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-rw-r--r--doc/python_api/rst/bge.events.rst250
-rw-r--r--doc/python_api/rst/bge.logic.rst932
-rw-r--r--doc/python_api/rst/bge.render.rst242
-rw-r--r--doc/python_api/rst/bge.types.rst5227
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diff --git a/doc/python_api/rst/bge.events.rst b/doc/python_api/rst/bge.events.rst
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+
+Game Engine bge.events module
+=============================
+
+*****
+Intro
+*****
+
+This module holds key constants for the SCA_KeyboardSensor.
+
+.. module:: bge.events
+
+.. code-block:: python
+
+ # Set a connected keyboard sensor to accept F1
+ import bge
+
+ co = bge.logic.getCurrentController()
+ # 'Keyboard' is a keyboard sensor
+ sensor = co.sensors["Keyboard"]
+ sensor.key = bge.events.F1KEY
+
+.. code-block:: python
+
+ # Do the all keys thing
+ import bge
+
+ co = bge.logic.getCurrentController()
+ # 'Keyboard' is a keyboard sensor
+ sensor = co.sensors["Keyboard"]
+
+ for key,status in sensor.events:
+ # key[0] == bge.events.keycode, key[1] = status
+ if status == bge.logic.KX_INPUT_JUST_ACTIVATED:
+ if key == bge.events.WKEY:
+ # Activate Forward!
+ if key == bge.events.SKEY:
+ # Activate Backward!
+ if key == bge.events.AKEY:
+ # Activate Left!
+ if key == bge.events.DKEY:
+ # Activate Right!
+
+.. code-block:: python
+
+ # The all keys thing without a keyboard sensor (but you will
+ # need an always sensor with pulse mode on)
+ import bge
+
+ # Just shortening names here
+ keyboard = bge.logic.keyboard
+ JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
+
+ if keyboard.events[bge.events.WKEY] == JUST_ACTIVATED:
+ print("Activate Forward!")
+ if keyboard.events[bge.events.SKEY] == JUST_ACTIVATED:
+ print("Activate Backward!")
+ if keyboard.events[bge.events.AKEY] == JUST_ACTIVATED:
+ print("Activate Left!")
+ if keyboard.events[bge.events.DKEY] == JUST_ACTIVATED:
+ print("Activate Right!")
+
+
+*********
+Functions
+*********
+
+.. function:: EventToString(event)
+
+ Return the string name of a key event. Will raise a ValueError error if its invalid.
+
+ :arg event: key event from bge.keys or the keyboard sensor.
+ :type event: int
+ :rtype: string
+
+.. function:: EventToCharacter(event, shift)
+
+ Return the string name of a key event. Returns an empty string if the event cant be represented as a character.
+
+ :type event: int
+ :arg event: key event from :mod:`bge.keys` or the keyboard sensor.
+ :type shift: bool
+ :arg shift: set to true if shift is held.
+ :rtype: string
+
+****************
+Keys (Constants)
+****************
+
+.. _mouse-keys:
+
+==========
+Mouse Keys
+==========
+
+.. data:: LEFTMOUSE
+.. data:: MIDDLEMOUSE
+.. data:: RIGHTMOUSE
+.. data:: WHEELUPMOUSE
+.. data:: WHEELDOWNMOUSE
+.. data:: MOUSEX
+.. data:: MOUSEY
+
+.. _keyboard-keys:
+
+=============
+Keyboard Keys
+=============
+
+-------------
+Alphabet keys
+-------------
+
+.. data:: AKEY
+.. data:: BKEY
+.. data:: CKEY
+.. data:: DKEY
+.. data:: EKEY
+.. data:: FKEY
+.. data:: GKEY
+.. data:: HKEY
+.. data:: IKEY
+.. data:: JKEY
+.. data:: KKEY
+.. data:: LKEY
+.. data:: MKEY
+.. data:: NKEY
+.. data:: OKEY
+.. data:: PKEY
+.. data:: QKEY
+.. data:: RKEY
+.. data:: SKEY
+.. data:: TKEY
+.. data:: UKEY
+.. data:: VKEY
+.. data:: WKEY
+.. data:: XKEY
+.. data:: YKEY
+.. data:: ZKEY
+
+-----------
+Number keys
+-----------
+
+.. data:: ZEROKEY
+.. data:: ONEKEY
+.. data:: TWOKEY
+.. data:: THREEKEY
+.. data:: FOURKEY
+.. data:: FIVEKEY
+.. data:: SIXKEY
+.. data:: SEVENKEY
+.. data:: EIGHTKEY
+.. data:: NINEKEY
+
+--------------
+Modifiers Keys
+--------------
+
+.. data:: CAPSLOCKKEY
+.. data:: LEFTCTRLKEY
+.. data:: LEFTALTKEY
+.. data:: RIGHTALTKEY
+.. data:: RIGHTCTRLKEY
+.. data:: RIGHTSHIFTKEY
+.. data:: LEFTSHIFTKEY
+
+----------
+Arrow Keys
+----------
+
+.. data:: LEFTARROWKEY
+.. data:: DOWNARROWKEY
+.. data:: RIGHTARROWKEY
+.. data:: UPARROWKEY
+
+--------------
+Numberpad Keys
+--------------
+
+.. data:: PAD0
+.. data:: PAD1
+.. data:: PAD2
+.. data:: PAD3
+.. data:: PAD4
+.. data:: PAD5
+.. data:: PAD6
+.. data:: PAD7
+.. data:: PAD8
+.. data:: PAD9
+.. data:: PADPERIOD
+.. data:: PADSLASHKEY
+.. data:: PADASTERKEY
+.. data:: PADMINUS
+.. data:: PADENTER
+.. data:: PADPLUSKEY
+
+-------------
+Function Keys
+-------------
+
+.. data:: F1KEY
+.. data:: F2KEY
+.. data:: F3KEY
+.. data:: F4KEY
+.. data:: F5KEY
+.. data:: F6KEY
+.. data:: F7KEY
+.. data:: F8KEY
+.. data:: F9KEY
+.. data:: F10KEY
+.. data:: F11KEY
+.. data:: F12KEY
+.. data:: F13KEY
+.. data:: F14KEY
+.. data:: F15KEY
+.. data:: F16KEY
+.. data:: F17KEY
+.. data:: F18KEY
+.. data:: F19KEY
+
+----------
+Other Keys
+----------
+
+.. data:: ACCENTGRAVEKEY
+.. data:: BACKSLASHKEY
+.. data:: BACKSPACEKEY
+.. data:: COMMAKEY
+.. data:: DELKEY
+.. data:: ENDKEY
+.. data:: EQUALKEY
+.. data:: ESCKEY
+.. data:: HOMEKEY
+.. data:: INSERTKEY
+.. data:: LEFTBRACKETKEY
+.. data:: LINEFEEDKEY
+.. data:: MINUSKEY
+.. data:: PAGEDOWNKEY
+.. data:: PAGEUPKEY
+.. data:: PAUSEKEY
+.. data:: PERIODKEY
+.. data:: QUOTEKEY
+.. data:: RIGHTBRACKETKEY
+.. data:: RETKEY (Deprecated: use bge.events.ENTERKEY)
+.. data:: ENTERKEY
+.. data:: SEMICOLONKEY
+.. data:: SLASHKEY
+.. data:: SPACEKEY
+.. data:: TABKEY
diff --git a/doc/python_api/rst/bge.logic.rst b/doc/python_api/rst/bge.logic.rst
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+
+Game Engine bge.logic Module
+============================
+*****
+Intro
+*****
+
+Module to access logic functions, imported automatically into the python controllers namespace.
