diff options
author | Xiao Xiangquan <xiaoxiangquan@gmail.com> | 2011-08-10 18:32:03 +0400 |
---|---|---|
committer | Xiao Xiangquan <xiaoxiangquan@gmail.com> | 2011-08-10 18:32:03 +0400 |
commit | 465c3b82fa8320c0366eaa72b2319c8b42f9c8f1 (patch) | |
tree | 9d458a8e0fdd9f12f3cb03eeeab246ca2523a707 /doc | |
parent | 16deef9e79721d3525244eaef11190b5ff0fd58b (diff) | |
parent | 22694c993a7e32767db4719e9fa37e93445b66a8 (diff) |
merge with trunk r39216
Diffstat (limited to 'doc')
-rw-r--r-- | doc/doxygen/Doxyfile | 2 | ||||
-rw-r--r-- | doc/python_api/blender-org/static/default.css_t | 2 | ||||
-rw-r--r--[-rwxr-xr-x] | doc/python_api/examples/bge.constraints.py | 12 | ||||
-rw-r--r--[-rwxr-xr-x] | doc/python_api/examples/bge.texture.1.py | 16 | ||||
-rw-r--r--[-rwxr-xr-x] | doc/python_api/examples/bge.texture.py | 10 | ||||
-rw-r--r--[-rwxr-xr-x] | doc/python_api/examples/blf.py | 15 | ||||
-rw-r--r--[-rwxr-xr-x] | doc/python_api/rst/bge.constraints.rst | 240 | ||||
-rw-r--r-- | doc/python_api/rst/bge.events.rst | 4 | ||||
-rw-r--r-- | doc/python_api/rst/bge.logic.rst | 11 | ||||
-rw-r--r-- | doc/python_api/rst/bge.render.rst | 14 | ||||
-rw-r--r--[-rwxr-xr-x] | doc/python_api/rst/bge.texture.rst | 12 | ||||
-rw-r--r-- | doc/python_api/rst/bge.types.rst | 4 | ||||
-rw-r--r--[-rwxr-xr-x] | doc/python_api/rst/bgl.rst | 16 | ||||
-rw-r--r-- | doc/python_api/sphinx_doc_gen.py | 19 |
14 files changed, 283 insertions, 94 deletions
diff --git a/doc/doxygen/Doxyfile b/doc/doxygen/Doxyfile index 79b3f1a4160..b4d3b14b9dd 100644 --- a/doc/doxygen/Doxyfile +++ b/doc/doxygen/Doxyfile @@ -31,7 +31,7 @@ PROJECT_NAME = Blender # This could be handy for archiving the generated documentation or # if some version control system is used. -PROJECT_NUMBER = "V2.58" +PROJECT_NUMBER = "V2.59" # Using the PROJECT_BRIEF tag one can provide an optional one line description # for a project that appears at the top of each page and should give viewer diff --git a/doc/python_api/blender-org/static/default.css_t b/doc/python_api/blender-org/static/default.css_t index 6f3f25d8a6a..e6fe922e3af 100644 --- a/doc/python_api/blender-org/static/default.css_t +++ b/doc/python_api/blender-org/static/default.css_t @@ -219,7 +219,7 @@ div.sphinxsidebarwrapper.fixed { } {%- if theme_stickysidebar|tobool %} -/* this is nice, but it it leads to hidden headings when jumping +/* this is nice, but it leads to hidden headings when jumping to an anchor */ /* div.related { diff --git a/doc/python_api/examples/bge.constraints.py b/doc/python_api/examples/bge.constraints.py index 4cd967310cc..de2f7e0a39d 100755..100644 --- a/doc/python_api/examples/bge.constraints.py +++ b/doc/python_api/examples/bge.constraints.py @@ -8,11 +8,11 @@ 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 @@ -31,7 +31,7 @@ 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 ) +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 74b37e72994..faa0ae736e8 100755..100644 --- a/doc/python_api/examples/bge.texture.1.py +++ b/doc/python_api/examples/bge.texture.1.py @@ -6,29 +6,31 @@ createTexture() and removeTexture() are to be called from a module Python Controller. """ from bge import logic -from bge import texture +from bge import texture + def createTexture(cont): """Create a new Dynamic Texture""" object = cont.owner - + # get the reference pointer (ID) of the internal texture ID = texture.materialID(obj, 'IMoriginal.png') - - # create a texture object + + # create a texture object object_texture = texture.Texture(object, ID) - + # create a new source with an external image url = logic.expandPath("//newtexture.jpg") new_source = texture.ImageFFmpeg(url) - + # the texture has to be stored in a permanent Python object logic.texture = object_texture - + # update/replace the texture logic.texture.source = new_source logic.texture.refresh(False) + def removeTexture(cont): """Delete the Dynamic Texture, reversing back the final to its original state.""" try: diff --git a/doc/python_api/examples/bge.texture.py b/doc/python_api/examples/bge.texture.py index 0ec9aa16bca..70e4d6d9377 100755..100644 --- a/doc/python_api/examples/bge.texture.py +++ b/doc/python_api/examples/bge.texture.py @@ -9,14 +9,14 @@ from bge import logic cont = logic.getCurrentController() obj = cont.owner - -# the creation of the texture must be done once: save the + +# the creation of the texture must be done once: save the # texture object in an attribute of bge.logic module makes it persistent if not hasattr(logic, 'video'): - + # identify a static texture by name matID = texture.materialID(obj, 'IMvideo.png') - + # create a dynamic texture that will replace the static texture logic.video = texture.Texture(obj, matID) @@ -24,7 +24,7 @@ if not hasattr(logic, 'video'): movie = logic.expandPath('//trailer_400p.ogg') logic.video.source = texture.VideoFFmpeg(movie) logic.video.source.scale = True - + # quick off the movie, but it wont play in the background logic.video.source.play() diff --git a/doc/python_api/examples/blf.py b/doc/python_api/examples/blf.py index 3ab7f789ce8..f6e87cf488d 100755..100644 --- a/doc/python_api/examples/blf.py +++ b/doc/python_api/examples/blf.py @@ -1,6 +1,7 @@ """ Hello World Text Example ++++++++++++++++++++++++ + 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. """ @@ -11,31 +12,33 @@ from bge import logic import bgl import blf + def init(): """init function - runs once""" # create a new font object, use external ttf file font_path = logic.expandPath('//Zeyada.ttf') - # store the font indice - to use later + # store the font indice - to use later logic.font_id = blf.load(font_path) - # set the font drawing routine to run every frame + # set the font drawing routine to run every frame scene = logic.getCurrentScene() - scene.post_draw=[write] + scene.post_draw = [write] + def write(): """write on screen""" width = render.getWindowWidth() height = render.getWindowHeight() - + # OpenGL setup bgl.glMatrixMode(bgl.GL_PROJECTION) bgl.glLoadIdentity() bgl.gluOrtho2D(0, width, 0, height) bgl.glMatrixMode(bgl.GL_MODELVIEW) bgl.glLoadIdentity() - + # BLF drawing routine font_id = logic.font_id - blf.position(font_id, (width*0.2), (height*0.3), 0) + blf.position(font_id, (width * 0.2), (height * 0.3), 0) blf.size(font_id, 50, 72) blf.draw(font_id, "Hello World") diff --git a/doc/python_api/rst/bge.constraints.rst b/doc/python_api/rst/bge.constraints.rst index 882bbc39b9f..da0a358dfed 100755..100644 --- a/doc/python_api/rst/bge.constraints.rst +++ b/doc/python_api/rst/bge.constraints.rst @@ -1,28 +1,51 @@ -Game Engine bge.constraints Module -================================== +Physics Constraints (bge.constraints) +===================================== -.. note:: - This documentation is still very weak, and needs some help! +.. module:: bge.constraints -.. function:: createConstraint([obj1, [obj2, [restLength, [restitution, [damping]]]]]) +.. literalinclude:: ../examples/bge.constraints.py + +.. function:: createConstraint(physicsid, physicsid2, constrainttype, [pivotX, pivotY, pivotZ, [axisX, axisY, axisZ, [flag]]]]) 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 physicsid: the physics id of the first object in constraint + :type physicsid: int - :arg obj2: second object on Constraint - :type obj2: :class:'bge.types.KX_GameObject' #too + :arg physicsid2: the physics id of the second object in constraint + :type physicsid2: int - :arg restLength: #to be filled - :type restLength: float + :arg constrainttype: the type of the constraint. The constraint types are: - :arg restitution: #to be filled - :type restitution: float + - :class:`POINTTOPOINT_CONSTRAINT` + - :class:`LINEHINGE_CONSTRAINT` + - :class:`ANGULAR_CONSTRAINT` + - :class:`CONETWIST_CONSTRAINT` + - :class:`VEHICLE_CONSTRAINT` - :arg damping: #to be filled - :type damping: float + :type constrainttype: int + + :arg pivotX: pivot X position + :type pivotX: float + + :arg pivotY: pivot Y position + :type pivotY: float + + :arg pivotZ: pivot Z position + :type pivotZ: float + + :arg axisX: X axis + :type axisX: float + + :arg axisY: Y axis + :type axisY: float + + :arg axisZ: Z axis + :type axisZ: float + + :arg flag: .. to do + :type flag: int .. attribute:: error @@ -49,7 +72,7 @@ Game Engine bge.constraints Module :type constraintId: int :return: a vehicle constraint object. - :rtype: :class:'KX_VehicleWrapper' + :rtype: :class:`bge.types.KX_VehicleWrapper` .. function:: removeConstraint(constraintId) @@ -60,10 +83,10 @@ Game Engine bge.constraints Module .. function:: setCcdMode(ccdMode) - ..note:: + .. note:: Very experimental, not recommended - Sets the CCD mode in the Physics Environment. + Sets the CCD (Continous Colision Detection) mode in the Physics Environment. :arg ccdMode: The new CCD mode. :type ccdMode: int @@ -73,21 +96,21 @@ Game Engine bge.constraints Module .. note:: Reasonable default is 0.02 (if units are meters) - Sets the contact breaking treshold in the Physics Environment. + Sets tresholds to do with contact point management. :arg breakingTreshold: The new contact breaking treshold. :type breakingTreshold: float .. function:: setDeactivationAngularTreshold(angularTreshold) - Sets the deactivation angular treshold. + Sets the angular velocity treshold. :arg angularTreshold: New deactivation angular treshold. :type angularTreshold: float .. function:: setDeactivationLinearTreshold(linearTreshold) - Sets the deactivation linear treshold. + Sets the linear velocity treshold. :arg linearTreshold: New deactivation linear treshold. :type linearTreshold: float @@ -104,21 +127,20 @@ Game Engine bge.constraints Module 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) = ? + - :class:`DBG_NODEBUG` + - :class:`DBG_DRAWWIREFRAME` + - :class:`DBG_DRAWAABB` + - :class:`DBG_DRAWFREATURESTEXT` + - :class:`DBG_DRAWCONTACTPOINTS` + - :class:`DBG_NOHELPTEXT` + - :class:`DBG_DRAWTEXT` + - :class:`DBG_PROFILETIMINGS` + - :class:`DBG_ENABLESATCOMPARISION` + - :class:`DBG_DISABLEBULLETLCP` + - :class:`DBG_ENABLECCD` + - :class:`DBG_DRAWCONSTRAINTS` + - :class:`DBG_DRAWCONSTRAINTLIMITS` + - :class:`DBG_FASTWIREFRAME` :arg mode: The new debug mode. :type mode: int @@ -138,7 +160,10 @@ Game Engine bge.constraints Module .. function:: setLinearAirDamping(damping) - Not implemented. + .. note:: + Not implemented. + + Sets the linear air damping