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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-05-31 17:06:04 +0400
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-05-31 17:06:04 +0400
commit0dfc3a3b785ca5ed39a48e0d62a0c472167c5506 (patch)
tree05c0ab514628172d637c4b6c0be311d00144106a /source/gameengine/PyDoc
parent4f457fa277754a0c34f07bfa02acad00bfb50731 (diff)
Use epydoc for generating game python reference (like the bpython guys)
Diffstat (limited to 'source/gameengine/PyDoc')
-rw-r--r--source/gameengine/PyDoc/GameKeys.py220
-rw-r--r--source/gameengine/PyDoc/GameLogic.py71
-rw-r--r--source/gameengine/PyDoc/KX_CDActuator.py4
-rw-r--r--source/gameengine/PyDoc/KX_Camera.py220
-rw-r--r--source/gameengine/PyDoc/KX_GameObject.py46
-rw-r--r--source/gameengine/PyDoc/KX_Light.py42
-rw-r--r--source/gameengine/PyDoc/KX_MeshProxy.py6
-rw-r--r--source/gameengine/PyDoc/KX_NetworkMessageSensor.py2
-rw-r--r--source/gameengine/PyDoc/KX_VertexProxy.py48
-rw-r--r--source/gameengine/PyDoc/Makefile12
-rw-r--r--source/gameengine/PyDoc/SCA_ANDController.py2
-rw-r--r--source/gameengine/PyDoc/SCA_ILogicBrick.py6
-rw-r--r--source/gameengine/PyDoc/SCA_ISensor.py6
-rw-r--r--source/gameengine/PyDoc/SCA_PropertySensor.py14
14 files changed, 370 insertions, 329 deletions
diff --git a/source/gameengine/PyDoc/GameKeys.py b/source/gameengine/PyDoc/GameKeys.py
index 58fc53b0961..8dbc040368b 100644
--- a/source/gameengine/PyDoc/GameKeys.py
+++ b/source/gameengine/PyDoc/GameKeys.py
@@ -1,120 +1,128 @@
# $Id$
"""
Documentation for the GameKeys module.
+======================================
This module holds key constants for the SCA_KeyboardSensor.
-Alphabet keys:
- AKEY
- BKEY
- CKEY
- DKEY
- EKEY
- FKEY
- GKEY
- HKEY
- IKEY
- JKEY
- KKEY
- LKEY
- MKEY
- NKEY
- OKEY
- PKEY
- QKEY
- RKEY
- SKEY
- TKEY
- UKEY
- VKEY
- WKEY
- XKEY
- YKEY
- ZKEY
+Alphabet keys
+-------------
+ - AKEY
+ - BKEY
+ - CKEY
+ - DKEY
+ - EKEY
+ - FKEY
+ - GKEY
+ - HKEY
+ - IKEY
+ - JKEY
+ - KKEY
+ - LKEY
+ - MKEY
+ - NKEY
+ - OKEY
+ - PKEY
+ - QKEY
+ - RKEY
+ - SKEY
+ - TKEY
+ - UKEY
+ - VKEY
+ - WKEY
+ - XKEY
+ - YKEY
+ - ZKEY
-Number keys:
- ZEROKEY
- ONEKEY
- TWOKEY
- THREEKEY
- FOURKEY
- FIVEKEY
- SIXKEY
- SEVENKEY
- EIGHTKEY
- NINEKEY
+Number keys
+-----------
+ - ZEROKEY
+ - ONEKEY
+ - TWOKEY
+ - THREEKEY
+ - FOURKEY
+ - FIVEKEY
+ - SIXKEY
+ - SEVENKEY
+ - EIGHTKEY
+ - NINEKEY
-Shift Modifiers:
- CAPSLOCKKEY
+Shift Modifiers
+---------------
+ - CAPSLOCKKEY
- LEFTCTRLKEY
- LEFTALTKEY
- RIGHTALTKEY
- RIGHTCTRLKEY
- RIGHTSHIFTKEY
- LEFTSHIFTKEY
+ - LEFTCTRLKEY
+ - LEFTALTKEY
+ - RIGHTALTKEY
+ - RIGHTCTRLKEY
+ - RIGHTSHIFTKEY
+ - LEFTSHIFTKEY
-Arrow Keys:
- LEFTARROWKEY