+
+.. module:: bge.logic
+
+.. code-block:: python
+
+ # To get the controller thats running this python script:
+ cont = bge.logic.getCurrentController() # bge.logic is automatically imported
+
+ # To get the game object this controller is on:
+ obj = cont.owner
+
+:class:`~bge.types.KX_GameObject` and :class:`~bge.types.KX_Camera` or :class:`bge.types.~KX_LightObject` methods are available depending on the type of object
+
+.. code-block:: python
+
+ # To get a sensor linked to this controller.
+ # "sensorname" is the name of the sensor as defined in the Blender interface.
+ # +---------------------+ +--------+
+ # | Sensor "sensorname" +--+ Python +
+ # +---------------------+ +--------+
+ sens = cont.sensors["sensorname"]
+
+ # To get a sequence of all sensors:
+ sensors = co.sensors
+
+See the sensor's reference for available methods:
+
+.. hlist::
+ :columns: 3
+
+ * :class:`~bge.types.KX_MouseFocusSensor`
+ * :class:`~bge.types.KX_NearSensor`
+ * :class:`~bge.types.KX_NetworkMessageSensor`
+ * :class:`~bge.types.KX_RadarSensor`
+ * :class:`~bge.types.KX_RaySensor`
+ * :class:`~bge.types.KX_TouchSensor`
+ * :class:`~bge.types.SCA_DelaySensor`
+ * :class:`~bge.types.SCA_JoystickSensor`
+ * :class:`~bge.types.SCA_KeyboardSensor`
+ * :class:`~bge.types.SCA_MouseSensor`
+ * :class:`~bge.types.SCA_PropertySensor`
+ * :class:`~bge.types.SCA_RandomSensor`
+
+You can also access actuators linked to the controller
+
+.. code-block:: python
+
+ # To get an actuator attached to the controller:
+ # +--------+ +-------------------------+
+ # + Python +--+ Actuator "actuatorname" |
+ # +--------+ +-------------------------+
+ actuator = co.actuators["actuatorname"]
+
+ # Activate an actuator
+ controller.activate(actuator)
+
+See the actuator's reference for available methods
+
+.. hlist::
+ :columns: 3
+
+ * :class:`~bge.types.BL_ActionActuator`
+ * :class:`~bge.types.BL_ShapeActionActuator`
+ * :class:`~bge.types.KX_CameraActuator`
+ * :class:`~bge.types.KX_ConstraintActuator`
+ * :class:`~bge.types.KX_GameActuator`
+ * :class:`~bge.types.KX_IpoActuator`
+ * :class:`~bge.types.KX_NetworkMessageActuator`
+ * :class:`~bge.types.KX_ObjectActuator`
+ * :class:`~bge.types.KX_ParentActuator`
+ * :class:`~bge.types.KX_SCA_AddObjectActuator`
+ * :class:`~bge.types.KX_SCA_DynamicActuator`
+ * :class:`~bge.types.KX_SCA_EndObjectActuator`
+ * :class:`~bge.types.KX_SCA_ReplaceMeshActuator`
+ * :class:`~bge.types.KX_SceneActuator`
+ * :class:`~bge.types.KX_SoundActuator`
+ * :class:`~bge.types.KX_StateActuator`
+ * :class:`~bge.types.KX_TrackToActuator`
+ * :class:`~bge.types.KX_VisibilityActuator`
+ * :class:`~bge.types.SCA_2DFilterActuator`
+ * :class:`~bge.types.SCA_PropertyActuator`
+ * :class:`~bge.types.SCA_RandomActuator`
+
+Most logic brick's methods are accessors for the properties available in the logic buttons.
+Consult the logic bricks documentation for more information on how each logic brick works.
+
+There are also methods to access the current :class:`bge.types.KX_Scene`
+
+.. code-block:: python
+
+ # Get the current scene
+ scene = bge.logic.getCurrentScene()
+
+ # Get the current camera
+ cam = scene.active_camera
+
+Matricies as used by the game engine are **row major**
+``matrix[row][col] = float``
+
+:class:`bge.types.KX_Camera` has some examples using matricies.
+
+*********
+Variables
+*********
+
+.. data:: globalDict
+
+ A dictionary that is saved between loading blend files so you can use it to store inventory and other variables you want to store between scenes and blend files.
+ It can also be written to a file and loaded later on with the game load/save actuators.
+
+ .. note:: only python built in types such as int/string/bool/float/tuples/lists can be saved, GameObjects, Actuators etc will not work as expected.
+
+.. data:: keyboard
+
+ The current keyboard wrapped in an :class:`~bge.types.SCA_PythonKeyboard` object.
+
+.. data:: mouse
+
+ The current mouse wrapped in an :class:`~bge.types.SCA_PythonMouse` object.
+
+*****************
+General functions
+*****************
+
+.. function:: getCurrentController()
+
+ Gets the Python controller associated with this Python script.
+
+ :rtype: :class:`bge.types.SCA_PythonController`
+
+.. function:: getCurrentScene()
+
+ Gets the current Scene.
+
+ :rtype: :class:`bge.types.KX_Scene`
+
+.. function:: getSceneList()
+
+ Gets a list of the current scenes loaded in the game engine.
+
+ :rtype: list of :class:`bge.types.KX_Scene`
+
+ .. note:: Scenes in your blend file that have not been converted wont be in this list. This list will only contain scenes such as overlays scenes.
+
+.. function:: loadGlobalDict()
+
+ Loads bge.logic.globalDict from a file.
+
+.. function:: saveGlobalDict()
+
+ Saves bge.logic.globalDict to a file.
+
+.. function:: startGame(blend)
+
+ Loads the blend file.
+
+ :arg blend: The name of the blend file
+ :type blend: string
+
+.. function:: endGame()
+
+ Ends the current game.
+
+.. function:: restartGame()
+
+ Restarts the current game by reloading the .blend file (the last saved version, not what is currently running).
+
+.. function:: LibLoad(blend, type, data)
+
+ Converts the all of the datablocks of the given type from the given blend.
+
+ :arg blend: The path to the blend file (or the name to use for the library if data is supplied)
+ :type blend: string
+ :arg type: The datablock type (currently only "Action", "Mesh" and "Scene" are supported)
+ :type type: string
+ :arg data: Binary data from a blend file (optional)
+ :type data: bytes
+
+.. function:: LibNew(name, type, data)
+
+ Uses existing datablock data and loads in as a new library.
+
+ :arg name: A unique library name used for removal later
+ :type name: string
+ :arg type: The datablock type (currently only "Mesh" is supported)
+ :type type: string
+ :arg data: A list of names of the datablocks to load
+ :type data: list of strings
+
+.. function:: LibFree(name)
+
+ Frees a library, removing all objects and meshes from the currently active scenes.
+
+ :arg name: The name of the library to free (the name used in LibNew)
+ :type name: string
+
+.. function:: addScene(name, overlay=1)
+
+ Loads a scene into the game engine.
+
+ :arg name: The name of the scene
+ :type name: string
+ :arg overlay: Overlay or underlay (optional)
+ :type overlay: integer
+
+.. function:: sendMessage(subject, body="", to="", message_from="")
+
+ Sends a message to sensors in any active scene.
