forked from bartvdbraak/blender
- fixed errors with bge epydocs
- changed epy_docgen.sh so inherited attributes & methods are included inline for each type, removed source option since its not useful and makes the download bigger.
This commit is contained in:
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@ -1,7 +1,9 @@
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# $Id$
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# Documentation for BL_ActionActuator
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import SCA_ILogicBrick
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from SCA_IActuator import *
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class BL_ActionActuator(SCA_IActuator):
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"""
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Action Actuators apply an action to an actor.
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@ -10,7 +12,7 @@ class BL_ActionActuator(SCA_IActuator):
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@type action: string
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@ivar start: Specifies the starting frame of the animation.
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@type start: float
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@type end: Specifies the ending frame of the animation.
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@ivar end: Specifies the ending frame of the animation.
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@type end: float
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@ivar blendin: Specifies the number of frames of animation to generate when making transitions between actions.
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@type blendin: float
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@ -25,9 +27,7 @@ class BL_ActionActuator(SCA_IActuator):
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@ivar blendTime: Sets the internal frame timer. This property must be in
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the range from 0.0 to blendin.
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@type blendTime: float
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@ivar type: The operation mode of the actuator.
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KX_ACTIONACT_PLAY, KX_ACTIONACT_PROPERTY, KX_ACTIONACT_FLIPPER,
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KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND
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@ivar type: The operation mode of the actuator. KX_ACTIONACT_PLAY, KX_ACTIONACT_PROPERTY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND
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@type type: integer
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@ivar continue: The actions continue option, True or False.
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When True, the action will always play from where last left off,
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@ -1,6 +1,7 @@
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# $Id$
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# Documentation for BL_ShapeActionActuator
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from SCA_IActuator import *
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from SCA_ILogicBrick import *
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class BL_ShapeActionActuator(SCA_IActuator):
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"""
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@ -10,7 +11,7 @@ class BL_ShapeActionActuator(SCA_IActuator):
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@type action: string
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@ivar start: Specifies the starting frame of the shape animation.
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@type start: float
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@type end: Specifies the ending frame of the shape animation.
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@ivar end: Specifies the ending frame of the shape animation.
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@type end: float
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@ivar blendin: Specifies the number of frames of animation to generate when making transitions between actions.
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@type blendin: float
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@ -2,6 +2,7 @@
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# Documentation for KX_ActuatorSensor
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from SCA_IActuator import *
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from SCA_ISensor import *
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from SCA_ILogicBrick import *
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class KX_ActuatorSensor(SCA_ISensor):
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"""
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@ -3,13 +3,15 @@
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from SCA_IActuator import *
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class KX_CDActuator(SCA_IActuator):
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"""
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CD Controller actuator.
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@ivar volume: controls the volume to set the CD to. 0.0 = silent, 1.0 = max volume.
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@type volume: float
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@ivar track: the track selected to be played
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@type track: integer
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"""
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"""
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CD Controller actuator.
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@ivar volume: controls the volume to set the CD to. 0.0 = silent, 1.0 = max volume.
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@type volume: float
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@ivar track: the track selected to be played
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@type track: integer
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@ivar gain: the gain (volume) of the CD between 0.0 and 1.0.
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@type gain: float
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"""
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def startCD():
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"""
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Starts the CD playing.
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@ -26,17 +28,17 @@ class KX_CDActuator(SCA_IActuator):
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"""
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Resumes the CD after a pause.
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"""
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def playAll():
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"""
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Plays the CD from the beginning.
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"""
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def playTrack(trackNumber):
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"""
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Plays the track selected.
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"""
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def playAll():
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"""
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Plays the CD from the beginning.
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"""
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def playTrack(trackNumber):
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"""
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Plays the track selected.
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"""
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def setGain(gain):
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"""
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DEPRECATED: Use the volume property.
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DEPRECATED: Use the volume property.
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Sets the gain (volume) of the CD.
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@type gain: float
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@ -44,7 +46,7 @@ class KX_CDActuator(SCA_IActuator):
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"""
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def getGain():
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"""
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DEPRECATED: Use the volume property.
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DEPRECATED: Use the volume property.
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Gets the current gain (volume) of the CD.
