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authorJoerg Mueller <nexyon@gmail.com>2011-07-12 17:09:22 +0400
committerJoerg Mueller <nexyon@gmail.com>2011-07-12 17:09:22 +0400
commitd9cf98573050fa10f586ed121f514986e688e609 (patch)
tree6916742b8cb0b67387198592414d52860bf000cf /doc
parent9132754dc1ed77429a6e870c479b69ac8829d845 (diff)
parentb90535cc334bb8ae3a51f8023732b8c786019ac7 (diff)
Merging trunk up to r38329.
Diffstat (limited to 'doc')
-rw-r--r--doc/python_api/examples/bge.constraints.py37
-rw-r--r--doc/python_api/examples/bge.texture.1.py3
-rw-r--r--doc/python_api/examples/blf.py1
-rw-r--r--doc/python_api/examples/bpy.types.RenderEngine.py4
-rw-r--r--doc/python_api/rst/bge.constraints.rst199
-rw-r--r--doc/python_api/rst/bge.events.rst2
-rw-r--r--doc/python_api/rst/bge.texture.rst862
-rw-r--r--doc/python_api/sphinx_doc_gen.py9
8 files changed, 727 insertions, 390 deletions
diff --git a/doc/python_api/examples/bge.constraints.py b/doc/python_api/examples/bge.constraints.py
new file mode 100644
index 00000000000..4cd967310cc
--- /dev/null
+++ b/doc/python_api/examples/bge.constraints.py
@@ -0,0 +1,37 @@
+"""
+Basic Physics Constraint
+++++++++++++++++++++++
+Example of how to create a hinge Physics Constraint between two objects.
+"""
+from bge import logic
+from bge import constraints
+
+# get object list
+objects = logic.getCurrentScene().objects
+
+# get object named Object1 and Object 2
+object_1 = objects["Object1"]
+object_2 = objects["Object2"]
+
+# want to use Edge constraint type
+constraint_type = 2
+
+# get Object1 and Object2 physics IDs
+physics_id_1 = object_1.getPhysicsId()
+physics_id_2 = object_2.getPhysicsId()
+
+# Use bottom right edge of Object1 for hinge position
+edge_position_x = 1.0
+edge_position_y = 0.0
+edge_position_z = -1.0
+
+# use Object1 y axis for angle to point hinge
+edge_angle_x = 0.0
+edge_angle_y = 1.0
+edge_angle_z = 0.0
+
+# create an edge constraint
+constraints.createConstraint( physics_id_1, physics_id_2,
+ constraint_type,
+ edge_position_x, edge_position_y, edge_position_z,
+ edge_angle_x, edge_angle_y, edge_angle_z )
diff --git a/doc/python_api/examples/bge.texture.1.py b/doc/python_api/examples/bge.texture.1.py
index 5b387c8659c..74b37e72994 100644
--- a/doc/python_api/examples/bge.texture.1.py
+++ b/doc/python_api/examples/bge.texture.1.py
@@ -5,7 +5,6 @@ Example of how to replace a texture in game with an external image.
createTexture() and removeTexture() are to be called from a module Python
Controller.
"""
-import bge
from bge import logic
from bge import texture
@@ -14,7 +13,7 @@ def createTexture(cont):
object = cont.owner
# get the reference pointer (ID) of the internal texture
- ID = VT.materialID(obj, 'IMoriginal.png')
+ ID = texture.materialID(obj, 'IMoriginal.png')
# create a texture object
object_texture = texture.Texture(object, ID)
diff --git a/doc/python_api/examples/blf.py b/doc/python_api/examples/blf.py
index c91b41bec36..3ab7f789ce8 100644
--- a/doc/python_api/examples/blf.py
+++ b/doc/python_api/examples/blf.py
@@ -5,7 +5,6 @@ Blender Game Engine example of using the blf module. For this module to work we
need to use the OpenGL wrapper :class:`~bgl` as well.