- DOWNARROWKEY
- RIGHTARROWKEY
- UPARROWKEY
+Arrow Keys
+----------
+ - LEFTARROWKEY
+ - DOWNARROWKEY
+ - RIGHTARROWKEY
+ - UPARROWKEY
-Numberpad Keys:
- PAD0
- PAD1
- PAD2
- PAD3
- PAD4
- PAD5
- PAD6
- PAD7
- PAD8
- PAD9
- PADPERIOD
- PADSLASHKEY
- PADASTERKEY
- PADMINUS
- PADENTER
- PADPLUSKEY
+Numberpad Keys
+--------------
+ - PAD0
+ - PAD1
+ - PAD2
+ - PAD3
+ - PAD4
+ - PAD5
+ - PAD6
+ - PAD7
+ - PAD8
+ - PAD9
+ - PADPERIOD
+ - PADSLASHKEY
+ - PADASTERKEY
+ - PADMINUS
+ - PADENTER
+ - PADPLUSKEY
-Function Keys:
- F1KEY
- F2KEY
- F3KEY
- F4KEY
- F5KEY
- F6KEY
- F7KEY
- F8KEY
- F9KEY
- F10KEY
- F11KEY
- F12KEY
+Function Keys
+-------------
+ - F1KEY
+ - F2KEY
+ - F3KEY
+ - F4KEY
+ - F5KEY
+ - F6KEY
+ - F7KEY
+ - F8KEY
+ - F9KEY
+ - F10KEY
+ - F11KEY
+ - F12KEY
-Other Keys:
- ESCKEY
- TABKEY
- RETKEY
- SPACEKEY
- LINEFEEDKEY
- BACKSPACEKEY
- DELKEY
- SEMICOLONKEY
- PERIODKEY
- COMMAKEY
- QUOTEKEY
- ACCENTGRAVEKEY
- MINUSKEY
- SLASHKEY
- BACKSLASHKEY
- EQUALKEY
- LEFTBRACKETKEY
- RIGHTBRACKETKEY
- PAUSEKEY
- INSERTKEY
- HOMEKEY
- PAGEUPKEY
- PAGEDOWNKEY
- ENDKEY
+Other Keys
+----------
+ - ESCKEY
+ - TABKEY
+ - RETKEY
+ - SPACEKEY
+ - LINEFEEDKEY
+ - BACKSPACEKEY
+ - DELKEY
+ - SEMICOLONKEY
+ - PERIODKEY
+ - COMMAKEY
+ - QUOTEKEY
+ - ACCENTGRAVEKEY
+ - MINUSKEY
+ - SLASHKEY
+ - BACKSLASHKEY
+ - EQUALKEY
+ - LEFTBRACKETKEY
+ - RIGHTBRACKETKEY
+ - PAUSEKEY
+ - INSERTKEY
+ - HOMEKEY
+ - PAGEUPKEY
+ - PAGEDOWNKEY
+ - ENDKEY
"""
diff --git a/source/gameengine/PyDoc/GameLogic.py b/source/gameengine/PyDoc/GameLogic.py
index 05dfd0cd481..20621fae659 100644
--- a/source/gameengine/PyDoc/GameLogic.py
+++ b/source/gameengine/PyDoc/GameLogic.py
@@ -2,46 +2,51 @@
"""
Documentation for the GameLogic Module.
-Constants:
- KX_TRUE: True value used by some modules
- KX_FALSE: False value used by some modules.
+Constants
+=========
+ - KX_TRUE: True value used by some modules
+ - KX_FALSE: False value used by some modules.
-Property Sensor:
+Property Sensor
+---------------
Tests that the property sensor is able to perform.
- KX_PROPSENSOR_EQUAL: Activate when the property is equal to the sensor value.
- KX_PROPSENSOR_NOTEQUAL Activate when the property is not equal to the sensor value.
- KX_PROPSENSOR_INTERVAL Activate when the property is between the specified limits.
- KX_PROPSENSOR_CHANGED Activate when the property changes
- KX_PROPSENSOR_EXPRESSION Activate when the expression matches
+ - KX_PROPSENSOR_EQUAL: Activate when the property is equal to the sensor value.
+ - KX_PROPSENSOR_NOTEQUAL Activate when the property is not equal to the sensor value.
+ - KX_PROPSENSOR_INTERVAL Activate when the property is between the specified limits.
