forked from bartvdbraak/blender
4c53f38756
Better use of booleans for python #include fixes for Windows Python Doc fixes Use the farthest vertex as the face position when z sorting faces. (Camera is on -z axis!)
71 lines
1.8 KiB
Python
71 lines
1.8 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.getObjectList():
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print obj.getName()
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# get an object named 'Cube'
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obj = scene.getObjectList()["OBCube"]
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# get the first object in the scene.
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obj = scene.getObjectList()[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 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_Light}]
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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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