"""
# import game engine modules
-import bge
from bge import render
from bge import logic
# import stand alone modules
diff --git a/doc/python_api/examples/bpy.types.RenderEngine.py b/doc/python_api/examples/bpy.types.RenderEngine.py
index 48d642f7602..7af7de1068c 100644
--- a/doc/python_api/examples/bpy.types.RenderEngine.py
+++ b/doc/python_api/examples/bpy.types.RenderEngine.py
@@ -61,10 +61,10 @@ bpy.utils.register_class(CustomRenderEngine)
# Otherwise most of the UI will be empty when the engine is selected.
# In this example, we need to see the main render image button and
# the material preview panel.
-import properties_render
+from bl_ui import properties_render
properties_render.RENDER_PT_render.COMPAT_ENGINES.add('custom_renderer')
del properties_render
-import properties_material
+from bl_ui import properties_material
properties_material.MATERIAL_PT_preview.COMPAT_ENGINES.add('custom_renderer')
del properties_material
diff --git a/doc/python_api/rst/bge.constraints.rst b/doc/python_api/rst/bge.constraints.rst
new file mode 100644
index 00000000000..882bbc39b9f
--- /dev/null
+++ b/doc/python_api/rst/bge.constraints.rst
@@ -0,0 +1,199 @@
+
+Game Engine bge.constraints Module
+==================================
+
+.. note::
+ This documentation is still very weak, and needs some help!
+
+.. function:: createConstraint([obj1, [obj2, [restLength, [restitution, [damping]]]]])
+
+ Creates a constraint.
+
+ :arg obj1: first object on Constraint
+ :type obj1: :class:'bge.types.KX_GameObject' #I think, there is no error when I use one
+
+ :arg obj2: second object on Constraint
+ :type obj2: :class:'bge.types.KX_GameObject' #too
+
+ :arg restLength: #to be filled
+ :type restLength: float
+
+ :arg restitution: #to be filled
+ :type restitution: float
+
+ :arg damping: #to be filled
+ :type damping: float
+
+.. attribute:: error
+
+ Simbolic constant string that indicates error.
+
+.. function:: exportBulletFile(filename)
+
+ export a .bullet file
+
+ :arg filename: File name
+ :type filename: string
+
+.. function:: getAppliedImpulse(constraintId)
+
+ :arg constraintId: The id of the constraint.
+ :type constraintId: int
+
+ :return: the most recent applied impulse.
+ :rtype: float
+
+.. function:: getVehicleConstraint(constraintId)
+
+ :arg constraintId: The id of the vehicle constraint.
+ :type constraintId: int
+
+ :return: a vehicle constraint object.
+ :rtype: :class:'KX_VehicleWrapper'
+
+.. function:: removeConstraint(constraintId)
+
+ Removes a constraint.
+
+ :arg constraintId: The id of the constraint to be removed.
+ :type constraintId: int
+
+.. function:: setCcdMode(ccdMode)
+
+ ..note::
+ Very experimental, not recommended
+
+ Sets the CCD mode in the Physics Environment.
+
+ :arg ccdMode: The new CCD mode.
+ :type ccdMode: int
+
+.. function:: setContactBreakingTreshold(breakingTreshold)
+
+ .. note::
+ Reasonable default is 0.02 (if units are meters)
+
+ Sets the contact breaking treshold in the Physics Environment.
+
+ :arg breakingTreshold: The new contact breaking treshold.
+ :type breakingTreshold: float
+
+.. function:: setDeactivationAngularTreshold(angularTreshold)
+
+ Sets the deactivation angular treshold.
+
+ :arg angularTreshold: New deactivation angular treshold.
+ :type angularTreshold: float
+
+.. function:: setDeactivationLinearTreshold(linearTreshold)
+
+ Sets the deactivation linear treshold.
+
+ :arg linearTreshold: New deactivation linear treshold.
+ :type linearTreshold: float
+
+.. function:: setDeactivationTime(time)
+
+ Sets the time after which a resting rigidbody gets deactived.
+
+ :arg time: The deactivation time.
+ :type time: float
+
+.. function:: setDebugMode(mode)
+
+ Sets the debug mode.
+
+ Debug modes:
+ - No debug: 0
+ - Draw wireframe: 1
+ - Draw Aabb: 2 #What's Aabb?
+ - Draw freatures text: 4
+ - Draw contact points: 8
+ - No deactivation: 16
+ - No help text: 32
+ - Draw text: 64
+ - Profile timings: 128
+ - Enable sat comparision: 256
+ - Disable Bullet LCP: 512
+ - Enable CCD: 1024
+ - Draw Constraints: #(1 << 11) = ?