+ - KX_PROPSENSOR_CHANGED Activate when the property changes
+ - KX_PROPSENSOR_EXPRESSION Activate when the expression matches
-Constraint Actuator:
+Constraint Actuator
+-------------------
The axis and type (location/rotation) of constraint
- KX_CONSTRAINTACT_LOCX
- KX_CONSTRAINTACT_LOCY
- KX_CONSTRAINTACT_LOCZ
- KX_CONSTRAINTACT_ROTX
- KX_CONSTRAINTACT_ROTY
- KX_CONSTRAINTACT_ROTZ
+ - KX_CONSTRAINTACT_LOCX
+ - KX_CONSTRAINTACT_LOCY
+ - KX_CONSTRAINTACT_LOCZ
+ - KX_CONSTRAINTACT_ROTX
+ - KX_CONSTRAINTACT_ROTY
+ - KX_CONSTRAINTACT_ROTZ
-IPO Actuator:
+IPO Actuator
+------------
IPO Types
- KX_IPOACT_PLAY
- KX_IPOACT_PINGPONG
- KX_IPOACT_FLIPPER
- KX_IPOACT_LOOPSTOP
- KX_IPOACT_LOOPEND
+ - KX_IPOACT_PLAY
+ - KX_IPOACT_PINGPONG
+ - KX_IPOACT_FLIPPER
+ - KX_IPOACT_LOOPSTOP
+ - KX_IPOACT_LOOPEND
-Random distributions:
- KX_RANDOMACT_BOOL_CONST
- KX_RANDOMACT_BOOL_UNIFORM
- KX_RANDOMACT_BOOL_BERNOUILLI
- KX_RANDOMACT_INT_CONST
- KX_RANDOMACT_INT_UNIFORM
- KX_RANDOMACT_INT_POISSON
- KX_RANDOMACT_FLOAT_CONST
- KX_RANDOMACT_FLOAT_UNIFORM
- KX_RANDOMACT_FLOAT_NORMAL
- KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL
+Random Distributions
+--------------------
+ - KX_RANDOMACT_BOOL_CONST
+ - KX_RANDOMACT_BOOL_UNIFORM
+ - KX_RANDOMACT_BOOL_BERNOUILLI
+ - KX_RANDOMACT_INT_CONST
+ - KX_RANDOMACT_INT_UNIFORM
+ - KX_RANDOMACT_INT_POISSON
+ - KX_RANDOMACT_FLOAT_CONST
+ - KX_RANDOMACT_FLOAT_UNIFORM
+ - KX_RANDOMACT_FLOAT_NORMAL
+ - KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL
"""
diff --git a/source/gameengine/PyDoc/KX_CDActuator.py b/source/gameengine/PyDoc/KX_CDActuator.py
index 12e74f166b5..a2fba4a4bb4 100644
--- a/source/gameengine/PyDoc/KX_CDActuator.py
+++ b/source/gameengine/PyDoc/KX_CDActuator.py
@@ -26,7 +26,7 @@ class KX_CDActuator(SCA_ILogicBrick):
"""
Gets the current gain (volume) of the CD.
- @rtype float
- @return Between 0.0 (silent) and 1.0 (max volume)
+ @rtype: float
+ @return: Between 0.0 (silent) and 1.0 (max volume)
"""
diff --git a/source/gameengine/PyDoc/KX_Camera.py b/source/gameengine/PyDoc/KX_Camera.py
index 729380ddfb0..b0671fb1a74 100644
--- a/source/gameengine/PyDoc/KX_Camera.py
+++ b/source/gameengine/PyDoc/KX_Camera.py
@@ -6,100 +6,105 @@ class KX_Camera(KX_GameObject):
"""
A Camera object.
- @cvar INSIDE: see sphereInsideFrustum and boxInsideFrustum
- @cvar INTERSECT: see sphereInsideFrustum and boxInsideFrustum
- @cvar OUTSIDE: see sphereInsideFrustum and boxInsideFrustum
- Attributes:
- @cvar lens: The camera's lens value. float
- @cvar near: The camera's near clip distance. float
- @cvar far: The camera's far clip distance. float
- @cvar frustum_culling: True if this camera is frustum culling. boolean
- @cvar projection_matrix: This camera's 4x4 projection matrix. [[float]]
- @cvar modelview_matrix: This camera's 4x4 model view matrix. [[float]] (read only)
- Regenerated every frame from the camera's position and orientation.
- @cvar camera_to_world: This camera's camera to world transform. [[float]] (read only)
- Regenerated every frame from the camera's position and orientation.
- @cvar world_to_camera: This camera's world to camera transform. [[float]] (read only)
- Regenerated every frame from the camera's position and orientation.
- This is camera_to_world inverted.
+ @group Constants: INSIDE, INTERSECT, OUTSIDE
+ @ivar INSIDE: see sphereInsideFrustum() and boxInsideFrustum()
+ @ivar INTERSECT: see sphereInsideFrustum() and boxInsideFrustum()
+ @ivar OUTSIDE: see sphereInsideFrustum() and boxInsideFrustum()
+
+ @ivar lens: The camera's lens value.
+ @type lens: float
+ @ivar near: The camera's near clip distance.
+ @type near: float
+ @ivar far: The camera's far clip distance.
+ @type far: float
+ @ivar frustum_culling: True if this camera is frustum culling.
+ @type frustum_culling: boolean
+ @ivar projection_matrix: This camera's 4x4 projection matrix.
+ @type projection_matrix: 4x4 Matrix [[float]]
+ @ivar modelview_matrix: This camera's 4x4 model view matrix. (read only)
+ Regenerated every frame from the camera's position and orientation.
+ @type modelview_matrix: 4x4 Matrix [[float]]
+ @ivar camera_to_world: This camera's camera to world transform. (read only)
+ Regenerated every frame from the camera's position and orientation.
+ @type camera_to_world: 4x4 Matrix [[float]]
+ @ivar world_to_camera: This camera's world to camera transform. [[float]] (read only)
+ Regenerated every frame from the camera's position and orientation.
+ This is camera_to_world inverted.
+ @type world_to_camera: 4x4 Matrix [[float]]
"""
def sphereInsideFrustum(centre, radius):
"""
Tests the given sphere against the view frustum.
