Added Python module for Lights.

Added attributes to the vertex class.
This commit is contained in:
Kester Maddock 2004-05-30 11:09:46 +00:00
parent b97c77df2b
commit d38329b5aa
36 changed files with 681 additions and 32 deletions

@ -41,13 +41,16 @@
#include "KX_Light.h"
#include "RAS_IRenderTools.h"
#include "KX_PyMath.h"
KX_LightObject::KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,
class RAS_IRenderTools* rendertools,
const RAS_LightObject& lightobj
const RAS_LightObject& lightobj,
PyTypeObject* T
)
:
KX_GameObject(sgReplicationInfo,callbacks),
KX_GameObject(sgReplicationInfo,callbacks,T),
m_rendertools(rendertools)
{
m_lightobj = lightobj;
@ -77,3 +80,171 @@ CValue* KX_LightObject::GetReplica()
m_rendertools->AddLight(&replica->m_lightobj);
return replica;
}
PyObject* KX_LightObject::_getattr(const STR_String& attr)
{
if (attr == "layer")
return PyInt_FromLong(m_lightobj.m_layer);
if (attr == "energy")
return PyFloat_FromDouble(m_lightobj.m_energy);
if (attr == "distance")
return PyFloat_FromDouble(m_lightobj.m_distance);
if (attr == "colour" || attr == "color")
return Py_BuildValue("[fff]", m_lightobj.m_red, m_lightobj.m_green, m_lightobj.m_blue);
if (attr == "lin_attenuation")
return PyFloat_FromDouble(m_lightobj.m_att1);
if (attr == "spotsize")
return PyFloat_FromDouble(m_lightobj.m_spotsize);
if (attr == "spotblend")
return PyFloat_FromDouble(m_lightobj.m_spotblend);
if (attr == "SPOT")
return PyInt_FromLong(RAS_LightObject::LIGHT_SPOT);
if (attr == "SUN")
return PyInt_FromLong(RAS_LightObject::LIGHT_SUN);
if (attr == "NORMAL")
return PyInt_FromLong(RAS_LightObject::LIGHT_NORMAL);
if (attr == "type")
return PyInt_FromLong(m_lightobj.m_type);
_getattr_up(KX_GameObject);
}
int KX_LightObject::_setattr(const STR_String& attr, PyObject *pyvalue)
{
if (attr == "SPOT" || attr == "SUN" || attr == "NORMAL")
{
PyErr_Format(PyExc_RuntimeError, "Attribute %s is read only.", attr.ReadPtr());
return 1;
}
if (PyInt_Check(pyvalue))
{
int value = PyInt_AsLong(pyvalue);
if (attr == "layer")
{
m_lightobj.m_layer = value;
return 0;
}
if (attr == "type")
{
if (value >= RAS_LightObject::LIGHT_SPOT && value <= RAS_LightObject::LIGHT_NORMAL)
m_lightobj.m_type = (RAS_LightObject::LightType) value;
return 0;
}
}
if (PyFloat_Check(pyvalue))
{
float value = PyFloat_AsDouble(pyvalue);
if (attr == "energy")
{
m_lightobj.m_energy = value;
return 0;
}
if (attr == "distance")
{
m_lightobj.m_distance = value;
return 0;
}
if (attr == "lin_attenuation")
{
m_lightobj.m_att1 = value;
return 0;
}
if (attr == "spotsize")
{
m_lightobj.m_spotsize = value;
return 0;
}
if (attr == "spotblend")
{
m_lightobj.m_spotblend = value;
return 0;
}
}
if (PySequence_Check(pyvalue))
{
if (attr == "colour" || attr == "color")
{
MT_Vector3 colour(MT_Vector3FromPyList(pyvalue));
m_lightobj.m_red = colour[0];
m_lightobj.m_green = colour[1];
m_lightobj.m_blue = colour[2];
return 0;
}
}
return KX_GameObject::_setattr(attr, pyvalue);
}
PyMethodDef KX_LightObject::Methods[] = {
{NULL,NULL} //Sentinel
};
char KX_LightObject::doc[] = "Module KX_LightObject\n\n"
"Constants:\n"
"\tSPOT\n"
"\tSUN\n"
"\tNORMAL\n"
"Attributes:\n"
"\ttype -> SPOT, SUN or NORMAL\n"
"\t\tThe type of light.\n"
"\tlayer -> integer bit field.\n"
"\t\tThe layers this light applies to.\n"
"\tenergy -> float.\n"
"\t\tThe brightness of the light.\n"
"\tdistance -> float.\n"
"\t\tThe effect radius of the light.\n"
"\tcolour -> list [r, g, b].\n"
"\tcolor -> list [r, g, b].\n"
"\t\tThe colour of the light.\n"
"\tlin_attenuation -> float.\n"
"\t\tThe attenuation factor for the light.\n"
"\tspotsize -> float.\n"
"\t\tThe size of the spot.\n"
"\tspotblend -> float.\n"
"\t\tThe blend? of the spot.\n";
PyTypeObject KX_LightObject::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
"KX_LightObject",
sizeof(KX_LightObject),
0,
PyDestructor,
0,
__getattr,
__setattr,
0, //&MyPyCompare,
__repr,
0, //&cvalue_as_number,
0,
0,
0,
0, 0, 0, 0, 0, 0,
doc
};
PyParentObject KX_LightObject::Parents[] = {
&KX_LightObject::Type,
&KX_GameObject::Type,
&SCA_IObject::Type,
&CValue::Type,
NULL
};

