forked from bartvdbraak/blender
492 lines
16 KiB
Python
492 lines
16 KiB
Python
# $Id$
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"""
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Documentation for the GameLogic Module.
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=======================================
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Module to access logic functions, imported automatically into the python controllers namespace.
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Examples::
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# To get the controller thats running this python script:
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cont = GameLogic.getCurrentController() # GameLogic is automatically imported
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# To get the game object this controller is on:
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obj = cont.owner
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L{KX_GameObject} and L{KX_Camera} or L{KX_LightObject} methods are
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available depending on the type of object::
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# To get a sensor linked to this controller.
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# "sensorname" is the name of the sensor as defined in the Blender interface.
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# +---------------------+ +--------+
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# | Sensor "sensorname" +--+ Python +
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# +---------------------+ +--------+
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sens = cont.sensors["sensorname"]
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# To get a sequence of all sensors:
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sensors = co.sensors
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See the sensor's reference for available methods:
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- L{DelaySensor<GameTypes.SCA_DelaySensor>}
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- L{JoystickSensor<GameTypes.SCA_JoystickSensor>}
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- L{KeyboardSensor<GameTypes.SCA_KeyboardSensor>}
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- L{MouseFocusSensor<GameTypes.KX_MouseFocusSensor>}
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- L{MouseSensor<GameTypes.SCA_MouseSensor>}
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- L{NearSensor<GameTypes.KX_NearSensor>}
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- L{NetworkMessageSensor<GameTypes.KX_NetworkMessageSensor>}
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- L{PropertySensor<GameTypes.SCA_PropertySensor>}
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- L{RadarSensor<GameTypes.KX_RadarSensor>}
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- L{RandomSensor<GameTypes.SCA_RandomSensor>}
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- L{RaySensor<GameTypes.KX_RaySensor>}
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- L{TouchSensor<GameTypes.KX_TouchSensor>}
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You can also access actuators linked to the controller::
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# To get an actuator attached to the controller:
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# +--------+ +-------------------------+
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# + Python +--+ Actuator "actuatorname" |
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# +--------+ +-------------------------+
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actuator = co.actuators["actuatorname"]
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# Activate an actuator
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controller.activate(actuator)
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See the actuator's reference for available methods:
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- L{2DFilterActuator<GameTypes.SCA_2DFilterActuator>}
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- L{ActionActuator<GameTypes.BL_ActionActuator>}
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- L{AddObjectActuator<GameTypes.KX_SCA_AddObjectActuator>}
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- L{CameraActuator<GameTypes.KX_CameraActuator>}
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- L{ConstraintActuator<GameTypes.KX_ConstraintActuator>}
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- L{DynamicActuator<GameTypes.KX_SCA_DynamicActuator>}
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- L{EndObjectActuator<GameTypes.KX_SCA_EndObjectActuator>}
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- L{GameActuator<GameTypes.KX_GameActuator>}
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- L{IpoActuator<GameTypes.KX_IpoActuator>}
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- L{NetworkMessageActuator<GameTypes.KX_NetworkMessageActuator>}
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- L{ObjectActuator<GameTypes.KX_ObjectActuator>}
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- L{ParentActuator<GameTypes.KX_ParentActuator>}
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- L{PropertyActuator<GameTypes.SCA_PropertyActuator>}
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- L{RandomActuator<GameTypes.SCA_RandomActuator>}
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- L{ReplaceMeshActuator<GameTypes.KX_SCA_ReplaceMeshActuator>}
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- L{SceneActuator<GameTypes.KX_SceneActuator>}
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- L{ShapeActionActuator<GameTypes.BL_ShapeActionActuator>}
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- L{SoundActuator<GameTypes.KX_SoundActuator>}
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- L{StateActuator<GameTypes.KX_StateActuator>}
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- L{TrackToActuator<GameTypes.KX_TrackToActuator>}
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- L{VisibilityActuator<GameTypes.KX_VisibilityActuator>}
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Most logic brick's methods are accessors for the properties available in the logic buttons.
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Consult the logic bricks documentation for more information on how each logic brick works.
