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authorKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-06-02 16:43:27 +0400
committerKester Maddock <Christopher.Maddock.1@uni.massey.ac.nz>2004-06-02 16:43:27 +0400
commit976e3a1824622c11c0bc72110345fcceae75fd73 (patch)
tree27921d8ff9ae80ed3eb288ae702ff17902a6163d /source
parent474ec217aefd4057429d4cbde4c08768e833cfe5 (diff)
Updates to GamePython Reference.
Added Actuator documentation.
Diffstat (limited to 'source')
-rw-r--r--source/gameengine/PyDoc/BL_ActionActuator.py4
-rw-r--r--source/gameengine/PyDoc/GameLogic.py67
-rw-r--r--source/gameengine/PyDoc/KX_CDActuator.py4
-rw-r--r--source/gameengine/PyDoc/KX_Camera.py31
-rw-r--r--source/gameengine/PyDoc/KX_CameraActuator.py4
-rw-r--r--source/gameengine/PyDoc/KX_ConstraintActuator.py72
-rw-r--r--source/gameengine/PyDoc/KX_GameActuator.py20
-rw-r--r--source/gameengine/PyDoc/KX_GameObject.py9
-rw-r--r--source/gameengine/PyDoc/KX_IpoActuator.py92
-rw-r--r--source/gameengine/PyDoc/KX_MeshProxy.py2
-rw-r--r--source/gameengine/PyDoc/KX_NetworkMessageActuator.py36
-rw-r--r--source/gameengine/PyDoc/KX_ObjectActuator.py154
-rw-r--r--source/gameengine/PyDoc/KX_SCA_AddObjectActuator.py68
-rw-r--r--source/gameengine/PyDoc/KX_SCA_EndObjectActuator.py11
-rw-r--r--source/gameengine/PyDoc/KX_SCA_ReplaceMeshActuator.py23
-rw-r--r--source/gameengine/PyDoc/KX_SceneActuator.py51
-rw-r--r--source/gameengine/PyDoc/KX_SoundActuator.py129
-rw-r--r--source/gameengine/PyDoc/KX_TouchSensor.py4
-rw-r--r--source/gameengine/PyDoc/KX_TrackToActuator.py55
-rw-r--r--source/gameengine/PyDoc/KX_VisibilityActuator.py17
-rw-r--r--source/gameengine/PyDoc/Rasterizer.py38
-rw-r--r--source/gameengine/PyDoc/SCA_ANDController.py4
-rw-r--r--source/gameengine/PyDoc/SCA_IActuator.py9
-rw-r--r--source/gameengine/PyDoc/SCA_IController.py9
-rw-r--r--source/gameengine/PyDoc/SCA_ILogicBrick.py4
-rw-r--r--source/gameengine/PyDoc/SCA_ORController.py4
-rw-r--r--source/gameengine/PyDoc/SCA_PropertyActuator.py38
-rw-r--r--source/gameengine/PyDoc/SCA_PythonController.py12
-rw-r--r--source/gameengine/PyDoc/SCA_RandomActuator.py143
29 files changed, 1049 insertions, 65 deletions
diff --git a/source/gameengine/PyDoc/BL_ActionActuator.py b/source/gameengine/PyDoc/BL_ActionActuator.py
index a1b0777054e..ba6068055ed 100644
--- a/source/gameengine/PyDoc/BL_ActionActuator.py
+++ b/source/gameengine/PyDoc/BL_ActionActuator.py
@@ -1,8 +1,8 @@
# $Id$
# Documentation for BL_ActionActuator
-from SCA_ILogicBrick import *
+from SCA_IActuator import *
-class BL_ActionActuator(SCA_ILogicBrick):
+class BL_ActionActuator(SCA_IActuator):
"""
Action Actuators apply an action to an actor.
"""
diff --git a/source/gameengine/PyDoc/GameLogic.py b/source/gameengine/PyDoc/GameLogic.py
index 20621fae659..b372cec0481 100644
--- a/source/gameengine/PyDoc/GameLogic.py
+++ b/source/gameengine/PyDoc/GameLogic.py
@@ -1,6 +1,34 @@
# $Id$
"""
Documentation for the GameLogic Module.
+=======================================
+
+ There are only three importable modules in the game engine:
+ - GameLogic
+ - L{GameKeys}
+ - L{Rasterizer}
+
+ All the other modules are accessibly through the methods in GameLogic.
+
+ Examples::
+ # To get a controller:
+ import GameLogic
+ co = GameLogic.getCurrentController()
+
+ # To get the game object associated with this controller:
+ obj = co.getOwner()
+ L{KX_GameObject} and possibly L{KX_Camera} and L{KX_Light} methods are
+ available depending on the type of object::
+ # To get a sensor linked to this controller.
+ # "sensorname" is the name of the sensor as defined in the Blender interface.
+ sens = co.getSensor("sensorname")
+ L{KX_NetworkMessageSensor}, L{KX_RaySensor}, L{KX_TouchSensor}, L{SCA_KeyboardSensor},
+ L{SCA_MouseSensor}, L{SCA_PropertySensor} and L{SCA_RandomSensor} methods are available,
+ depending on the type of sensor::
+ # To get a list of all sensors:
+ sensors = co.B{getSensors}()
+
+
Constants
=========
@@ -9,16 +37,16 @@ Constants
Property Sensor
---------------
- Tests that the property sensor is able to perform.
+ Tests that the property sensor is able to perform. See L{SCA_PropertySensor}
- 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_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
-------------------
- The axis and type (location/rotation) of constraint
+ The axis and type (location/rotation) of constraint. See L{KX_ConstraintActuator}
- KX_CONSTRAINTACT_LOCX
- KX_CONSTRAINTACT_LOCY
- KX_CONSTRAINTACT_LOCZ
@@ -28,7 +56,7 @@ Constraint Actuator
IPO Actuator
------------
- IPO Types
+ IPO Types. See L{KX_IpoActuator}
- KX_IPOACT_PLAY
- KX_IPOACT_PINGPONG
- KX_IPOACT_FLIPPER
@@ -37,16 +65,17 @@ IPO Actuator
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
+ See L{SCA_RandomActuator}
+ - 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
"""
@@ -55,13 +84,13 @@ def getCurrentController():
"""
Gets the Python controller associated with this Python script.