@ -37,14 +37,20 @@
class KX_LightObject : public KX_GameObject
{
Py_Header;
protected:
RAS_LightObject m_lightobj;
class RAS_IRenderTools* m_rendertools; //needed for registering and replication of lightobj
static char doc[];
public:
KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj);
KX_LightObject(void* sgReplicationInfo,SG_Callbacks callbacks,class RAS_IRenderTools* rendertools,const struct RAS_LightObject& lightobj, PyTypeObject *T = &Type);
virtual ~KX_LightObject();
virtual CValue* GetReplica();
RAS_LightObject* GetLightData() { return &m_lightobj;}
virtual PyObject* _getattr(const STR_String& attr); /* lens, near, far, projection_matrix */
virtual int _setattr(const STR_String& attr, PyObject *pyvalue);
};
#endif //__KX_LIGHT

@ -42,6 +42,7 @@
#include "MT_Vector3.h"
#include "MT_Vector4.h"
#include "MT_Matrix4x4.h"
#include "MT_Point2.h"
#include "ListValue.h"
@ -135,6 +136,50 @@ MT_Point3 MT_Point3FromPyList(PyObject* pylist)
return point;
}
MT_Point2 MT_Point2FromPyList(PyObject* pylist)
{
MT_Point2 point(0., 0.);
bool error=false;
if (pylist->ob_type == &CListValue::Type)
{
CListValue* listval = (CListValue*) pylist;
unsigned int numitems = listval->GetCount();
if (numitems <= 2)
{
for (unsigned int index=0;index<numitems;index++)
{
point[index] = listval->GetValue(index)->GetNumber();
}
} else
{
error = true;
}
} else
{
// assert the list is long enough...
unsigned int numitems = PySequence_Size(pylist);
if (numitems <= 2)
{
for (unsigned int index=0;index<numitems;index++)
{
PyObject *item = PySequence_GetItem(pylist,index); /* new ref */
point[index] = PyFloat_AsDouble(item);
Py_DECREF(item);
}
}
else
{
error = true;
}
}
if (error)
PyErr_SetString(PyExc_TypeError, "Expected list of twos items for point argument.");
return point;
}
MT_Vector4 MT_Vector4FromPyList(PyObject* pylist)
{
MT_Vector4 vec(0., 0., 0., 1.);
@ -360,6 +405,12 @@ PyObject* PyObjectFromMT_Matrix3x3(const MT_Matrix3x3 &mat)
mat[2][0], mat[2][1], mat[2][2]);
}
PyObject* PyObjectFromMT_Vector4(const MT_Vector4 &vec)
{
return Py_BuildValue("[ffff]",
vec[0], vec[1], vec[2], vec[3]);
}
PyObject* PyObjectFromMT_Vector3(const MT_Vector3 &vec)
{
return Py_BuildValue("[fff]",
@ -371,3 +422,8 @@ PyObject* PyObjectFromMT_Point3(const MT_Point3 &pos)
return Py_BuildValue("[fff]",
pos[0], pos[1], pos[2]);
}
PyObject* PyObjectFromMT_Point2(const MT_Point2 &pos)
{
return Py_BuildValue("[ff]", pos[0], pos[1]);
}