+
+ :arg subject: The subject of the message
+ :type subject: string
+ :arg body: The body of the message (optional)
+ :type body: string
+ :arg to: The name of the object to send the message to (optional)
+ :type to: string
+ :arg message_from: The name of the object that the message is coming from (optional)
+ :type message_from: string
+
+.. function:: setGravity(gravity)
+
+ Sets the world gravity.
+
+ :type gravity: list [fx, fy, fz]
+
+.. function:: getSpectrum()
+
+ Returns a 512 point list from the sound card.
+ This only works if the fmod sound driver is being used.
+
+ :rtype: list [float], len(getSpectrum()) == 512
+
+.. function:: stopDSP()
+
+ Stops the sound driver using DSP effects.
+
+ Only the fmod sound driver supports this.
+ DSP can be computationally expensive.
+
+.. function:: getMaxLogicFrame()
+
+ Gets the maximum number of logic frames per render frame.
+
+ :return: The maximum number of logic frames per render frame
+ :rtype: integer
+
+.. function:: setMaxLogicFrame(maxlogic)
+
+ Sets the maximum number of logic frames that are executed per render frame.
+ This does not affect the physic system that still runs at full frame rate.
+
+ :arg maxlogic: The new maximum number of logic frames per render frame. Valid values: 1..5
+ :type maxlogic: integer
+
+.. function:: getMaxPhysicsFrame()
+
+ Gets the maximum number of physics frames per render frame.
+
+ :return: The maximum number of physics frames per render frame
+ :rtype: integer
+
+.. function:: setMaxPhysicsFrame(maxphysics)
+
+ Sets the maximum number of physics timestep that are executed per render frame.
+ Higher value allows physics to keep up with realtime even if graphics slows down the game.
+ Physics timestep is fixed and equal to 1/tickrate (see setLogicTicRate)
+ maxphysics/ticrate is the maximum delay of the renderer that physics can compensate.
+
+ :arg maxphysics: The new maximum number of physics timestep per render frame. Valid values: 1..5.
+ :type maxphysics: integer
+
+.. function:: getLogicTicRate()
+
+ Gets the logic update frequency.
+
+ :return: The logic frequency in Hz
+ :rtype: float
+
+.. function:: setLogicTicRate(ticrate)
+
+ Sets the logic update frequency.
+
+ The logic update frequency is the number of times logic bricks are executed every second.
+ The default is 60 Hz.
+
+ :arg ticrate: The new logic update frequency (in Hz).
+ :type ticrate: float
+
+.. function:: getPhysicsTicRate()
+
+ Gets the physics update frequency
+
+ :return: The physics update frequency in Hz
+ :rtype: float
+
+ .. warning: Not implimented yet
+
+.. function:: setPhysicsTicRate(ticrate)
+
+ Sets the physics update frequency
+
+ The physics update frequency is the number of times the physics system is executed every second.
+ The default is 60 Hz.
+
+ :arg ticrate: The new update frequency (in Hz).
+ :type ticrate: float
+
+ .. warning: Not implimented yet
+
+*****************
+Utility functions
+*****************
+
+.. function:: expandPath(path)
+
+ Converts a blender internal path into a proper file system path.
+
+ Use / as directory separator in path
+ You can use '//' at the start of the string to define a relative path;
+ Blender replaces that string by the directory of the startup .blend or runtime file
+ to make a full path name (doesn't change during the game, even if you load other .blend).
+ The function also converts the directory separator to the local file system format.
+
+ :arg path: The path string to be converted/expanded.
+ :type path: string
+ :return: The converted string
+ :rtype: string
+
+.. function:: getAverageFrameRate()
+
+ Gets the estimated average framerate
+
+ :return: The estimed average framerate in frames per second
+ :rtype: float
+
+.. function:: getBlendFileList(path = "//")
+
+ Returns a list of blend files in the same directory as the open blend file, or from using the option argument.
+
+ :arg path: Optional directory argument, will be expanded (like expandPath) into the full path.
+ :type path: string
+ :return: A list of filenames, with no directory prefix
+ :rtype: list
+
+.. function:: getRandomFloat()
+
+ Returns a random floating point value in the range [0 - 1)
+
+.. function:: PrintGLInfo()
+
+ Prints GL Extension Info into the console
+
+*********
+Constants
+*********
+
+.. data:: KX_TRUE
+
+ True value used by some modules.
+
+.. data:: KX_FALSE
+
+ False value used by some modules.
+
+=======
+Sensors
+=======
+
+.. _sensor-status:
+
+-------------
+Sensor Status
+-------------
+
+.. data:: KX_SENSOR_INACTIVE
+.. data:: KX_SENSOR_JUST_ACTIVATED
+.. data:: KX_SENSOR_ACTIVE
+.. data:: KX_SENSOR_JUST_DEACTIVATED
+
+.. _logic-property-sensor:
+
+---------------
+Property Sensor
+---------------
+
+.. data:: KX_PROPSENSOR_EQUAL
+
+ Activate when the property is equal to the sensor value.
+
+ :value: 1
+
+.. data:: KX_PROPSENSOR_NOTEQUAL
+
+ Activate when the property is not equal to the sensor value.
+
+ :value: 2
+
+.. data:: KX_PROPSENSOR_INTERVAL
+
+ Activate when the property is between the specified limits.
+
+ :value: 3
+
+.. data:: KX_PROPSENSOR_CHANGED
+
+ Activate when the property changes
+
+ :value: 4
+
+.. data:: KX_PROPSENSOR_EXPRESSION
+
+ Activate when the expression matches
+
+ :value: 5
+
+------------
+Radar Sensor
+------------
+
+See :class:`bge.types.KX_RadarSensor`
+
+.. data:: KX_RADAR_AXIS_POS_X
+.. data:: KX_RADAR_AXIS_POS_Y
+.. data:: KX_RADAR_AXIS_POS_Z
+.. data:: KX_RADAR_AXIS_NEG_X
+.. data:: KX_RADAR_AXIS_NEG_Y
+.. data:: KX_RADAR_AXIS_NEG_Z
+
+----------
+Ray Sensor
+----------
+
+See :class:`bge.types.KX_RaySensor`
+
+.. data:: KX_RAY_AXIS_POS_X
+.. data:: KX_RAY_AXIS_POS_Y
+.. data:: KX_RAY_AXIS_POS_Z
+.. data:: KX_RAY_AXIS_NEG_X
+.. data:: KX_RAY_AXIS_NEG_Y
+.. data:: KX_RAY_AXIS_NEG_Z
+
+
+=========
+Actuators
+=========
+
+.. _action-actuator:
+
+---------------
+Action Actuator
+---------------
+
+See :class:`bge.types.BL_ActionActuator`
+
+.. data:: KX_ACTIONACT_PLAY
+.. data:: KX_ACTIONACT_FLIPPER
+.. data:: KX_ACTIONACT_LOOPSTOP
+.. data:: KX_ACTIONACT_LOOPEND
+.. data:: KX_ACTIONACT_PROPERTY
+
+-------------------
+Constraint Actuator
+-------------------
+
+.. _constraint-actuator-option:
+
+See :class:`bge.types.KX_ConstraintActuator.option`
+
+* Applicable to Distance constraint:
+
+ .. data:: KX_ACT_CONSTRAINT_NORMAL
+
+ Activate alignment to surface
+
+ .. data:: KX_ACT_CONSTRAINT_DISTANCE
+
+ Activate distance control
+
+ .. data:: KX_ACT_CONSTRAINT_LOCAL
+
+ Direction of the ray is along the local axis
+
+* Applicable to Force field constraint:
+
+ .. data:: KX_ACT_CONSTRAINT_DOROTFH
+
+ Force field act on rotation as well
+
+* Applicable to both:
+
+ .. data:: KX_ACT_CONSTRAINT_MATERIAL
+
+ Detect material rather than property
+
+ .. data:: KX_ACT_CONSTRAINT_PERMANENT
+
+ No deactivation if ray does not hit target
+
+.. _constraint-actuator-limit:
+
+See :class:`bge.types.KX_ConstraintActuator.limit`
+
+.. data:: KX_CONSTRAINTACT_LOCX
+
+ Limit X coord.