+ - Draw Constraint Limits: #(1 << 12) = ?
+ - Fast Wireframe: #(1 << 13) = ?
+
+ :arg mode: The new debug mode.
+ :type mode: int
+
+.. function:: setGravity(x, y, z)
+
+ Sets the gravity force.
+
+ :arg x: Gravity X force.
+ :type x: float
+
+ :arg y: Gravity Y force.
+ :type y: float
+
+ :arg z: Gravity Z force.
+ :type z: float
+
+.. function:: setLinearAirDamping(damping)
+
+ Not implemented.
+
+.. function:: setNumIterations(numiter)
+
+ Sets the number of iterations for an iterative constraint solver.
+
+ :arg numiter: New number of iterations.
+ :type numiter: int
+
+.. function:: setNumTimeSubSteps(numsubstep)
+
+ Sets the number of substeps for each physics proceed. Tradeoff quality for performance.
+
+ :arg numsubstep: New number of substeps.
+ :type numsubstep: int
+
+.. function:: setSolverDamping(damping)
+
+ ..note::
+ Very experimental, not recommended
+
+ Sets the solver damping.
+
+ :arg damping: New damping for the solver.
+ :type damping: float
+
+.. function:: setSolverTau(tau)
+
+ .. note::
+ Very experimental, not recommended
+
+ Sets the solver tau.
+
+ :arg tau: New tau for the solver.
+ :type tau: float
+
+.. function:: setSolverType(solverType)
+
+ .. note::
+ Very experimental, not recommended
+
+ Sets the solver type.
+
+ :arg solverType: The new type of the solver.
+ :type solverType: int
+
+.. function:: setSorConstant(sor)
+
+ .. note::
+ Very experimental, not recommended
+
+ Sets the sor constant.
+
+ :arg sor: New sor value.
+ :type sor: float
+
+.. function:: setUseEpa(epa)
+
+ Not implemented.
diff --git a/doc/python_api/rst/bge.events.rst b/doc/python_api/rst/bge.events.rst
index 7215902a828..cc76ecded85 100644
--- a/doc/python_api/rst/bge.events.rst
+++ b/doc/python_api/rst/bge.events.rst
@@ -1,5 +1,5 @@
-Game Engine bge.events module
+Game Engine bge.events Module
=============================
*****
diff --git a/doc/python_api/rst/bge.texture.rst b/doc/python_api/rst/bge.texture.rst
index 49016d1e03d..996f79a313a 100644
--- a/doc/python_api/rst/bge.texture.rst
+++ b/doc/python_api/rst/bge.texture.rst
@@ -3,8 +3,8 @@ Game Engine bge.texture Module
==============================
.. note::
- This documentation is still very weak, and needs some help! Right now they are mostly a collection
- of the docstrings found in the bge.texture source code + some random places filled with text.
+ This documentation is still very weak, and needs some help! Right now they are mostly a collection
+ of the docstrings found in the bge.texture source code + some random places filled with text.
*****
Intro
@@ -20,20 +20,20 @@ In addition, you can apply filters on the images before sending them to the GPU,
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::
- * AVI
- * Ogg
- * Xvid
- * Theora
- * dv1394 camera
- * video4linux capture card (this includes many webcams)
- * videoForWindows capture card (this includes many webcams)
- * JPG
+* AVI
+* Ogg
+* Xvid
+* Theora
+* dv1394 camera
+* video4linux capture card (this includes many webcams)
+* videoForWindows capture card (this includes many webcams)
+* JPG
-The principle is simple: first you identify a texture on an existing object using
+The principle is simple: first you identify a texture on an existing object using
the :materialID: function, then you create a new texture with dynamic content
and swap the two textures in the GPU.
-The GE is not aware of the substitution and continues to display the object as always,
+The GE is not aware of the substitution and continues to display the object as always,
except that you are now in control of the texture.
When the texture object is deleted, the new texture is deleted and the old texture restored.
