blender/doc/python_api/rst/bge.logic.rst
Benoit Bolsee 40f1c4f343 BGE: Various render improvements.
bge.logic.setRender(flag) to enable/disable render.
    The render pass is enabled by default but it can be disabled with
    bge.logic.setRender(False).
    Once disabled, the render pass is skipped and a new logic frame starts
    immediately. Note that VSync no longer limits the fps when render is off
    but the 'Use Frame Rate' option in the Render Properties still does.
    To run as many frames as possible, untick the option
    This function is useful when you don't need the default render, e.g.
    when doing offscreen render to an alternate device than the monitor.
    Note that without VSync, you must limit the frame rate by other means.

fbo = bge.render.offScreenCreate(width,height,[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
    Use this method to create an offscreen buffer of given size, with given MSAA
    samples and targetting either a render buffer (bge.render.RAS_OFS_RENDER_BUFFER)
    or a texture (bge.render.RAS_OFS_RENDER_TEXTURE). Use the former if you want to
    retrieve the frame buffer on the host and the latter if you want to pass the render
    to another context (texture are proper OGL object, render buffers aren't)
    The object created by this function can only be used as a parameter of the
    bge.texture.ImageRender() constructor to send the the render to the FBO rather
    than to the frame buffer. This is best suited when you want to create a render
    of specific size, or if you need an image with an alpha channel.

bge.texture.<imagetype>.refresh(buffer=None, format="RGBA", ts=-1.0)
    Without arg, the refresh method of the image objects is pretty much a no-op, it
    simply invalidates the image so that on next texture refresh, the image will
    be recalculated.
    It is now possible to pass an optional buffer object to transfer the image (and
    recalculate it if it was invalid) to an external object. The object must implement
    the 'buffer protocol'. The image will be transfered as "RGBA" or "BGRA" pixels
    depending on format argument (only those 2 formats are supported) and ts is an
    optional timestamp in the image depends on it (e.g. VideoFFmpeg playing a video file).
    With this function you don't need anymore to link the image object to a Texture
    object to use: the image object is self-sufficient.

bge.texture.ImageRender(scene, camera, fbo=None)
    Render to buffer is possible by passing a FBO object (see offScreenCreate).

bge.texture.ImageRender.render()
    Allows asynchronous render: call this method to render the scene but without
    extracting the pixels yet. The function returns as soon as the render commands
    have been send to the GPU. The render will proceed asynchronously in the GPU
    while the host can perform other tasks.
    To complete the render, you can either call refresh() directly of refresh the texture
    to which this object is the source. Asynchronous render is useful to achieve optimal
    performance: call render() on frame N and refresh() on frame N+1 to give as much as
    time as possible to the GPU to render the frame while the game engine can perform other tasks.

Support negative scale on camera.
    Camera scale was previously ignored in the BGE.
    It is now injected in the modelview matrix as a vertical or horizontal flip
    of the scene (respectively if scaleY<0 and scaleX<0).
    Note that the actual value of the scale is not used, only the sign.
    This allows to flip the image produced by ImageRender() without any performance
    degradation: the flip is integrated in the render itself.

Optimized image transfer from ImageRender to buffer.
    Previously, images that were transferred to the host were always going through
    buffers in VideoTexture. It is now possible to transfer ImageRender
    images to external buffer without intermediate copy (i.e. directly from OGL to buffer)
    if the attributes of the ImageRender objects are set as follow:
       flip=False, alpha=True, scale=False, depth=False, zbuff=False.
       (if you need to flip the image, use camera negative scale)
2016-06-11 22:05:20 +02:00

1408 lines
32 KiB
ReStructuredText

Game Logic (bge.logic)
======================
************
Introduction
************
Module to access logic functions, imported automatically into the python controllers namespace.
.. module:: bge.logic
.. code-block:: python
# To get the controller thats running this python script:
cont = bge.logic.getCurrentController() # bge.logic is automatically imported
# To get the game object this controller is on:
obj = cont.owner
:class:`~bge.types.KX_GameObject` and :class:`~bge.types.KX_Camera` or :class:`~bge.types.KX_LightObject` methods are available depending on the type of object