@ -34,11 +34,12 @@
#ifndef __KX_PYMATH_H__
#define __KX_PYMATH_H__
#include "MT_Vector3.h"
#include "MT_Point2.h"
#include "MT_Point3.h"
#include "MT_Vector3.h"
#include "MT_Vector4.h"
#include "MT_Matrix4x4.h"
#include "MT_Matrix3x3.h"
#include "MT_Matrix4x4.h"
#include "KX_Python.h"
@ -57,6 +58,11 @@ MT_Point3 MT_Point3FromPyList(PyObject* pylist);
*/
MT_Vector4 MT_Vector4FromPyList(PyObject* pylist);
/**
* Converts a python list to an MT_Vector2
*/
MT_Point2 MT_Point2FromPyList(PyObject* pylist);
/**
* Converts a python list to an MT_Quaternion
*/
@ -92,11 +98,21 @@ PyObject* PyObjectFromMT_Matrix3x3(const MT_Matrix3x3 &mat);
*/
PyObject* PyObjectFromMT_Vector3(const MT_Vector3 &vec);
/**
* Converts an MT_Vector4 to a python object
*/
PyObject* PyObjectFromMT_Vector4(const MT_Vector4 &vec);
/**
* Converts an MT_Vector3 to a python object.
*/
PyObject* PyObjectFromMT_Point3(const MT_Point3 &pos);
/**
* Converts an MT_Point2 to a python object.
*/
PyObject* PyObjectFromMT_Point2(const MT_Point2 &vec);
/**
* True if the given PyObject can be converted to an MT_Matrix
* @param rank = 3 (for MT_Matrix3x3) or 4 (for MT_Matrix4x4)