for rigidbodies. .. function:: setNumIterations(numiter) @@ -156,10 +181,10 @@ Game Engine bge.constraints Module .. function:: setSolverDamping(damping) - ..note:: + .. note:: Very experimental, not recommended - Sets the solver damping. + Sets the damper constant of a penalty based solver. :arg damping: New damping for the solver. :type damping: float @@ -169,7 +194,7 @@ Game Engine bge.constraints Module .. note:: Very experimental, not recommended - Sets the solver tau. + Sets the spring constant of a penalty based solver. :arg tau: New tau for the solver. :type tau: float @@ -189,7 +214,7 @@ Game Engine bge.constraints Module .. note:: Very experimental, not recommended - Sets the sor constant. + Sets the successive overrelaxation constant. :arg sor: New sor value. :type sor: float @@ -197,3 +222,136 @@ Game Engine bge.constraints Module .. function:: setUseEpa(epa) Not implemented. + +.. data:: DBG_NODEBUG + + .. note:: + Debug mode to be used with function :class:`setDebugMode` + + No debug. + +.. data:: DBG_DRAWWIREFRAME + + .. note:: + Debug mode to be used with function :class:`setDebugMode` + + Draw wireframe in debug. + +.. data:: DBG_DRAWAABB + + .. note:: + Debug mode to be used with function :class:`setDebugMode` + + Draw Axis Aligned Bounding Box in debug. + +.. data:: DBG_DRAWFREATURESTEXT + + .. note:: + Debug mode to be used with function :class:`setDebugMode` + + Draw freatures text in debug. + +.. data:: DBG_DRAWCONTACTPOINTS + + .. note:: + Debug mode to be used with function :class:`setDebugMode` + + Draw contact points in debug. + +.. data:: DBG_NOHELPTEXT + + .. note:: + Debug mode to be used with function :class:`setDebugMode` + + Debug without help text. + +.. data:: DBG_DRAWTEXT + + .. note:: + Debug mode to be used with function :class:`setDebugMode` + + Draw text in debug. + +.. data:: DBG_PROFILETIMINGS + + .. note:: + Debug mode to be used with function :class:`setDebugMode` + + Draw profile timings in debug. + +.. data:: DBG_ENABLESATCOMPARISION + + .. note:: + Debug mode to be used with function :class:`setDebugMode` + + Enable sat comparision in debug. + +.. data:: DBG_DISABLEBULLETLCP + + .. note:: + Debug mode to be used with function :class:`setDebugMode` + + Disable Bullet LCP. + +.. data:: DBG_ENABLECCD + + .. note:: + Debug mode to be used with function :class:`setDebugMode` + + Enable Continous Colision Detection in debug. + +.. data:: DBG_DRAWCONSTRAINTS + + .. note:: + Debug mode to be used with function :class:`setDebugMode` + + Draw constraints in debug. + +.. data:: DBG_DRAWCONSTRAINTLIMITS + + .. note:: + Debug mode to be used with function :class:`setDebugMode` + + Draw constraint limits in debug. + +.. data:: DBG_FASTWIREFRAME + + .. note:: + Debug mode to be used with function :class:`setDebugMode` + + Draw a fast wireframe in debug. + +.. data:: POINTTOPOINT_CONSTRAINT + + .. note:: + Constraint type to be used with function :class:`createConstraint` + + .. to do + +.. data:: LINEHINGE_CONSTRAINT + + .. note:: + Constraint type to be used with function :class:`createConstraint` + + .. to do + +.. data:: ANGULAR_CONSTRAINT + + .. note:: + Constraint type to be used with function :class:`createConstraint` + + .. to do + +.. data:: CONETWIST_CONSTRAINT + + .. note:: + Constraint type to be used with function :class:`createConstraint` + + .. to do + +.. data:: VEHICLE_CONSTRAINT + + .. note:: + Constraint type to be used with