+
+.. data:: KX_CONSTRAINTACT_LOCY
+
+ Limit Y coord
+
+.. data:: KX_CONSTRAINTACT_LOCZ
+
+ Limit Z coord
+
+.. data:: KX_CONSTRAINTACT_ROTX
+
+ Limit X rotation
+
+.. data:: KX_CONSTRAINTACT_ROTY
+
+ Limit Y rotation
+
+.. data:: KX_CONSTRAINTACT_ROTZ
+
+ Limit Z rotation
+
+.. data:: KX_CONSTRAINTACT_DIRNX
+
+ Set distance along negative X axis
+
+.. data:: KX_CONSTRAINTACT_DIRNY
+
+ Set distance along negative Y axis
+
+.. data:: KX_CONSTRAINTACT_DIRNZ
+
+ Set distance along negative Z axis
+
+.. data:: KX_CONSTRAINTACT_DIRPX
+
+ Set distance along positive X axis
+
+.. data:: KX_CONSTRAINTACT_DIRPY
+
+ Set distance along positive Y axis
+
+.. data:: KX_CONSTRAINTACT_DIRPZ
+
+ Set distance along positive Z axis
+
+.. data:: KX_CONSTRAINTACT_ORIX
+
+ Set orientation of X axis
+
+.. data:: KX_CONSTRAINTACT_ORIY
+
+ Set orientation of Y axis
+
+.. data:: KX_CONSTRAINTACT_ORIZ
+
+ Set orientation of Z axis
+
+.. data:: KX_ACT_CONSTRAINT_FHNX
+
+ Set force field along negative X axis
+
+.. data:: KX_ACT_CONSTRAINT_FHNY
+
+ Set force field along negative Y axis
+
+.. data:: KX_ACT_CONSTRAINT_FHNZ
+
+ Set force field along negative Z axis
+
+.. data:: KX_ACT_CONSTRAINT_FHPX
+
+ Set force field along positive X axis
+
+.. data:: KX_ACT_CONSTRAINT_FHPY
+
+ Set force field along positive Y axis
+
+.. data:: KX_ACT_CONSTRAINT_FHPZ
+
+ Set force field along positive Z axis
+
+----------------
+Dynamic Actuator
+----------------
+
+See :class:`bge.types.KX_SCA_DynamicActuator`
+
+.. data:: KX_DYN_RESTORE_DYNAMICS
+.. data:: KX_DYN_DISABLE_DYNAMICS
+.. data:: KX_DYN_ENABLE_RIGID_BODY
+.. data:: KX_DYN_DISABLE_RIGID_BODY
+.. data:: KX_DYN_SET_MASS
+
+.. _game-actuator:
+
+-------------
+Game Actuator
+-------------
+
+See :class:`bge.types.KX_GameActuator`
+
+.. data:: KX_GAME_LOAD
+.. data:: KX_GAME_START
+.. data:: KX_GAME_RESTART
+.. data:: KX_GAME_QUIT
+.. data:: KX_GAME_SAVECFG
+.. data:: KX_GAME_LOADCFG
+
+.. _ipo-actuator:
+
+------------
+IPO Actuator
+------------
+
+See :class:`bge.types.KX_IpoActuator`
+
+.. data:: KX_IPOACT_PLAY
+.. data:: KX_IPOACT_PINGPONG
+.. data:: KX_IPOACT_FLIPPER
+.. data:: KX_IPOACT_LOOPSTOP
+.. data:: KX_IPOACT_LOOPEND
+.. data:: KX_IPOACT_FROM_PROP
+
+---------------
+Parent Actuator
+---------------
+
+.. data:: KX_PARENT_REMOVE
+.. data:: KX_PARENT_SET
+
+.. _logic-random-distributions:
+
+--------------------
+Random Distributions
+--------------------
+
+See :class:`bge.types.SCA_RandomActuator`
+
+.. data:: KX_RANDOMACT_BOOL_CONST
+.. data:: KX_RANDOMACT_BOOL_UNIFORM
+.. data:: KX_RANDOMACT_BOOL_BERNOUILLI
+.. data:: KX_RANDOMACT_INT_CONST
+.. data:: KX_RANDOMACT_INT_UNIFORM
+.. data:: KX_RANDOMACT_INT_POISSON
+.. data:: KX_RANDOMACT_FLOAT_CONST
+.. data:: KX_RANDOMACT_FLOAT_UNIFORM
+.. data:: KX_RANDOMACT_FLOAT_NORMAL
+.. data:: KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL
+
+--------------
+Scene Actuator
+--------------
+
+See :class:`bge.types.KX_SceneActuator`
+
+.. data:: KX_SCENE_RESTART
+.. data:: KX_SCENE_SET_SCENE
+.. data:: KX_SCENE_SET_CAMERA
+.. data:: KX_SCENE_ADD_FRONT_SCENE
+.. data:: KX_SCENE_ADD_BACK_SCENE
+.. data:: KX_SCENE_REMOVE_SCENE
+.. data:: KX_SCENE_SUSPEND
+.. data:: KX_SCENE_RESUME
+
+.. _shape-action-actuator:
+
+---------------------
+Shape Action Actuator
+---------------------
+
+See :class:`bge.types.BL_ActionActuator`
+
+.. data:: KX_ACTIONACT_PLAY
+.. data:: KX_ACTIONACT_FLIPPER
+.. data:: KX_ACTIONACT_LOOPSTOP
+.. data:: KX_ACTIONACT_LOOPEND
+.. data:: KX_ACTIONACT_PROPERTY
+
+.. _logic-sound-actuator:
+
+--------------
+Sound Actuator
+--------------
+
+See :class:`bge.types.KX_SoundActuator`
+
+.. data:: KX_SOUNDACT_PLAYSTOP
+
+ :value: 1
+
+.. data:: KX_SOUNDACT_PLAYEND
+
+ :value: 2
+
+.. data:: KX_SOUNDACT_LOOPSTOP
+
+ :value: 3
+
+.. data:: KX_SOUNDACT_LOOPEND
+
+ :value: 4
+
+.. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL
+
+ :value: 5
+
+.. data:: KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP
+
+ :value: 6
+
+
+=======
+Various
+=======
+
+.. _input-status:
+
+------------
+Input Status
+------------
+
+See :class:`bge.types.SCA_PythonKeyboard`, :class:`bge.types.SCA_PythonMouse`, :class:`bge.types.SCA_MouseSensor`, :class:`bge.types.SCA_KeyboardSensor`
+
+.. data:: KX_INPUT_NONE
+.. data:: KX_INPUT_JUST_ACTIVATED
+.. data:: KX_INPUT_ACTIVE
+.. data:: KX_INPUT_JUST_RELEASED
+
+-------------
+Mouse Buttons
+-------------
+
+See :class:`bge.types.SCA_MouseSensor`
+
+.. data:: KX_MOUSE_BUT_LEFT
+.. data:: KX_MOUSE_BUT_MIDDLE
+.. data:: KX_MOUSE_BUT_RIGHT
+
+------
+States
+------
+
+See :class:`bge.types.KX_StateActuator`
+
+.. data:: KX_STATE1
+.. data:: KX_STATE2
+.. data:: KX_STATE3
+.. data:: KX_STATE4
+.. data:: KX_STATE5