@ -36,6 +36,8 @@
#include <config.h>
#endif
#include "KX_PyMath.h"
PyTypeObject KX_VertexProxy::Type = {
PyObject_HEAD_INIT(&PyType_Type)
0,
@ -77,10 +79,157 @@ PyMethodDef KX_VertexProxy::Methods[] = {
PyObject*
KX_VertexProxy::_getattr(const STR_String& attr)
{
if (attr == "XYZ")
return PyObjectFromMT_Vector3(m_vertex->getLocalXYZ());
if (attr == "UV")
return PyObjectFromMT_Point2(MT_Point2(m_vertex->getUV1()));
if (attr == "colour" || attr == "color")
{
unsigned int icol = m_vertex->getRGBA();
unsigned char *colp = (unsigned char *) &icol;
MT_Vector4 colour(colp[0], colp[1], colp[2], colp[3]);
colour /= 255.0;
return PyObjectFromMT_Vector4(colour);
}
if (attr == "normal")
{
MT_Vector3 normal(m_vertex->getNormal()[0], m_vertex->getNormal()[1], m_vertex->getNormal()[2]);
return PyObjectFromMT_Vector3(normal/32767.);
}
// pos
if (attr == "x")
return PyFloat_FromDouble(m_vertex->getLocalXYZ()[0]);
if (attr == "y")
return PyFloat_FromDouble(m_vertex->getLocalXYZ()[1]);
if (attr == "z")
return PyFloat_FromDouble(m_vertex->getLocalXYZ()[2]);
// Col
if (attr == "r")
return PyFloat_FromDouble(((unsigned char*)m_vertex->getRGBA())[0]/255.0);
if (attr == "g")
return PyFloat_FromDouble(((unsigned char*)m_vertex->getRGBA())[1]/255.0);
if (attr == "b")
return PyFloat_FromDouble(((unsigned char*)m_vertex->getRGBA())[2]/255.0);
if (attr == "a")
return PyFloat_FromDouble(((unsigned char*)m_vertex->getRGBA())[3]/255.0);
// UV
if (attr == "u")
return PyFloat_FromDouble(m_vertex->getUV1()[0]);
if (attr == "v")
return PyFloat_FromDouble(m_vertex->getUV1()[1]);
_getattr_up(SCA_IObject);
}
int KX_VertexProxy::_setattr(const STR_String& attr, PyObject *pyvalue)
{
if (PySequence_Check(pyvalue))
{
if (attr == "XYZ")
{
m_vertex->SetXYZ(MT_Point3FromPyList(pyvalue));
return 0;
}
if (attr == "UV")
{
m_vertex->SetUV(MT_Point2FromPyList(pyvalue));
return 0;
}
if (attr == "colour" || attr == "color")
{
m_vertex->SetRGBA(MT_Vector4FromPyList(pyvalue));
return 0;
}
if (attr == "normal")
{
m_vertex->SetNormal(MT_Vector3FromPyList(pyvalue));
return 0;
}
}
if (PyFloat_Check(pyvalue))
{
float val = PyFloat_AsDouble(pyvalue);
// pos
MT_Point3 pos(m_vertex->getLocalXYZ());
if (attr == "x")
{
pos.x() = val;
m_vertex->SetXYZ(pos);
return 0;
}
if (attr == "y")
{
pos.y() = val;
m_vertex->SetXYZ(pos);
return 0;
}
if (attr == "z")
{
pos.z() = val;
m_vertex->SetXYZ(pos);
return 0;
}
// uv
MT_Point2 uv = m_vertex->getUV1();
if (attr == "u")
{
uv[0] = val;
m_vertex->SetUV(uv);
return 0;
}
if (attr == "v")
{
uv[1] = val;
m_vertex->SetUV(uv);
return 0;
}
// col
unsigned int icol = m_vertex->getRGBA();
unsigned char *cp = (unsigned char*) &icol;
val *= 255.0;
if (attr == "r")
{
cp[0] = (unsigned char) val;
m_vertex->SetRGBA(icol);
return 0;
}
if (attr == "g")
{
cp[1] = (unsigned char) val;
m_vertex->SetRGBA(icol);
return 0;
}
if (attr == "b")
{
cp[2] = (unsigned char) val;
m_vertex->SetRGBA(icol);
return 0;
}
if (attr == "a")
{
cp[3] = (unsigned char) val;
m_vertex->SetRGBA(icol);
return 0;
}
}
return SCA_IObject::_setattr(attr, pyvalue);
}
KX_VertexProxy::KX_VertexProxy(RAS_TexVert* vertex)
:m_vertex(vertex)

@ -37,6 +37,7 @@
class KX_VertexProxy : public SCA_IObject
{
Py_Header;
protected:
class RAS_TexVert* m_vertex;
public:
@ -56,6 +57,7 @@ public:
// stuff for python integration
virtual PyObject* _getattr(const STR_String& attr);
virtual int KX_VertexProxy::_setattr(const STR_String& attr, PyObject *pyvalue);
KX_PYMETHOD(KX_VertexProxy,GetXYZ);
KX_PYMETHOD(KX_VertexProxy,SetXYZ);