- @return: INSIDE, OUTSIDE or INTERSECT
- @type centre: list
@param centre: The centre of the sphere (in world coordinates.)
- @type radius: float
+ @type centre: list [x, y, z]
@param radius: the radius of the sphere
+ @type radius: float
+ @return: INSIDE, OUTSIDE or INTERSECT
- Example:
- import GameLogic
- co = GameLogic.getCurrentController()
- cam = co.GetOwner()
-
- # A sphere of radius 4.0 located at [x, y, z] = [1.0, 1.0, 1.0]
- if (cam.sphereInsideFrustum([1.0, 1.0, 1.0], 4) != cam.OUTSIDE):
- # Sphere is inside frustum !
- # Do something useful !
- else:
- # Sphere is outside frustum
+ Example::
+ import GameLogic
+ co = GameLogic.getCurrentController()
+ cam = co.GetOwner()
+
+ # A sphere of radius 4.0 located at [x, y, z] = [1.0, 1.0, 1.0]
+ if (cam.sphereInsideFrustum([1.0, 1.0, 1.0], 4) != cam.OUTSIDE):
+ # Sphere is inside frustum !
+ # Do something useful !
+ else:
+ # Sphere is outside frustum
"""
def boxInsideFrustum(box):
"""
Tests the given box against the view frustum.
+ Example::
+ import GameLogic
+ co = GameLogic.getCurrentController()
+ cam = co.GetOwner()
+
+ # Box to test...
+ box = []
+ box.append([-1.0, -1.0, -1.0])
+ box.append([-1.0, -1.0, 1.0])
+ box.append([-1.0, 1.0, -1.0])
+ box.append([-1.0, 1.0, 1.0])
+ box.append([ 1.0, -1.0, -1.0])
+ box.append([ 1.0, -1.0, 1.0])
+ box.append([ 1.0, 1.0, -1.0])
+ box.append([ 1.0, 1.0, 1.0])
+
+ if (cam.boxInsideFrustum(box) != cam.OUTSIDE):
+ # Box is inside/intersects frustum !
+ # Do something useful !
+ else:
+ # Box is outside the frustum !
+
@return: INSIDE, OUTSIDE or INTERSECT
@type box: list
@param box: Eight (8) corner points of the box (in world coordinates.)
-
- Example:
- @verbatim{
- import GameLogic
- co = GameLogic.getCurrentController()
- cam = co.GetOwner()
-
- # Box to test...
- box = []
- box.append([-1.0, -1.0, -1.0])
- box.append([-1.0, -1.0, 1.0])
- box.append([-1.0, 1.0, -1.0])
- box.append([-1.0, 1.0, 1.0])
- box.append([ 1.0, -1.0, -1.0])
- box.append([ 1.0, -1.0, 1.0])
- box.append([ 1.0, 1.0, -1.0])
- box.append([ 1.0, 1.0, 1.0])
-
- if (cam.boxInsideFrustum(box) != cam.OUTSIDE):
- # Box is inside/intersects frustum !
- # Do something useful !
- else:
- # Box is outside the frustum !
- }
"""
def pointInsideFrustum(point):
"""
Tests the given point against the view frustum.
+ Example::
+ import GameLogic
+ co = GameLogic.getCurrentController()
+ cam = co.GetOwner()
+
+ # Test point [0.0, 0.0, 0.0]"
+ if (cam.pointInsideFrustum([0.0, 0.0, 0.0])):
+ # Point is inside frustum !
+ # Do something useful !
+ else:
+ # Box is outside the frustum !
+
@rtype: boolean
@return: True if the given point is inside this camera's viewing frustum.
@type point: [x, y, z]
@param point: The point to test (in world coordinates.)
-
- Example:
- @verbatim{
- import GameLogic
- co = GameLogic.getCurrentController()
- cam = co.GetOwner()
-
- # Test point [0.0, 0.0, 0.0]"
- if (cam.pointInsideFrustum([0.0, 0.0, 0.0])):
- # Point is inside frustum !
- # Do something useful !
- else:
- # Box is outside the frustum !
- }
"""
def getCameraToWorld():
"""
@@ -131,47 +136,46 @@ class KX_Camera(KX_GameObject):
You should use normalised device coordinates for the clipping planes:
left = -1.0, right = 1.0, top = 1.0, bottom = -1.0, near = cam.near, far = cam.far
+ Example::
+ import GameLogic
+
+ # Generate an identiy matrix.