.. code-block:: python
# To get a sensor linked to this controller.
# "sensorname" is the name of the sensor as defined in the Blender interface.
# +---------------------+ +--------+
# | Sensor "sensorname" +--+ Python +
# +---------------------+ +--------+
sens = cont.sensors["sensorname"]
# To get a sequence of all sensors:
sensors = co.sensors
See the sensor's reference for available methods:
.. hlist::
:columns: 3
* :class:`~bge.types.KX_MouseFocusSensor`
* :class:`~bge.types.KX_NearSensor`
* :class:`~bge.types.KX_NetworkMessageSensor`
* :class:`~bge.types.KX_RadarSensor`
* :class:`~bge.types.KX_RaySensor`
* :class:`~bge.types.KX_TouchSensor`
* :class:`~bge.types.SCA_DelaySensor`
* :class:`~bge.types.SCA_JoystickSensor`
* :class:`~bge.types.SCA_KeyboardSensor`
* :class:`~bge.types.SCA_MouseSensor`
* :class:`~bge.types.SCA_PropertySensor`
* :class:`~bge.types.SCA_RandomSensor`
You can also access actuators linked to the controller
.. code-block:: python
# To get an actuator attached to the controller:
# +--------+ +-------------------------+
# + Python +--+ Actuator "actuatorname" |
# +--------+ +-------------------------+
actuator = co.actuators["actuatorname"]
# Activate an actuator
controller.activate(actuator)
See the actuator's reference for available methods
.. hlist::
:columns: 3
* :class:`~bge.types.BL_ActionActuator`
* :class:`~bge.types.KX_CameraActuator`
* :class:`~bge.types.KX_ConstraintActuator`
* :class:`~bge.types.KX_GameActuator`
* :class:`~bge.types.KX_MouseActuator`
* :class:`~bge.types.KX_NetworkMessageActuator`
* :class:`~bge.types.KX_ObjectActuator`
* :class:`~bge.types.KX_ParentActuator`
* :class:`~bge.types.KX_SCA_AddObjectActuator`
* :class:`~bge.types.KX_SCA_DynamicActuator`
* :class:`~bge.types.KX_SCA_EndObjectActuator`
* :class:`~bge.types.KX_SCA_ReplaceMeshActuator`
* :class:`~bge.types.KX_SceneActuator`
* :class:`~bge.types.KX_SoundActuator`
* :class:`~bge.types.KX_StateActuator`
* :class:`~bge.types.KX_TrackToActuator`
* :class:`~bge.types.KX_VisibilityActuator`
* :class:`~bge.types.SCA_2DFilterActuator`
* :class:`~bge.types.SCA_PropertyActuator`
* :class:`~bge.types.SCA_RandomActuator`
Most logic brick's methods are accessors for the properties available in the logic buttons.
Consult the logic bricks documentation for more information on how each logic brick works.
There are also methods to access the current :class:`bge.types.KX_Scene`
.. code-block:: python
# Get the current scene
scene = bge.logic.getCurrentScene()
# Get the current camera
cam = scene.active_camera
Matricies as used by the game engine are **row major**
``matrix[row][col] = float``
:class:`bge.types.KX_Camera` has some examples using matrices.
*********
Variables
*********
.. data:: globalDict
A dictionary that is saved between loading blend files so you can use it to store inventory and other variables you want to store between scenes and blend files.
It can also be written to a file and loaded later on with the game load/save actuators.
.. note:: only python built in types such as int/string/bool/float/tuples/lists can be saved, GameObjects, Actuators etc will not work as expected.
.. data:: keyboard
The current keyboard wrapped in an :class:`~bge.types.SCA_PythonKeyboard` object.
.. data:: mouse
The current mouse wrapped in an :class:`~bge.types.SCA_PythonMouse` object.
.. data:: joysticks
A list of attached :class:`~bge.types.SCA_PythonJoystick`.
The list size is the maximum number of supported joysticks.
If no joystick is available for a given slot, the slot is set to None.
*****************
General functions
*****************
.. function:: getCurrentController()
Gets the Python controller associated with this Python script.
:rtype: :class:`bge.types.SCA_PythonController`
.. function:: getCurrentScene()
Gets the current Scene.
:rtype: :class:`bge.types.KX_Scene`
.. function:: getSceneList()
Gets a list of the current scenes loaded in the game engine.
:rtype: list of :class:`bge.types.KX_Scene`
.. note:: Scenes in your blend file that have not been converted wont be in this list. This list will only contain scenes such as overlays scenes.
.. function:: loadGlobalDict()
Loads bge.logic.globalDict from a file.
.. function:: saveGlobalDict()
Saves bge.logic.globalDict to a file.
.. function:: startGame(blend)
Loads the blend file.
:arg blend: The name of the blend file
:type blend: string
.. function:: endGame()
Ends the current game.
.. function:: restartGame()
Restarts the current game by reloading the .blend file (the last saved version, not what is currently running).
.. function:: LibLoad(blend, type, data, load_actions=False, verbose=False, load_scripts=True, async=False)
Converts the all of the datablocks of the given type from the given blend.
:arg blend: The path to the blend file (or the name to use for the library if data is supplied)
:type blend: string
:arg type: The datablock type (currently only "Action", "Mesh" and "Scene" are supported)
:type type: string
:arg data: Binary data from a blend file (optional)
:type data: bytes
:arg load_actions: Search for and load all actions in a given Scene and not just the "active" actions (Scene type only)
:type load_actions: bool
:arg verbose: Whether or not to print debugging information (e.g., "SceneName: Scene")
:type verbose: bool
:arg load_scripts: Whether or not to load text datablocks as well (can be disabled for some extra security)
:type load_scripts: bool
:arg async: Whether or not to do the loading asynchronously (in another thread). Only the "Scene" type is currently supported for this feature.
