CyclesButtonsPanel, Panel):
col.prop(lamp, "show_cone")
class CyclesWorld_PT_preview(CyclesButtonsPanel, Panel):
bl_label = "Preview"
bl_context = "world"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.world and CyclesButtonsPanel.poll(context)
def draw(self, context):
self.layout.template_preview(context.world)
class CyclesWorld_PT_surface(CyclesButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "world"
@@ -722,6 +763,19 @@ class CyclesWorld_PT_settings(CyclesButtonsPanel, Panel):
sub.prop(cworld, "samples")
class CyclesMaterial_PT_preview(CyclesButtonsPanel, Panel):
bl_label = "Preview"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.material and CyclesButtonsPanel.poll(context)
def draw(self, context):
self.layout.template_preview(context.material)
class CyclesMaterial_PT_surface(CyclesButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "material"
@@ -798,9 +852,10 @@ class CyclesMaterial_PT_settings(CyclesButtonsPanel, Panel):
col.prop(mat, "diffuse_color", text="Viewport Color")
col = split.column()
col.prop(cmat, "sample_as_light")
col.prop(mat, "pass_index")
layout.prop(cmat, "sample_as_light")
class CyclesTexture_PT_context(CyclesButtonsPanel, Panel):
bl_label = ""
@@ -838,24 +893,8 @@ class CyclesTexture_PT_context(CyclesButtonsPanel, Panel):
split = layout.split(percentage=0.2)
split.label(text="Type:")
split.prop(tex, "type", text="")
class CyclesTexture_PT_nodes(CyclesButtonsPanel, Panel):
bl_label = "Nodes"
bl_context = "texture"
@classmethod
def poll(cls, context):
tex = context.texture
return (tex and tex.use_nodes) and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
tex = context.texture
panel_node_draw(layout, tex, 'OUTPUT_TEXTURE', 'Color')
class CyclesTexture_PT_node(CyclesButtonsPanel, Panel):
bl_label = "Node"
bl_context = "texture"
@@ -879,14 +918,12 @@ class CyclesTexture_PT_mapping(CyclesButtonsPanel, Panel):
@classmethod
def poll(cls, context):
tex = context.texture
node = context.texture_node
return (node or (tex and tex.use_nodes)) and CyclesButtonsPanel.poll(context)
return node and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
# tex = context.texture
node = context.texture_node
mapping = node.texture_mapping
@@ -912,15 +949,13 @@ class CyclesTexture_PT_colors(CyclesButtonsPanel, Panel):
@classmethod
def poll(cls, context):
# tex = context.texture
# node = context.texture_node
return False
#return (node or (tex and tex.use_nodes)) and CyclesButtonsPanel.poll(context)
#return node and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
# tex = context.texture
node = context.texture_node
mapping = node.color_mapping
@@ -1141,12 +1176,14 @@ def get_panels():
types.RENDER_PT_stamp,
types.SCENE_PT_scene,
types.SCENE_PT_color_management,
types.SCENE_PT_custom_props,
types.SCENE_PT_audio,
types.SCENE_PT_unit,
types.SCENE_PT_keying_sets,
types.SCENE_PT_keying_set_paths,
types.SCENE_PT_physics,
types.WORLD_PT_context_world,
types.WORLD_PT_custom_props,
types.DATA_PT_context_mesh,
types.DATA_PT_context_camera,
types.DATA_PT_context_lamp,
@@ -1169,6 +1206,11 @@ def get_panels():
types.DATA_PT_custom_props_camera,
types.DATA_PT_custom_props_lamp,
types.DATA_PT_custom_props_speaker,
types.DATA_PT_custom_props_arm,
types.DATA_PT_custom_props_curve,
types.DATA_PT_custom_props_lattice,
types.DATA_PT_custom_props_metaball,
types.TEXTURE_PT_custom_props,
types.TEXTURE_PT_clouds,
types.TEXTURE_PT_wood,
types.TEXTURE_PT_marble,
@@ -1188,6 +1230,7 @@ def get_panels():
types.TEXTURE_PT_influence,
types.TEXTURE_PT_colors,
types.PARTICLE_PT_context_particles,