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@rtype: float
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@ -2,9 +2,9 @@
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# Documentation for game objects
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# from SCA_IObject import *
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from SCA_ISensor import *
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from SCA_IController import *
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from SCA_IActuator import *
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# from SCA_ISensor import *
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# from SCA_IController import *
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# from SCA_IActuator import *
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class KX_GameObject: # (SCA_IObject)
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@ -12,19 +12,20 @@ class KX_GameObject: # (SCA_IObject)
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All game objects are derived from this class.
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Properties assigned to game objects are accessible as attributes of this class.
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@ivar name: The object's name. (Read only)
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- note: Currently (Blender 2.49) the prefix "OB" is added to all objects name. This may change in blender 2.5.
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@type name: string.
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@ivar mass: The object's mass (provided the object has a physics controller). Read only.
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@type mass: float
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@ivar parent: The object's parent object. (Read only)
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@type parent: L{KX_GameObject}
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@type parent: L{KX_GameObject} or None
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@ivar visible: visibility flag.
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- note: Game logic will still run for invisible objects.
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@type visible: boolean
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@ivar position: The object's position.
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@type position: list [x, y, z]
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@ivar orientation: The object's orientation. 3x3 Matrix.
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You can also write a Quaternion or Euler vector.
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@ivar orientation: The object's orientation. 3x3 Matrix. You can also write a Quaternion or Euler vector.
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@type orientation: 3x3 Matrix [[float]]
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@ivar scaling: The object's scaling factor. list [sx, sy, sz]
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@type scaling: list [sx, sy, sz]
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@ -33,21 +34,21 @@ class KX_GameObject: # (SCA_IObject)
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@ivar state: the game object's state bitmask.
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@type state: int
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@ivar meshes: a list meshes for this object.
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B{Note}: Most objects use only 1 mesh.
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B{Note}: Changes to this list will not update the KX_GameObject.
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- note: Most objects use only 1 mesh.
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- note: Changes to this list will not update the KX_GameObject.
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@type meshes: list of L{KX_MeshProxy}
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@ivar sensors: a list of L{SCA_ISensor} objects.
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B{Note}: This attribute is experemental and may be removed (but probably wont be).
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B{Note}: Changes to this list will not update the KX_GameObject
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@type sensors: list of L{SCA_ISensor}
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@ivar controllers: a list of L{SCA_ISensor} objects.
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B{Note}: This attribute is experemental and may be removed (but probably wont be).
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B{Note}: Changes to this list will not update the KX_GameObject
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@type controllers: list of L{SCA_IController}
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@ivar the actuators assigned to this object.
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B{Note}: This attribute is experemental and may be removed (but probably wont be).
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B{Note}: Changes to this list will not update the KX_GameObject
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@type actuators: a list of L{SCA_IActuator}
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- note: This attribute is experemental and may be removed (but probably wont be).
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- note: Changes to this list will not update the KX_GameObject.
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@type sensors: list
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@ivar controllers: a list of L{SCA_IController} objects.
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- note: This attribute is experemental and may be removed (but probably wont be).
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- note: Changes to this list will not update the KX_GameObject.
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@type controllers: list of L{SCA_ISensor}.
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@ivar actuators: a list of L{SCA_IActuator} objects.
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- note: This attribute is experemental and may be removed (but probably wont be).
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- note: Changes to this list will not update the KX_GameObject.
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@type actuators: list
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"""
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def endObject(visible):
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"""
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@ -159,7 +160,7 @@ class KX_GameObject: # (SCA_IObject)
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@param local: - False: you get the "global" movement ie: relative to world orientation (default).
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- True: you get the "local" movement ie: relative to object orientation.
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"""
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def applyRotation(movement, local = 0):
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def applyRotation(rotation, local = 0):
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"""
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Sets the game object's rotation.
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@ -10,7 +10,7 @@ class KX_ParentActuator(SCA_IActuator):
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"""
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def setObject(object):
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"""
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DEPRECATED: Use the object property.
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DEPRECATED: Use the object property.
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Sets the object to set as parent.
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Object can be either a L{KX_GameObject} or the name of the object.
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@ -19,7 +19,7 @@ class KX_ParentActuator(SCA_IActuator):
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"""
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def getObject(name_only = 1):
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"""
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DEPRECATED: Use the object property.
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DEPRECATED: Use the object property.
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Returns the name of the object to change to.