@@ -42,410 +42,508 @@ When the texture object is deleted, the new texture is deleted and the old textu
.. class:: VideoFFmpeg(file [, capture=-1, rate=25.0, width=0, height=0])
- FFmpeg video source
-
- .. attribute:: status
- video status
-
- .. attribute:: range
- replay range
-
- .. attribute:: repeat
- repeat count, -1 for infinite repeat
-
- :type: int
-
- .. attribute:: framerate
- frame rate
-
- :type: float
-
- .. attribute:: valid
- Tells if an image is available
-
- :type: bool
-
- .. attribute:: image
- image data
-
- .. attribute:: size
- image size
-
- .. attribute:: scale
- fast scale of image (near neighbour)
-
- .. attribute:: flip
- flip image vertically
-
- .. attribute:: filter
- pixel filter
-
- .. attribute:: preseek
- number of frames of preseek
-
- :type: int
-
- .. attribute:: deinterlace
- deinterlace image
-
- :type: bool
-
- .. method:: play()
- Play (restart) video
-
- .. method:: pause()
- pause video
-
- .. method:: stop()
- stop video (play will replay it from start)
-
- .. method:: refresh()
- Refresh video - get its status
+ FFmpeg video source
+
+ .. attribute:: status
+
+ video status
+
+ .. attribute:: range
+
+ replay range
+
+ .. attribute:: repeat
+
+ repeat count, -1 for infinite repeat
+
+ :type: int
+
+ .. attribute:: framerate
+
+ frame rate
+
+ :type: float
+
+ .. attribute:: valid
+
+ Tells if an image is available
+
+ :type: bool
+
+ .. attribute:: image
+
+ image data
+
+ .. attribute:: size
+
+ image size
+
+ .. attribute:: scale
+
+ fast scale of image (near neighbour)
+
+ .. attribute:: flip
+
+ flip image vertically
+
+ .. attribute:: filter
+
+ pixel filter
+
+ .. attribute:: preseek
+
+ number of frames of preseek
+
+ :type: int
+
+ .. attribute:: deinterlace
+
+ deinterlace image
+
+ :type: bool
+
+ .. method:: play()
+
+ Play (restart) video
+
+ .. method:: pause()
+
+ pause video
+
+ .. method:: stop()
+
+ stop video (play will replay it from start)
+
+ .. method:: refresh()
+
+ Refresh video - get its status
.. class:: ImageFFmpeg(file)
- FFmpeg image source
-
- .. attribute:: status
- video status
-
- .. attribute:: valid
- Tells if an image is available
-
- :type: bool
-
- .. attribute:: image
- image data
-
- .. attribute:: size
- image size
-
- .. attribute:: scale
- fast scale of image (near neighbour)
-
- .. attribute:: flip
- flip image vertically
-
- .. attribute:: filter
- pixel filter
-
- .. method:: refresh()
- Refresh image, i.e. load it
-
- .. method:: reload([newname])
- Reload image, i.e. reopen it
-
+ FFmpeg image source
+
+ .. attribute:: status
+
+ video status
+
+ .. attribute:: valid
+
+ Tells if an image is available
+
+ :type: bool
+
+ .. attribute:: image
+
+ image data
+
+ .. attribute:: size
+
+ image size
+
+ .. attribute:: scale
+
+ fast scale of image (near neighbour)
+
+ .. attribute:: flip
+
+ flip image vertically
+
+ .. attribute:: filter
+
+ pixel filter
+
+ .. method:: refresh()
+
+ Refresh image, i.e. load it
+
+ .. method:: reload([newname])
+
+ Reload image, i.e. reopen it
+
.. class:: ImageBuff()
-
- Image source from image buffer
-
- .. attribute:: filter
- pixel filter
-
- .. attribute:: flip
- flip image vertically
-
- .. attribute:: image
- image data
-
- .. method:: load(imageBuffer, width, height)
- Load image from buffer
-
- .. method:: plot(imageBuffer, width, height, positionX, positionY)
- update image buffer
-
- .. attribute:: scale
- fast scale of image (near neighbour)
-
- .. attribute:: size
- image size
-
- .. attribute:: valid
- bool to tell if an image is available
+
+ Image source from image buffer
+
+ .. attribute:: filter
+
+ pixel filter
+
+ .. attribute:: flip
+
+ flip image vertically
+
+ .. attribute:: image
+
+ image data
+
+ .. method:: load(imageBuffer, width, height)
+
+ Load image from buffer
+
+ .. method:: plot(imageBuffer, width, height, positionX, positionY)
+
+ update image buffer
+
+ .. attribute:: scale
+
+ fast scale of image (near neighbour)
+
+ .. attribute:: size
+
