forked from bartvdbraak/blender
Cleanup: API docs (whitespace/line length)
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@ -12,53 +12,53 @@ This module holds key constants for the SCA_KeyboardSensor.
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.. code-block:: python
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# Set a connected keyboard sensor to accept F1
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import bge
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# Set a connected keyboard sensor to accept F1
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import bge
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co = bge.logic.getCurrentController()
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# 'Keyboard' is a keyboard sensor
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sensor = co.sensors["Keyboard"]
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sensor.key = bge.events.F1KEY
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co = bge.logic.getCurrentController()
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# 'Keyboard' is a keyboard sensor
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sensor = co.sensors["Keyboard"]
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sensor.key = bge.events.F1KEY
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.. code-block:: python
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code-block:: python
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# Do the all keys thing
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import bge
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# Do the all keys thing
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import bge
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co = bge.logic.getCurrentController()
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# 'Keyboard' is a keyboard sensor
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sensor = co.sensors["Keyboard"]
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co = bge.logic.getCurrentController()
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# 'Keyboard' is a keyboard sensor
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sensor = co.sensors["Keyboard"]
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for key,status in sensor.events:
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# key[0] == bge.events.keycode, key[1] = status
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if status == bge.logic.KX_INPUT_JUST_ACTIVATED:
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if key == bge.events.WKEY:
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# Activate Forward!
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if key == bge.events.SKEY:
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# Activate Backward!
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if key == bge.events.AKEY:
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# Activate Left!
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if key == bge.events.DKEY:
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# Activate Right!
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for key,status in sensor.events:
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# key[0] == bge.events.keycode, key[1] = status
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if status == bge.logic.KX_INPUT_JUST_ACTIVATED:
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if key == bge.events.WKEY:
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# Activate Forward!
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if key == bge.events.SKEY:
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# Activate Backward!
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if key == bge.events.AKEY:
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# Activate Left!
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if key == bge.events.DKEY:
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# Activate Right!
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.. code-block:: python
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code-block:: python
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# The all keys thing without a keyboard sensor (but you will
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# need an always sensor with pulse mode on)
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import bge
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# The all keys thing without a keyboard sensor (but you will
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# need an always sensor with pulse mode on)
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import bge
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# Just shortening names here
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keyboard = bge.logic.keyboard
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JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
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# Just shortening names here
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keyboard = bge.logic.keyboard
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JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
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if keyboard.events[bge.events.WKEY] == JUST_ACTIVATED:
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print("Activate Forward!")
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if keyboard.events[bge.events.SKEY] == JUST_ACTIVATED:
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print("Activate Backward!")
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if keyboard.events[bge.events.AKEY] == JUST_ACTIVATED:
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print("Activate Left!")
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if keyboard.events[bge.events.DKEY] == JUST_ACTIVATED:
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print("Activate Right!")
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if keyboard.events[bge.events.WKEY] == JUST_ACTIVATED:
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print("Activate Forward!")
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if keyboard.events[bge.events.SKEY] == JUST_ACTIVATED:
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print("Activate Backward!")
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if keyboard.events[bge.events.AKEY] == JUST_ACTIVATED:
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print("Activate Left!")
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if keyboard.events[bge.events.DKEY] == JUST_ACTIVATED:
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print("Activate Right!")
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*********
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@ -8,13 +8,16 @@ Introduction
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The bge.texture module allows you to manipulate textures during the game.
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Several sources for texture are possible: video files, image files, video capture, memory buffer, camera render or a mix of that.
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Several sources for texture are possible: video files, image files, video capture, memory buffer,
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camera render or a mix of that.
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The video and image files can be loaded from the internet using an URL instead of a file name.
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In addition, you can apply filters on the images before sending them to the GPU, allowing video effect: blue screen, color band, gray, normal map.
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In addition, you can apply filters on the images before sending them to the GPU, allowing video effect:
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blue screen, color band, gray, normal map.
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bge.texture uses FFmpeg to load images and videos. All the formats and codecs that FFmpeg supports are supported by this module, including but not limited to:
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bge.texture uses FFmpeg to load images and videos.
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All the formats and codecs that FFmpeg supports are supported by this module, including but not limited to:
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* AVI
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* Ogg
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@ -58,6 +61,7 @@ When the texture object is deleted, the new texture is deleted and the old textu
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.. literalinclude:: ../examples/bge.texture.2.py
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:lines: 8-
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*************
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Video classes
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*************
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@ -196,6 +200,7 @@ Video classes
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:return: see `FFmpeg Video and Image Status`_.
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:rtype: int
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*************
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Image classes
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*************
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@ -336,7 +341,8 @@ Image classes
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Update image buffer.
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:arg imageBuffer: Buffer to load the new data from.
