forked from bartvdbraak/blender
874c29cea8
Notes: * blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
86 lines
2.4 KiB
Python
86 lines
2.4 KiB
Python
# $Id$
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# Documentation for KX_Scene.py
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class KX_Scene:
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"""
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Scene.
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The activity culling stuff is supposed to disable logic bricks when their owner gets too far
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from the active camera. It was taken from some code lurking at the back of KX_Scene - who knows
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what it does!
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Example::
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import GameLogic
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# get the scene
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scene = GameLogic.getCurrentScene()
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# print all the objects in the scene
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for obj in scene.objects:
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print obj.name
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# get an object named 'Cube'
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obj = scene.objects["OBCube"]
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# get the first object in the scene.
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obj = scene.objects[0]
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Example::
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# Get the depth of an object in the camera view.
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import GameLogic
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obj = GameLogic.getCurrentController().getOwner()
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cam = GameLogic.getCurrentScene().active_camera
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# Depth is negative and decreasing further from the camera
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depth = obj.position[0]*cam.world_to_camera[2][0] + obj.position[1]*cam.world_to_camera[2][1] + obj.position[2]*cam.world_to_camera[2][2] + cam.world_to_camera[2][3]
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@bug: All attributes are read only at the moment.
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@ivar name: The scene's name
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@type name: string
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@ivar objects: A list of objects in the scene.
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@type objects: L{CListValue<CListValue.CListValue>} of L{KX_GameObject<KX_GameObject.KX_GameObject>}
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@ivar active_camera: The current active camera
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@type active_camera: L{KX_Camera}
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@ivar suspended: True if the scene is suspended.
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@type suspended: boolean
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@ivar activity_culling: True if the scene is activity culling
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@type activity_culling: boolean
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@ivar activity_culling_radius: The distance outside which to do activity culling. Measured in manhattan distance.
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@type activity_culling_radius: float
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"""
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def getLightList():
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"""
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Returns the list of lights in the scene.
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@rtype: list [L{KX_LightObject}]
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"""
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def getObjectList():
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"""
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Returns the list of objects in the scene.
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@rtype: list [L{KX_GameObject}]
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"""
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def getName():
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"""
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Returns the name of the scene.
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@rtype: string
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"""
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def addObject(object, other, time=0):
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"""
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Adds an object to the scene like the Add Object Actuator would, and returns the created object.
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@param object: The object to add
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@type object: L{KX_GameObject} or string
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@param other: The object's center to use when adding the object
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@type other: L{KX_GameObject} or string
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@param time: The lifetime of the added object, in frames. A time of 0 means the object will last forever.
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@type time: int
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@rtype: L{KX_GameObject}
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"""
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