@ -0,0 +1,137 @@
# $Id$
# Documentation for BL_ActionActuator
from SCA_ILogicBrick import *
class BL_ActionActuator(SCA_ILogicBrick):
"""
Action Actuators apply an action to an actor.
"""
def setAction(action, reset = True):
"""
Sets the current action.
@param action: The name of the action to set as the current action.
@type action: string
@param reset: Optional parameter indicating whether to reset the
blend timer or not. A value of 1 indicates that the
timer should be reset. A value of 0 will leave it
unchanged. If reset is not specified, the timer will
be reset.
"""
def setStart(start):
"""
Specifies the starting frame of the animation.
@param start: the starting frame of the animation
@type start: float
"""
def setEnd(end):
"""
Specifies the ending frame of the animation.
@param end: the ending frame of the animation
@type end: float
"""
def setBlendin(blendin):
"""
Specifies the number of frames of animation to generate
when making transitions between actions.
@param blendin: the number of frames in transition.
@type blendin: float
"""
def setPriority(priority):
"""
Sets the priority of this actuator.
@param priority: Specifies the new priority. Actuators will lower
priority numbers will override actuators with higher
numbers.
@type priority: integer
"""
def setFrame(frame):
"""
Sets the current frame for the animation.
@param frame: Specifies the new current frame for the animation
@type frame: float
"""
def setProperty(prop):
"""
Sets the property to be used in FromProp playback mode.
@param prop: the name of the property to use.
@type prop: string.
"""
def setBlendtime(blendtime):
"""
Sets the internal frame timer.
Allows the script to directly modify the internal timer
used when generating transitions between actions.
@param blendtime: The new time. This parameter must be in the range from 0.0 to 1.0.
@type blendtime: float
"""
def getAction():
"""
getAction() returns the name of the action associated with this actuator.
@rtype: string
"""
def getStart():
"""
Returns the starting frame of the action.
@rtype: float
"""
def getEnd():
"""
Returns the last frame of the action.
@rtype: float
"""
def getBlendin():
"""
Returns the number of interpolation animation frames to be generated when this actuator is triggered.
@rtype: float
"""
def getPriority():
"""
Returns the priority for this actuator. Actuators with lower Priority numbers will
override actuators with higher numbers.
@rtype: integer
"""
def getFrame():
"""
Returns the current frame number.
@rtype: float
"""
def getProperty():
"""
Returns the name of the property to be used in FromProp mode.
@rtype: string
"""
def setChannel(channel, matrix, mode = False):
"""
@param channel: A string specifying the name of the bone channel.
@type channel: string
@param matrix: A 4x4 matrix specifying the overriding transformation
as an offset from the bone's rest position.
@type matrix: list [[float]]
@param mode: True for armature/world space, False for bone space
@type mode: boolean
"""

@ -1,3 +1,4 @@
# $Id$
"""
Documentation for the GameKeys module.

@ -1,3 +1,4 @@
# $Id$
"""
Documentation for the GameLogic Module.

@ -1,3 +1,4 @@
# $Id$
# Documentation for CD Actuator
from SCA_ILogicBrick import *

@ -1,3 +1,4 @@
# $Id$
# Documentation for Camera game objects.
from KX_GameObject import *
@ -128,7 +129,7 @@ class KX_Camera(KX_GameObject):
Sets the camera's projection matrix.
You should use normalised device coordinates for the clipping planes:
left = -1.0, right = 1.0, top = 1.0, bottom = -1.0, near = 0.0, far = 1.0
left = -1.0, right = 1.0, top = 1.0, bottom = -1.0, near = cam.near, far = cam.far
@type matrix: 4x4 matrix.
@param matrix: The new projection matrix for this camera.
@ -137,41 +138,31 @@ class KX_Camera(KX_GameObject):
@verbatim{
import GameLogic
# Scale a matrix
def Scale(matrix, scalar):
for row in matrix:
for col in row:
col = col * scalar
# Generate an identiy matrix.
def Identity():
return [[1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0]]
# Generate a perspective projection matrix
def Perspective():
m = Identity()
m[0][0] = m[0][2] = 2.0
m[1][1] = m[1][2] = 2.0
m[2][2] = m[2][3] = -1.0
m[3][2] = -1.0
m[3][3] = 0.0
return m
def Perspective(cam):
return [[cam.near, 0.0 , 0.0 , 0.0 ],
[0.0 , cam.near, 0.0 , 0.0 ],
[0.0 , 0.0 , -(cam.far+cam.near)/(cam.far-cam.near), -2.0*cam.far*cam.near/(cam.far - cam.near)],
[0.0 , 0.0 , -1.0 , 0.0 ]]
# Generate an orthographic projection matrix
# You will need to Scale this matrix.
def Orthographic():
m = Identity()
m[0][0] = 2.0
m[0][3] = 0.0
m[1][1] = 2.0
m[1][3] = 0.0
m[2][2] = 1.0
m[2][3] = 1.0
m[3][3] = 1.0
return m
# You will need to scale the camera
def Orthographic(cam):
return [[1.0/cam.scaling[0], 0.0 , 0.0 , 0.0 ],
[0.0 , 1.0/cam.scaling[1], 0.0 , 0.0 ],
[0.0 , 0.0 , -2.0/(cam.far-cam.near), -(cam.far+cam.near)/(cam.far-cam.near)],
[0.0 , 0.0 , 0.0 , 1.0 ]]
# Generate an isometric projection matrix
def Isometric():
return [[0.866, 0.0 , 0.866, 0.0],
[0.25 , 0.866,-0.25 , 0.0],
[0.0 , 0.0 ,-1.0 , 0.0],
[0.0 , 0.0 , 0.0 , 1.0]]
m = Identity()
m[0][0] = m[0][2] = m[1][1] = 0.8660254037844386
m[1][0] = 0.25