+.. data:: KX_STATE6
+.. data:: KX_STATE7
+.. data:: KX_STATE8
+.. data:: KX_STATE9
+.. data:: KX_STATE10
+.. data:: KX_STATE11
+.. data:: KX_STATE12
+.. data:: KX_STATE13
+.. data:: KX_STATE14
+.. data:: KX_STATE15
+.. data:: KX_STATE16
+.. data:: KX_STATE17
+.. data:: KX_STATE18
+.. data:: KX_STATE19
+.. data:: KX_STATE20
+.. data:: KX_STATE21
+.. data:: KX_STATE22
+.. data:: KX_STATE23
+.. data:: KX_STATE24
+.. data:: KX_STATE25
+.. data:: KX_STATE26
+.. data:: KX_STATE27
+.. data:: KX_STATE28
+.. data:: KX_STATE29
+.. data:: KX_STATE30
+
+.. _state-actuator-operation:
+
+See :class:`bge.types.KX_StateActuator.operation`
+
+.. data:: KX_STATE_OP_CLR
+
+ Substract bits to state mask
+
+ :value: 0
+
+.. data:: KX_STATE_OP_CPY
+
+ Copy state mask
+
+ :value: 1
+
+.. data:: KX_STATE_OP_NEG
+
+ Invert bits to state mask
+
+ :value: 2
+
+.. data:: KX_STATE_OP_SET
+
+ Add bits to state mask
+
+ :value: 3
+
+.. _Two-D-FilterActuator-mode:
+
+---------
+2D Filter
+---------
+
+.. data:: RAS_2DFILTER_BLUR
+
+ :value: 2
+
+.. data:: RAS_2DFILTER_CUSTOMFILTER
+
+ Customer filter, the code code is set via shaderText property.
+
+ :value: 12
+
+.. data:: RAS_2DFILTER_DILATION
+
+ :value: 4
+
+.. data:: RAS_2DFILTER_DISABLED
+
+ Disable the filter that is currently active
+
+ :value: -1
+
+.. data:: RAS_2DFILTER_ENABLED
+
+ Enable the filter that was previously disabled
+
+ :value: -2
+
+.. data:: RAS_2DFILTER_EROSION
+
+ :value: 5
+
+.. data:: RAS_2DFILTER_GRAYSCALE
+
+ :value: 9
+
+.. data:: RAS_2DFILTER_INVERT
+
+ :value: 11
+
+.. data:: RAS_2DFILTER_LAPLACIAN
+
+ :value: 6
+
+.. data:: RAS_2DFILTER_MOTIONBLUR
+
+ Create and enable preset filters
+
+ :value: 1
+
+.. data:: RAS_2DFILTER_NOFILTER
+
+ Disable and destroy the filter that is currently active
+
+ :value: 0
+
+.. data:: RAS_2DFILTER_PREWITT
+
+ :value: 8
+
+.. data:: RAS_2DFILTER_SEPIA
+
+ :value: 10
+
+.. data:: RAS_2DFILTER_SHARPEN
+
+ :value: 3
+
+.. data:: RAS_2DFILTER_SOBEL
+
+ :value: 7
+
+------
+Shader
+------
+
+.. data:: VIEWMATRIX
+.. data:: VIEWMATRIX_INVERSE
+.. data:: VIEWMATRIX_INVERSETRANSPOSE
+.. data:: VIEWMATRIX_TRANSPOSE
+.. data:: MODELMATRIX
+.. data:: MODELMATRIX_INVERSE
+.. data:: MODELMATRIX_INVERSETRANSPOSE
+.. data:: MODELMATRIX_TRANSPOSE
+.. data:: MODELVIEWMATRIX
+.. data:: MODELVIEWMATRIX_INVERSE
+.. data:: MODELVIEWMATRIX_INVERSETRANSPOSE
+.. data:: MODELVIEWMATRIX_TRANSPOSE
+.. data:: CAM_POS
+
+ Current camera position
+
+.. data:: CONSTANT_TIMER
+
+ User a timer for the uniform value.
+
+.. data:: SHD_TANGENT
+
+----------------
+Blender Material
+----------------
+
+.. data:: BL_DST_ALPHA
+.. data:: BL_DST_COLOR
+.. data:: BL_ONE
+.. data:: BL_ONE_MINUS_DST_ALPHA
+.. data:: BL_ONE_MINUS_DST_COLOR
+.. data:: BL_ONE_MINUS_SRC_ALPHA
+.. data:: BL_ONE_MINUS_SRC_COLOR
+.. data:: BL_SRC_ALPHA
+.. data:: BL_SRC_ALPHA_SATURATE
+.. data:: BL_SRC_COLOR
+.. data:: BL_ZERO
diff --git a/doc/python_api/rst/bge.render.rst b/doc/python_api/rst/bge.render.rst
new file mode 100644
index 00000000000..9f17455601b
--- /dev/null
+++ b/doc/python_api/rst/bge.render.rst
@@ -0,0 +1,242 @@
+
+Game Engine bge.render Module
+=============================
+
+*****
+Intro
+*****
+
+.. module:: bge.render
+
+.. code-block:: python
+
+ # 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 bge.render
+ import bge.logic
+
+ # SCALE sets the speed of motion
+ SCALE=[1, 0.5]
+
+ co = bge.logic.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 = (bge.render.getWindowWidth()/2 - mouse.getXPosition())*SCALE[0]
+ y = (bge.render.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
+ bge.logic.addActiveActuator(lmotion, True)
+ bge.logic.addActiveActuator(wmotion, True)
+
+ # Centre the mouse
+ bge.render.setMousePosition(bge.render.getWindowWidth()/2, bge.render.getWindowHeight()/2)
+
+*********
+Constants
+*********
+
+.. data:: KX_TEXFACE_MATERIAL
+
+ Materials as defined by the texture face settings.
+
+.. data:: KX_BLENDER_MULTITEX_MATERIAL
+
+ Materials approximating blender materials with multitexturing.
+
+.. data:: KX_BLENDER_GLSL_MATERIAL
+
+ Materials approximating blender materials with GLSL.
+
+*********
+Functions
+*********
+
+.. function:: getWindowWidth()
+
+ Gets the width of the window (in pixels)
+
+ :rtype: integer
+
+.. function:: getWindowHeight()
+
+ Gets the height of the window (in pixels)
+
+ :rtype: integer
+
+.. function:: makeScreenshot(filename)
+
+ Writes a screenshot to the given filename.
+
+ If filename starts with // the image will be saved relative to the current directory.
+ If the filename contains # it will be replaced with the frame number.
+
+ The standalone player saves .png files. It does not support colour space conversion
+ or gamma correction.