types.PARTICLE_PT_custom_props,
types.PARTICLE_PT_emission,
types.PARTICLE_PT_hair_dynamics,
types.PARTICLE_PT_cache,
@@ -1204,10 +1247,9 @@ def get_panels():
types.PARTICLE_PT_field_weights,
types.PARTICLE_PT_force_fields,
types.PARTICLE_PT_vertexgroups,
types.PARTICLE_PT_custom_props,
types.MATERIAL_PT_preview,
types.DATA_PT_preview,
types.WORLD_PT_preview,
types.MATERIAL_PT_custom_props,
types.BONE_PT_custom_props,
types.OBJECT_PT_custom_props,
)

View File

@@ -37,14 +37,15 @@ void curveinterp_v3_v3v3v3v3(float3 *p, float3 *v1, float3 *v2, float3 *v3, floa
void interp_weights(float t, float data[4], int type);
float shaperadius(float shape, float root, float tip, float time);
void InterpolateKeySegments(int seg, int segno, int key, int curve, float3 *keyloc, float *time, ParticleCurveData *CData, int interpolation);
bool ObtainCacheParticleUV(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool use_parents, int uv_num);
bool ObtainCacheParticleVcol(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool use_parents, int vcol_num);
bool ObtainCacheParticleData(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool use_parents);
bool ObtainCacheParticleUV(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool use_parents, bool background, int uv_num);
bool ObtainCacheParticleVcol(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool use_parents, bool background, int vcol_num);
bool ObtainCacheParticleData(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool use_parents, bool background);
void ExportCurveSegments(Mesh *mesh, ParticleCurveData *CData, int interpolation, int segments);
void ExportCurveTrianglePlanes(Mesh *mesh, ParticleCurveData *CData, int interpolation, bool use_smooth, int segments, float3 RotCam);
void ExportCurveTriangleRibbons(Mesh *mesh, ParticleCurveData *CData, int interpolation, bool use_smooth, int segments);
void ExportCurveTriangleGeometry(Mesh *mesh, ParticleCurveData *CData, int interpolation, bool use_smooth, int resolution, int segments);
void ExportCurveSegments(Mesh *mesh, ParticleCurveData *CData, int interpolation, int segments);
void ExportCurveTriangleUVs(Mesh *mesh, ParticleCurveData *CData, int interpolation, bool use_smooth, int segments, int vert_offset, int resol);
void ExportCurveTriangleUV(Mesh *mesh, ParticleCurveData *CData, int interpolation, int segments, int vert_offset, int resol, float3 *uvdata);
void ExportCurveTriangleVcol(Mesh *mesh, ParticleCurveData *CData, int interpolation, int segments, int vert_offset, int resol, float3 *fdata);
ParticleCurveData::ParticleCurveData()
{
@@ -151,7 +152,7 @@ void InterpolateKeySegments(int seg, int segno, int key, int curve, float3 *keyl
curveinterp_v3_v3v3v3v3(keyloc, &ckey_loc1, &ckey_loc2, &ckey_loc3, &ckey_loc4, t);
}
bool ObtainCacheParticleData(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool use_parents)
bool ObtainCacheParticleData(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool use_parents, bool background)
{
int curvenum = 0;
@@ -176,12 +177,10 @@ bool ObtainCacheParticleData(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, Par
int mi = clamp(b_psys.settings().material()-1, 0, mesh->used_shaders.size()-1);
int shader = mesh->used_shaders[mi];
int draw_step = b_psys.settings().draw_step();
int draw_step = background ? b_psys.settings().render_step() : b_psys.settings().draw_step();
int ren_step = (int)pow((float)2.0f,(float)draw_step);
/*b_psys.settings().render_step(draw_step);*/
int totparts = b_psys.particles.length();