:type async: bool
:rtype: :class:`bge.types.KX_LibLoadStatus`
.. note:: Asynchronously loaded libraries will not be available immediately after LibLoad() returns. Use the returned KX_LibLoadStatus to figure out when the libraries are ready.
.. function:: LibNew(name, type, data)
Uses existing datablock data and loads in as a new library.
:arg name: A unique library name used for removal later
:type name: string
:arg type: The datablock type (currently only "Mesh" is supported)
:type type: string
:arg data: A list of names of the datablocks to load
:type data: list of strings
.. function:: LibFree(name)
Frees a library, removing all objects and meshes from the currently active scenes.
:arg name: The name of the library to free (the name used in LibNew)
:type name: string
.. function:: LibList()
Returns a list of currently loaded libraries.
:rtype: list [str]
.. function:: addScene(name, overlay=1)
Loads a scene into the game engine.
.. note::
This function is not effective immediately, the scene is queued
and added on the next logic cycle where it will be available
from `getSceneList`
:arg name: The name of the scene
:type name: string
:arg overlay: Overlay or underlay (optional)
:type overlay: integer
.. function:: sendMessage(subject, body="", to="", message_from="")
Sends a message to sensors in any active scene.
: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
:arg message_from: The name of the object that the message is coming from (optional)
:type message_from: string
.. function:: setGravity(gravity)
Sets the world gravity.
:arg gravity: gravity vector
:type gravity: Vector((fx, fy, fz))
.. function:: getSpectrum()
Returns a 512 point list from the sound card.
This only works if the fmod sound driver is being used.
:rtype: list [float], len(getSpectrum()) == 512
.. function:: getMaxLogicFrame()
Gets the maximum number of logic frames per render frame.
:return: The maximum number of logic frames per render frame
:rtype: integer
.. function:: setMaxLogicFrame(maxlogic)
Sets the maximum number of logic frames that are executed per render frame.
This does not affect the physic system that still runs at full frame rate.
:arg maxlogic: The new maximum number of logic frames per render frame. Valid values: 1..5
:type maxlogic: integer
.. function:: getMaxPhysicsFrame()
Gets the maximum number of physics frames per render frame.
:return: The maximum number of physics frames per render frame
:rtype: integer
.. function:: setMaxPhysicsFrame(maxphysics)
Sets the maximum number of physics timestep that are executed per render frame.
Higher value allows physics to keep up with realtime even if graphics slows down the game.
Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
:arg maxphysics: The new maximum number of physics timestep per render frame. Valid values: 1..5.
:type maxphysics: integer
.. function:: getLogicTicRate()
Gets the logic update frequency.
:return: The logic frequency in Hz
:rtype: float
.. function:: setLogicTicRate(ticrate)
Sets the logic update frequency.
The logic update frequency is the number of times logic bricks are executed every second.
The default is 60 Hz.
:arg ticrate: The new logic update frequency (in Hz).
:type ticrate: float
.. function:: getPhysicsTicRate()
Gets the physics update frequency
:return: The physics update frequency in Hz
:rtype: float
.. warning: Not implimented yet
.. function:: setPhysicsTicRate(ticrate)
Sets the physics update frequency
The physics update frequency is the number of times the physics system is executed every second.
The default is 60 Hz.
:arg ticrate: The new update frequency (in Hz).
:type ticrate: float
.. warning: Not implimented yet
.. function:: getAnimRecordFrame()
Gets the current frame number used for recording animations. This
number is incremented automatically by Blender when the "Record
animation" feature is turned on.
:rtype: int
.. function:: setAnimRecordFrame(framenr)
Sets the current frame number used for recording animations. This
number is automatically incremented by Blender when the "Record
animation" feature is turned on.
The frame number Must be non-negative, unless Blender has
:attr:`bpy.types.UserPreferencesEdit.use_negative_frames` enabled
in its user preferences. Only use non-negative numbers to be on
the safe side, unless you know what you are doing.
:arg framenr: The new frame number.
:type framenr: int
.. function:: getExitKey()
Gets the key used to exit the game engine
:return: The key (defaults to :mod:`bge.events.ESCKEY`)
:rtype: int
.. function:: setExitKey(key)
Sets the key used to exit the game engine
:arg key: A key constant from :mod:`bge.events`
:type key: int
.. function:: NextFrame()
Render next frame (if Python has control)
.. function:: setRender(render)
Sets the global flag that controls the render of the scene.
If True, the render is done after the logic frame.
If False, the render is skipped and another logic frame starts immediately.
.. note::
GPU VSync no longer limits the number of frame per second when render is off,
but the *Use Frame Rate* option still regulates the fps. To run as many frames
as possible, untick this option (Render Properties, System panel).