- @rtype: SCA_PythonController
+ @rtype: L{SCA_PythonController}
"""
def addActiveActuator(actuator, activate):
"""
Activates the given actuator.
- @type actuator: SCA_IActuator
+ @type actuator: L{SCA_IActuator}
@type activate: boolean
@param activate: whether to activate or deactivate the given actuator.
"""
diff --git a/source/gameengine/PyDoc/KX_CDActuator.py b/source/gameengine/PyDoc/KX_CDActuator.py
index a2fba4a4bb4..2c202476584 100644
--- a/source/gameengine/PyDoc/KX_CDActuator.py
+++ b/source/gameengine/PyDoc/KX_CDActuator.py
@@ -1,8 +1,8 @@
# $Id$
# Documentation for CD Actuator
-from SCA_ILogicBrick import *
+from SCA_IActuator import *
-class KX_CDActuator(SCA_ILogicBrick):
+class KX_CDActuator(SCA_IActuator):
def startCD():
"""
Starts the CD playing.
diff --git a/source/gameengine/PyDoc/KX_Camera.py b/source/gameengine/PyDoc/KX_Camera.py
index b0671fb1a74..1d1b7197977 100644
--- a/source/gameengine/PyDoc/KX_Camera.py
+++ b/source/gameengine/PyDoc/KX_Camera.py
@@ -27,7 +27,7 @@ class KX_Camera(KX_GameObject):
@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)
+ @ivar world_to_camera: This camera's world to camera transform. (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]]
@@ -138,10 +138,12 @@ class KX_Camera(KX_GameObject):
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]]
+
+ def Scale(matrix, size):
+ for y in range(4):
+ for x in range(4):
+ matrix[y][x] = matrix[y][x] * size[y]
+ return matrix
# Generate a perspective projection matrix
def Perspective(cam):
@@ -159,21 +161,16 @@ class KX_Camera(KX_GameObject):
[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
+ def Isometric(cam):
+ return Scale([[0.707, 0.0 , 0.707, 0.0],
+ [0.408, 0.816,-0.408, 0.0],
+ [0.0 , 0.0 , 0.0 , 0.0],
+ [0.0 , 0.0 , 0.0 , 1.0]],
+ [1.0/cam.scaling[0], 1.0/cam.scaling[1], 1.0/cam.scaling[2], 1.0])
co = GameLogic.getCurrentController()
cam = co.getOwner()
- cam.setProjectionMatrix(Perspective()))
+ cam.setProjectionMatrix(Perspective(cam)))
@type matrix: 4x4 matrix.
@param matrix: The new projection matrix for this camera.
diff --git a/source/gameengine/PyDoc/KX_CameraActuator.py b/source/gameengine/PyDoc/KX_CameraActuator.py
index 1030f0ca836..236befdb1f6 100644
--- a/source/gameengine/PyDoc/KX_CameraActuator.py
+++ b/source/gameengine/PyDoc/KX_CameraActuator.py
@@ -1,8 +1,8 @@
# $Id$
# Documentation for KX_CameraActuator
-from SCA_ILogicBrick import *
+from SCA_IActuator import *
-class KX_CameraActuator(SCA_ILogicBrick):
+class KX_CameraActuator(SCA_IActuator):
"""
Applies changes to a camera.
diff --git a/source/gameengine/PyDoc/KX_ConstraintActuator.py b/source/gameengine/PyDoc/KX_ConstraintActuator.py
new file mode 100644
index 00000000000..9630690e572
--- /dev/null
+++ b/source/gameengine/PyDoc/KX_ConstraintActuator.py
@@ -0,0 +1,72 @@
+# $Id$
+# Documentation for KX_ConstraintActuator
+from SCA_IActuator import *
+
+class KX_ConstraintActuator(SCA_IActuator):
+ """
+ A constraint actuator limits the position or orientation of an object.
+ """
+ def setDamp(time):
+ """
+ Sets the time this constraint is delayed.
+
+ @param time: The number of frames to delay.
+ Negative values are ignored.
+ @type time: integer
+ """
+ def getDamp():
+ """
+ Returns the damping time of the constraint.
+
+ @rtype: integer
+ """
+ def setMin(lower):
+ """
+ Sets the lower bound of the constraint.
+
+ For rotational constraints, lower is specified in degrees.
+
+ @type lower: float
+ """
+ def getMin():
+ """
+ Gets the lower bound of the constraint.
+
+ For rotational constraints, the lower bound is returned in radians.
+
+ @rtype: float
+ """
+ def setMax(upper):
+ """
+ Sets the upper bound of the constraint.
+
+ For rotational constraints, upper is specified in degrees.
+
+ @type upper: float
+ """
+ def getMax():
+ """
+ Gets the upper bound of the constraint.
+
+ For rotational constraints, the upper bound is returned in radians.
+
+ @rtype: float
+ """
+ def setLimit(limit):
+ """
+ Sets the type of constraint.
+
+ See module L{GameLogic} for valid constraint types.
+
+ @param limit: Position constraints: KX_CONSTRAINTACT_LOCX, KX_CONSTRAINTACT_LOCY, KX_CONSTRAINTACT_LOCZ,
+ Rotation constraints: KX_CONSTRAINTACT_ROTX, KX_CONSTRAINTACT_ROTY or KX_CONSTRAINTACT_ROTZ
+ """
+ def getLimit():
+ """
+ Gets the type of constraint.
+
+ See module L{GameLogic} for valid constraints.