+ image size
+
+ .. attribute:: valid
+
+ bool to tell if an image is available
.. class:: ImageMirror(scene)
-
- Image source from mirror
-
- .. attribute:: alpha
- use alpha in texture
-
- .. attribute:: background
- background color
-
- .. attribute:: capsize
- size of render area
-
- .. attribute:: clip
- clipping distance
-
- .. attribute:: filter
- pixel filter
-
- .. attribute:: flip
- flip image vertically
-
- .. attribute:: image
- image data
-
- .. method:: refresh(imageMirror)
- Refresh image - invalidate its current content
-
- .. attribute:: scale
- fast scale of image (near neighbour)
-
- .. attribute:: size
- image size
-
- .. attribute:: valid
- bool to tell if an image is available
-
- .. attribute:: whole
- use whole viewport to render
+
+ Image source from mirror
+
+ .. attribute:: alpha
+
+ use alpha in texture
+
+ .. attribute:: background
+
+ background color
+
+ .. attribute:: capsize
+
+ size of render area
+
+ .. attribute:: clip
+
+ clipping distance
+
+ .. attribute:: filter
+
+ pixel filter
+
+ .. attribute:: flip
+
+ flip image vertically
+
+ .. attribute:: image
+
+ image data
+
+ .. method:: refresh(imageMirror)
+
+ Refresh image - invalidate its current content
+
+ .. attribute:: scale
+
+ fast scale of image (near neighbour)
+
+ .. attribute:: size
+
+ image size
+
+ .. attribute:: valid
+
+ bool to tell if an image is available
+
+ .. attribute:: whole
+
+ use whole viewport to render
.. class:: ImageMix()
-
- Image mixer
-
- .. attribute:: filter
- pixel filter
-
- .. attribute:: flip
- flip image vertically
-
- .. method:: getSource(imageMix)
- get image source
-
- .. method:: getWeight(imageMix)
- get image source weight
-
- .. attribute:: image
- image data
-
- .. method:: refresh(imageMix)
- Refresh image - invalidate its current content
-
- .. attribute:: scale
- fast scale of image (near neighbour)
-
- .. method:: setSource(imageMix)
- set image source
-
- .. method:: setWeight(imageMix)
- set image source weight
-
- .. attribute:: valid
- bool to tell if an image is available
+
+ Image mixer
+
+ .. attribute:: filter
+
+ pixel filter
+
+ .. attribute:: flip
+
+ flip image vertically
+
+ .. method:: getSource(imageMix)
+
+ get image source
+
+ .. method:: getWeight(imageMix)
+
+ get image source weight
+
+
+ .. attribute:: image
+
+ image data
+
+ .. method:: refresh(imageMix)
+
+ Refresh image - invalidate its current content
+
+ .. attribute:: scale
+
+ fast scale of image (near neighbour)
+
+ .. method:: setSource(imageMix)
+
+ set image source
+
+ .. method:: setWeight(imageMix)
+
+ set image source weight
+
+ .. attribute:: valid
+
+ bool to tell if an image is available
.. class:: ImageRender(scene, camera)
-
- Image source from render
-
- .. attribute:: alpha
- use alpha in texture
-
- .. attribute:: background
- background color
-
- .. attribute:: capsize
- size of render area
-
- .. attribute:: filter
- pixel filter
-
- .. attribute:: flip
- flip image vertically
-
- .. attribute:: image
- image data
-
- .. method:: refresh(imageRender)
- Refresh image - invalidate its current content
-
- .. attribute:: scale
- fast scale of image (near neighbour)
-
- .. attribute:: size
- image size
-
- .. attribute:: valid
- bool to tell if an image is available
-
- .. attribute:: whole
- use whole viewport to render
+
+ Image source from render
+
+ .. attribute:: alpha
+
+ use alpha in texture
+
+ .. attribute:: background
+
+ background color
+
+ .. attribute:: capsize
+
+ size of render area
+
+ .. attribute:: filter
+
+ pixel filter
+
+ .. attribute:: flip
+
+ flip image vertically
+
+ .. attribute:: image
+
+ image data
+
+ .. method:: refresh(imageRender)
+
+ Refresh image - invalidate its current content
+
+ .. attribute:: scale
+
+ fast scale of image (near neighbour)
+
+ .. attribute:: size
+
+ image size
+
+ .. attribute:: valid
+
+ bool to tell if an image is available
+
+ .. attribute:: whole
+
+ use whole viewport to render
.. class:: ImageViewport()