+
+ When run from Blender, makeScreenshot supports Iris, IrisZ, TGA, Raw TGA, PNG, HamX, and Jpeg.
+ Gamma, Colourspace conversion and Jpeg compression are taken from the Render settings panels.
+
+ :type filename: string
+
+
+.. function:: enableVisibility(visible)
+
+ Doesn't really do anything...
+
+
+.. function:: showMouse(visible)
+
+ Enables or disables the operating system mouse cursor.
+
+ :type visible: boolean
+
+
+.. function:: setMousePosition(x, y)
+
+ Sets the mouse cursor position.
+
+ :type x: integer
+ :type y: integer
+
+
+.. function:: setBackgroundColor(rgba)
+
+ Sets the window background colour.
+
+ :type rgba: list [r, g, b, a]
+
+
+.. function:: setMistColor(rgb)
+
+ Sets the mist colour.
+
+ :type rgb: list [r, g, b]
+
+
+.. function:: setAmbientColor(rgb)
+
+ Sets the color of ambient light.
+
+ :type rgb: list [r, g, b]
+
+
+.. function:: setMistStart(start)
+
+ Sets the mist start value. Objects further away than start will have mist applied to them.
+
+ :type start: float
+
+
+.. function:: setMistEnd(end)
+
+ Sets the mist end value. Objects further away from this will be coloured solid with
+ the colour set by setMistColor().
+
+ :type end: float
+
+
+.. function:: disableMist()
+
+ Disables mist.
+
+ .. note:: Set any of the mist properties to enable mist.
+
+
+.. function:: setEyeSeparation(eyesep)
+
+ Sets the eye separation for stereo mode. Usually Focal Length/30 provides a confortable value.
+
+ :arg eyesep: The distance between the left and right eye.
+ :type eyesep: float
+
+
+.. function:: getEyeSeparation()
+
+ Gets the current eye separation for stereo mode.
+
+ :rtype: float
+
+
+.. function:: setFocalLength(focallength)
+
+ Sets the focal length for stereo mode. It uses the current camera focal length as initial value.
+
+ :arg focallength: The focal length.
+ :type focallength: float
+
+.. function:: getFocalLength()
+
+ Gets the current focal length for stereo mode.
+
+ :rtype: float
+
+.. function:: setMaterialMode(mode)
+
+ Set the material mode to use for OpenGL rendering.
+
+ :type mode: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
+
+ .. note:: Changes will only affect newly created scenes.
+
+
+.. function:: getMaterialMode(mode)
+
+ Get the material mode to use for OpenGL rendering.
+
+ :rtype: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
+
+
+.. function:: setGLSLMaterialSetting(setting, enable)
+
+ Enables or disables a GLSL material setting.
+
+ :type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
+ :type enable: boolean
+
+
+.. function:: getGLSLMaterialSetting(setting, enable)
+
+ Get the state of a GLSL material setting.
+
+ :type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
+ :rtype: boolean
+
+
+.. function:: drawLine(fromVec,toVec,color)
+
+ Draw a line in the 3D scene.
+
+ :arg fromVec: the origin of the line
+ :type fromVec: list [x, y, z]
+ :arg toVec: the end of the line
+ :type toVec: list [x, y, z]
+ :arg color: the color of the line
+ :type color: list [r, g, b]
+
+
+.. function:: enableMotionBlur(factor)
+
+ Enable the motion blur effect.
+
+ :arg factor: the ammount of motion blur to display.
+ :type factor: float [0.0 - 1.0]
+
+
+.. function:: disableMotionBlur()
+
+ Disable the motion blur effect.
+
diff --git a/doc/python_api/rst/bge.types.rst b/doc/python_api/rst/bge.types.rst
new file mode 100644
index 00000000000..6dc5488af32
--- /dev/null
+++ b/doc/python_api/rst/bge.types.rst
@@ -0,0 +1,5227 @@
+
+Game Engine bge.types Module
+=============================
+
+.. module:: bge.types
+
+.. class:: PyObjectPlus
+
+ PyObjectPlus base class of most other types in the Game Engine.
+
+ .. attribute:: invalid
+
+ Test if the object has been freed by the game engine and is no longer valid.
+
+ Normally this is not a problem but when storing game engine data in the GameLogic module,
+ KX_Scenes or other KX_GameObjects its possible to hold a reference to invalid data.
+ Calling an attribute or method on an invalid object will raise a SystemError.
+
+ The invalid attribute allows testing for this case without exception handling.
+
+ :type: boolean
+
+ .. method:: isA(game_type)
+
+ Check if this is a type or a subtype game_type.
+
+ :arg game_type: the name of the type or the type its self from the :mod:`bge.types` module.
+ :type game_type: string or type
+ :return: True if this object is a type or a subtype of game_type.
+ :rtype: boolean
+
+.. class:: CValue(PyObjectPlus)
+
+ This class is a basis for other classes.
+
+ .. attribute:: name
+
+ The name of this CValue derived object (read-only).
+
+ :type: string
+
+.. class:: CPropValue(CValue)
+
+ This class has no python functions
+
+.. class:: SCA_ILogicBrick(CValue)
+
+ Base class for all logic bricks.
+
+ .. attribute:: executePriority
+
+ This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first).
+
+ :type: executePriority: int
+
+ .. attribute:: owner
+
+ The game object this logic brick is attached to (read-only).
+
+ :type: :class:`KX_GameObject` or None in exceptional cases.
+
+ .. attribute:: name
+
+ The name of this logic brick (read-only).
+
+ :type: string
+
+.. class:: SCA_PythonKeyboard(PyObjectPlus)
+
+ The current keyboard.
+
+ .. attribute:: events
+
+ A dictionary containing the status of each keyboard event or key. (read-only).
+
+ :type: dictionary {:ref:`keycode<keyboard-keys>`::ref:`status<input-status>`, ...}
+
+.. class:: SCA_PythonMouse(PyObjectPlus)
+
+ The current mouse.
+
+ .. attribute:: events
+
+ a dictionary containing the status of each mouse event. (read-only).
+
+ :type: dictionary {:ref:`keycode<mouse-keys>`::ref:`status<input-status>`, ...}
+
+ .. attribute:: position
+
+ The normalized x and y position of the mouse cursor.
+
+ :type: list [x, y]
+
+ .. attribute:: visible
+
+ The visibility of the mouse cursor.
+
+ :type: boolean
+
+.. class:: SCA_IObject(CValue)
+
+ This class has no python functions
+
+.. class:: SCA_ISensor(SCA_ILogicBrick)
+
+ Base class for all sensor logic bricks.
+
+ .. attribute:: usePosPulseMode
+
+ Flag to turn positive pulse mode on and off.
+
+ :type: boolean
+
+ .. attribute:: useNegPulseMode
+
+ Flag to turn negative pulse mode on and off.
+
+ :type: boolean
+
+ .. attribute:: frequency
+
+ The frequency for pulse mode sensors.
+
+ :type: integer
+
+ .. attribute:: level
+
+ level Option whether to detect level or edge transition when entering a state.
+ It makes a difference only in case of logic state transition (state actuator).
+ A level detector will immediately generate a pulse, negative or positive
+ depending on the sensor condition, as soon as the state is activated.
+ A edge detector will wait for a state change before generating a pulse.
+ note: mutually exclusive with :data:`tap`, enabling will disable :data:`tap`.
+
+ :type: boolean
+
+ .. attribute:: tap
+
+ When enabled only sensors that are just activated will send a positive event,
+ after this they will be detected as negative by the controllers.