function :class:`createConstraint` + + .. to do diff --git a/doc/python_api/rst/bge.events.rst b/doc/python_api/rst/bge.events.rst index cc76ecded85..074e928f0d8 100644 --- a/doc/python_api/rst/bge.events.rst +++ b/doc/python_api/rst/bge.events.rst @@ -1,6 +1,6 @@ -Game Engine bge.events Module -============================= +Game Keys (bge.events) +====================== ***** Intro diff --git a/doc/python_api/rst/bge.logic.rst b/doc/python_api/rst/bge.logic.rst index f7163ea928e..798491b4710 100644 --- a/doc/python_api/rst/bge.logic.rst +++ b/doc/python_api/rst/bge.logic.rst @@ -1,6 +1,7 @@ -Game Engine bge.logic Module -============================ +Game Logic (bge.logic) +====================== + ***** Intro ***** @@ -216,6 +217,12 @@ General functions Loads a scene into the game engine. + .. note:: + + This function is not effective immediately, the scene is queued + and added on the next logic cycle where it will be available + from `getSceneList` + :arg name: The name of the scene :type name: string :arg overlay: Overlay or underlay (optional) diff --git a/doc/python_api/rst/bge.render.rst b/doc/python_api/rst/bge.render.rst index 9f17455601b..10514049a8a 100644 --- a/doc/python_api/rst/bge.render.rst +++ b/doc/python_api/rst/bge.render.rst @@ -1,6 +1,6 @@ -Game Engine bge.render Module -============================= +Rasterizer (bge.render) +======================= ***** Intro @@ -16,8 +16,8 @@ Intro import bge.render import bge.logic - # SCALE sets the speed of motion - SCALE=[1, 0.5] + # scale sets the speed of motion + scale = 1.0, 0.5 co = bge.logic.getCurrentController() obj = co.getOwner() @@ -27,8 +27,8 @@ Intro # Transform the mouse coordinates to see how far the mouse has moved. def mousePos(): - x = (bge.render.getWindowWidth()/2 - mouse.getXPosition())*SCALE[0] - y = (bge.render.getWindowHeight()/2 - mouse.getYPosition())*SCALE[1] + x = (bge.render.getWindowWidth() / 2 - mouse.getXPosition()) * scale[0] + y = (bge.render.getWindowHeight() / 2 - mouse.getYPosition()) * scale[1] return (x, y) pos = mousePos() @@ -43,7 +43,7 @@ Intro bge.logic.addActiveActuator(wmotion, True) # Centre the mouse - bge.render.setMousePosition(bge.render.getWindowWidth()/2, bge.render.getWindowHeight()/2) + bge.render.setMousePosition(bge.render.getWindowWidth() / 2, bge.render.getWindowHeight() / 2) ********* Constants diff --git a/doc/python_api/rst/bge.texture.rst b/doc/python_api/rst/bge.texture.rst index 996f79a313a..0b32c7a393b 100755..100644 --- a/doc/python_api/rst/bge.texture.rst +++ b/doc/python_api/rst/bge.texture.rst @@ -1,10 +1,6 @@ -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. +Video Texture (bge.texture) +=========================== ***** Intro @@ -40,6 +36,10 @@ When the texture object is deleted, the new texture is deleted and the old textu .. module:: bge.texture +.. literalinclude:: ../examples/bge.texture.py + +.. literalinclude:: ../examples/bge.texture.1.py + .. class:: VideoFFmpeg(file [, capture=-1, rate=25.0, width=0, height=0]) FFmpeg video source diff --git a/doc/python_api/rst/bge.types.rst b/doc/python_api/rst/bge.types.rst index e42b362c771..36ef9154e17 100644 --- a/doc/python_api/rst/bge.types.rst +++ b/doc/python_api/rst/bge.types.rst @@ -1,6 +1,6 @@ -Game Engine bge.types Module -============================= +Game Types (bge.types) +====================== .. module:: bge.types diff --git a/doc/python_api/rst/bgl.rst b/doc/python_api/rst/bgl.rst