-
- Image source from viewport
-
- .. attribute:: alpha
- use alpha in texture
-
- .. attribute:: capsize
- size of viewport area being captured
-
- .. attribute:: filter
- pixel filter
-
- .. attribute:: flip
- flip image vertically
-
- .. attribute:: image
- image data
-
- .. attribute:: position
- upper left corner of captured area
-
- .. method:: refresh(imageViewport)
- Refresh image - invalidate its current content
-
- .. attribute:: scale
- fast scale of image (near neighbour)
-
- .. attribute:: size
- image size
-
- .. attribute:: valid
- bool to tell if an image is available
-
- .. attribute:: whole
- use whole viewport to capture
+
+ Image source from viewport
+
+ .. attribute:: alpha
+
+ use alpha in texture
+
+ .. attribute:: capsize
+
+ size of viewport area being captured
+
+ .. attribute:: filter
+
+ pixel filter
+
+ .. attribute:: flip
+
+ flip image vertically
+
+ .. attribute:: image
+
+ image data
+
+ .. attribute:: position
+
+ upper left corner of captured area
+
+ .. method:: refresh(imageViewport)
+
+ Refresh image - invalidate its current content
+
+ .. attribute:: scale
+
+ fast scale of image (near neighbour)
+
+ .. attribute:: size
+
+ image size
+
+ .. attribute:: valid
+
+ bool to tell if an image is available
+
+ .. attribute:: whole
+
+ use whole viewport to capture
.. class:: Texture(gameObj)
-
- Texture objects
-
- .. attribute:: bindId
- OpenGL Bind Name
-
- .. method:: close(texture)
- Close dynamic texture and restore original
-
- .. attribute:: mipmap
- mipmap texture
-
- .. method:: refresh(texture)
- Refresh texture from source
-
- .. attribute:: source
- source of texture
+
+ Texture objects
+
+ .. attribute:: bindId
+
+ OpenGL Bind Name
+
+ .. method:: close(texture)
+
+ Close dynamic texture and restore original
+
+ .. attribute:: mipmap
+
+ mipmap texture
+
+ .. method:: refresh(texture)
+
+ Refresh texture from source
+
+ .. attribute:: source
+
+ source of texture
.. class:: FilterBGR24()
-
- Source filter BGR24 objects
+
+ Source filter BGR24 objects
.. class:: FilterBlueScreen()
-
- Filter for Blue Screen objects
-
- .. attribute:: color
- blue screen color
-
- .. attribute:: limits
- blue screen color limits
-
- .. attribute:: previous
- previous pixel filter
+
+ Filter for Blue Screen objects
+
+ .. attribute:: color
+
+ blue screen color
+
+ .. attribute:: limits
+
+ blue screen color limits
+
+ .. attribute:: previous
+
+ previous pixel filter
.. class:: FilterColor()
-
- Filter for color calculations
-
- .. attribute:: matrix
- matrix [4][5] for color calculation
-
- .. attribute:: previous
- previous pixel filter
+
+ Filter for color calculations
+
+ .. attribute:: matrix
+
+ matrix [4][5] for color calculation
+
+ .. attribute:: previous
+
+ previous pixel filter
.. class:: FilterGray()
-
- Filter for gray scale effect
-
- .. attribute:: previous
- previous pixel filter
+
+ Filter for gray scale effect
+
+ .. attribute:: previous
+
+ previous pixel filter
.. class:: FilterLevel()
-
- Filter for levels calculations
-
- .. attribute:: levels
- levels matrix [4] (min, max)
-
- .. attribute:: previous
- previous pixel filter
+
+ Filter for levels calculations
+
+ .. attribute:: levels
+
+ levels matrix [4] (min, max)
+
+ .. attribute:: previous
+
+ previous pixel filter
.. class:: FilterNormal()
-
- Filter for Blue Screen objects
-
- .. attribute:: colorIdx
- index of color used to calculate normal (0 - red, 1 - green, 2 - blue)
-
- .. attribute:: depth
- depth of relief
-
- .. attribute:: previous
- previous pixel filter
+
+ Filter for Blue Screen objects
+
+ .. attribute:: colorIdx
+
+ index of color used to calculate normal (0 - red, 1 - green, 2 - blue)
+
+ .. attribute:: depth
+
+ depth of relief
+
+ .. attribute:: previous
+
+ previous pixel filter
.. class:: FilterRGB24()
-
- Returns a new input filter object to be used with :class:'ImageBuff' object when the image passed
- to the ImageBuff.load() function has the 3-bytes pixel format BGR.