+
+ @return: Position constraints: KX_CONSTRAINTACT_LOCX, KX_CONSTRAINTACT_LOCY, KX_CONSTRAINTACT_LOCZ,
+ Rotation constraints: KX_CONSTRAINTACT_ROTX, KX_CONSTRAINTACT_ROTY or KX_CONSTRAINTACT_ROTZ
+ """
diff --git a/source/gameengine/PyDoc/KX_GameActuator.py b/source/gameengine/PyDoc/KX_GameActuator.py
index 740177dcfca..b916b3b5617 100644
--- a/source/gameengine/PyDoc/KX_GameActuator.py
+++ b/source/gameengine/PyDoc/KX_GameActuator.py
@@ -1,4 +1,22 @@
# $Id$
# Documentation for KX_GameActuator
+from SCA_IActuator import *
+
+class KX_GameActuator(SCA_IActuator):
+ """
+ The game actuator loads a new .blend file, restarts the current .blend file or quits the game.
+ """
+ def getFile():
+ """
+ Returns the filename of the new .blend file to load.
+
+ @rtype: string
+ """
+ def setFile(filename):
+ """
+ Sets the new .blend file to load.
+
+ @param filename: The file name this actuator will load.
+ @type filename: string
+ """
-class KX_GameActuator:
diff --git a/source/gameengine/PyDoc/KX_GameObject.py b/source/gameengine/PyDoc/KX_GameObject.py
index a95e66cee96..dd9e4b0bb23 100644
--- a/source/gameengine/PyDoc/KX_GameObject.py
+++ b/source/gameengine/PyDoc/KX_GameObject.py
@@ -5,12 +5,11 @@ class KX_GameObject:
"""
All game objects are derived from this class.
- Properties assigned to game objects are accessible as attributes
- in objects of this class.
+ Properties assigned to game objects are accessible as attributes of this class.
@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
+ @type parent: L{KX_GameObject}
@ivar visible: visibility flag. boolean.
@ivar position: The object's position.
@type position: list [x, y, z]
@@ -129,7 +128,7 @@ class KX_GameObject:
"""
Gets this object's parent.
- @rtype: game object
+ @rtype: L{KX_GameObject}
@return: this object's parent object, or None if this object has no parent.
"""
def getMesh(mesh):
@@ -138,7 +137,7 @@ class KX_GameObject:
@type mesh: integer
@param mesh: the mesh object to return (optional: default mesh = 0)
- @rtype: mesh object
+ @rtype: L{KX_MeshProxy}
@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_IpoActuator.py b/source/gameengine/PyDoc/KX_IpoActuator.py
new file mode 100644
index 00000000000..da8d05ddd5e
--- /dev/null
+++ b/source/gameengine/PyDoc/KX_IpoActuator.py
@@ -0,0 +1,92 @@
+# $Id$
+# Documentation for KX_IpoActuator
+from SCA_IActuator import *
+
+class KX_IpoActuator(SCA_IActuator):
+ """
+ IPO actuator activates an animation.
+ """
+ def set(mode, startframe, endframe, force):
+ """
+ Sets the properties of the actuator.
+
+ @param mode: "Play", "PingPong", "Flipper", "LoopStop", "LoopEnd" or "FromProp"
+ @type mode: string
+ @param startframe: first frame to use
+ @type startframe: integer
+ @param endframe: last frame to use
+ @type endframe: integer
+ @param force: interpret this ipo as a force
+ @type force: boolean (KX_TRUE, KX_FALSE)
+ """
+ def setProperty(property):
+ """
+ Sets the name of the property to be used in FromProp mode.
+
+ @type property: string
+ """
+ def setStart(startframe):
+ """
+ Sets the frame from which the IPO starts playing.
+
+ @type startframe: integer
+ """
+ def getStart():
+ """
+ Returns the frame from which the IPO starts playing.
+
+ @rtype: integer
+ """
+ def setEnd(endframe):
+ """
+ Sets the frame at which the IPO stops playing.
+
+ @type endframe: integer
+ """
+ def getEnd():
+ """
+ Returns the frame at which the IPO stops playing.
+
+ @rtype: integer
+ """
+ def setIpoAsForce(force):
+ """
+ Set whether to interpret the ipo as a force rather than a displacement.
+
+ @type force: boolean
+ @param force: KX_TRUE or KX_FALSE
+ """
+ def getIpoAsForce():
+ """
+ Returns whether to interpret the ipo as a force rather than a displacement.
+
+ @rtype: boolean
+ """
+ def setType(mode):
+ """
+ Sets the operation mode of the actuator.
+
+ @param mode: KX_IPOACT_PLAY, KX_IPOACT_PINGPONG, KX_IPOACT_FLIPPER, KX_IPOACT_LOOPSTOP, KX_IPOACT_LOOPEND
+ @type mode: string
+ """
+ def getType():
+ """
+ Returns the operation mode of the actuator.
+
+ @rtype: integer
+ @return: KX_IPOACT_PLAY, KX_IPOACT_PINGPONG, KX_IPOACT_FLIPPER, KX_IPOACT_LOOPSTOP, KX_IPOACT_LOOPEND
+ """
+ def setForceIpoActsLocal(local):
+ """
+ Set whether to apply the force in the object's local
+ coordinates rather than the world global coordinates.
+
+ @param local: Apply the ipo-as-force in the object's local
+ coordinates? (KX_TRUE, KX_FALSE)
+ @type local: boolean
+ """
+ def getForceIpoActsLocal():
+ """
+ Return whether to apply the force in the object's local
+ coordinates rather than the world global coordinates.
+ """
diff --git a/source/gameengine/PyDoc/KX_MeshProxy.py b/source/gameengine/PyDoc/KX_MeshProxy.py
index e213c2351a9..41955c34345 100644
--- a/source/gameengine/PyDoc/KX_MeshProxy.py
+++ b/source/gameengine/PyDoc/KX_MeshProxy.py
@@ -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
+ @rtype: L{KX_VertexProxy}
@return: a vertex object.
"""
diff --git a/source/gameengine/PyDoc/KX_NetworkMessageActuator.py b/source/gameengine/PyDoc/KX_NetworkMessageActuator.py
new file mode 100644
index 00000000000..aecd2897743
--- /dev/null
+++ b/source/gameengine/PyDoc/KX_NetworkMessageActuator.py
@@ -0,0 +1,36 @@
+# $Id$
+# Documentation for KX_NetworkMessageActuator
+from SCA_IActuator import *
+
+class KX_NetworkMessageActuator(SCA_IActuator):
+ """
+ Message Actuator
+ """
+ def setToPropName(name):
+ """
+ Messages will only be sent to objects with the given property name.