int totchild = b_psys.child_particles.length() * b_psys.settings().draw_percentage() / 100;
int totchild = background ? b_psys.child_particles.length() : (int)((float)b_psys.child_particles.length() * (float)b_psys.settings().draw_percentage() / 100.0f);
int totcurves = totchild;
if(use_parents || b_psys.settings().child_type() == 0)
@@ -240,7 +239,7 @@ bool ObtainCacheParticleData(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, Par
}
bool ObtainCacheParticleUV(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool use_parents, int uv_num)
bool ObtainCacheParticleUV(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool use_parents, bool background, int uv_num)
{
#if 0
int keyno = 0;
@@ -269,13 +268,10 @@ bool ObtainCacheParticleUV(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, Parti
#if 0
int mi = clamp(b_psys.settings().material()-1, 0, mesh->used_shaders.size()-1);
int shader = mesh->used_shaders[mi];
int draw_step = b_psys.settings().draw_step();
int ren_step = (int)pow((float)2.0f,(float)draw_step);
b_psys.settings().render_step(draw_step);
#endif
int totparts = b_psys.particles.length();
int totchild = b_psys.child_particles.length() * b_psys.settings().draw_percentage() / 100;
int totchild = background ? b_psys.child_particles.length() : (int)((float)b_psys.child_particles.length() * (float)b_psys.settings().draw_percentage() / 100.0f);
int totcurves = totchild;
if (use_parents || b_psys.settings().child_type() == 0)
@@ -314,7 +310,7 @@ bool ObtainCacheParticleUV(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, Parti
}
bool ObtainCacheParticleVcol(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool use_parents, int vcol_num)
bool ObtainCacheParticleVcol(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, ParticleCurveData *CData, bool use_parents, bool background, int vcol_num)
{
#if 0
int keyno = 0;
@@ -342,12 +338,9 @@ bool ObtainCacheParticleVcol(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, Par
#if 0
int mi = clamp(b_psys.settings().material()-1, 0, mesh->used_shaders.size()-1);
int shader = mesh->used_shaders[mi];
int draw_step = b_psys.settings().draw_step();
int ren_step = (int)pow((float)2.0f,(float)draw_step);
b_psys.settings().render_step(draw_step);
#endif
int totparts = b_psys.particles.length();
int totchild = b_psys.child_particles.length() * b_psys.settings().draw_percentage() / 100;
int totchild = background ? b_psys.child_particles.length() : (int)((float)b_psys.child_particles.length() * (float)b_psys.settings().draw_percentage() / 100.0f);
int totcurves = totchild;
if (use_parents || b_psys.settings().child_type() == 0)
@@ -386,6 +379,18 @@ bool ObtainCacheParticleVcol(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, Par
}
static void set_resolution(Mesh *mesh, BL::Mesh *b_mesh, BL::Object *b_ob, BL::Scene *scene, bool render)
{
BL::Object::modifiers_iterator b_mod;
for(b_ob->modifiers.begin(b_mod); b_mod != b_ob->modifiers.end(); ++b_mod) {
if ((b_mod->type() == b_mod->type_PARTICLE_SYSTEM) && (b_mod->show_viewport()) && (b_mod->show_render())) {
BL::ParticleSystemModifier psmd((const PointerRNA)b_mod->ptr);
BL::ParticleSystem b_psys((const PointerRNA)psmd.particle_system().ptr);
b_psys.set_resolution(*scene, *b_ob, (render)? 2: 1);
}
}
}
void ExportCurveTrianglePlanes(Mesh *mesh, ParticleCurveData *CData, int interpolation, bool use_smooth, int segments, float3 RotCam)
{
int vertexno = mesh->verts.size();
@@ -423,13 +428,13 @@ void ExportCurveTrianglePlanes(Mesh *mesh, ParticleCurveData *CData, int interpo
float radius = shaperadius(CData->psys_shape[sys], CData->psys_rootradius[sys], CData->psys_tipradius[sys], time);