+ This will make a key thats held act as if its only tapped for an instant.
+ note: mutually exclusive with :data:`level`, enabling will disable :data:`level`.
+
+ :type: boolean
+
+ .. attribute:: invert
+
+ Flag to set if this sensor activates on positive or negative events.
+
+ :type: boolean
+
+ .. attribute:: triggered
+
+ True if this sensor brick is in a positive state. (read-only).
+
+ :type: boolean
+
+ .. attribute:: positive
+
+ True if this sensor brick is in a positive state. (read-only).
+
+ :type: boolean
+
+ .. attribute:: status
+
+ The status of the sensor (read-only): can be one of :ref:`these constants<sensor-status>`.
+
+ :type: int
+
+ .. note::
+
+ This convenient attribute combines the values of triggered and positive attributes.
+
+ .. method:: reset()
+
+ Reset sensor internal state, effect depends on the type of sensor and settings.
+
+ The sensor is put in its initial state as if it was just activated.
+
+.. class:: SCA_IController(SCA_ILogicBrick)
+
+ Base class for all controller logic bricks.
+
+ .. attribute:: state
+
+ The controllers state bitmask. This can be used with the GameObject's state to test if the controller is active.
+
+ :type: int bitmask
+
+ .. attribute:: sensors
+
+ A list of sensors linked to this controller.
+
+ :type: sequence supporting index/string lookups and iteration.
+
+ .. note::
+
+ The sensors are not necessarily owned by the same object.
+
+ .. note::
+
+ When objects are instanced in dupligroups links may be lost from objects outside the dupligroup.
+
+ .. attribute:: actuators
+
+ A list of actuators linked to this controller.
+
+ :type: sequence supporting index/string lookups and iteration.
+
+ .. note::
+
+ The sensors are not necessarily owned by the same object.
+
+ .. note::
+
+ When objects are instanced in dupligroups links may be lost from objects outside the dupligroup.
+
+ .. attribute:: useHighPriority
+
+ When set the controller executes always before all other controllers that dont have this set.
+
+ :type: boolen
+
+ .. note::
+
+ Order of execution between high priority controllers is not guaranteed.
+
+.. class:: SCA_IActuator(SCA_ILogicBrick)
+
+ Base class for all actuator logic bricks.
+
+.. class:: BL_ActionActuator(SCA_IActuator)
+
+ Action Actuators apply an action to an actor.
+
+ .. attribute:: action
+
+ The name of the action to set as the current action.
+
+ :type: string
+
+ .. attribute:: channelNames
+
+ A list of channel names that may be used with :data:`setChannel` and :data:`getChannel`.
+
+ :type: list of strings
+
+ .. attribute:: frameStart
+
+ Specifies the starting frame of the animation.
+
+ :type: float
+
+ .. attribute:: frameEnd
+
+ Specifies the ending frame of the animation.
+
+ :type: float
+
+ .. attribute:: blendIn
+
+ Specifies the number of frames of animation to generate when making transitions between actions.
+
+ :type: float
+
+ .. attribute:: priority
+
+ Sets the priority of this actuator. Actuators will lower priority numbers will override actuators with higher numbers.
+
+ :type: integer
+
+ .. attribute:: frame
+
+ Sets the current frame for the animation.
+
+ :type: float
+
+ .. attribute:: propName
+
+ Sets the property to be used in FromProp playback mode.
+
+ :type: string
+
+ .. attribute:: blendTime
+
+ Sets the internal frame timer. This property must be in the range from 0.0 to blendIn.
+
+ :type: float
+
+ .. attribute:: mode
+
+ The operation mode of the actuator. Can be one of :ref:`these constants<action-actuator>`.
+
+ :type: integer
+
+ .. attribute:: useContinue
+
+ The actions continue option, True or False. When True, the action will always play from where last left off, otherwise negative events to this actuator will reset it to its start frame.
+
+ :type: boolean
+
+ .. attribute:: framePropName
+
+ The name of the property that is set to the current frame number.
+
+ :type: string
+
+ .. method:: setChannel(channel, matrix)
+
+ Alternative to the 2 arguments, 4 arguments (channel, matrix, loc, size, quat) are also supported.
+
+ :arg channel: A string specifying the name of the bone channel, error raised if not in :data:`channelNames`.
+ :type channel: string
+ :arg matrix: A 4x4 matrix specifying the overriding transformation as an offset from the bone's rest position.
+ :arg matrix: list [[float]]
+
+ .. note::
+
+ These values are relative to the bones rest position, currently the api has no way to get this info (which is annoying), but can be worked around by using bones with a rest pose that has no translation.
+
+ .. method:: getChannel(channel)
+
+ :arg channel: A string specifying the name of the bone channel. error raised if not in :data:`channelNames`.
+ :type channel: string
+ :return: (loc, size, quat)
+ :rtype: tuple
+
+.. class:: BL_Shader(PyObjectPlus)
+
+ BL_Shader GLSL shaders.
+
+ TODO - Description
+
+ .. method:: setUniformfv(name, fList)
+
+ Set a uniform with a list of float values
+
+ :arg name: the uniform name
+ :type name: string
+ :arg fList: a list (2, 3 or 4 elements) of float values
+ :type fList: list[float]
+
+ .. method:: delSource()
+
+ Clear the shader. Use this method before the source is changed with :data:`setSource`.
+
+ .. method:: getFragmentProg()
+
+ Returns the fragment program.
+
+ :return: The fragment program.
+ :rtype: string
+
+ .. method:: getVertexProg()
+
+ Get the vertex program.
+
+ :return: The vertex program.
+ :rtype: string
+
+ .. method:: isValid()
+
+ Check if the shader is valid.
+
+ :return: True if the shader is valid
+ :rtype: boolean
+
+ .. method:: setAttrib(enum)
+
+ Set attribute location. (The parameter is ignored a.t.m. and the value of "tangent" is always used.)
+
+ :arg enum: attribute location value
+ :type enum: integer
+
+ .. method:: setNumberOfPasses( max_pass )
+
+ Set the maximum number of passes. Not used a.t.m.
+
+ :arg max_pass: the maximum number of passes
+ :type max_pass: integer
+
+ .. method:: setSampler(name, index)
+
+ Set uniform texture sample index.
+
+ :arg name: Uniform name
+ :type name: string
+ :arg index: Texture sample index.
+ :type index: integer
+
+ .. method:: setSource(vertexProgram, fragmentProgram)
+
+ Set the vertex and fragment programs
+
+ :arg vertexProgram: Vertex program
+ :type vertexProgram: string
+ :arg fragmentProgram: Fragment program
+ :type fragmentProgram: string
+
+ .. method:: setUniform1f(name, fx)
+
+ Set a uniform with 1 float value.
+
+ :arg name: the uniform name
+ :type name: string
+ :arg fx: Uniform value
+ :type fx: float
+
+ .. method:: setUniform1i(name, ix)
+
+ Set a uniform with an integer value.
+
+ :arg name: the uniform name
+ :type name: string
+ :arg ix: the uniform value
+ :type ix: integer
+
+ .. method:: setUniform2f(name, fx, fy)
+
+ Set a uniform with 2 float values
+
+ :arg name: the uniform name
+ :type name: string
+ :arg fx: first float value
+ :type fx: float
+
+ :arg fy: second float value
+ :type fy: float
+
+ .. method:: setUniform2i(name, ix, iy)
+
+ Set a uniform with 2 integer values
+
+ :arg name: the uniform name
+ :type name: string
+ :arg ix: first integer value
+ :type ix: integer
+ :arg iy: second integer value
+ :type iy: integer
+
+ .. method:: setUniform3f(name, fx, fy, fz)
+
+ Set a uniform with 3 float values.