:arg render: the render flag
:type render: bool
.. function:: getRender()
Get the current value of the global render flag
:return: The flag value
:rtype: bool
**********************
Time related functions
**********************
.. function:: getClockTime()
Get the current BGE render time, in seconds. The BGE render time is the
simulation time corresponding to the next scene that will be rendered.
:rtype: double
.. function:: getFrameTime()
Get the current BGE frame time, in seconds. The BGE frame time is the
simulation time corresponding to the current call of the logic system.
Generally speaking, it is what the user is interested in.
:rtype: double
.. function:: getRealTime()
Get the number of real (system-clock) seconds elapsed since the beginning
of the simulation.
:rtype: double
.. function:: getTimeScale()
Get the time multiplier between real-time and simulation time. The default
value is 1.0. A value greater than 1.0 means that the simulation is going
faster than real-time, a value lower than 1.0 means that the simulation is
going slower than real-time.
:rtype: double
.. function:: setTimeScale(time_scale)
Set the time multiplier between real-time and simulation time. A value
greater than 1.0 means that the simulation is going faster than real-time,
a value lower than 1.0 means that the simulation is going slower than
real-time. Note that a too large value may lead to some physics
instabilities.
:arg time_scale: The new time multiplier.
.. function:: getUseExternalClock()
Get if the BGE use the inner BGE clock, or rely or on an external
clock. The default is to use the inner BGE clock.
:rtype: bool
.. function:: setUseExternalClock(use_external_clock)
Set if the BGE use the inner BGE clock, or rely or on an external
clock. If the user selects the use of an external clock, he should call
regularly the setClockTime method.
:arg use_external_clock: the new setting
.. function:: setClockTime(new_time)
Set the next value of the simulation clock. It is preferable to use this
method from a custom main function in python, as calling it in the logic
block can easily lead to a blocked system (if the time does not advance
enough to run at least the next logic step).
:arg new_time: the next value of the BGE clock (in second).
*****************
Utility functions
*****************
.. function:: expandPath(path)
Converts a blender internal path into a proper file system path.
Use / as directory separator in path
You can use '//' at the start of the string to define a relative path;
Blender replaces that string by the directory of the current .blend or runtime file
to make a full path name. The function also converts the directory separator to
the local file system format.
:arg path: The path string to be converted/expanded.
:type path: string
:return: The converted string
:rtype: string
.. function:: getAverageFrameRate()
Gets the estimated/average framerate for all the active scenes, not only the current scene.
:return: The estimated average framerate in frames per second
:rtype: float
.. function:: getBlendFileList(path = "//")
Returns a list of blend files in the same directory as the open blend file, or from using the option argument.
:arg path: Optional directory argument, will be expanded (like expandPath) into the full path.
:type path: string
:return: A list of filenames, with no directory prefix
:rtype: list
.. function:: getRandomFloat()
Returns a random floating point value in the range [0 - 1)
.. function:: PrintGLInfo()
Prints GL Extension Info into the console
.. function:: PrintMemInfo()
Prints engine statistics into the console
.. function:: getProfileInfo()
Returns a Python dictionary that contains the same information as the on screen profiler. The keys are the profiler categories and the values are tuples with the first element being time taken (in ms) and the second element being the percentage of total time.
*********
Constants
*********
.. data:: KX_TRUE
True value used by some modules.
.. data:: KX_FALSE
False value used by some modules.
=======
Sensors
=======
.. _sensor-status:
-------------
Sensor Status
-------------
.. data:: KX_SENSOR_INACTIVE
.. data:: KX_SENSOR_JUST_ACTIVATED
.. data:: KX_SENSOR_ACTIVE
.. data:: KX_SENSOR_JUST_DEACTIVATED
---------------
Armature Sensor
---------------
.. _armaturesensor-type:
See :class:`bge.types.KX_ArmatureSensor.type`
.. data:: KX_ARMSENSOR_STATE_CHANGED
Detect that the constraint is changing state (active/inactive)
:value: 0
.. data:: KX_ARMSENSOR_LIN_ERROR_BELOW
Detect that the constraint linear error is above a threshold
:value: 1
.. data:: KX_ARMSENSOR_LIN_ERROR_ABOVE
Detect that the constraint linear error is below a threshold
:value: 2
.. data:: KX_ARMSENSOR_ROT_ERROR_BELOW
Detect that the constraint rotation error is above a threshold
:value: 3
.. data:: KX_ARMSENSOR_ROT_ERROR_ABOVE
Detect that the constraint rotation error is below a threshold
:value: 4
.. _logic-property-sensor:
---------------
Property Sensor
---------------
.. data:: KX_PROPSENSOR_EQUAL
Activate when the property is equal to the sensor value.
:value: 1
.. data:: KX_PROPSENSOR_NOTEQUAL
Activate when the property is not equal to the sensor value.