if(CData->psys_closetip[sys] && (subv == segments) && (curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 1))
radius = shaperadius(CData->psys_shape[sys], CData->psys_rootradius[sys], 0.0f, 0.95f);
if((curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 1) && (subv == segments))
if((curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 2) && (subv == segments))
radius = shaperadius(CData->psys_shape[sys], CData->psys_rootradius[sys], CData->psys_tipradius[sys], 0.95f);
xbasis = normalize(cross(v1,RotCam - ickey_loc));
if(CData->psys_closetip[sys] && (subv == segments) && (curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 2))
radius = shaperadius(CData->psys_shape[sys], CData->psys_rootradius[sys], 0.0f, 0.95f);
xbasis = normalize(cross(RotCam - ickey_loc,v1));
float3 ickey_loc_shfl = ickey_loc - radius * xbasis;
float3 ickey_loc_shfr = ickey_loc + radius * xbasis;
mesh->verts.push_back(ickey_loc_shfl);
@@ -537,12 +542,12 @@ void ExportCurveTriangleRibbons(Mesh *mesh, ParticleCurveData *CData, int interp
float radius = shaperadius(CData->psys_shape[sys], CData->psys_rootradius[sys], CData->psys_tipradius[sys], time);
if(CData->psys_closetip[sys] && (subv == segments) && (curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 1))
radius = shaperadius(CData->psys_shape[sys], CData->psys_rootradius[sys], 0.0f, 0.95f);
if((curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 1) && (subv == segments))
if((curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 2) && (subv == segments))
radius = shaperadius(CData->psys_shape[sys], CData->psys_rootradius[sys], CData->psys_tipradius[sys], 0.95f);
if(CData->psys_closetip[sys] && (subv == segments) && (curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 2))
radius = shaperadius(CData->psys_shape[sys], CData->psys_rootradius[sys], 0.0f, 0.95f);
float3 ickey_loc_shfl = ickey_loc - radius * xbasis;
float3 ickey_loc_shfr = ickey_loc + radius * xbasis;
mesh->verts.push_back(ickey_loc_shfl);
@@ -654,12 +659,12 @@ void ExportCurveTriangleGeometry(Mesh *mesh, ParticleCurveData *CData, int inter
float radius = shaperadius(CData->psys_shape[sys], CData->psys_rootradius[sys], CData->psys_tipradius[sys], time);
if(CData->psys_closetip[sys] && (subv == segments) && (curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 1))
radius = shaperadius(CData->psys_shape[sys], CData->psys_rootradius[sys], 0.0f, 0.95f);
if((curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 1) && (subv == segments))
if((curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 2) && (subv == segments))
radius = shaperadius(CData->psys_shape[sys], CData->psys_rootradius[sys], CData->psys_tipradius[sys], 0.95f);
if(CData->psys_closetip[sys] && (subv == segments) && (curvekey == CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 2))
radius = shaperadius(CData->psys_shape[sys], CData->psys_rootradius[sys], 0.0f, 0.95f);
float angle = 2 * M_PI_F / (float)resolution;
for(int section = 0 ; section < resolution; section++) {
float3 ickey_loc_shf = ickey_loc + radius * (cosf(angle * section) * xbasis + sinf(angle * section) * ybasis);
@@ -759,17 +764,14 @@ static void ExportCurveSegments(Scene *scene, Mesh *mesh, ParticleCurveData *CDa
}
}
void ExportCurveTriangleUVs(Mesh *mesh, ParticleCurveData *CData, int interpolation, bool use_smooth, int segments, int vert_offset, int resol)
void ExportCurveTriangleUV(Mesh *mesh, ParticleCurveData *CData, int interpolation, int segments, int vert_offset, int resol, float3 *uvdata)