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:type imageBuffer: :class:`~bgl.Buffer`, :class:`ImageBuff` or Python object implementing the buffer protocol (f.ex. bytes)
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:type imageBuffer: :class:`~bgl.Buffer`, :class:`ImageBuff`
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or Python object implementing the buffer protocol (f.ex. bytes)
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:arg width: Width of the data to load.
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:type width: int
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:arg height: Height of the data to load.
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@ -373,7 +379,8 @@ Image classes
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:arg scene: Scene in which the image has to be taken.
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:type scene: :class:`~bge.types.KX_Scene`
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:arg observer: Reference object for the mirror (the object from which the mirror has to be looked at, for example a camera).
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:arg observer: Reference object for the mirror
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(the object from which the mirror has to be looked at, for example a camera).
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:type observer: :class:`~bge.types.KX_GameObject`
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:arg mirror: Object holding the mirror.
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:type mirror: :class:`~bge.types.KX_GameObject`
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@ -529,7 +536,8 @@ Image classes
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.. method:: refresh(buffer=None, format="RGBA")
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Refresh image - calculate and copy the image to an external buffer (optional) then invalidate its current content.
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Refresh image - calculate and copy the image to an external buffer (optional)
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then invalidate its current content.
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:arg buffer: An optional object that implements the buffer protocol.
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If specified, the image is calculated and copied to the buffer,
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@ -803,13 +811,13 @@ Image classes
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.. attribute:: depth
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Use depth component of viewport as array of float - not suitable for texture source,
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should only be used with bge.texture.imageToArray(mode='F').
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should only be used with ``bge.texture.imageToArray(mode='F')``.
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:type: bool
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.. attribute:: zbuff
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Use depth component of viewport as grey scale color - suitable for texture source.
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Use depth component of viewport as grey scale color - suitable for texture source.
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:type: bool
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@ -991,6 +999,7 @@ Image classes
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:return: True if the capture could be stopped, False otherwise.
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:rtype: bool
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***************
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Texture classes
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***************
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@ -1024,16 +1033,16 @@ Texture classes
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:type: bool
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.. method:: refresh(refresh_source=True, ts=-1.0)
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.. method:: refresh(refresh_source=True, timestamp=-1.0)
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Refresh texture from source.
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:arg refresh_source: Whether to also refresh the image source of the texture.
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:type refresh_source: bool
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:arg ts: If the texture controls a VideoFFmpeg object:
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timestamp (in seconds from the start of the movie) of the frame to be loaded; this can be
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used for video-sound synchonization by passing :attr:`~bge.types.KX_SoundActuator.time` to it. (optional)
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:type ts: float
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:arg timestamp: If the texture controls a VideoFFmpeg object:
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timestamp (in seconds from the start of the movie) of the frame to be loaded; this can be
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used for video-sound synchonization by passing :attr:`~bge.types.KX_SoundActuator.time` to it. (optional)
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:type timestamp: float
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.. attribute:: source
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@ -1177,21 +1186,20 @@ Texture classes
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Filter classes
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**************
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.. class:: FilterBGR24
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Source filter BGR24.
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.. class:: FilterBlueScreen
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Filter for Blue Screen. The RGB channels of the color are left unchanged, while the output alpha is obtained as follows:
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Filter for Blue Screen.
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The RGB channels of the color are left unchanged, while the output alpha is obtained as follows:
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* if the square of the euclidian distance between the RGB color and the filter's reference color is smaller than the filter's lower limit,
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- if the square of the euclidian distance between the RGB color
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and the filter's reference color is smaller than the filter's lower limit,
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the output alpha is set to 0;
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* if that square is bigger than the filter's upper limit, the output alpha is set to 255;
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* otherwise the output alpha is linarly extrapoled between 0 and 255 in the interval of the limits.
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- if that square is bigger than the filter's upper limit, the output alpha is set to 255;
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- otherwise the output alpha is linarly extrapoled between 0 and 255 in the interval of the limits.
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.. attribute:: color
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@ -1224,7 +1232,8 @@ Filter classes
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.. class:: FilterColor
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Filter for color calculations. The output color is obtained by multiplying the reduced 4x4 matrix with the input color
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Filter for color calculations.
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The output color is obtained by multiplying the reduced 4x4 matrix with the input color
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and adding the remaining column to the result.
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.. attribute:: matrix
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@ -1251,7 +1260,8 @@ Filter classes
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.. class:: FilterGray
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Filter for gray scale effect. Proportions of R, G and B contributions in the output gray scale are 28:151:77.
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Filter for gray scale effect.
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Proportions of R, G and B contributions in the output gray scale are 28:151:77.
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.. attribute:: previous
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@ -1370,22 +1380,26 @@ Functions
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:arg mode: Optional argument representing the pixel format.
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* You can use the characters R, G, B for the 3 color channels, A for the alpha channel,
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- You can use the characters R, G, B for the 3 color channels, A for the alpha channel,
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0 to force a fixed 0 color channel and 1 to force a fixed 255 color channel.