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@type name_only: bool
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@param name_only: optional argument, when 0 return a KX_GameObject
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class KX_SCA_DynamicActuator(SCA_IActuator):
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"""
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Dynamic Actuator.
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@ivar operation: the type of operation of the actuator, 0-4
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KX_DYN_RESTORE_DYNAMICS, KX_DYN_DISABLE_DYNAMICS,
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KX_DYN_ENABLE_RIGID_BODY, KX_DYN_DISABLE_RIGID_BODY, KX_DYN_SET_MASS
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@type operation: integer
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@ivar mass: the mass value for the KX_DYN_SET_MASS operation
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@type mass: float
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@ivar operation: the type of operation of the actuator, 0-4
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KX_DYN_RESTORE_DYNAMICS, KX_DYN_DISABLE_DYNAMICS,
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KX_DYN_ENABLE_RIGID_BODY, KX_DYN_DISABLE_RIGID_BODY, KX_DYN_SET_MASS
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@type operation: integer
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@ivar mass: the mass value for the KX_DYN_SET_MASS operation
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@type mass: float
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"""
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def setOperation(operation):
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"""
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DEPRECATED: Use the operation property instead.
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DEPRECATED: Use the operation property instead.
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Set the type of operation when the actuator is activated:
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0 = restore dynamics
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1 = disable dynamics
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2 = enable rigid body
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3 = disable rigid body
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4 = set mass
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"""
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def getOperatoin()
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- 0 = restore dynamics
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- 1 = disable dynamics
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- 2 = enable rigid body
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- 3 = disable rigid body
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- 4 = set mass
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"""
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DEPRECATED: Use the operation property instead.
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def getOperatoin():
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"""
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DEPRECATED: Use the operation property instead.
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return the type of operation
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"""
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# Mesh (name, near, far)
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# Meshes overlap so that they don't 'pop' when on the edge of the distance.
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meshes = ((".Hi", 0.0, -20.0),
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(".Med", -15.0, -50.0),
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(".Lo", -40.0, -100.0)
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)
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(".Med", -15.0, -50.0),
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(".Lo", -40.0, -100.0)
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)
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co = GameLogic.getCurrentController()
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obj = co.getOwner()
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act = co.getActuator("LOD." + obj.getName())
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act = co.getActuator("LOD." + obj.name)
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cam = GameLogic.getCurrentScene().active_camera
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def Depth(pos, plane):
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@ -39,10 +39,10 @@ class KX_SCA_ReplaceMeshActuator(SCA_IActuator):
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for mesh in meshes:
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if depth < mesh[1] and depth > mesh[2]:
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newmesh = mesh
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if "ME" + obj.getName() + mesh[0] == act.getMesh():
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if "ME" + obj.name + mesh[0] == act.getMesh():
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curmesh = mesh
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if newmesh != None and "ME" + obj.getName() + newmesh[0] != act.getMesh():
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if newmesh != None and "ME" + obj.name + newmesh[0] != act.getMesh():
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# The mesh is a different mesh - switch it.
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# Check the current mesh is not a better fit.
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if curmesh == None or curmesh[1] < depth or curmesh[2] > depth:
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@ -55,15 +55,14 @@ class KX_SCA_ReplaceMeshActuator(SCA_IActuator):
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This will generate a warning in the console:
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C{ERROR: GameObject I{OBName} ReplaceMeshActuator I{ActuatorName} without object}
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Properties:
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@ivar mesh: L{KX_MeshProxy} or the name of the mesh that will replace the current one
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Set to None to disable actuator
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@type mesh: L{KX_MeshProxy} or None if no mesh is set
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"""
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def setMesh(name):
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"""
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DEPRECATED: Use the mesh property instead.
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DEPRECATED: Use the mesh property instead.
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Sets the name of the mesh that will replace the current one.
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When the name is None it will unset the mesh value so no action is taken.
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@ -71,7 +70,7 @@ class KX_SCA_ReplaceMeshActuator(SCA_IActuator):
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"""
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def getMesh():
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"""
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DEPRECATED: Use the mesh property instead.
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DEPRECATED: Use the mesh property instead.
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Returns the name of the mesh that will replace the current one.
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Returns None if no mesh has been scheduled to be added.
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@ivar name: The scene's name
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@type name: string
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@type objects: A list of objects in the scene.
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@ivar objects: A list of objects in the scene.