{
if(uvdata == NULL)
return;
float time = 0.0f;
float prevtime = 0.0f;
Attribute *attr = mesh->attributes.find(ATTR_STD_UV);
if (attr == NULL)
return;
float3 *uvdata = attr->data_float3();
int vertexindex = vert_offset;
for( int sys = 0; sys < CData->psys_firstcurve.size() ; sys++) {
@@ -818,6 +820,58 @@ void ExportCurveTriangleUVs(Mesh *mesh, ParticleCurveData *CData, int interpolat
}
}
void ExportCurveTriangleVcol(Mesh *mesh, ParticleCurveData *CData, int interpolation, int segments, int vert_offset, int resol, float3 *fdata)
{
if(fdata == NULL)
return;
float time = 0.0f;
// float prevtime = 0.0f; // UNUSED
int vertexindex = vert_offset;
for( int sys = 0; sys < CData->psys_firstcurve.size() ; sys++) {
for( int curve = CData->psys_firstcurve[sys]; curve < CData->psys_firstcurve[sys] + CData->psys_curvenum[sys] ; curve++) {
for( int curvekey = CData->curve_firstkey[curve]; curvekey < CData->curve_firstkey[curve] + CData->curve_keynum[curve] - 1; curvekey++) {
int subv = 1;
if (curvekey == CData->curve_firstkey[curve])
subv = 0;
for (; subv <= segments; subv++) {
float3 ickey_loc = make_float3(0.0f,0.0f,0.0f);
InterpolateKeySegments(subv, segments, curvekey, curve, &ickey_loc, &time, CData , interpolation);
if(subv!=0) {
for(int section = 0 ; section < resol; section++) {
fdata[vertexindex] = color_srgb_to_scene_linear(CData->curve_vcol[curve]);
vertexindex++;
fdata[vertexindex] = color_srgb_to_scene_linear(CData->curve_vcol[curve]);
vertexindex++;
fdata[vertexindex] = color_srgb_to_scene_linear(CData->curve_vcol[curve]);
vertexindex++;
fdata[vertexindex] = color_srgb_to_scene_linear(CData->curve_vcol[curve]);
vertexindex++;
fdata[vertexindex] = color_srgb_to_scene_linear(CData->curve_vcol[curve]);
vertexindex++;
fdata[vertexindex] = color_srgb_to_scene_linear(CData->curve_vcol[curve]);
vertexindex++;
}
}
// prevtime = time; // UNUSED
}
}
}
}
}
/* Hair Curve Sync */
void BlenderSync::sync_curve_settings()
@@ -863,6 +917,13 @@ void BlenderSync::sync_curve_settings()
curve_system_manager->use_joined = false;
switch(preset) {
case CURVE_FAST_PLANES:
/*camera facing planes*/
curve_system_manager->primitive = CURVE_TRIANGLES;
curve_system_manager->triangle_method = CURVE_CAMERA_TRIANGLES;
curve_system_manager->use_smooth = true;
curve_system_manager->resolution = 1;
break;
case CURVE_TANGENT_SHADING:
/*tangent shading*/
curve_system_manager->line_method = CURVE_UNCORRECTED;
@@ -890,6 +951,12 @@ void BlenderSync::sync_curve_settings()
curve_system_manager->use_tangent_normal_geometry = false;
curve_system_manager->use_tangent_normal_correction = false;
break;
case CURVE_SMOOTH_CURVES:
/*Cardinal curves preset*/
curve_system_manager->primitive = CURVE_SEGMENTS;
curve_system_manager->use_backfacing = true;
curve_system_manager->subdivisions = 4;
break;
}
}
@@ -940,14 +1007,20 @@ void BlenderSync::sync_curves(Mesh *mesh, BL::Mesh b_mesh, BL::Object b_ob, bool
bool use_smooth = scene->curve_system_manager->use_smooth;
bool use_parents = scene->curve_system_manager->use_parents;
bool export_tgs = scene->curve_system_manager->use_joined;
size_t vert_num = mesh->verts.size();
size_t tri_num = mesh->triangles.size();
int used_res = 1;
/* extract particle hair data - should be combined with connecting to mesh later*/
ParticleCurveData CData;
ObtainCacheParticleData(mesh, &b_mesh, &b_ob, &CData, use_parents);
if(!preview)
set_resolution(mesh, &b_mesh, &b_ob, &b_scene, true);
/* attach strands to mesh */
ObtainCacheParticleData(mesh, &b_mesh, &b_ob, &CData, use_parents, !preview);
/* obtain camera parameters */