+ def Identity():
+ return [[1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0]]
+
+ # Generate a perspective projection matrix
+ def Perspective(cam):
+ return [[cam.near, 0.0 , 0.0 , 0.0 ],
+ [0.0 , cam.near, 0.0 , 0.0 ],
+ [0.0 , 0.0 , -(cam.far+cam.near)/(cam.far-cam.near), -2.0*cam.far*cam.near/(cam.far - cam.near)],
+ [0.0 , 0.0 , -1.0 , 0.0 ]]
+
+ # Generate an orthographic projection matrix
+ # You will need to scale the camera
+ def Orthographic(cam):
+ return [[1.0/cam.scaling[0], 0.0 , 0.0 , 0.0 ],
+ [0.0 , 1.0/cam.scaling[1], 0.0 , 0.0 ],
+ [0.0 , 0.0 , -2.0/(cam.far-cam.near), -(cam.far+cam.near)/(cam.far-cam.near)],
+ [0.0 , 0.0 , 0.0 , 1.0 ]]
+
+ # Generate an isometric projection matrix
+ def Isometric():
+ return [[0.866, 0.0 , 0.866, 0.0],
+ [0.25 , 0.866,-0.25 , 0.0],
+ [0.0 , 0.0 ,-1.0 , 0.0],
+ [0.0 , 0.0 , 0.0 , 1.0]]
+ m = Identity()
+ m[0][0] = m[0][2] = m[1][1] = 0.8660254037844386
+ m[1][0] = 0.25
+ m[1][2] = -0.25
+ m[3][3] = 1.0
+ return m
+
+ co = GameLogic.getCurrentController()
+ cam = co.getOwner()
+ cam.setProjectionMatrix(Perspective()))
+
@type matrix: 4x4 matrix.
@param matrix: The new projection matrix for this camera.
-
- Example:
- @verbatim{
- import GameLogic
-
- # Generate an identiy matrix.
- def Identity():
- return [[1.0, 0.0, 0.0, 0.0], [0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0]]
-
- # Generate a perspective projection matrix
- def Perspective(cam):
- return [[cam.near, 0.0 , 0.0 , 0.0 ],
- [0.0 , cam.near, 0.0 , 0.0 ],
- [0.0 , 0.0 , -(cam.far+cam.near)/(cam.far-cam.near), -2.0*cam.far*cam.near/(cam.far - cam.near)],
- [0.0 , 0.0 , -1.0 , 0.0 ]]
-
- # Generate an orthographic projection matrix
- # You will need to scale the camera
- def Orthographic(cam):
- return [[1.0/cam.scaling[0], 0.0 , 0.0 , 0.0 ],
- [0.0 , 1.0/cam.scaling[1], 0.0 , 0.0 ],
- [0.0 , 0.0 , -2.0/(cam.far-cam.near), -(cam.far+cam.near)/(cam.far-cam.near)],
- [0.0 , 0.0 , 0.0 , 1.0 ]]
-
- # Generate an isometric projection matrix
- def Isometric():
- return [[0.866, 0.0 , 0.866, 0.0],
- [0.25 , 0.866,-0.25 , 0.0],
- [0.0 , 0.0 ,-1.0 , 0.0],
- [0.0 , 0.0 , 0.0 , 1.0]]
- m = Identity()
- m[0][0] = m[0][2] = m[1][1] = 0.8660254037844386
- m[1][0] = 0.25
- m[1][2] = -0.25
- m[3][3] = 1.0
- return m
-
- co = GameLogic.getCurrentController()
- cam = co.getOwner()
- cam.setProjectionMatrix(Perspective()))
"""
diff --git a/source/gameengine/PyDoc/KX_GameObject.py b/source/gameengine/PyDoc/KX_GameObject.py
index cdde9d03968..a95e66cee96 100644
--- a/source/gameengine/PyDoc/KX_GameObject.py
+++ b/source/gameengine/PyDoc/KX_GameObject.py
@@ -8,13 +8,17 @@ class KX_GameObject:
Properties assigned to game objects are accessible as attributes
in objects of this class.
- Attributes:
- mass: The object's mass (provided the object has a physics controller). float. read only
- parent: The object's parent object. KX_GameObject. read only
- visible: visibility flag. boolean.
- position: The object's position. list [x, y, z]
- orientation: The object's orientation. 3x3 Matrix. You can also write a Quaternion or Euler vector.
- scaling: The object's scaling factor. list [sx, sy, sz]
+ @ivar mass: The object's mass (provided the object has a physics controller). float. read only
+ @ivar parent: The object's parent object. (Read only)
+ @type parent: KX_GameObject
+ @ivar visible: visibility flag. boolean.
+ @ivar position: The object's position.
+ @type position: list [x, y, z]
+ @ivar orientation: The object's orientation. 3x3 Matrix.
+ You can also write a Quaternion or Euler vector.
+ @type orientation: 3x3 Matrix [[float]]
+ @ivar scaling: The object's scaling factor. list [sx, sy, sz]
+ @type scaling: list [sx, sy, sz]
"""
def setVisible(visible):
@@ -34,8 +38,8 @@ class KX_GameObject:
"""
Gets the game object's position.
- @rtype list [x, y, z]
- @return the object's position in world coordinates.
+ @rtype: list [x, y, z]
+ @return: the object's position in world coordinates.