+
+ @type name: string
+ """
+ def setSubject(subject):
+ """
+ Sets the subject field of the message.
+
+ @type subject: string
+ """
+ def setBodyType(bodytype):
+ """
+ Sets the type of body to send.
+
+ @type bodytype: boolean
+ @param bodytype: True to send the value of a property, False to send the body text.
+ """
+ def setBody(body):
+ """
+ Sets the message body.
+
+ @type body: string
+ @param body: if the body type is True, this is the name of the property to send.
+ if the body type is False, this is the text to send.
+ """
+
diff --git a/source/gameengine/PyDoc/KX_ObjectActuator.py b/source/gameengine/PyDoc/KX_ObjectActuator.py
new file mode 100644
index 00000000000..532c18eea5c
--- /dev/null
+++ b/source/gameengine/PyDoc/KX_ObjectActuator.py
@@ -0,0 +1,154 @@
+# $Id$
+# Documentation for KX_ObjectActuator
+from SCA_IActuator import *
+
+class KX_ObjectActuator(SCA_IActuator):
+ """
+ The object actuator ("Motion Actuator") applies force, torque, displacement, angular displacement,
+ velocity, or angular velocity to an object.
+ """
+ def getForce():
+ """
+ Returns the force applied by the actuator.
+
+ @rtype: list [fx, fy, fz, local]
+ @return: A four item list, containing the vector force, and a flag specifying whether the force is local.
+ """
+ def setForce(fx, fy, fz, local):
+ """
+ Sets the force applied by the actuator.
+
+ @type fx: float
+ @param fx: the x component of the force.
+ @type fy: float
+ @param fy: the z component of the force.
+ @type fz: float
+ @param fz: the z component of the force.
+ @type local: boolean
+ @param local: - False: the force is applied in world coordinates.
+ - True: the force is applied in local coordinates.
+ """
+ def getTorque():
+ """
+ Returns the torque applied by the actuator.
+
+ @rtype: list [S{Tau}x, S{Tau}y, S{Tau}z, local]
+ @return: A four item list, containing the vector torque, and a flag specifying whether
+ the torque is applied in local coordinates (True) or world coordinates (False)
+ """
+ def setTorque(tx, ty, tz, local):
+ """
+ Sets the torque applied by the actuator.
+
+ @type tx: float
+ @param tx: the x component of the torque.
+ @type ty: float
+ @param ty: the z component of the torque.
+ @type tz: float
+ @param tz: the z component of the torque.
+ @type local: boolean
+ @param local: - False: the torque is applied in world coordinates.
+ - True: the torque is applied in local coordinates.
+ """
+ def getDLoc():
+ """
+ Returns the displacement vector applied by the actuator.
+
+ @rtype: list [dx, dy, dz, local]
+ @return: A four item list, containing the vector displacement, and whether
+ the displacement is applied in local coordinates (True) or world
+ coordinates (False)
+ """
+ def setDLoc(dx, dy, dz, local):
+ """
+ Sets the displacement vector applied by the actuator.
+
+ Since the displacement is applied every frame, you must adjust the displacement
+ based on the frame rate, or you game experience will depend on the player's computer
+ speed.
+
+ @type dx: float
+ @param dx: the x component of the displacement vector.
+ @type dy: float
+ @param dy: the z component of the displacement vector.
+ @type dz: float
+ @param dz: the z component of the displacement vector.
+ @type local: boolean
+ @param local: - False: the displacement vector is applied in world coordinates.
+ - True: the displacement vector is applied in local coordinates.
+ """
+ def getDRot():
+ """
+ Returns the angular displacement vector applied by the actuator.
+
+ @rtype: list [dx, dy, dz, local]
+ @return: A four item list, containing the angular displacement vector, and whether
+ the displacement is applied in local coordinates (True) or world
+ coordinates (False)
+ """
+ def setDRot(dx, dy, dz, local):
+ """
+ Sets the angular displacement vector applied by the actuator.
+
+ Since the displacement is applied every frame, you must adjust the displacement
+ based on the frame rate, or you game experience will depend on the player's computer
+ speed.
+
+ @type dx: float
+ @param dx: the x component of the angular displacement vector.
+ @type dy: float
+ @param dy: the z component of the angular displacement vector.
+ @type dz: float
+ @param dz: the z component of the angular displacement vector.
+ @type local: boolean
+ @param local: - False: the angular displacement vector is applied in world coordinates.
+ - True: the angular displacement vector is applied in local coordinates.
+ """
+ def getLinearVelocity():
+ """
+ Returns the linear velocity applied by the actuator.
+
+ @rtype: list [vx, vy, vz, local]
+ @return: A four item list, containing the vector velocity, and whether
+ the velocity is applied in local coordinates (True) or world
+ coordinates (False)
+ """
+ def setLinearVelocity(vx, vy, vz, local):
+ """
+ Sets the linear velocity applied by the actuator.
+
+ @type vx: float
+ @param vx: the x component of the velocity vector.
+ @type vy: float
+ @param vy: the z component of the velocity vector.
+ @type vz: float
+ @param vz: the z component of the velocity vector.
+ @type local: boolean
+ @param local: - False: the velocity vector is applied in world coordinates.
+ - True: the velocity vector is applied in local coordinates.
+ """
+ def getAngularVelocity():
+ """
+ Returns the angular velocity applied by the actuator.
+
+ @rtype: list [S{omega}x, S{omega}y, S{omega}z, local]
+ @return: A four item list, containing the vector velocity, and whether
+ the velocity is applied in local coordinates (True) or world
+ coordinates (False)
+ """
+ def setAngularVelocity(wx, wy, wz, local):
+ """
+ Sets the angular velocity applied by the actuator.
+
+ @type wx: float
+ @param wx: the x component of the velocity vector.
+ @type wy: float
+ @param wy: the z component of the velocity vector.
+ @type wz: float
+ @param wz: the z component of the velocity vector.