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There are also methods to access the current L{KX_Scene}::
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# Get the current scene
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scene = GameLogic.getCurrentScene()
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# Get the current camera
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cam = scene.active_camera
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Matricies as used by the game engine are B{row major}::
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matrix[row][col] = float
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L{KX_Camera} has some examples using matricies.
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@group Constants: KX_TRUE, KX_FALSE
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@var KX_TRUE: True value used by some modules.
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@var KX_FALSE: False value used by some modules.
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@group Property Sensor: KX_PROPSENSOR_*
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@var KX_PROPSENSOR_EQUAL: Activate when the property is equal to the sensor value.
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@var KX_PROPSENSOR_NOTEQUAL: Activate when the property is not equal to the sensor value.
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@var KX_PROPSENSOR_INTERVAL: Activate when the property is between the specified limits.
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@var KX_PROPSENSOR_CHANGED: Activate when the property changes
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@var KX_PROPSENSOR_EXPRESSION: Activate when the expression matches
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@group Constraint Actuator: KX_CONSTRAINTACT_*
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@var KX_CONSTRAINTACT_LOCX: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_LOCY: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_LOCZ: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_ROTX: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_ROTY: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_ROTZ: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_DIRNX: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_DIRNY: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_DIRPX: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_DIRPY: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_ORIX: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_ORIY: See L{KX_ConstraintActuator}
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@var KX_CONSTRAINTACT_ORIZ: See L{KX_ConstraintActuator}
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@group IPO Actuator: KX_IPOACT_*
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@var KX_IPOACT_PLAY: See L{KX_IpoActuator}
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@var KX_IPOACT_PINGPONG: See L{KX_IpoActuator}
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@var KX_IPOACT_FLIPPER: See L{KX_IpoActuator}
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@var KX_IPOACT_LOOPSTOP: See L{KX_IpoActuator}
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@var KX_IPOACT_LOOPEND: See L{KX_IpoActuator}
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@var KX_IPOACT_FROM_PROP: See L{KX_IpoActuator}
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@group Random Distributions: KX_RANDOMACT_*
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@var KX_RANDOMACT_BOOL_CONST: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_BOOL_UNIFORM: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_BOOL_BERNOUILLI: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_INT_CONST: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_INT_UNIFORM: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_INT_POISSON: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_FLOAT_CONST: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_FLOAT_UNIFORM: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_FLOAT_NORMAL: See L{SCA_RandomActuator}
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@var KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL: See L{SCA_RandomActuator}
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@group Action Actuator: KX_ACTIONACT_*
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@var KX_ACTIONACT_PLAY: See L{BL_ActionActuator}
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@var KX_ACTIONACT_FLIPPER: See L{BL_ActionActuator}
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@var KX_ACTIONACT_LOOPSTOP: See L{BL_ActionActuator}
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@var KX_ACTIONACT_LOOPEND: See L{BL_ActionActuator}
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@var KX_ACTIONACT_PROPERTY: See L{BL_ActionActuator}
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@group Sound Actuator: KX_SOUNDACT_*
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@var KX_SOUNDACT_PLAYSTOP: See L{KX_SoundActuator}
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@var KX_SOUNDACT_PLAYEND: See L{KX_SoundActuator}
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@var KX_SOUNDACT_LOOPSTOP: See L{KX_SoundActuator}
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@var KX_SOUNDACT_LOOPEND: See L{KX_SoundActuator}
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@var KX_SOUNDACT_LOOPBIDIRECTIONAL: See L{KX_SoundActuator}
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@var KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP: See L{KX_SoundActuator}
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@group Radar Sensor: KX_RADAR_*
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@var KX_RADAR_AXIS_POS_X: See L{KX_RadarSensor}
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@var KX_RADAR_AXIS_POS_Y: See L{KX_RadarSensor}
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@var KX_RADAR_AXIS_POS_Z: See L{KX_RadarSensor}
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@var KX_RADAR_AXIS_NEG_X: See L{KX_RadarSensor}
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@var KX_RADAR_AXIS_NEG_Y: See L{KX_RadarSensor}
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@var KX_RADAR_AXIS_NEG_Z: See L{KX_RadarSensor}
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@group Ray Sensor: KX_RAY_*
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@var KX_RAY_AXIS_POS_X: See L{KX_RaySensor}