"""
def setOrientation(orn):
"""
@@ -48,8 +52,8 @@ class KX_GameObject:
"""
Gets the game object's orientation.
- @rtype 3x3 rotation matrix
- @return The game object's rotation matrix
+ @rtype: 3x3 rotation matrix
+ @return: The game object's rotation matrix
"""
def getLinearVelocity():
"""
@@ -60,8 +64,8 @@ class KX_GameObject:
cf getVelocity()
- @rtype list [vx, vy, vz]
- @return the object's linear velocity.
+ @rtype: list [vx, vy, vz]
+ @return: the object's linear velocity.
"""
def getVelocity(point):
"""
@@ -72,15 +76,15 @@ class KX_GameObject:
@type point: list [x, y, z]
@param point: the point to return the velocity for, in local coordinates. (optional: default = [0, 0, 0])
- @rtype list [vx, vy, vz]
- @return the velocity at the specified point.
+ @rtype: list [vx, vy, vz]
+ @return: the velocity at the specified point.
"""
def getMass():
"""
Gets the game object's mass.
- @rtype float
- @return the object's mass.
+ @rtype: float
+ @return: the object's mass.
"""
def getReactionForce():
"""
@@ -89,8 +93,8 @@ class KX_GameObject:
The reaction force is the force applied to this object over the last simulation timestep.
This also includes impulses, eg from collisions.
- @rtype list [fx, fy, fz]
- @return the reaction force of this object.
+ @rtype: list [fx, fy, fz]
+ @return: the reaction force of this object.
"""
def applyImpulse(point, impulse):
"""
@@ -126,7 +130,7 @@ class KX_GameObject:
Gets this object's parent.
@rtype: game object
- @return this object's parent object, or None if this object has no parent.
+ @return: this object's parent object, or None if this object has no parent.
"""
def getMesh(mesh):
"""
@@ -135,7 +139,7 @@ class KX_GameObject:
@type mesh: integer
@param mesh: the mesh object to return (optional: default mesh = 0)
@rtype: mesh object
- @returns the first mesh object associated with this game object, or None if this object has no meshs.
+ @return: the first mesh object associated with this game object, or None if this object has no meshs.
"""
def getPhysicsId():
"""
diff --git a/source/gameengine/PyDoc/KX_Light.py b/source/gameengine/PyDoc/KX_Light.py
index 95f6622faf0..39b10a88f97 100644
--- a/source/gameengine/PyDoc/KX_Light.py
+++ b/source/gameengine/PyDoc/KX_Light.py
@@ -5,27 +5,9 @@ from KX_GameObject import *
class KX_Light(KX_GameObject):
"""
A Light object.
-
- Constants:
- @cvar SPOT: A spot light source. See attribute 'type'
- @cvar SUN: A point light source with no attenuation. See attribute 'type'
- @cvar NORMAL: A point light source. See attribute 'type'
-
- Attributes:
- @cvar type: The type of light - must be SPOT, SUN or NORMAL
- @cvar layer: The layer mask that this light affects object on. (bitfield)
- @cvar energy: The brightness of this light. (float)
- @cvar distance: The maximum distance this light can illuminate. (float) (SPOT and NORMAL lights only)
- @cvar colour: The colour of this light. ([r, g, b]) Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0]
- @cvar color: Synonym for colour.
- @cvar lin_attenuation: The linear component of this lights attenuation. (SPOT and NORMAL lights only)
- @cvar spotsize: The cone angle of the spot light, in degrees. (float) (SPOT lights only)
- 0.0 <= spotsize <= 180.0. Spotsize = 360.0 is also accepted.
- @cvar spotblend: Specifies the intensity distribution of the spot light. (float) (SPOT lights only)
- Higher values result in a more focused light source.
- 0.0 <= spotblend <= 1.0.
-
+
Example:
+
# Turn on a red alert light.
import GameLogic
@@ -34,4 +16,24 @@ class KX_Light(KX_GameObject):
light.energy = 1.0
light.colour = [1.0, 0.0, 0.0]
+
+ @group Constants: NORMAL, SPOT, SUN
+ @ivar SPOT: A spot light source. See attribute 'type'
+ @ivar SUN: A point light source with no attenuation. See attribute 'type'
+ @ivar NORMAL: A point light source. See attribute 'type'
+
+ @ivar type: The type of light - must be SPOT, SUN or NORMAL
+ @ivar layer: The layer mask that this light affects object on. (bitfield)
+ @ivar energy: The brightness of this light. (float)
+ @ivar distance: The maximum distance this light can illuminate. (float) (SPOT and NORMAL lights only)
+ @ivar colour: The colour of this light. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0]
+ @type colour: list [r, g, b]
+ @ivar color: Synonym for colour.
+ @ivar lin_attenuation: The linear component of this lights attenuation. (SPOT and NORMAL lights only)
+ @ivar spotsize: The cone angle of the spot light, in degrees. (float) (SPOT lights only)
+ 0.0 <= spotsize <= 180.0. Spotsize = 360.0 is also accepted.