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Examples:
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* "BGR" will return 3 bytes per pixel with the Blue, Green and Red channels in that order.
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* "RGB1" will return 4 bytes per pixel with the Red, Green, Blue channels in that order and the alpha channel forced to 255.
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* A special mode "F" allows to return the image as an array of float. This mode should only be used to retrieve
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the depth buffer of the class:`ImageViewport` and :class:`ImageRender` objects.
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- "BGR" will return 3 bytes per pixel with the
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Blue, Green and Red channels in that order.
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- "RGB1" will return 4 bytes per pixel with the
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Red, Green, Blue channels in that order and the alpha channel forced to 255.
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- A special mode "F" allows to return the image as an array of float.
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This mode should only be used to retrieve the depth buffer of the
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class:`ImageViewport` and :class:`ImageRender` objects.
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The default mode is "RGBA".
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:type mode: str
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:return: An object representing the image as one dimensional array of bytes of size (pixel_size*width*height),
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line by line starting from the bottom of the image. The pixel size and format is determined by the mode
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parameter. For mode 'F', the array is a one dimensional array of float of size (width*height).
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line by line starting from the bottom of the image. The pixel size and format is determined by the mode
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parameter. For mode 'F', the array is a one dimensional array of float of size (width*height).
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:rtype: :class:`~bgl.Buffer`
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.. function:: materialID(object, name)
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@ -1400,7 +1414,8 @@ Functions
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the texture by material. In that case the material must have a texture channel in first
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position.
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If the object has no material that matches name, it generates a runtime error. Use try/except to catch the exception.
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If the object has no material that matches name, it generates a runtime error.
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Use try/except to catch the exception.
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Ex: ``bge.texture.materialID(obj, 'IMvideo.png')``
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@ -27,8 +27,10 @@ base class --- :class:`PyObjectPlus`
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:type: list of ints.
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Each specifying the value of an axis between -1.0 and 1.0 depending on how far the axis is pushed, 0 for nothing.
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The first 2 values are used by most joysticks and gamepads for directional control. 3rd and 4th values are only on some joysticks and can be used for arbitary controls.
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Each specifying the value of an axis between -1.0 and 1.0
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depending on how far the axis is pushed, 0 for nothing.
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The first 2 values are used by most joysticks and gamepads for directional control.
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3rd and 4th values are only on some joysticks and can be used for arbitary controls.
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* left:[-1.0, 0.0, ...]
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* right:[1.0, 0.0, ...]
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@ -1,7 +1,8 @@
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..
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This document is appended to the auto generated bmesh api doc to avoid clogging up the C files with details.
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to test this run:
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./blender.bin -b -noaudio -P doc/python_api/sphinx_doc_gen.py -- --partial bmesh* ; cd doc/python_api ; sphinx-build sphinx-in sphinx-out ; cd ../../
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./blender.bin -b -noaudio -P doc/python_api/sphinx_doc_gen.py -- \
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--partial bmesh* ; cd doc/python_api ; sphinx-build sphinx-in sphinx-out ; cd ../../
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Submodules:
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@ -59,9 +60,9 @@ There are 2 ways to access BMesh data, you can create a new BMesh by converting
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:class:`bpy.types.BlendData.meshes` or by accessing the current edit mode mesh.
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see: :class:`bmesh.types.BMesh.from_mesh` and :mod:`bmesh.from_edit_mesh` respectively.
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When explicitly converting from mesh data python **owns** the data, that is to say - that the mesh only exists while
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python holds a reference to it, and the script is responsible for putting it back into a mesh data-block when the edits
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are done.
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When explicitly converting from mesh data python **owns** the data, that is to say -
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that the mesh only exists while python holds a reference to it,
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and the script is responsible for putting it back into a mesh data-block when the edits are done.
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Note that unlike :mod:`bpy`, a BMesh does not necessarily correspond to data in the currently open blend file,
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a BMesh can be created, edited and freed without the user ever seeing or having access to it.
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@ -151,7 +151,7 @@ Data Creation/Removal
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^^^^^^^^^^^^^^^^^^^^^
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Those of you familiar with other Python API's may be surprised that
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new datablocks in the bpy API can't be created by calling the class:
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new data-blocks in the bpy API can't be created by calling the class:
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>>> bpy.types.Mesh()
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Traceback (most recent call last):
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@ -393,11 +393,11 @@ so these are accessed as normal Python types.
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Internal Types
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--------------
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Used for Blender datablocks and collections: :class:`bpy.types.bpy_struct`
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Used for Blender data-blocks and collections: :class:`bpy.types.bpy_struct`
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For data that contains its own attributes groups/meshes/bones/scenes... etc.
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There are 2 main types that wrap Blenders data, one for datablocks
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There are 2 main types that wrap Blenders data, one for data-blocks
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(known internally as ``bpy_struct``), another for properties.
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>>> bpy.context.object
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