Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst')
-rw-r--r--doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst100
1 files changed, 50 insertions, 50 deletions
diff --git a/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst b/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
index a4c02ee6fec..b314a47c8e9 100644
--- a/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
+++ b/doc/python_api/rst/bge_types/bge.types.KX_GameObject.rst
@@ -12,7 +12,7 @@ base class --- :class:`SCA_IObject`
Properties assigned to game objects are accessible as attributes of this class.
.. note::
-
+
Calling ANY method or attribute on an object that has been removed from a scene will raise a SystemError,
if an object may have been removed since last accessing it use the :data:`invalid` attribute to check.
@@ -75,25 +75,25 @@ base class --- :class:`SCA_IObject`
:type: float
.. note::
-
+
The object must have a physics controller for the mass to be applied, otherwise the mass value will be returned as 0.0.
-
+
.. attribute:: linVelocityMin
Enforces the object keeps moving at a minimum velocity.
:type: float
-
+
.. note::
-
+
Applies to dynamic and rigid body objects only.
.. note::
-
+
A value of 0.0 disables this option.
.. note::
-
+
While objects are stationary the minimum velocity will not be applied.
.. attribute:: linVelocityMax
@@ -101,9 +101,9 @@ base class --- :class:`SCA_IObject`
Clamp the maximum linear velocity to prevent objects moving beyond a set speed.
:type: float
-
+
.. note::
-
+
Applies to dynamic and rigid body objects only.
.. note::
@@ -247,25 +247,25 @@ base class --- :class:`SCA_IObject`
:type: :class:`mathutils.Matrix`
.. attribute:: localLinearVelocity
-
+
The object's local linear velocity. [x, y, z]
:type: :class:`mathutils.Vector`
.. attribute:: worldLinearVelocity
-
+
The object's world linear velocity. [x, y, z]
:type: :class:`mathutils.Vector`
.. attribute:: localAngularVelocity
-
+
The object's local angular velocity. [x, y, z]
:type: :class:`mathutils.Vector`
.. attribute:: worldAngularVelocity
-
+
The object's world angular velocity. [x, y, z]
:type: :class:`mathutils.Vector`
@@ -287,13 +287,13 @@ base class --- :class:`SCA_IObject`
a list meshes for this object.
:type: list of :class:`KX_MeshProxy`
-
+
.. note::
-
+
Most objects use only 1 mesh.
.. note::
-
+
Changes to this list will not update the KX_GameObject.
.. attribute:: sensors
@@ -301,13 +301,13 @@ base class --- :class:`SCA_IObject`
a sequence of :class:`SCA_ISensor` objects with string/index lookups and iterator support.
:type: list
-
+
.. note::
-
+
This attribute is experemental and may be removed (but probably wont be).
.. note::
-
+
Changes to this list will not update the KX_GameObject.
.. attribute:: controllers
@@ -315,13 +315,13 @@ base class --- :class:`SCA_IObject`
a sequence of :class:`SCA_IController` objects with string/index lookups and iterator support.
:type: list of :class:`SCA_ISensor`
-
+
.. note::
-
+
This attribute is experemental and may be removed (but probably wont be).
.. note::
-
+
Changes to this list will not update the KX_GameObject.
.. attribute:: actuators
@@ -329,7 +329,7 @@ base class --- :class:`SCA_IObject`
a list of :class:`SCA_IActuator` with string/index lookups and iterator support.
:type: list
-
+
.. note::
This attribute is experemental and may be removed (but probably wont be).
@@ -490,7 +490,7 @@ base class --- :class:`SCA_IObject`
Sets the game object's linear velocity.
- This method sets game object's velocity through it's centre of mass,
+ This method sets game object's velocity through it's centre of mass,
ie no angular velocity component.
This requires a dynamic object.
@@ -571,7 +571,7 @@ base class --- :class:`SCA_IObject`
Resumes physics for this object.
.. note::
-
+
The objects linear velocity will be applied from when the dynamics were suspended.
.. method:: enableRigidBody()
@@ -607,7 +607,7 @@ base class --- :class:`SCA_IObject`
:type ghost: boolean
.. note::
-
+
If the object type is sensor, it stays ghost regardless of ghost parameter
.. method:: removeParent()
@@ -724,7 +724,7 @@ base class --- :class:`SCA_IObject`
* or 5-tuple (:class:`KX_GameObject`, 3-tuple (x, y, z), 3-tuple (nx, ny, nz), :class:`KX_PolyProxy`, 2-tuple (u, v))
.. note::
-
+
The ray ignores the object on which the method is called. It is casted from/to object center or explicit [x, y, z] points.
.. method:: setCollisionMargin(margin)
@@ -735,7 +735,7 @@ base class --- :class:`SCA_IObject`
:type margin: float
.. note::
-
+
If this object has no physics controller (a physics ID of zero), this function will raise RuntimeError.
.. method:: sendMessage(subject, body="", to="")
@@ -766,11 +766,11 @@ base class --- :class:`SCA_IObject`
.. note::
If this object has instances the other instances will be updated too.
-
+
.. note::
The gameObject argument has an advantage that it can convert from a mesh with modifiers applied (such as subsurf).
-
+
.. warning::
Only triangle mesh type objects are supported currently (not convex hull)
@@ -791,7 +791,7 @@ base class --- :class:`SCA_IObject`
.. method:: playAction(name, start_frame, end_frame, layer=0, priority=0, blendin=0, play_mode=KX_ACTION_MODE_PLAY, layer_weight=0.0, ipo_flags=0, speed=1.0, blend_mode=KX_ACTION_BLEND_BLEND)
Plays an action.
-
+
:arg name: the name of the action
:type name: string
:arg start: the start frame of the action
@@ -812,42 +812,42 @@ base class --- :class:`SCA_IObject`
:type ipo_flags: int bitfield
:arg speed: the playback speed of the action as a factor (1.0 = normal speed, 2.0 = 2x speed, etc)
:type speed: float
- :arg blend_mode: how to blend this layer with previous layers
- :type blend_mode: one of :ref:`these constants <gameobject-playaction-blend>`
+ :arg blend_mode: how to blend this layer with previous layers
+ :type blend_mode: one of :ref:`these constants <gameobject-playaction-blend>`
.. method:: stopAction(layer=0)
-
+
Stop playing the action on the given layer.
-
+
:arg layer: The layer to stop playing.
:type layer: integer
-
+
.. method:: getActionFrame(layer=0)
-
+
Gets the current frame of the action playing in the supplied layer.
-
+
:arg layer: The layer that you want to get the frame from.
:type layer: integer
-
+
:return: The current frame of the action
:rtype: float
-
+
.. method:: setActionFrame(frame, layer=0)
-
+
Set the current frame of the action playing in the supplied layer.
-
+
:arg layer: The layer where you want to set the frame
:type layer: integer
:arg frame: The frame to set the action to
:type frame: float
.. method:: isPlayingAction(layer=0)
-
- Checks to see if there is an action playing in the given layer.
-
- :arg layer: The layer to check for a playing action.
- :type layer: integer
-
- :return: Whether or not the action is playing
- :rtype: boolean
+
+ Checks to see if there is an action playing in the given layer.
+
+ :arg layer: The layer to check for a playing action.
+ :type layer: integer
+
+ :return: Whether or not the action is playing
+ :rtype: boolean