+ @ivar spotblend: Specifies the intensity distribution of the spot light. (float) (SPOT lights only)
+ Higher values result in a more focused light source.
+ 0.0 <= spotblend <= 1.0.
+
"""
diff --git a/source/gameengine/PyDoc/KX_MeshProxy.py b/source/gameengine/PyDoc/KX_MeshProxy.py
index 30858ace97f..e213c2351a9 100644
--- a/source/gameengine/PyDoc/KX_MeshProxy.py
+++ b/source/gameengine/PyDoc/KX_MeshProxy.py
@@ -12,7 +12,7 @@ class KX_MeshProxy:
"""
Gets the number of materials associated with this object.
- @rtype integer
+ @rtype: integer
"""
def GetMaterialName(matid):
@@ -52,7 +52,7 @@ class KX_MeshProxy:
@param matid: the specified material
@type index: integer
@param index: the index into the vertex array.
- @rtype KX_VertexProxy
- @return a vertex object.
+ @rtype: KX_VertexProxy
+ @return: a vertex object.
"""
diff --git a/source/gameengine/PyDoc/KX_NetworkMessageSensor.py b/source/gameengine/PyDoc/KX_NetworkMessageSensor.py
index 85f87ecbaa7..8f5f3609df7 100644
--- a/source/gameengine/PyDoc/KX_NetworkMessageSensor.py
+++ b/source/gameengine/PyDoc/KX_NetworkMessageSensor.py
@@ -38,6 +38,6 @@ class KX_NetworkMessageSensor(SCA_ISensor):
"""
Gets the list of message subjects received.
- @rtype list
+ @rtype: list
"""
\ No newline at end of file
diff --git a/source/gameengine/PyDoc/KX_VertexProxy.py b/source/gameengine/PyDoc/KX_VertexProxy.py
index 198298a5394..2802829033f 100644
--- a/source/gameengine/PyDoc/KX_VertexProxy.py
+++ b/source/gameengine/PyDoc/KX_VertexProxy.py
@@ -9,24 +9,40 @@ class KX_VertexProxy:
The physics simulation is NOT currently updated - physics will not respond
to changes in the vertex position.
- Attributes:
- @cvar XYZ: The position of the vertex. (list [x, y, z])
- @cvar UV: The texture coordinates of the vertex. (list [u, v])
- @cvar normal: The normal of the vertex (list [nx, ny, nz])
- @cvar colour: The colour of the vertex. (list [r, g, b, a]) Black = [0.0, 0.0, 0.0, 1.0], White = [1.0, 1.0, 1.0, 1.0]
- @cvar color: Synonym for colour.
+ @ivar XYZ: The position of the vertex.
+ @type XYZ: list [x, y, z]
+ @ivar UV: The texture coordinates of the vertex.
+ @type UV: list [u, v]
+ @ivar normal: The normal of the vertex
+ @type normal: list [nx, ny, nz]
+ @ivar colour: The colour of the vertex.
+ Black = [0.0, 0.0, 0.0, 1.0], White = [1.0, 1.0, 1.0, 1.0]
+ @type colour: list [r, g, b, a]
+ @ivar color: Synonym for colour.
- @cvar x: The x coordinate of the vertex. (float)
- @cvar y: The y coordinate of the vertex. (float)
- @cvar z: The z coordinate of the vertex. (float)
+ @group Position: x, y, z
+ @ivar x: The x coordinate of the vertex.
+ @type x: float
+ @ivar y: The y coordinate of the vertex.
+ @type y: float
+ @ivar z: The z coordinate of the vertex.
+ @type z: float
- @cvar u: The u texture coordinate of the vertex. (float)
- @cvar v: The v texture coordinate of the vertex. (float)
+ @group Texture Coordinates: u, v
+ @ivar u: The u texture coordinate of the vertex.
+ @type u: float
+ @ivar v: The v texture coordinate of the vertex.
+ @type v: float
- @cvar r: The red component of the vertex colour. (float) 0.0 <= r <= 1.0
- @cvar g: The green component of the vertex colour. (float) 0.0 <= g <= 1.0
- @cvar b: The blue component of the vertex colour. (float) 0.0 <= b <= 1.0
- @cvar a: The alpha component of the vertex colour. (float) 0.0 <= a <= 1.0
+ @group Colour: r, g, b, a
+ @ivar r: The red component of the vertex colour. 0.0 <= r <= 1.0
+ @type r: float
+ @ivar g: The green component of the vertex colour. 0.0 <= g <= 1.0
+ @type g: float
+ @ivar b: The blue component of the vertex colour. 0.0 <= b <= 1.0
+ @type b: float
+ @ivar a: The alpha component of the vertex colour. 0.0 <= a <= 1.0
+ @type a: float
"""
def getXYZ():
@@ -41,7 +57,7 @@ class KX_VertexProxy:
Sets the position of this vertex.
@type pos: list [x, y, z]
- @param: the new position for this vertex in local coordinates.