+ @type local: boolean
+ @param local: - False: the velocity vector is applied in world coordinates.
+ - True: the velocity vector is applied in local coordinates.
+ """
+
+
diff --git a/source/gameengine/PyDoc/KX_SCA_AddObjectActuator.py b/source/gameengine/PyDoc/KX_SCA_AddObjectActuator.py
new file mode 100644
index 00000000000..eef08a3fd56
--- /dev/null
+++ b/source/gameengine/PyDoc/KX_SCA_AddObjectActuator.py
@@ -0,0 +1,68 @@
+# $Id$
+# Documentation for KX_SCA_AddObjectActuator
+from SCA_IActuator import *
+
+class KX_SCA_AddObjectActuator(SCA_IActuator):
+ """
+ Edit Object Actuator (in Add Object Mode)
+
+ @warning: Add Object actuators will be ignored if at game start, the linked object doesn't exist
+ (or is empty) or the linked object is in an active layer.
+
+ This will genereate a warning in the console:
+
+ C{ERROR: GameObject I{OBName} has a AddObjectActuator I{ActuatorName} without object (in 'nonactive' layer)}
+ """
+ def setObject(name):
+ """
+ Sets the name of the game object to add.
+
+ A copy of the named object will be added to the scene.
+
+ If the named object does not exist, this function is ignored.
+
+ @type name: string
+ """
+ def getObject():
+ """
+ Returns the name of the game object to be added.
+
+ @rtype: string
+ """
+ def setTime(time):
+ """
+ Sets the lifetime of added objects, in frames.
+
+ @type time: integer
+ @param time: The minimum value for time is 0.
+ """
+ def getTime():
+ """
+ Returns the lifetime of the added object, in frames.
+
+ @rtype: integer
+ """
+ def setLinearVelocity(vx, vy, vz):
+ """
+ Sets the initial linear velocity of added objects.
+
+ @type vx: float
+ @param vx: the x component of the initial linear velocity.
+ @type vy: float
+ @param vy: the y component of the initial linear velocity.
+ @type vz: float
+ @param vz: the z component of the initial linear velocity.
+ """
+ def getLinearVelocity():
+ """
+ Returns the initial linear velocity of added objects.
+
+ @rtype: list [vx, vy, vz]
+ """
+ def getLastCreatedObject():
+ """
+ Returns the last object created by this actuator.
+
+ @rtype: L{KX_GameObject}
+ @return: A L{KX_GameObject} or None if no object has been created.
+ """
diff --git a/source/gameengine/PyDoc/KX_SCA_EndObjectActuator.py b/source/gameengine/PyDoc/KX_SCA_EndObjectActuator.py
new file mode 100644
index 00000000000..8a7c79bb52b
--- /dev/null
+++ b/source/gameengine/PyDoc/KX_SCA_EndObjectActuator.py
@@ -0,0 +1,11 @@
+# $Id$
+# Documentation for KX_SCA_EndObjectActuator
+from SCA_IActuator import *
+
+class KX_SCA_EndObjectActuator(SCA_IActuator):
+ """
+ Edit Object Actuator (in End Object mode)
+
+ This actuator has no python methods.
+ """
+
diff --git a/source/gameengine/PyDoc/KX_SCA_ReplaceMeshActuator.py b/source/gameengine/PyDoc/KX_SCA_ReplaceMeshActuator.py
new file mode 100644
index 00000000000..da1fbe6651e
--- /dev/null
+++ b/source/gameengine/PyDoc/KX_SCA_ReplaceMeshActuator.py
@@ -0,0 +1,23 @@
+# $Id$
+# Documentation for KX_SCA_ReplaceMeshActuator
+from SCA_IActuator import *
+
+class KX_SCA_ReplaceMeshActuator(SCA_IActuator):
+ """
+ Edit Object actuator, in Replace Mesh mode.
+
+ @warning: Replace mesh actuators will be ignored if at game start, the
+ named mesh doesn't exist.
+
+ This will generate a warning in the console:
+
+ C{ERROR: GameObject I{OBName} ReplaceMeshActuator I{ActuatorName} without object}
+
+ """
+ def setMesh(name):
+ """
+ Sets the name of the mesh that will replace the current one.
+
+ @type name: string
+ """
+
diff --git a/source/gameengine/PyDoc/KX_SceneActuator.py b/source/gameengine/PyDoc/KX_SceneActuator.py
new file mode 100644
index 00000000000..e0eae7a5526
--- /dev/null
+++ b/source/gameengine/PyDoc/KX_SceneActuator.py
@@ -0,0 +1,51 @@
+# $Id$
+# Documentation for KX_SceneActuator
+from SCA_IActuator import *
+
+class KX_SceneActuator(SCA_IActuator):
+ """
+ Scene Actuator logic brick.
+
+ @warning: Scene actuators that use a scene name will be ignored if at game start, the
+ named scene doesn't exist or is empty
+
+ This will generate a warning in the console:
+
+ C{ERROR: GameObject I{OBName} has a SceneActuator I{ActuatorName} (SetScene) without scene}
+ """
+ def setUseRestart(flag):
+ """
+ Set flag to True to restart the scene.
+
+ @type flag: boolean
+ """
+ def setScene(scene):
+ """
+ Sets the name of the scene to change to/overlay/underlay/remove/suspend/resume.
+
+ @type scene: string
+ """
+ def setCamera(camera):
+ """
+ Sets the name of the camera to change to.
+
+ @type camera: string
+ """
+ def getUseRestart():
+ """
+ Returns True if the scene will be restarted.
+
+ @rtype: boolean
+ """
+ def getScene():
+ """
+ Returns the name of the scene to change to/overlay/underlay/remove/suspend/resume.
+
+ @rtype: string
+ """
+ def getCamera():
+ """
+ Returns the name of the camera to change to.
+
+ @rtype: string
+ """
diff --git a/source/gameengine/PyDoc/KX_SoundActuator.py b/source/gameengine/PyDoc/KX_SoundActuator.py
new file mode 100644
index 00000000000..6fbdca8991e
--- /dev/null
+++ b/source/gameengine/PyDoc/KX_SoundActuator.py
@@ -0,0 +1,129 @@
+# $Id$
+# Documentation for KX_SoundActuator
+from SCA_IActuator import *
+
+class KX_SoundActuator(SCA_IActuator):
+ """
+ Sound Actuator.