+
+ Returns a new input filter object to be used with :class:`ImageBuff` object when the image passed
+ to the ImageBuff.load() function has the 3-bytes pixel format BGR.
.. class:: FilterRGBA32()
-
- Source filter RGBA32 objects
+
+ Source filter RGBA32 objects
.. function:: getLastError()
- Last error that occurred in a bge.texture function.
-
- :return: the description of the last error occurred in a bge.texture function.
- :rtype: string
-
+
+ Last error that occurred in a bge.texture function.
+
+ :return: the description of the last error occurred in a bge.texture function.
+ :rtype: string
+
.. function:: imageToArray(image,mode)
- Returns a :class:`~bgl.buffer` corresponding to the current image stored in a texture source object.
-
- :arg image: Image source object.
- :type image: object of type :class:'VideoFFmpeg', :class:'ImageFFmpeg', :class:'ImageBuff', :class:'ImageMix', :class:'ImageRender', :class:'ImageMirror' or :class:'ImageViewport'
- :arg mode: optional argument representing the pixel format.
-| You can use the characters R, G, B for the 3 color channels, A for the alpha channel,
-| 0 to force a fixed 0 color channel and 1 to force a fixed 255 color channel.
-| Example: "BGR" will return 3 bytes per pixel with the Blue, Green and Red channels in that order.
-| "RGB1" will return 4 bytes per pixel with the Red, Green, Blue channels in that order and the alpha channel forced to 255.
-| The default mode is "RGBA".
-
- :type mode: string
- :rtype: :class:`~bgl.buffer`
- :return: A object representing the image as one dimensional array of bytes of size (pixel_size*width*height),
- line by line starting from the bottom of the image. The pixel size and format is determined by the mode
- parameter.
-
+
+ Returns a :class:`~bgl.buffer` corresponding to the current image stored in a texture source object.
+
+ :arg image: Image source object.
+ :type image: object of type :class:`VideoFFmpeg`, :class:`ImageFFmpeg`, :class:`ImageBuff`, :class:`ImageMix`, :class:`ImageRender`, :class:`ImageMirror` or :class:`ImageViewport`
+ :arg mode: optional argument representing the pixel format.
+ You can use the characters R, G, B for the 3 color channels, A for the alpha channel,
+ 0 to force a fixed 0 color channel and 1 to force a fixed 255 color channel.
+ Example: "BGR" will return 3 bytes per pixel with the Blue, Green and Red channels in that order.
+ "RGB1" will return 4 bytes per pixel with the Red, Green, Blue channels in that order and the alpha channel forced to 255.
+ The default mode is "RGBA".
+
+ :type mode: string
+ :rtype: :class:`~bgl.buffer`
+ :return: A object representing the image as one dimensional array of bytes of size (pixel_size*width*height),
+ line by line starting from the bottom of the image. The pixel size and format is determined by the mode
+ parameter.
+
.. function materialID(object,name)
- Returns a numeric value that can be used in :class:'Texture' to create a dynamic texture.
-
- The value corresponds to an internal material number that uses the texture identified
- by name. name is a string representing a texture name with IM prefix if you want to
- identify the texture directly. This method works for basic tex face and for material,
- provided the material has a texture channel using that particular texture in first
- position of the texture stack. name can also have MA prefix if you want to identify
- the texture by material. In that case the material must have a texture channel in first
- position.