BL::Object b_CamOb = b_scene.camera();
float3 RotCam = make_float3(0.0f, 0.0f, 0.0f);
if(b_CamOb) {
@@ -957,22 +1030,16 @@ void BlenderSync::sync_curves(Mesh *mesh, BL::Mesh b_mesh, BL::Object b_ob, bool
RotCam = transform_point(&itfm, make_float3(ctfm.x.w, ctfm.y.w, ctfm.z.w));
}
/* add hair geometry to mesh */
if(primitive == CURVE_TRIANGLES){
int vert_num = mesh->triangles.size() * 3;
ObtainCacheParticleUV(mesh, &b_mesh, &b_ob, &CData, use_parents, 0);
if(triangle_method == CURVE_CAMERA_TRIANGLES) {
if(triangle_method == CURVE_CAMERA_TRIANGLES)
ExportCurveTrianglePlanes(mesh, &CData, interpolation, use_smooth, segments, RotCam);
ExportCurveTriangleUVs(mesh, &CData, interpolation, use_smooth, segments, vert_num, 1);
}
else if(triangle_method == CURVE_RIBBON_TRIANGLES) {
else if(triangle_method == CURVE_RIBBON_TRIANGLES)
ExportCurveTriangleRibbons(mesh, &CData, interpolation, use_smooth, segments);
ExportCurveTriangleUVs(mesh, &CData, interpolation, use_smooth, segments, vert_num, 1);
}
else {
ExportCurveTriangleGeometry(mesh, &CData, interpolation, use_smooth, resolution, segments);
ExportCurveTriangleUVs(mesh, &CData, interpolation, use_smooth, segments, vert_num, resolution);
used_res = resolution;
}
}
else {
ExportCurveSegments(scene, mesh, &CData, interpolation, segments);
@@ -990,14 +1057,24 @@ void BlenderSync::sync_curves(Mesh *mesh, BL::Mesh b_mesh, BL::Object b_ob, bool
data_tangent[ck] = tg;
}
}
}
/* generated coordinates from first key. we should ideally get this from
* blender to handle deforming objects */
{
if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
float3 loc, size;
mesh_texture_space(b_mesh, loc, size);
/* generated coordinates from first key. we should ideally get this from
* blender to handle deforming objects */
{
if(mesh->need_attribute(scene, ATTR_STD_GENERATED)) {
float3 loc, size;
mesh_texture_space(b_mesh, loc, size);
if(primitive == CURVE_TRIANGLES) {
Attribute *attr_generated = mesh->attributes.add(ATTR_STD_GENERATED);
float3 *generated = attr_generated->data_float3();
for(size_t i = vert_num; i < mesh->verts.size(); i++)
generated[i] = mesh->verts[i]*size - loc;
}
else {
Attribute *attr_generated = mesh->curve_attributes.add(ATTR_STD_GENERATED);
float3 *generated = attr_generated->data_float3();
size_t i = 0;
@@ -1008,63 +1085,88 @@ void BlenderSync::sync_curves(Mesh *mesh, BL::Mesh b_mesh, BL::Object b_ob, bool
}
}
}
}
/* create vertex color attributes */
{
BL::Mesh::tessface_vertex_colors_iterator l;
int vcol_num = 0;
/* create vertex color attributes */
{
BL::Mesh::tessface_vertex_colors_iterator l;
int vcol_num = 0;
for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l, vcol_num++) {
if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
continue;
for(b_mesh.tessface_vertex_colors.begin(l); l != b_mesh.tessface_vertex_colors.end(); ++l, vcol_num++) {
if(!mesh->need_attribute(scene, ustring(l->name().c_str())))
continue;
ObtainCacheParticleVcol(mesh, &b_mesh, &b_ob, &CData, use_parents, !preview, vcol_num);
if(primitive == CURVE_TRIANGLES) {
Attribute *attr_vcol = mesh->attributes.add(
ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CORNER);
float3 *fdata = attr_vcol->data_float3();
ExportCurveTriangleVcol(mesh, &CData, interpolation, segments, tri_num * 3, used_res, fdata);
}
else {
Attribute *attr_vcol = mesh->curve_attributes.add(
ustring(l->name().c_str()), TypeDesc::TypeColor, ATTR_ELEMENT_CURVE);
ObtainCacheParticleVcol(mesh, &b_mesh, &b_ob, &CData, use_parents, vcol_num);
float3 *fdata = attr_vcol->data_float3();
float3 *vcol = attr_vcol->data_float3();