:value: 2
.. data:: KX_PROPSENSOR_INTERVAL
Activate when the property is between the specified limits.
:value: 3
.. data:: KX_PROPSENSOR_CHANGED
Activate when the property changes
:value: 4
.. data:: KX_PROPSENSOR_EXPRESSION
Activate when the expression matches
:value: 5
.. data:: KX_PROPSENSOR_LESSTHAN
Activate when the property is less than the sensor value
:value: 6
.. data:: KX_PROPSENSOR_GREATERTHAN
Activate when the property is greater than the sensor value
:value: 7
------------
Radar Sensor
------------
See :class:`bge.types.KX_RadarSensor`
.. data:: KX_RADAR_AXIS_POS_X
.. data:: KX_RADAR_AXIS_POS_Y
.. data:: KX_RADAR_AXIS_POS_Z
.. data:: KX_RADAR_AXIS_NEG_X
.. data:: KX_RADAR_AXIS_NEG_Y
.. data:: KX_RADAR_AXIS_NEG_Z
----------
Ray Sensor
----------
See :class:`bge.types.KX_RaySensor`
.. data:: KX_RAY_AXIS_POS_X
.. data:: KX_RAY_AXIS_POS_Y
.. data:: KX_RAY_AXIS_POS_Z
.. data:: KX_RAY_AXIS_NEG_X
.. data:: KX_RAY_AXIS_NEG_Y
.. data:: KX_RAY_AXIS_NEG_Z
=========
Actuators
=========
.. _action-actuator:
---------------
Action Actuator
---------------
See :class:`bge.types.BL_ActionActuator`
.. data:: KX_ACTIONACT_PLAY
.. data:: KX_ACTIONACT_PINGPONG
.. data:: KX_ACTIONACT_FLIPPER
.. data:: KX_ACTIONACT_LOOPSTOP
.. data:: KX_ACTIONACT_LOOPEND
.. data:: KX_ACTIONACT_PROPERTY
-----------------
Armature Actuator
-----------------
.. _armatureactuator-constants-type:
See :class:`bge.types.BL_ArmatureActuator.type`
.. data:: KX_ACT_ARMATURE_RUN
Just make sure the armature will be updated on the next graphic frame.
This is the only persistent mode of the actuator:
it executes automatically once per frame until stopped by a controller
:value: 0
.. data:: KX_ACT_ARMATURE_ENABLE
Enable the constraint.
:value: 1
.. data:: KX_ACT_ARMATURE_DISABLE
Disable the constraint (runtime constraint values are not updated).
:value: 2
.. data:: KX_ACT_ARMATURE_SETTARGET
Change target and subtarget of constraint.
:value: 3
.. data:: KX_ACT_ARMATURE_SETWEIGHT
Change weight of constraint (IK only).
:value: 4
.. data:: KX_ACT_ARMATURE_SETINFLUENCE
Change influence of constraint.
:value: 5
-------------------
Constraint Actuator
-------------------
.. _constraint-actuator-option:
See :class:`bge.types.KX_ConstraintActuator.option`
* Applicable to Distance constraint:
.. data:: KX_CONSTRAINTACT_NORMAL
Activate alignment to surface
.. data:: KX_CONSTRAINTACT_DISTANCE
Activate distance control
.. data:: KX_CONSTRAINTACT_LOCAL
Direction of the ray is along the local axis
* Applicable to Force field constraint:
.. data:: KX_CONSTRAINTACT_DOROTFH
Force field act on rotation as well
* Applicable to both:
.. data:: KX_CONSTRAINTACT_MATERIAL
Detect material rather than property
.. data:: KX_CONSTRAINTACT_PERMANENT
No deactivation if ray does not hit target
.. _constraint-actuator-limit:
See :class:`bge.types.KX_ConstraintActuator.limit`
.. data:: KX_CONSTRAINTACT_LOCX
Limit X coord.