@ -0,0 +1,11 @@
# $Id$
# Documentation for KX_CameraActuator
from SCA_ILogicBrick import *
class KX_CameraActuator(SCA_ILogicBrick):
"""
Applies changes to a camera.
This actuator has no python methods.
"""

@ -1,3 +1,4 @@
# $Id$
# Documentation for KX_GameActuator
class KX_GameActuator:

@ -1,3 +1,4 @@
# $Id$
# Documentation for game objects
class KX_GameObject:

@ -0,0 +1,37 @@
# $Id$
# Documentation for Light game objects.
from KX_GameObject import *
class KX_Light(KX_GameObject):
"""
A Light object.
Constants:
@cvar SPOT: A spot light source. See attribute 'type'
@cvar SUN: A point light source with no attenuation. See attribute 'type'
@cvar NORMAL: A point light source. See attribute 'type'
Attributes:
@cvar type: The type of light - must be SPOT, SUN or NORMAL
@cvar layer: The layer mask that this light affects object on. (bitfield)
@cvar energy: The brightness of this light. (float)
@cvar distance: The maximum distance this light can illuminate. (float) (SPOT and NORMAL lights only)
@cvar colour: The colour of this light. ([r, g, b]) Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0]
@cvar color: Synonym for colour.
@cvar lin_attenuation: The linear component of this lights attenuation. (SPOT and NORMAL lights only)
@cvar spotsize: The cone angle of the spot light, in degrees. (float) (SPOT lights only)
0.0 <= spotsize <= 180.0. Spotsize = 360.0 is also accepted.
@cvar spotblend: Specifies the intensity distribution of the spot light. (float) (SPOT lights only)
Higher values result in a more focused light source.
0.0 <= spotblend <= 1.0.
Example:
# Turn on a red alert light.
import GameLogic
co = GameLogic.getCurrentController()
light = co.getOwner()
light.energy = 1.0
light.colour = [1.0, 0.0, 0.0]
"""

@ -1,3 +1,4 @@
# $Id$
# Documentation for KX_MeshProxy
class KX_MeshProxy:

@ -1,3 +1,4 @@
# $Id$
# Documentation for KX_MouseFocusSensor
from SCA_MouseSensor import *

@ -1,3 +1,4 @@
# $Id$
# Documentation for KX_NearSensor
from KX_TouchSensor import *

@ -1,3 +1,4 @@
# $Id$
# Documentation for KX_NetworkMessageSensor
from SCA_ISensor import *

@ -1,3 +1,4 @@
# $Id$
# Documentation for KX_RadarSensor
from KX_NearSensor import *

@ -1,3 +1,4 @@
# $Id$
# Documentation for KX_RaySensor
from SCA_ISensor import *

@ -1,3 +1,4 @@
# $Id$
# Documentation for KX_TouchSensor
from SCA_ISensor import *