-
- If the object has no material that matches name, it generates a runtime error. Use try/except to catch the exception.
-
- Ex: bge.texture.materialID(obj, 'IMvideo.png')
-
- :arg object: the game object that uses the texture you want to make dynamic
- :type object: game object
- :arg name: name of the texture/material you want to make dynamic.
- :type name: string
- :rtype: integer
+
+ Returns a numeric value that can be used in :class:`Texture` to create a dynamic texture.
+
+ The value corresponds to an internal material number that uses the texture identified
+ by name. name is a string representing a texture name with IM prefix if you want to
+ identify the texture directly. This method works for basic tex face and for material,
+ provided the material has a texture channel using that particular texture in first
+ position of the texture stack. name can also have MA prefix if you want to identify
+ the texture by material. In that case the material must have a texture channel in first
+ position.
+
+ If the object has no material that matches name, it generates a runtime error. Use try/except to catch the exception.
+
+ Ex: bge.texture.materialID(obj, 'IMvideo.png')
+
+ :arg object: the game object that uses the texture you want to make dynamic
+ :type object: game object
+ :arg name: name of the texture/material you want to make dynamic.
+ :type name: string
+ :rtype: integer
.. function setLogFile(filename)
- Sets the name of a text file in which runtime error messages will be written, in addition to the printing
- of the messages on the Python console. Only the runtime errors specific to the VideoTexture module
- are written in that file, ordinary runtime time errors are not written.
- :arg filename: name of error log file
- :type filename: string
- :rtype: integer
+ Sets the name of a text file in which runtime error messages will be written, in addition to the printing
+ of the messages on the Python console. Only the runtime errors specific to the VideoTexture module
+ are written in that file, ordinary runtime time errors are not written.
+
+ :arg filename: name of error log file
+ :type filename: string
+ :rtype: integer
diff --git a/doc/python_api/sphinx_doc_gen.py b/doc/python_api/sphinx_doc_gen.py
index 94578c6a545..6b514cf9eb1 100644
--- a/doc/python_api/sphinx_doc_gen.py
+++ b/doc/python_api/sphinx_doc_gen.py
@@ -77,9 +77,9 @@ else:
"bpy.types", # supports filtering
"bpy.ops", # supports filtering
"bpy_extras",
- "bge",
+ # "bge",
"aud",
- #"bgl",
+ "bgl",
"blf",
"mathutils",
"mathutils.geometry",
@@ -989,6 +989,7 @@ def rna2sphinx(BASEPATH):
fw("\n")
fw("* `Quickstart Intro <http://wiki.blender.org/index.php/Dev:2.5/Py/API/Intro>`_ if you are new to scripting in blender and want to get you're feet wet!\n")
fw("* `Blender/Python Overview <http://wiki.blender.org/index.php/Dev:2.5/Py/API/Overview>`_ for a more complete explanation of python integration in blender\n")
+ fw("\n")
fw("===================\n")
fw("Application Modules\n")
@@ -1048,7 +1049,9 @@ def rna2sphinx(BASEPATH):
fw(" bge.types.rst\n\n")
fw(" bge.logic.rst\n\n")
fw(" bge.render.rst\n\n")
+ fw(" bge.texture.rst\n\n")
fw(" bge.events.rst\n\n")
+ fw(" bge.constraints.rst\n\n")
# rna generated change log
fw("========\n")
@@ -1182,7 +1185,9 @@ def rna2sphinx(BASEPATH):
shutil.copy2(os.path.join(BASEPATH, "..", "rst", "bge.types.rst"), BASEPATH)
shutil.copy2(os.path.join(BASEPATH, "..", "rst", "bge.logic.rst"), BASEPATH)
shutil.copy2(os.path.join(BASEPATH, "..", "rst", "bge.render.rst"), BASEPATH)
+ shutil.copy2(os.path.join(BASEPATH, "..", "rst", "bge.texture.rst"), BASEPATH)
shutil.copy2(os.path.join(BASEPATH, "..", "rst", "bge.events.rst"), BASEPATH)
+ shutil.copy2(os.path.join(BASEPATH, "..", "rst", "bge.constraints.rst"), BASEPATH)
shutil.copy2(os.path.join(BASEPATH, "..", "rst", "change_log.rst"), BASEPATH)