+
+ The L{startSound()}, L{pauseSound()} and L{stopSound()} do not require
+ the actuator to be activated - they act instantly.
+
+ @group Play Methods: startSound, pauseSound, stopSound
+ """
+ def setFilename(filename):
+ """
+ Sets the filename of the sound this actuator plays.
+
+ @type filename: string
+ """
+ def getFilename():
+ """
+ Returns the filename of the sound this actuator plays.
+
+ @rtype: string
+ """
+ def startSound():
+ """
+ Starts the sound.
+ """
+ def pauseSound():
+ """
+ Pauses the sound.
+ """
+ def stopSound():
+ """
+ Stops the sound.
+ """
+ def setGain(gain):
+ """
+ Sets the gain (volume) of the sound
+
+ @type gain: float
+ @param gain: 0.0 (quiet) <= gain <= 1.0 (loud)
+ """
+ def getGain():
+ """
+ Gets the gain (volume) of the sound.
+
+ @rtype: float
+ """
+ def setPitch(pitch):
+ """
+ Sets the pitch of the sound.
+
+ @type pitch: float
+ """
+ def getPitch():
+ """
+ Returns the pitch of the sound.
+
+ @rtype: float
+ """
+ def setRollOffFactor(rolloff):
+ """
+ Sets the rolloff factor for the sounds.
+
+ Rolloff defines the rate of attenuation as the sound gets further away.
+ Higher rolloff factors shorten the distance at which the sound can be heard.
+
+ @type rolloff: float
+ """
+ def getRollOffFactor():
+ """
+ Returns the rolloff factor for the sound.
+
+ @rtype: float
+ """
+ def setLooping(loop):
+ """
+ Sets the loop mode of the actuator.
+
+ @bug: There are no constants defined for this method!
+ @param loop: - Play Stop 1
+ - Play End 2
+ - Loop Stop 3
+ - Loop End 4
+ - Bidirection Stop 5
+ - Bidirection End 6
+ @type loop: integer
+ """
+ def getLooping():
+ """
+ Returns the current loop mode of the actuator.
+
+ @rtype: integer
+ """
+ def setPosition(x, y, z):
+ """
+ Sets the position this sound will come from.
+
+ @type x: float
+ @param x: The x coordinate of the sound.
+ @type y: float
+ @param y: The y coordinate of the sound.
+ @type z: float
+ @param z: The z coordinate of the sound.
+ """
+ def setVelocity(vx, vy, vz):
+ """
+ Sets the velocity this sound is moving at.
+
+ The sound's pitch is determined from the velocity.
+
+ @type vx: float
+ @param vx: The vx coordinate of the sound.
+ @type vy: float
+ @param vy: The vy coordinate of the sound.
+ @type vz: float
+ @param vz: The vz coordinate of the sound.
+ """
+ def setOrientation(o11, o12, o13, o21, o22, o23, o31, o32, o33):
+ """
+ Sets the orientation of the sound.
+
+ The nine parameters specify a rotation matrix::
+ | o11, o12, o13 |
+ | o21, o22, o23 |
+ | o31, o32, o33 |
+ """
diff --git a/source/gameengine/PyDoc/KX_TouchSensor.py b/source/gameengine/PyDoc/KX_TouchSensor.py
index 88278d57f76..f2cc101af10 100644
--- a/source/gameengine/PyDoc/KX_TouchSensor.py
+++ b/source/gameengine/PyDoc/KX_TouchSensor.py
@@ -26,7 +26,7 @@ class KX_TouchSensor(SCA_ISensor):
"""
Returns the last object hit by this touch sensor.
- @rtype: KX_GameObject
+ @rtype: L{KX_GameObject}
"""
def getHitObjectList():
"""
@@ -34,7 +34,7 @@ class KX_TouchSensor(SCA_ISensor):
Only objects that have the requisite material/property are listed.
- @rtype: list [KX_GameObject]
+ @rtype: list [L{KX_GameObject}]
"""
def getTouchMaterial():
"""
diff --git a/source/gameengine/PyDoc/KX_TrackToActuator.py b/source/gameengine/PyDoc/KX_TrackToActuator.py
new file mode 100644
index 00000000000..f0333d62608
--- /dev/null
+++ b/source/gameengine/PyDoc/KX_TrackToActuator.py
@@ -0,0 +1,55 @@
+# $Id$
+# Documentation for KX_TrackToActuator
+from SCA_IActuator import *
+
+class KX_TrackToActuator(SCA_IActuator):
+ """
+ Edit Object actuator in Track To mode.
+
+ @warning: Track To Actuators will be ignored if at game start, the
+ object to track to is invalid.
+
+ This will generate a warning in the console:
+
+ C{ERROR: GameObject I{OBName} no object in EditObjectActuator I{ActuatorName}}
+
+ """
+ def setObject(object):
+ """
+ Sets the object to track.
+
+ @type object: string
+ @param object: the name of the object to track.
+ """
+ def getObject():
+ """
+ Returns the name of the object to track.
+
+ @rtype: string
+ """
+ def setTime(time):
+ """
+ Sets the time in frames with which to delay the tracking motion.
+
+ @type time: integer
+ """
+ def getTime():
+ """
+ Returns the time in frames with which the tracking motion is delayed.
+
+ @rtype: integer
+ """
+ def setUse3D(use3d):
+ """
+ Sets the tracking motion to use 3D.
+
+ @type use3d: boolean
+ @param use3d: - True: allow the tracking motion to extend in the z-direction.
+ - False: lock the tracking motion to the x-y plane.
+ """
+ def getUse3D():
+ """
+ Returns True if the tracking motion will track in the z direction.