@ -1,3 +1,4 @@
# $Id$
# Documentation for the vertex proxy class
class KX_VertexProxy:
@ -5,8 +6,27 @@ class KX_VertexProxy:
A vertex holds position, UV, colour and normal information.
Note:
The physics simulation is NOT currently updated - physics will not respond correctly
The physics simulation is NOT currently updated - physics will not respond
to changes in the vertex position.
Attributes:
@cvar XYZ: The position of the vertex. (list [x, y, z])
@cvar UV: The texture coordinates of the vertex. (list [u, v])
@cvar normal: The normal of the vertex (list [nx, ny, nz])
@cvar colour: The colour of the vertex. (list [r, g, b, a]) Black = [0.0, 0.0, 0.0, 1.0], White = [1.0, 1.0, 1.0, 1.0]
@cvar color: Synonym for colour.
@cvar x: The x coordinate of the vertex. (float)
@cvar y: The y coordinate of the vertex. (float)
@cvar z: The z coordinate of the vertex. (float)
@cvar u: The u texture coordinate of the vertex. (float)
@cvar v: The v texture coordinate of the vertex. (float)
@cvar r: The red component of the vertex colour. (float) 0.0 <= r <= 1.0
@cvar g: The green component of the vertex colour. (float) 0.0 <= g <= 1.0
@cvar b: The blue component of the vertex colour. (float) 0.0 <= b <= 1.0
@cvar a: The alpha component of the vertex colour. (float) 0.0 <= a <= 1.0
"""
def getXYZ():

@ -1,3 +1,4 @@
# $Id$
"""
Documentation for the Rasterizer module.

@ -0,0 +1,11 @@
# $Id$
# Documentation for SCA_ANDController
form SCA_ILogicBrick import *
class SCA_ANDController(SCA_ILogicBrick):
"""
An AND controller activates only when all linked sensors are activated.
There are no special python methods for this controller.
"""

@ -1,3 +1,4 @@
# $Id$
# Documentation for SCA_AlwaysSensor
from SCA_ISensor import *

@ -1,3 +1,4 @@
# $Id$
# Documentation for the logic brick base class SCA_ILogicBrick
from KX_GameObject import *

@ -1,3 +1,4 @@
# $Id$
# Documentation for SCA_ISensor
from SCA_ILogicBrick import *

@ -1,3 +1,4 @@
# $Id$
# Documentation for SCA_KeyboardSensor
from SCA_ISensor import *

@ -1,3 +1,4 @@
# $Id$
# Documentation for SCA_MouseSensor
from SCA_ISensor import *

@ -0,0 +1,11 @@
# $Id$
# Documentation for SCA_ORController
from SCA_ILogicBrick import *
class SCA_ORController(SCA_ILogicBrick):
"""
An OR controller activates when any connected sensor activates.
There are no special python methods for this controller.
"""

@ -1,3 +1,4 @@
# $Id$
# Documentation for SCA_PropertySensor
from SCA_ISensor import *

@ -1,3 +1,4 @@
# $Id$
# Documentation for SCA_PythonController
from SCA_ILogicBrick import *

@ -1,3 +1,4 @@
# $Id$
# Documentation for SCA_RandomSensor
from SCA_ISensor import *

@ -60,6 +60,15 @@ const MT_Point3& RAS_TexVert::xyz()
return g_pt3;
}
void RAS_TexVert::SetRGBA(const MT_Vector4& rgba)
{
unsigned char *colp = (unsigned char*) &m_rgba;
colp[0] = rgba[0]*255.0;
colp[1] = rgba[1]*255.0;
colp[2] = rgba[2]*255.0;
colp[3] = rgba[3]*255.0;
}
#ifndef RAS_TexVert_INLINE
void RAS_TexVert::SetXYZ(const MT_Point3& xyz)

@ -124,6 +124,7 @@ public:
void SetFlag(const short flag);
#endif
void SetRGBA(const MT_Vector4& rgba);
const MT_Point3& xyz();
// compare two vertices, and return TRUE if both are almost identical (they can be shared)