.. data:: KX_CONSTRAINTACT_LOCY
Limit Y coord
.. data:: KX_CONSTRAINTACT_LOCZ
Limit Z coord
.. data:: KX_CONSTRAINTACT_ROTX
Limit X rotation
.. data:: KX_CONSTRAINTACT_ROTY
Limit Y rotation
.. data:: KX_CONSTRAINTACT_ROTZ
Limit Z rotation
.. data:: KX_CONSTRAINTACT_DIRNX
Set distance along negative X axis
.. data:: KX_CONSTRAINTACT_DIRNY
Set distance along negative Y axis
.. data:: KX_CONSTRAINTACT_DIRNZ
Set distance along negative Z axis
.. data:: KX_CONSTRAINTACT_DIRPX
Set distance along positive X axis
.. data:: KX_CONSTRAINTACT_DIRPY
Set distance along positive Y axis
.. data:: KX_CONSTRAINTACT_DIRPZ
Set distance along positive Z axis
.. data:: KX_CONSTRAINTACT_ORIX
Set orientation of X axis
.. data:: KX_CONSTRAINTACT_ORIY
Set orientation of Y axis
.. data:: KX_CONSTRAINTACT_ORIZ
Set orientation of Z axis
.. data:: KX_CONSTRAINTACT_FHNX
Set force field along negative X axis
.. data:: KX_CONSTRAINTACT_FHNY
Set force field along negative Y axis
.. data:: KX_CONSTRAINTACT_FHNZ
Set force field along negative Z axis
.. data:: KX_CONSTRAINTACT_FHPX
Set force field along positive X axis
.. data:: KX_CONSTRAINTACT_FHPY
Set force field along positive Y axis
.. data:: KX_CONSTRAINTACT_FHPZ
Set force field along positive Z axis
----------------
Dynamic Actuator
----------------
See :class:`bge.types.KX_SCA_DynamicActuator`
.. data:: KX_DYN_RESTORE_DYNAMICS
.. data:: KX_DYN_DISABLE_DYNAMICS
.. data:: KX_DYN_ENABLE_RIGID_BODY
.. data:: KX_DYN_DISABLE_RIGID_BODY
.. data:: KX_DYN_SET_MASS
.. _game-actuator:
-------------
Game Actuator
-------------
See :class:`bge.types.KX_GameActuator`
.. data:: KX_GAME_LOAD
.. data:: KX_GAME_START
.. data:: KX_GAME_RESTART
.. data:: KX_GAME_QUIT
.. data:: KX_GAME_SAVECFG
.. data:: KX_GAME_LOADCFG
.. _mouse-actuator:
---------------
Mouse Actuator
---------------
.. data:: KX_ACT_MOUSE_OBJECT_AXIS_X
.. data:: KX_ACT_MOUSE_OBJECT_AXIS_Y
.. data:: KX_ACT_MOUSE_OBJECT_AXIS_Z
---------------
Parent Actuator
---------------
.. data:: KX_PARENT_REMOVE
.. data:: KX_PARENT_SET
.. _logic-random-distributions:
--------------------
Random Distributions
--------------------
See :class:`bge.types.SCA_RandomActuator`
.. data:: KX_RANDOMACT_BOOL_CONST
.. data:: KX_RANDOMACT_BOOL_UNIFORM
.. data:: KX_RANDOMACT_BOOL_BERNOUILLI
.. data:: KX_RANDOMACT_INT_CONST
.. data:: KX_RANDOMACT_INT_UNIFORM
.. data:: KX_RANDOMACT_INT_POISSON
.. data:: KX_RANDOMACT_FLOAT_CONST
.. data:: KX_RANDOMACT_FLOAT_UNIFORM
.. data:: KX_RANDOMACT_FLOAT_NORMAL
.. data:: KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL
--------------
Scene Actuator
--------------
See :class:`bge.types.KX_SceneActuator`
.. data:: KX_SCENE_RESTART
.. data:: KX_SCENE_SET_SCENE
.. data:: KX_SCENE_SET_CAMERA
.. data:: KX_SCENE_ADD_FRONT_SCENE
.. data:: KX_SCENE_ADD_BACK_SCENE
.. data:: KX_SCENE_REMOVE_SCENE
.. data:: KX_SCENE_SUSPEND
.. data:: KX_SCENE_RESUME
.. _logic-sound-actuator:
--------------
Sound Actuator
--------------
See :class:`bge.types.KX_SoundActuator`
.. data:: KX_SOUNDACT_PLAYSTOP
:value: 1
.. data:: KX_SOUNDACT_PLAYEND
:value: 2
.. data:: KX_SOUNDACT_LOOPSTOP
:value: 3
.. data:: KX_SOUNDACT_LOOPEND
:value: 4
.. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL
:value: 5
.. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP
:value: 6
-----------------
Steering Actuator
-----------------
.. _logic-steering-actuator:
See :class:`bge.types.KX_SteeringActuator.behavior`
.. data:: KX_STEERING_SEEK
:value: 1
.. data:: KX_STEERING_FLEE
:value: 2
.. data:: KX_STEERING_PATHFOLLOWING
:value: 3
.. _logic-trackto-actuator:
-----------------
TrackTo Actuator
-----------------
See :class:`bge.types.KX_TrackToActuator`
.. data:: KX_TRACK_UPAXIS_POS_X
.. data:: KX_TRACK_UPAXIS_POS_Y
.. data:: KX_TRACK_UPAXIS_POS_Z
.. data:: KX_TRACK_TRAXIS_POS_X
.. data:: KX_TRACK_TRAXIS_POS_Y
.. data:: KX_TRACK_TRAXIS_POS_Z
.. data:: KX_TRACK_TRAXIS_NEG_X
.. data:: KX_TRACK_TRAXIS_NEG_Y
.. data:: KX_TRACK_TRAXIS_NEG_Z
=======
Various
=======
---------
2D Filter
---------
.. _Two-D-FilterActuator-mode:
.. data:: RAS_2DFILTER_BLUR
:value: 2
.. data:: RAS_2DFILTER_CUSTOMFILTER
Customer filter, the code code is set via shaderText property.