+
+ @rtype: boolean
+ """
diff --git a/source/gameengine/PyDoc/KX_VisibilityActuator.py b/source/gameengine/PyDoc/KX_VisibilityActuator.py
new file mode 100644
index 00000000000..22499f25d81
--- /dev/null
+++ b/source/gameengine/PyDoc/KX_VisibilityActuator.py
@@ -0,0 +1,17 @@
+# $Id$
+# Documentation for KX_VisibilityActuator
+from SCA_IActuator import *
+
+class KX_VisibilityActuator(SCA_IActuator):
+ """
+ Visibility Actuator.
+ """
+ def set(visible):
+ """
+ Sets whether the actuator makes its parent object visible or invisible.
+
+ @param visible: - True: Makes its parent visible.
+ - False: Makes its parent invisible.
+ """
+
+ \ No newline at end of file
diff --git a/source/gameengine/PyDoc/Rasterizer.py b/source/gameengine/PyDoc/Rasterizer.py
index 2c4e368a819..ef6ec4c0bea 100644
--- a/source/gameengine/PyDoc/Rasterizer.py
+++ b/source/gameengine/PyDoc/Rasterizer.py
@@ -2,8 +2,42 @@
"""
Documentation for the Rasterizer module.
-Usage:
-import Rasterizer
+Example Uses an L{SCA_MouseSensor}, and two L{KX_ObjectActuator}s to implement MouseLook::
+ # To use a mouse movement sensor "Mouse" and a
+ # motion actuator to mouse look:
+ import Rasterizer
+ import GameLogic
+
+ # SCALE sets the speed of motion
+ SCALE=[1, 0.5]
+
+ co = GameLogic.getCurrentController()
+ obj = co.getOwner()
+ mouse = co.getSensor("Mouse")
+ lmotion = co.getActuator("LMove")
+ wmotion = co.getActuator("WMove")
+
+ # Transform the mouse coordinates to see how far the mouse has moved.
+ def mousePos():
+ x = (Rasterizer.getWindowWidth()/2 - mouse.getXPosition())*SCALE[0]
+ y = (Rasterizer.getWindowHeight()/2 - mouse.getYPosition())*SCALE[1]
+ return (x, y)
+
+ pos = mousePos()
+
+ # Set the amount of motion: X is applied in world coordinates...
+ lmotion.setTorque(0.0, 0.0, pos[0], False)
+ # ...Y is applied in local coordinates
+ wmotion.setTorque(-pos[1], 0.0, 0.0, True)
+
+ # Activate both actuators
+ GameLogic.addActiveActuator(lmotion, True)
+ GameLogic.addActiveActuator(wmotion, True)
+
+ # Centre the mouse
+ Rasterizer.setMousePosition(Rasterizer.getWindowWidth()/2, Rasterizer.getWindowHeight()/2)
+
+
"""
def getWindowWidth():
diff --git a/source/gameengine/PyDoc/SCA_ANDController.py b/source/gameengine/PyDoc/SCA_ANDController.py
index 2a7549089d0..1717e613595 100644
--- a/source/gameengine/PyDoc/SCA_ANDController.py
+++ b/source/gameengine/PyDoc/SCA_ANDController.py
@@ -1,8 +1,8 @@
# $Id$
# Documentation for SCA_ANDController
-from SCA_ILogicBrick import *
+from SCA_IController import *
-class SCA_ANDController(SCA_ILogicBrick):
+class SCA_ANDController(SCA_IController):
"""
An AND controller activates only when all linked sensors are activated.
diff --git a/source/gameengine/PyDoc/SCA_IActuator.py b/source/gameengine/PyDoc/SCA_IActuator.py
new file mode 100644
index 00000000000..ac47c15dc78
--- /dev/null
+++ b/source/gameengine/PyDoc/SCA_IActuator.py
@@ -0,0 +1,9 @@
+# $Id$
+# Documentation for SCA_IActuator
+from SCA_ILogicBrick import *
+
+class SCA_IActuator(SCA_ILogicBrick):
+ """
+ Base class for all actuator logic bricks.
+ """
+
diff --git a/source/gameengine/PyDoc/SCA_IController.py b/source/gameengine/PyDoc/SCA_IController.py
new file mode 100644
index 00000000000..f83e7c97dce
--- /dev/null
+++ b/source/gameengine/PyDoc/SCA_IController.py
@@ -0,0 +1,9 @@
+# $Id$
+# Documentation for KX_CameraActuator
+from SCA_ILogicBrick import *
+
+class SCA_IController(SCA_ILogicBrick):
+ """
+ Base class for all controller logic bricks.
+ """
+
diff --git a/source/gameengine/PyDoc/SCA_ILogicBrick.py b/source/gameengine/PyDoc/SCA_ILogicBrick.py
index d76b057fccc..6defe6a28a3 100644
--- a/source/gameengine/PyDoc/SCA_ILogicBrick.py
+++ b/source/gameengine/PyDoc/SCA_ILogicBrick.py
@@ -4,14 +4,14 @@ from KX_GameObject import *
class SCA_ILogicBrick:
"""
- Logic brick base class.
+ Base class for all logic bricks.
"""
def getOwner():
"""
Gets the game object associated with this logic brick.
- @rtype: KX_GameObject
+ @rtype: L{KX_GameObject}
"""
def setExecutePriority(priority):
"""
diff --git a/source/gameengine/PyDoc/SCA_ORController.py b/source/gameengine/PyDoc/SCA_ORController.py
index ccea5837569..eeeb9de3afe 100644
--- a/source/gameengine/PyDoc/SCA_ORController.py
+++ b/source/gameengine/PyDoc/SCA_ORController.py
@@ -1,8 +1,8 @@
# $Id$
# Documentation for SCA_ORController
-from SCA_ILogicBrick import *
+from SCA_IController import *
-class SCA_ORController(SCA_ILogicBrick):
+class SCA_ORController(SCA_IController):
"""
An OR controller activates when any connected sensor activates.
diff --git a/source/gameengine/PyDoc/SCA_PropertyActuator.py b/source/gameengine/PyDoc/SCA_PropertyActuator.py
new file mode 100644
index 00000000000..dc1233ddfb7
--- /dev/null
+++ b/source/gameengine/PyDoc/SCA_PropertyActuator.py
@@ -0,0 +1,38 @@
+# $Id$
+# Documentation for SCA_PropertyActuator
+from SCA_IActuator import *
+
+class SCA_PropertyActuator(SCA_IActuator):
+ """
+ Property Actuator
+ """
+ def setProperty(prop):
+ """
+ Set the property on which to operate.