if(vcol) {
if(fdata) {
for(size_t curve = 0; curve < CData.curve_vcol.size() ;curve++)
vcol[curve] = color_srgb_to_scene_linear(CData.curve_vcol[curve]);
fdata[curve] = color_srgb_to_scene_linear(CData.curve_vcol[curve]);
}
}
}
}
/* create uv map attributes */
{
BL::Mesh::tessface_uv_textures_iterator l;
int uv_num = 0;
/* create UV attributes */
{
BL::Mesh::tessface_uv_textures_iterator l;
int uv_num = 0;
for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l, uv_num++) {
bool active_render = l->active_render();
AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE;
ustring name = ustring(l->name().c_str());
for(b_mesh.tessface_uv_textures.begin(l); l != b_mesh.tessface_uv_textures.end(); ++l, uv_num++) {
bool active_render = l->active_render();
AttributeStandard std = (active_render)? ATTR_STD_UV: ATTR_STD_NONE;
ustring name = ustring(l->name().c_str());
/* UV map */
if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) {
Attribute *attr;
/* UV map */
if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) {
Attribute *attr_uv;
ObtainCacheParticleUV(mesh, &b_mesh, &b_ob, &CData, use_parents, !preview, uv_num);
if(primitive == CURVE_TRIANGLES) {
if(active_render)
attr = mesh->curve_attributes.add(std, name);
attr_uv = mesh->attributes.add(std, name);
else
attr = mesh->curve_attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CURVE);
attr_uv = mesh->attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CORNER);
ObtainCacheParticleUV(mesh, &b_mesh, &b_ob, &CData, use_parents, uv_num);
float3 *uv = attr_uv->data_float3();
float3 *uv = attr->data_float3();
ExportCurveTriangleUV(mesh, &CData, interpolation, segments, tri_num * 3, used_res, uv);
}
else {
if(active_render)
attr_uv = mesh->curve_attributes.add(std, name);
else
attr_uv = mesh->curve_attributes.add(name, TypeDesc::TypePoint, ATTR_ELEMENT_CURVE);
float3 *uv = attr_uv->data_float3();
if(uv) {
for(size_t curve = 0; curve < CData.curve_uv.size() ;curve++)
for(size_t curve = 0; curve < CData.curve_uv.size(); curve++)
uv[curve] = CData.curve_uv[curve];
}
}
}
}
}
}
if(!preview)
set_resolution(mesh, &b_mesh, &b_ob, &b_scene, false);
mesh->compute_bounds();
}

View File

@@ -313,7 +313,7 @@ static void create_mesh(Scene *scene, Mesh *mesh, BL::Mesh b_mesh, const vector<
std = (active_render)? ATTR_STD_UV_TANGENT: ATTR_STD_NONE;
name = ustring((string(l->name().c_str()) + ".tangent").c_str());
if(mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std)) {
if(mesh->need_attribute(scene, name) || (active_render && mesh->need_attribute(scene, std))) {
std = (active_render)? ATTR_STD_UV_TANGENT_SIGN: ATTR_STD_NONE;
name = ustring((string(l->name().c_str()) + ".tangent_sign").c_str());
bool need_sign = (mesh->need_attribute(scene, name) || mesh->need_attribute(scene, std));
@@ -435,7 +435,7 @@ Mesh *BlenderSync::sync_mesh(BL::Object b_ob, bool object_updated, bool hide_tri
mesh_synced.insert(mesh);
/* create derived mesh */
BL::Mesh b_mesh = object_to_mesh(b_ob, b_scene, true, !preview);
BL::Mesh b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview);
PointerRNA cmesh = RNA_pointer_get(&b_ob_data.ptr, "cycles");
vector<Mesh::Triangle> oldtriangle = mesh->triangles;
@@ -507,7 +507,7 @@ void BlenderSync::sync_mesh_motion(BL::Object b_ob, Mesh *mesh, int motion)
return;
/* get derived mesh */
BL::Mesh b_mesh = object_to_mesh(b_ob, b_scene, true, !preview);
BL::Mesh b_mesh = object_to_mesh(b_data, b_ob, b_scene, true, !preview);
if(b_mesh) {
BL::Mesh::vertices_iterator v;

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