index 76b7442f2c5..5f3158bf5dd 100755..100644 --- a/doc/python_api/rst/bgl.rst +++ b/doc/python_api/rst/bgl.rst @@ -1,6 +1,6 @@ -bgl module (OpenGL wrapper) -=========================== +OpenGL Wrapper (bgl) +==================== .. module:: bgl @@ -15,7 +15,7 @@ collections of tutorials. The "red book": "I{OpenGL Programming Guide: The Official Guide to Learning OpenGL}" and the online NeHe tutorials are two of the best resources. -..note:: +.. note:: You can use the :class:`Image` type to load and set textures. See :class:`Image.gl_load` and :class:`Image.gl_load`, for example. @@ -71,8 +71,8 @@ OpenGL}" and the online NeHe tutorials are two of the best resources. .. seealso:: `OpenGL Docs <http://www.opengl.org/documentation/specs/man_pages/hardcopy/GL/html/gl/begin.html>`_ :type mode: Enumerated constant - :arg mode: Specifies the primitive that will be create from vertices between glBegin and - glEnd. + :arg mode: Specifies the primitive that will be create from vertices between + glBegin and glEnd. .. function:: glBindTexture(target, texture): @@ -1386,7 +1386,7 @@ OpenGL}" and the online NeHe tutorials are two of the best resources. bgl.glGetFloatv(bgl.GL_MODELVIEW_MATRIX, view_matrix) f = 1.0 / view_matrix[0] - # Instead of the usual glRasterPos2i(xval, yval) + # Instead of the usual glRasterPos2i(xval, yval) bgl.glRasterPos2f(xval * f, yval * f) @@ -1848,10 +1848,13 @@ class Buffer: .. code-block:: python import bgl + myByteBuffer = bgl.Buffer(bgl.GL_BYTE, [32, 32]) bgl.glGetPolygonStipple(myByteBuffer) + print(myByteBuffer.dimensions) print(myByteBuffer.to_list()) + sliceBuffer = myByteBuffer[0:16] print(sliceBuffer) @@ -1886,4 +1889,3 @@ class Buffer: the Buffer. If a template is not passed in all fields will be initialized to 0. :rtype: Buffer object :return: The newly created buffer as a PyObject. - diff --git a/doc/python_api/sphinx_doc_gen.py b/doc/python_api/sphinx_doc_gen.py index 6b514cf9eb1..f8561c719bc 100644 --- a/doc/python_api/sphinx_doc_gen.py +++ b/doc/python_api/sphinx_doc_gen.py @@ -416,6 +416,7 @@ def pymodule2sphinx(BASEPATH, module_name, module, title): del key, descr classes = [] + submodules = [] for attribute in module_dir: if not attribute.startswith("_"): @@ -437,6 +438,8 @@ def pymodule2sphinx(BASEPATH, module_name, module, title): py_c_func2sphinx("", fw, module_name, None, attribute, value, is_class=False) elif value_type == type: classes.append((attribute, value)) + elif issubclass(value_type, types.ModuleType): + submodules.append((attribute, value)) elif value_type in (bool, int, float, str, tuple): # constant, not much fun we can do here except to list it. # TODO, figure out some way to document these! @@ -444,12 +447,26 @@ def pymodule2sphinx(BASEPATH, module_name, module, title): write_indented_lines(" ", fw, "constant value %s" % repr(value), False) fw("\n") else: - print("\tnot documenting %s.%s" % (module_name, attribute)) + print("\tnot documenting %s.%s of %r type" % (module_name, attribute, value_type.__name__)) continue attribute_set.add(attribute) # TODO, more types... + # TODO, bpy_extras does this already, mathutils not. + """ + if submodules: + fw("\n" + "**********\n" + "Submodules\n" + "**********\n" + "\n" + ) + for attribute, submod in submodules: + fw("* :mod:`%s.%s`\n" % (module_name, attribute)) + fw("\n") + """ + # write collected classes now for (type_name, value) in classes: # May need to be its own function |