+
+ If there is no property of this name, the call is ignored.
+
+ @type prop: string
+ @param prop: The name of the property to set.
+ """
+ def getProperty():
+ """
+ Returns the name of the property on which to operate.
+
+ @rtype: string
+ """
+ def setValue(value):
+ """
+ Set the value with which the actuator operates.
+
+ If the value is not compatible with the type of the
+ property, the subsequent action is ignored.
+
+ @type value: string
+ """
+ def getValue():
+ """
+ Gets the value with which this actuator operates.
+
+ @rtype: string
+ """
diff --git a/source/gameengine/PyDoc/SCA_PythonController.py b/source/gameengine/PyDoc/SCA_PythonController.py
index f0926178288..eb9e57c0819 100644
--- a/source/gameengine/PyDoc/SCA_PythonController.py
+++ b/source/gameengine/PyDoc/SCA_PythonController.py
@@ -1,8 +1,8 @@
# $Id$
# Documentation for SCA_PythonController
-from SCA_ILogicBrick import *
+from SCA_IController import *
-class SCA_PythonController(SCA_ILogicBrick):
+class SCA_PythonController(SCA_IController):
"""
A Python controller uses a Python script to activate it's actuators,
based on it's sensors.
@@ -12,27 +12,27 @@ class SCA_PythonController(SCA_ILogicBrick):
"""
Gets a list of all sensors attached to this controller.
- @rtype: list [SCA_ISensor]
+ @rtype: list [L{SCA_ISensor}]
"""
def getSensor(name):
"""
Gets the named linked sensor.
@type name: string
- @rtype: SCA_ISensor
+ @rtype: L{SCA_ISensor}
"""
def getActuators():
"""
Gets a list of all actuators linked to this controller.
- @rtype: list [SCA_IActuator]
+ @rtype: list [L{SCA_IActuator}]
"""
def getActuator(name):
"""
Gets the named linked actuator.
@type name: string
- @rtype: SCA_IActuator
+ @rtype: L{SCA_IActuator}
"""
def getScript():
"""
diff --git a/source/gameengine/PyDoc/SCA_RandomActuator.py b/source/gameengine/PyDoc/SCA_RandomActuator.py
new file mode 100644
index 00000000000..353b398b1ff
--- /dev/null
+++ b/source/gameengine/PyDoc/SCA_RandomActuator.py
@@ -0,0 +1,143 @@
+# $Id$
+# Documentation for SCA_RandomActuator
+from SCA_IActuator import *
+
+class SCA_RandomActuator(SCA_IActuator):
+ """
+ Random Actuator
+ """
+ def setSeed(seed):
+ """
+ Sets the seed of the random number generator.
+
+ Equal seeds produce equal series. If the seed is 0,
+ the generator will produce the same value on every call.
+
+ @type seed: integer
+ """
+ def getSeed():
+ """
+ Returns the initial seed of the generator.
+
+ @rtype: integer
+ """
+ def getPara1():
+ """
+ Returns the first parameter of the active distribution.
+
+ Refer to the documentation of the generator types for the meaning
+ of this value.
+
+ @rtype: float
+ """
+ def getPara2():
+ """
+ Returns the second parameter of the active distribution.
+
+ Refer to the documentation of the generator types for the meaning
+ of this value.
+
+ @rtype: float
+ """
+ def getDistribution():
+ """
+ Returns the type of random distribution.
+
+ @rtype: distribution type
+ @return: 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
+ """
+ def setProperty(property):
+ """
+ Set the property to which the random value is assigned.
+
+ If the generator and property types do not match, the assignment is ignored.
+
+ @type property: string
+ @param property: The name of the property to set.
+ """
+ def getProperty():
+ """
+ Returns the name of the property to set.
+
+ @rtype: string
+ """
+ def setBoolConst(value):
+ """
+ Sets this generator to produce a constant boolean value.
+
+ @param value: The value to return.
+ @type value: boolean
+ """
+ def setBoolUniform():
+ """
+ Sets this generator to produce a uniform boolean distribution.
+
+ The generator will generate True or False with 50% chance.
+ """
+ def setBoolBernouilli(value):
+ """
+ Sets this generator to produce a Bernouilli distribution.
+
+ @param value: Specifies the proportion of False values to produce.
+ - 0.0: Always generate True
+ - 1.0: Always generate False
+ @type value: float
+ """
+ def setIntConst(value):
+ """
+ Sets this generator to always produce the given value.
+
+ @param value: the value this generator produces.
+ @type value: integer
+ """
+ def setIntUniform(lower_bound, upper_bound):
+ """
+ Sets this generator to produce a random value between the given lower and
+ upper bounds (inclusive).
+
+ @type lower_bound: integer
+ @type upper_bound: integer
+ """
+ def setIntPoisson(value):
+ """
+ Generate a Poisson-distributed number.
+
+ This performs a series of Bernouilli tests with parameter value.
+ It returns the number of tries needed to achieve succes.
+
+ @type value: float
+ """
+ def setFloatConst(value):
+ """
+ Always generate the given value.
+
+ @type value: float
+ """
+ def setFloatUniform(lower_bound, upper_bound):
+ """
+ Generates a random float between lower_bound and upper_bound with a
+ uniform distribution.
+
+ @type lower_bound: float
+ @type upper_bound: float
+ """
+ def setFloatNormal(mean, standard_deviation):
+ """
+ Generates a random float from the given normal distribution.
+
+ @type mean: float
+ @param mean: The mean (average) value of the generated numbers
+ @type standard_deviation: float
+ @param standard_deviation: The standard deviation of the generated numbers.
+ """
+ def setFloatNegativeExponential(half_life):
+ """
+ Generate negative-exponentially distributed numbers.
+
+ The half-life 'time' is characterized by half_life.
+
+ @type half_life: float
+ """