:value: 12
.. data:: RAS_2DFILTER_DILATION
:value: 4
.. data:: RAS_2DFILTER_DISABLED
Disable the filter that is currently active
:value: -1
.. data:: RAS_2DFILTER_ENABLED
Enable the filter that was previously disabled
:value: -2
.. data:: RAS_2DFILTER_EROSION
:value: 5
.. data:: RAS_2DFILTER_GRAYSCALE
:value: 9
.. data:: RAS_2DFILTER_INVERT
:value: 11
.. data:: RAS_2DFILTER_LAPLACIAN
:value: 6
.. data:: RAS_2DFILTER_MOTIONBLUR
Create and enable preset filters
:value: 1
.. data:: RAS_2DFILTER_NOFILTER
Disable and destroy the filter that is currently active
:value: 0
.. data:: RAS_2DFILTER_PREWITT
:value: 8
.. data:: RAS_2DFILTER_SEPIA
:value: 10
.. data:: RAS_2DFILTER_SHARPEN
:value: 3
.. data:: RAS_2DFILTER_SOBEL
:value: 7
----------------
Armature Channel
----------------
.. _armaturechannel-constants-rotation-mode:
See :class:`bge.types.BL_ArmatureChannel.rotation_mode`
.. note:
euler mode are named as in Blender UI but the actual axis order is reversed
.. data:: ROT_MODE_QUAT
Use quaternion in rotation attribute to update bone rotation.
:value: 0
.. data:: ROT_MODE_XYZ
Use euler_rotation and apply angles on bone's Z, Y, X axis successively.
:value: 1
.. data:: ROT_MODE_XZY
Use euler_rotation and apply angles on bone's Y, Z, X axis successively.
:value: 2
.. data:: ROT_MODE_YXZ
Use euler_rotation and apply angles on bone's Z, X, Y axis successively.
:value: 3
.. data:: ROT_MODE_YZX
Use euler_rotation and apply angles on bone's X, Z, Y axis successively.
:value: 4
.. data:: ROT_MODE_ZXY
Use euler_rotation and apply angles on bone's Y, X, Z axis successively.
:value: 5
.. data:: ROT_MODE_ZYX
Use euler_rotation and apply angles on bone's X, Y, Z axis successively.
:value: 6
-------------------
Armature Constraint
-------------------
.. _armatureconstraint-constants-type:
See :class:`bge.types.BL_ArmatureConstraint.type`
.. data:: CONSTRAINT_TYPE_TRACKTO
.. data:: CONSTRAINT_TYPE_KINEMATIC
.. data:: CONSTRAINT_TYPE_ROTLIKE
.. data:: CONSTRAINT_TYPE_LOCLIKE
.. data:: CONSTRAINT_TYPE_MINMAX
.. data:: CONSTRAINT_TYPE_SIZELIKE
.. data:: CONSTRAINT_TYPE_LOCKTRACK
.. data:: CONSTRAINT_TYPE_STRETCHTO
.. data:: CONSTRAINT_TYPE_CLAMPTO
.. data:: CONSTRAINT_TYPE_TRANSFORM
.. data:: CONSTRAINT_TYPE_DISTLIMIT
.. _armatureconstraint-constants-ik-type:
See :class:`bge.types.BL_ArmatureConstraint.ik_type`
.. data:: CONSTRAINT_IK_COPYPOSE
constraint is trying to match the position and eventually the rotation of the target.
:value: 0
.. data:: CONSTRAINT_IK_DISTANCE
Constraint is maintaining a certain distance to target subject to ik_mode
:value: 1
.. _armatureconstraint-constants-ik-flag:
See :class:`bge.types.BL_ArmatureConstraint.ik_flag`
.. data:: CONSTRAINT_IK_FLAG_TIP
Set when the constraint operates on the head of the bone and not the tail
:value: 1
.. data:: CONSTRAINT_IK_FLAG_ROT
Set when the constraint tries to match the orientation of the target
:value: 2
.. data:: CONSTRAINT_IK_FLAG_STRETCH
Set when the armature is allowed to stretch (only the bones with stretch factor > 0.0)
:value: 16
.. data:: CONSTRAINT_IK_FLAG_POS
Set when the constraint tries to match the position of the target.
:value: 32
.. _armatureconstraint-constants-ik-mode:
See :class:`bge.types.BL_ArmatureConstraint.ik_mode`
.. data:: CONSTRAINT_IK_MODE_INSIDE
The constraint tries to keep the bone within ik_dist of target
:value: 0
.. data:: CONSTRAINT_IK_MODE_OUTSIDE
The constraint tries to keep the bone outside ik_dist of the target
:value: 1
.. data:: CONSTRAINT_IK_MODE_ONSURFACE
The constraint tries to keep the bone exactly at ik_dist of the target.