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@var KX_RAY_AXIS_POS_Y: See L{KX_RaySensor}
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@var KX_RAY_AXIS_POS_Z: See L{KX_RaySensor}
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@var KX_RAY_AXIS_NEG_X: See L{KX_RaySensor}
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@var KX_RAY_AXIS_NEG_Y: See L{KX_RaySensor}
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@var KX_RAY_AXIS_NEG_Z: See L{KX_RaySensor}
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@group Dynamic Actuator: KX_DYN_*
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@var KX_DYN_RESTORE_DYNAMICS: See L{KX_SCA_DynamicActuator}
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@var KX_DYN_DISABLE_DYNAMICS: See L{KX_SCA_DynamicActuator}
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@var KX_DYN_ENABLE_RIGID_BODY: See L{KX_SCA_DynamicActuator}
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@var KX_DYN_DISABLE_RIGID_BODY: See L{KX_SCA_DynamicActuator}
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@var KX_DYN_SET_MASS: See L{KX_SCA_DynamicActuator}
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@group Game Actuator: KX_GAME_*
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@var KX_GAME_LOAD: See L{KX_GameActuator}
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@var KX_GAME_START: See L{KX_GameActuator}
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@var KX_GAME_RESTART: See L{KX_GameActuator}
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@var KX_GAME_QUIT: See L{KX_GameActuator}
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@var KX_GAME_SAVECFG: See L{KX_GameActuator}
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@var KX_GAME_LOADCFG: See L{KX_GameActuator}
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@group Scene Actuator: KX_SCENE_*
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@var KX_SCENE_RESTART: See L{KX_SceneActuator}
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@var KX_SCENE_SET_SCENE: See L{KX_SceneActuator}
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@var KX_SCENE_SET_CAMERA: See L{KX_SceneActuator}
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@var KX_SCENE_ADD_FRONT_SCENE: See L{KX_SceneActuator}
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@var KX_SCENE_ADD_BACK_SCENE: See L{KX_SceneActuator}
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@var KX_SCENE_REMOVE_SCENE: See L{KX_SceneActuator}
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@var KX_SCENE_SUSPEND: See L{KX_SceneActuator}
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@var KX_SCENE_RESUME: See L{KX_SceneActuator}
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@group Input Status: KX_INPUT_*
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@var KX_INPUT_NONE: See L{SCA_MouseSensor}
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@var KX_INPUT_JUST_ACTIVATED: See L{SCA_MouseSensor}
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@var KX_INPUT_ACTIVE: See L{SCA_MouseSensor}
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@var KX_INPUT_JUST_RELEASED: See L{SCA_MouseSensor}
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@group Mouse Buttons: KX_MOUSE_BUT_*
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@var KX_MOUSE_BUT_LEFT: See L{SCA_MouseSensor}
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@var KX_MOUSE_BUT_MIDDLE: See L{SCA_MouseSensor}
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@var KX_MOUSE_BUT_RIGHT: See L{SCA_MouseSensor}
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@group States: KX_STATE*
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@var KX_STATE1:
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@var KX_STATE10:
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@var KX_STATE11:
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@var KX_STATE12:
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@var KX_STATE13:
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@var KX_STATE14:
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@var KX_STATE15:
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@var KX_STATE16:
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@var KX_STATE17:
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@var KX_STATE18:
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@var KX_STATE19:
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@var KX_STATE2:
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@var KX_STATE20:
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@var KX_STATE21:
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@var KX_STATE22:
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@var KX_STATE23:
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@var KX_STATE24:
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@var KX_STATE25:
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@var KX_STATE26:
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@var KX_STATE27:
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@var KX_STATE28:
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@var KX_STATE29:
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@var KX_STATE3:
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@var KX_STATE30:
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@var KX_STATE4:
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@var KX_STATE5:
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@var KX_STATE6:
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@var KX_STATE7:
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@var KX_STATE8:
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@var KX_STATE9:
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@var KX_STATE_OP_CLR:
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@var KX_STATE_OP_CPY:
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@var KX_STATE_OP_NEG:
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@var KX_STATE_OP_SET:
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@group 2D Filter: RAS_2DFILTER_*
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@var RAS_2DFILTER_BLUR:
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@var RAS_2DFILTER_CUSTOMFILTER:
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@var RAS_2DFILTER_DILATION:
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@var RAS_2DFILTER_DISABLED:
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@var RAS_2DFILTER_ENABLED:
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@var RAS_2DFILTER_EROSION:
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@var RAS_2DFILTER_GRAYSCALE:
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@var RAS_2DFILTER_INVERT:
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@var RAS_2DFILTER_LAPLACIAN:
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@var RAS_2DFILTER_MOTIONBLUR:
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@var RAS_2DFILTER_NOFILTER:
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@var RAS_2DFILTER_PREWITT:
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@var RAS_2DFILTER_SEPIA:
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@var RAS_2DFILTER_SHARPEN:
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@var RAS_2DFILTER_SOBEL:
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@group Constraint Actuator: KX_ACT_CONSTRAINT_*
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@var KX_ACT_CONSTRAINT_DISTANCE:
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@var KX_ACT_CONSTRAINT_DOROTFH:
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@var KX_ACT_CONSTRAINT_FHNX:
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@var KX_ACT_CONSTRAINT_FHNY:
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@var KX_ACT_CONSTRAINT_FHNZ:
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@var KX_ACT_CONSTRAINT_FHPX:
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@var KX_ACT_CONSTRAINT_FHPY:
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@var KX_ACT_CONSTRAINT_FHPZ:
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@var KX_ACT_CONSTRAINT_LOCAL:
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@var KX_ACT_CONSTRAINT_MATERIAL:
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@var KX_ACT_CONSTRAINT_NORMAL:
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@var KX_ACT_CONSTRAINT_PERMANENT:
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@group Parent Actuator: KX_PARENT_*
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@var KX_PARENT_REMOVE:
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@var KX_PARENT_SET:
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@group Shader: MODELMATRIX*, MODELVIEWMATRIX*, VIEWMATRIX*, CAM_POS, CONSTANT_TIMER, SHD_TANGENT
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@var VIEWMATRIX:
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@var VIEWMATRIX_INVERSE:
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@var VIEWMATRIX_INVERSETRANSPOSE:
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@var VIEWMATRIX_TRANSPOSE:
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@var MODELMATRIX:
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@var MODELMATRIX_INVERSE:
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@var MODELMATRIX_INVERSETRANSPOSE:
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@var MODELMATRIX_TRANSPOSE:
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@var MODELVIEWMATRIX:
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@var MODELVIEWMATRIX_INVERSE:
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@var MODELVIEWMATRIX_INVERSETRANSPOSE:
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@var MODELVIEWMATRIX_TRANSPOSE:
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@var CAM_POS: Current camera position
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@var CONSTANT_TIMER: User a timer for the uniform value.
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@var SHD_TANGENT: Not yet documented.
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@group Blender Material: BL_*
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@var BL_DST_ALPHA:
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@var BL_DST_COLOR:
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@var BL_ONE:
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@var BL_ONE_MINUS_DST_ALPHA:
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@var BL_ONE_MINUS_DST_COLOR:
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@var BL_ONE_MINUS_SRC_ALPHA:
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@var BL_ONE_MINUS_SRC_COLOR:
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@var BL_SRC_ALPHA:
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@var BL_SRC_ALPHA_SATURATE:
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@var BL_SRC_COLOR:
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@var BL_ZERO:
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@group Deprecated: addActiveActuator
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@var globalDict: A dictionary that is saved between loading blend files so you can use
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it to store inventory and other variables you want to store between
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scenes and blend files. It can also be written to a file and loaded
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later on with the game load/save actuators.
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note: only python built in types such as int/string/bool/float/tuples/lists
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can be saved, GameObjects, Actuators etc will not work as expectred.
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"""
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import GameTypes
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# TODO
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# globalDict
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# error
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def getCurrentController():
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"""
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Gets the Python controller associated with this Python script.
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@rtype: L{SCA_PythonController}
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"""
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def getCurrentScene():
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"""
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Gets the current Scene.
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@rtype: L{KX_Scene}
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"""
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def getSceneList():
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"""
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Gets a list of the current scenes loaded in the game engine.