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@type objects: list [L{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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@ -70,7 +70,7 @@ class KX_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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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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@ -8,12 +8,10 @@ class KX_SceneActuator(SCA_IActuator):
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@warning: Scene actuators that use a scene name will be ignored if at game start, the
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named scene doesn't exist or is empty
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This will generate a warning in the console:
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C{ERROR: GameObject I{OBName} has a SceneActuator I{ActuatorName} (SetScene) without scene}
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Properties:
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@ivar scene: the name of the scene to change to/overlay/underlay/remove/suspend/resume
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@type scene: string.
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@ -23,7 +23,7 @@ class KX_TrackToActuator(SCA_IActuator):
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"""
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def setObject(object):
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"""
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DEPRECATED: Use the object property.
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DEPRECATED: Use the object property.
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Sets the object to track.
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@type object: L{KX_GameObject}, string or None
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@ -31,7 +31,7 @@ class KX_TrackToActuator(SCA_IActuator):
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"""
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def getObject(name_only):
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"""
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DEPRECATED: Use the object property.
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DEPRECATED: Use the object property.
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Returns the name of the object to track.
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@type name_only: bool
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@ -40,21 +40,21 @@ class KX_TrackToActuator(SCA_IActuator):
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"""
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def setTime(time):
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"""
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DEPRECATED: Use the time property.
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DEPRECATED: Use the time property.
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Sets the time in frames with which to delay the tracking motion.
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@type time: integer
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"""
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def getTime():
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"""
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DEPRECATED: Use the time property.
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DEPRECATED: Use the time property.
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Returns the time in frames with which the tracking motion is delayed.
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@rtype: integer
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"""
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def setUse3D(use3d):
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"""
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DEPRECATED: Use the use3D property.
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DEPRECATED: Use the use3D property.
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Sets the tracking motion to use 3D.
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@type use3d: boolean
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@ -63,7 +63,7 @@ class KX_TrackToActuator(SCA_IActuator):
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"""
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def getUse3D():
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"""
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DEPRECATED: Use the use3D property.
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DEPRECATED: Use the use3D property.
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Returns True if the tracking motion will track in the z direction.
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@rtype: boolean
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@ -5,18 +5,16 @@ from SCA_IActuator import *
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class KX_VisibilityActuator(SCA_IActuator):
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"""
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Visibility Actuator.
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@ivar visibility: whether the actuator makes its parent object visible or invisible
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@type visibility: boolean
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@ivar recursion: whether the visibility/invisibility should be propagated to all children of the object
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@type recursion: boolean
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@ivar visibility: whether the actuator makes its parent object visible or invisible
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@type visibility: boolean
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@ivar recursion: whether the visibility/invisibility should be propagated to all children of the object
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@type recursion: boolean
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"""
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def set(visible):
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"""
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DEPRECATED: Use the visibility property instead.
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DEPRECATED: Use the visibility property instead.
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Sets whether the actuator makes its parent object visible or invisible.
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@param visible: - True: Makes its parent visible.
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- False: Makes its parent invisible.
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"""
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@ -41,13 +41,13 @@ class SCA_JoystickSensor(SCA_ISensor):
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Returns a list containing the indicies of the currently pressed buttons.
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@rtype: list
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"""
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def getButtonStatus(buttonIndex):
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"""
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Returns a bool of the current pressed state of the specified button.
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@param buttonIndex: the button index, 0=first button
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@type buttonIndex: integer
|
||||
@rtype: bool
|
||||
"""
|
||||
def getButtonStatus(buttonIndex):
|
||||
"""
|
||||
Returns a bool of the current pressed state of the specified button.
|
||||
@param buttonIndex: the button index, 0=first button
|
||||
@type buttonIndex: integer
|
||||
@rtype: bool
|
||||
"""
|
||||
def getIndex():
|
||||
"""
|
||||
DEPRECATED: use the 'index' property.
|
||||
|
@ -8,4 +8,4 @@
|
||||
LC_ALL=POSIX
|
||||
|
||||
epydoc --debug -v -o BPY_GE --url "http://www.blender.org" --top GameLogic \
|
||||
--name "Blender GameEngine" --no-private --no-frames *.py
|
||||
--name "Blender GameEngine" --no-private --no-frames --no-sourcecode --inheritance=included *.py
|
||||
|
Loading…
Reference in New Issue
Block a user