:value: 2
.. _input-status:
----------------
Blender Material
----------------
.. data:: BL_DST_ALPHA
.. data:: BL_DST_COLOR
.. data:: BL_ONE
.. data:: BL_ONE_MINUS_DST_ALPHA
.. data:: BL_ONE_MINUS_DST_COLOR
.. data:: BL_ONE_MINUS_SRC_ALPHA
.. data:: BL_ONE_MINUS_SRC_COLOR
.. data:: BL_SRC_ALPHA
.. data:: BL_SRC_ALPHA_SATURATE
.. data:: BL_SRC_COLOR
.. data:: BL_ZERO
------------
Input Status
------------
See :class:`bge.types.SCA_PythonKeyboard`, :class:`bge.types.SCA_PythonMouse`, :class:`bge.types.SCA_MouseSensor`, :class:`bge.types.SCA_KeyboardSensor`
.. data:: KX_INPUT_NONE
.. data:: KX_INPUT_JUST_ACTIVATED
.. data:: KX_INPUT_ACTIVE
.. data:: KX_INPUT_JUST_RELEASED
-------------
KX_GameObject
-------------
.. _gameobject-playaction-mode:
See :class:`bge.types.KX_GameObject.playAction`
.. data:: KX_ACTION_MODE_PLAY
Play the action once.
:value: 0
.. data:: KX_ACTION_MODE_LOOP
Loop the action (repeat it).
:value: 1
.. data:: KX_ACTION_MODE_PING_PONG
Play the action one direct then back the other way when it has completed.
:value: 2
.. _gameobject-playaction-blend:
.. data:: KX_ACTION_BLEND_BLEND
Blend layers using linear interpolation
:value: 0
.. data:: KX_ACTION_BLEND_ADD
Adds the layers together
:value: 1
-------------
Mouse Buttons
-------------
See :class:`bge.types.SCA_MouseSensor`
.. data:: KX_MOUSE_BUT_LEFT
.. data:: KX_MOUSE_BUT_MIDDLE
.. data:: KX_MOUSE_BUT_RIGHT
--------------------------
Navigation Mesh Draw Modes
--------------------------
.. _navmesh-draw-mode:
.. data:: RM_WALLS
Draw only the walls.
.. data:: RM_POLYS
Draw only polygons.
.. data:: RM_TRIS
Draw triangle mesh.
------
Shader
------
.. data:: VIEWMATRIX
.. data:: VIEWMATRIX_INVERSE
.. data:: VIEWMATRIX_INVERSETRANSPOSE
.. data:: VIEWMATRIX_TRANSPOSE
.. data:: MODELMATRIX
.. data:: MODELMATRIX_INVERSE
.. data:: MODELMATRIX_INVERSETRANSPOSE
.. data:: MODELMATRIX_TRANSPOSE
.. data:: MODELVIEWMATRIX
.. data:: MODELVIEWMATRIX_INVERSE
.. data:: MODELVIEWMATRIX_INVERSETRANSPOSE
.. data:: MODELVIEWMATRIX_TRANSPOSE
.. data:: CAM_POS
Current camera position
.. data:: CONSTANT_TIMER
User a timer for the uniform value.
.. data:: SHD_TANGENT
------
States
------
See :class:`bge.types.KX_StateActuator`
.. data:: KX_STATE1
.. data:: KX_STATE2
.. data:: KX_STATE3
.. data:: KX_STATE4
.. data:: KX_STATE5
.. data:: KX_STATE6
.. data:: KX_STATE7
.. data:: KX_STATE8
.. data:: KX_STATE9
.. data:: KX_STATE10
.. data:: KX_STATE11
.. data:: KX_STATE12
.. data:: KX_STATE13
.. data:: KX_STATE14
.. data:: KX_STATE15
.. data:: KX_STATE16
.. data:: KX_STATE17
.. data:: KX_STATE18
.. data:: KX_STATE19
.. data:: KX_STATE20
.. data:: KX_STATE21
.. data:: KX_STATE22
.. data:: KX_STATE23
.. data:: KX_STATE24
.. data:: KX_STATE25
.. data:: KX_STATE26
.. data:: KX_STATE27
.. data:: KX_STATE28
.. data:: KX_STATE29
.. data:: KX_STATE30
.. _state-actuator-operation:
See :class:`bge.types.KX_StateActuator.operation`
.. data:: KX_STATE_OP_CLR
Substract bits to state mask
:value: 0
.. data:: KX_STATE_OP_CPY
Copy state mask
:value: 1
.. data:: KX_STATE_OP_NEG
Invert bits to state mask
:value: 2
.. data:: KX_STATE_OP_SET
Add bits to state mask
:value: 3