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@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.
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@rtype: list of L{KX_Scene}
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"""
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def addActiveActuator(actuator, activate):
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"""
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Activates the given actuator.
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@deprecated: Use L{GameTypes.SCA_PythonController.activate} and L{GameTypes.SCA_PythonController.deactivate} instead.
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@type actuator: L{SCA_IActuator} or the actuator name as a string.
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@type activate: boolean
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@param activate: whether to activate or deactivate the given actuator.
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"""
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def sendMessage(subject, body="", to="", message_from=""):
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"""
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Sends a message to sensors in any active scene.
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@param subject: The subject of the message
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@type subject: string
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@param body: The body of the message (optional)
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@type body: string
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@param to: The name of the object to send the message to (optional)
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@type to: string
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@param message_from: The name of the object that the message is coming from (optional)
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@type message_from: string
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"""
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def setGravity(gravity):
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"""
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Sets the world gravity.
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@type gravity: list [fx, fy, fz]
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"""
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def getSpectrum():
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"""
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Returns a 512 point list from the sound card.
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This only works if the fmod sound driver is being used.
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@rtype: list [float], len(getSpectrum()) == 512
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"""
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def stopDSP():
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"""
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Stops the sound driver using DSP effects.
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Only the fmod sound driver supports this.
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DSP can be computationally expensive.
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"""
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def getMaxLogicFrame():
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"""
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Gets the maximum number of logic frame per render frame.
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@return: The maximum number of logic frame per render frame
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@rtype: interger
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"""
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def setMaxLogicFrame(maxlogic):
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"""
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Sets the maximum number of logic frame that are executed per render frame.
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This does not affect the physic system that still runs at full frame rate.
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@param maxlogic: The new maximum number of logic frame per render frame. Valid values: 1..5
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@type maxlogic: integer
|
|
"""
|
|
def getMaxPhysicsFrame():
|
|
"""
|
|
Gets the maximum number of physics frame per render frame.
|
|
|
|
@return: The maximum number of physics frame per render frame
|
|
@rtype: interger
|
|
"""
|
|
def 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.
|
|
|
|
@param maxphysics: The new maximum number of physics timestep per render frame. Valid values: 1..5.
|
|
@type maxphysics: integer
|
|
"""
|
|
def getLogicTicRate():
|
|
"""
|
|
Gets the logic update frequency.
|
|
|
|
@return: The logic frequency in Hz
|
|
@rtype: float
|
|
"""
|
|
def 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.
|
|
|
|
@param ticrate: The new logic update frequency (in Hz).
|
|
@type ticrate: float
|
|
"""
|
|
def getPhysicsTicRate():
|
|
"""
|
|
NOT IMPLEMENTED
|
|
Gets the physics update frequency
|
|
|
|
@return: The physics update frequency in Hz
|
|
@rtype: float
|
|
"""
|
|
def setPhysicsTicRate(ticrate):
|
|
"""
|
|
NOT IMPLEMENTED
|
|
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.
|
|
|
|
@param ticrate: The new update frequency (in Hz).
|
|
@type ticrate: float
|
|
"""
|
|
|
|
#{ Utility functions
|
|
def getAverageFrameRate():
|
|
"""
|
|
Gets the estimated average framerate
|
|
|
|
@return: The estimed average framerate in frames per second
|
|
@rtype: float
|
|
"""
|
|
def 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 startup .blend or runtime file
|
|
to make a full path name (doesn't change during the game, even if you load other .blend).
|
|
The function also converts the directory separator to the local file system format.
|
|
|
|
@param path: The path string to be converted/expanded.
|
|
@type path: string
|
|
@return: The converted string
|
|
@rtype: string
|
|
"""
|
|
|
|
def getBlendFileList(path = "//"):
|
|
"""
|
|
Returns a list of blend files in the same directory as the open blend file, or from using the option argument.
|
|
|
|
@param 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
|
|
"""
|
|
def PrintGLInfo():
|
|
"""
|
|
Prints GL Extension Info into the console
|
|
"""
|
|
def getRandomFloat():
|
|
"""
|
|
Returns a random floating point value in the range [0...1)
|
|
"""
|
|
#}
|