+ @param pos: the new position for this vertex in local coordinates.
"""
def getUV():
"""
diff --git a/source/gameengine/PyDoc/Makefile b/source/gameengine/PyDoc/Makefile
index 3ac7b124f33..cddd1418411 100644
--- a/source/gameengine/PyDoc/Makefile
+++ b/source/gameengine/PyDoc/Makefile
@@ -4,8 +4,10 @@ SOURCES=$(shell ls *.py)
TARGETS:=$(SOURCES:.py=.html)
PYDOC=/usr/lib/python2.2/pydoc.py
-all: $(TARGETS)
-
-%.html: %.py
- $(PYDOC) -w $*
-
+all: $(SOURCES)
+ epydoc -o BPY_GE_234 --url "http://www.blender.org" -t GameLogic.py \
+ -n "Blender GameEngine" --no-private --no-frames \
+ $(shell ls *.py )
+
+clean:
+ rm *.html
diff --git a/source/gameengine/PyDoc/SCA_ANDController.py b/source/gameengine/PyDoc/SCA_ANDController.py
index eec66f59e5d..2a7549089d0 100644
--- a/source/gameengine/PyDoc/SCA_ANDController.py
+++ b/source/gameengine/PyDoc/SCA_ANDController.py
@@ -1,6 +1,6 @@
# $Id$
# Documentation for SCA_ANDController
-form SCA_ILogicBrick import *
+from SCA_ILogicBrick import *
class SCA_ANDController(SCA_ILogicBrick):
"""
diff --git a/source/gameengine/PyDoc/SCA_ILogicBrick.py b/source/gameengine/PyDoc/SCA_ILogicBrick.py
index 6bb6d7fd43d..d76b057fccc 100644
--- a/source/gameengine/PyDoc/SCA_ILogicBrick.py
+++ b/source/gameengine/PyDoc/SCA_ILogicBrick.py
@@ -11,7 +11,7 @@ class SCA_ILogicBrick:
"""
Gets the game object associated with this logic brick.
- @rtype KX_GameObject
+ @rtype: KX_GameObject
"""
def setExecutePriority(priority):
"""
@@ -24,6 +24,6 @@ class SCA_ILogicBrick:
"""
Gets the execution priority of this logic brick.
- @rtype integer
- @return this logic bricks current priority.
+ @rtype: integer
+ @return: this logic bricks current priority.
"""
diff --git a/source/gameengine/PyDoc/SCA_ISensor.py b/source/gameengine/PyDoc/SCA_ISensor.py
index c964788f447..b96d8c8c075 100644
--- a/source/gameengine/PyDoc/SCA_ISensor.py
+++ b/source/gameengine/PyDoc/SCA_ISensor.py
@@ -27,15 +27,15 @@ class SCA_ISensor(SCA_ILogicBrick):
"""
The frequency for pulse mode sensors.
- @rtype integer
- @return the pulse frequency in 1/50 sec.
+ @rtype: integer
+ @return: the pulse frequency in 1/50 sec.
"""
def setFrequency(freq):
"""
Sets the frequency for pulse mode sensors.
@type freq: integer
- @return the pulse frequency in 1/50 sec.
+ @return: the pulse frequency in 1/50 sec.
"""
def getUseNegPulseMode():
"""
diff --git a/source/gameengine/PyDoc/SCA_PropertySensor.py b/source/gameengine/PyDoc/SCA_PropertySensor.py
index f0a14477b24..22de8d8b986 100644
--- a/source/gameengine/PyDoc/SCA_PropertySensor.py
+++ b/source/gameengine/PyDoc/SCA_PropertySensor.py
@@ -11,9 +11,9 @@ class SCA_PropertySensor(SCA_ISensor):
"""
Gets when to activate this sensor.
- KX_PROPSENSOR_EQUAL, KX_PROPSENSOR_NOTEQUAL,
- KX_PROPSENSOR_INTERVAL, KX_PROPSENSOR_CHANGED,
- or KX_PROPSENSOR_EXPRESSION.
+ @return: KX_PROPSENSOR_EQUAL, KX_PROPSENSOR_NOTEQUAL,
+ KX_PROPSENSOR_INTERVAL, KX_PROPSENSOR_CHANGED,
+ or KX_PROPSENSOR_EXPRESSION.
"""
def setType(checktype):
@@ -29,8 +29,8 @@ class SCA_PropertySensor(SCA_ISensor):
"""
Return the property with which the sensor operates.
- @rtype string
- @return the name of the property this sensor is watching.
+ @rtype: string
+ @return: the name of the property this sensor is watching.
"""
def setProperty(name):
"""
@@ -43,8 +43,8 @@ class SCA_PropertySensor(SCA_ISensor):
"""
Return the value with which the sensor compares to the value of the property.
- @rtype string
- @return the value of the property this sensor is watching.
+ @rtype: string
+ @return: the value of the property this sensor is watching.
"""
def setValue(value):
"""