+
+ :arg name: the uniform name
+ :type name: string
+ :arg fx: first float value
+ :type fx: float
+ :arg fy: second float value
+ :type fy: float
+ :arg fz: third float value
+ :type fz: float
+
+ .. method:: setUniform3i(name, ix, iy, iz)
+
+ Set a uniform with 3 integer values
+
+ :arg name: the uniform name
+ :type name: string
+ :arg ix: first integer value
+ :type ix: integer
+ :arg iy: second integer value
+ :type iy: integer
+ :arg iz: third integer value
+ :type iz: integer
+
+ .. method:: setUniform4f(name, fx, fy, fz, fw)
+
+ Set a uniform with 4 float values.
+
+ :arg name: the uniform name
+ :type name: string
+ :arg fx: first float value
+ :type fx: float
+ :arg fy: second float value
+ :type fy: float
+ :arg fz: third float value
+ :type fz: float
+ :arg fw: fourth float value
+ :type fw: float
+
+ .. method:: setUniform4i(name, ix, iy, iz, iw)
+
+ Set a uniform with 4 integer values
+
+ :arg name: the uniform name
+ :type name: string
+ :arg ix: first integer value
+ :type ix: integer
+ :arg iy: second integer value
+ :type iy: integer
+ :arg iz: third integer value
+ :type iz: integer
+ :arg iw: fourth integer value
+ :type iw: integer
+
+ .. method:: setUniformDef(name, type)
+
+ Define a new uniform
+
+ :arg name: the uniform name
+ :type name: string
+ :arg type: uniform type
+ :type type: UNI_NONE, UNI_INT, UNI_FLOAT, UNI_INT2, UNI_FLOAT2, UNI_INT3, UNI_FLOAT3, UNI_INT4, UNI_FLOAT4, UNI_MAT3, UNI_MAT4, UNI_MAX
+
+ .. method:: setUniformMatrix3(name, mat, transpose)
+
+ Set a uniform with a 3x3 matrix value
+
+ :arg name: the uniform name
+ :type name: string
+ :arg mat: A 3x3 matrix [[f, f, f], [f, f, f], [f, f, f]]
+ :type mat: 3x3 matrix
+ :arg transpose: set to True to transpose the matrix
+ :type transpose: boolean
+
+ .. method:: setUniformMatrix4(name, mat, transpose)
+
+ Set a uniform with a 4x4 matrix value
+
+ :arg name: the uniform name
+ :type name: string
+ :arg mat: A 4x4 matrix [[f, f, f, f], [f, f, f, f], [f, f, f, f], [f, f, f, f]]
+ :type mat: 4x4 matrix
+ :arg transpose: set to True to transpose the matrix
+ :type transpose: boolean
+
+ .. method:: setUniformiv(name, iList)
+
+ Set a uniform with a list of integer values
+
+ :arg name: the uniform name
+ :type name: string
+ :arg iList: a list (2, 3 or 4 elements) of integer values
+ :type iList: list[integer]
+
+ .. method:: validate()
+
+ Validate the shader object.
+
+.. class:: BL_ShapeActionActuator(SCA_IActuator)
+
+ ShapeAction Actuators apply an shape action to an mesh object.
+
+ .. attribute:: action
+
+ The name of the action to set as the current shape action.
+
+ :type: string
+
+ .. attribute:: frameStart
+
+ Specifies the starting frame of the shape animation.
+
+ :type: float
+
+ .. attribute:: frameEnd
+
+ Specifies the ending frame of the shape animation.
+
+ :type: float
+
+ .. attribute:: blendIn
+
+ Specifies the number of frames of animation to generate when making transitions between actions.
+
+ :type: float
+
+ .. attribute:: priority
+
+ Sets the priority of this actuator. Actuators will lower priority numbers will override actuators with higher numbers.
+
+ :type: integer
+
+ .. attribute:: frame
+
+ Sets the current frame for the animation.
+
+ :type: float
+
+ .. attribute:: propName
+
+ Sets the property to be used in FromProp playback mode.
+
+ :type: string
+
+ .. attribute:: blendTime
+
+ Sets the internal frame timer. This property must be in the range from 0.0 to blendin.
+
+ :type: float
+
+ .. attribute:: mode
+
+ The operation mode of the actuator. Can be one of :ref:`these constants<shape-action-actuator>`.
+
+ :type: integer
+
+ .. attribute:: framePropName
+
+ The name of the property that is set to the current frame number.
+
+ :type: string
+
+.. class:: CListValue(CPropValue)
+
+ This is a list like object used in the game engine internally that behaves similar to a python list in most ways.
+
+ As well as the normal index lookup (``val= clist[i]``), CListValue supports string lookups (``val= scene.objects["Cube"]``)
+
+ Other operations such as ``len(clist)``, ``list(clist)``, ``clist[0:10]`` are also supported.
+
+ .. method:: append(val)
+
+ Add an item to the list (like pythons append)
+
+ .. warning::
+
+ Appending values to the list can cause crashes when the list is used internally by the game engine.
+
+ .. method:: count(val)
+
+ Count the number of instances of a value in the list.
+
+ :return: number of instances
+ :rtype: integer
+
+ .. method:: index(val)
+
+ Return the index of a value in the list.
+
+ :return: The index of the value in the list.
+ :rtype: integer
+
+ .. method:: reverse()
+
+ Reverse the order of the list.
+
+ .. method:: get(key, default=None)
+
+ Return the value matching key, or the default value if its not found.
+
+ :return: The key value or a default.
+
+ .. method:: from_id(id)
+
+ This is a funtion especially for the game engine to return a value with a spesific id.
+
+ Since object names are not always unique, the id of an object can be used to get an object from the CValueList.
+
+ Example:
+
+ .. code-block:: python
+
+ myObID=id(gameObject)
+ ob= scene.objects.from_id(myObID)
+
+ Where ``myObID`` is an int or long from the id function.
+
+ This has the advantage that you can store the id in places you could not store a gameObject.
+
+ .. warning::
+
+ The id is derived from a memory location and will be different each time the game engine starts.
+
+.. class:: KX_BlenderMaterial(PyObjectPlus)
+
+ KX_BlenderMaterial
+
+ .. method:: getShader()
+
+ Returns the material's shader.
+
+ :return: the material's shader
+ :rtype: :class:`BL_Shader`
+
+ .. method:: setBlending(src, dest)
+
+ Set the pixel color arithmetic functions.
+
+ :arg src: Specifies how the red, green, blue, and alpha source blending factors are computed.
+ :type src: Value in...
+
+ * GL_ZERO,
+ * GL_ONE,
+ * GL_SRC_COLOR,
+ * GL_ONE_MINUS_SRC_COLOR,
+ * GL_DST_COLOR,
+ * GL_ONE_MINUS_DST_COLOR,
+ * GL_SRC_ALPHA,
+ * GL_ONE_MINUS_SRC_ALPHA,
+ * GL_DST_ALPHA,
+ * GL_ONE_MINUS_DST_ALPHA,
+ * GL_SRC_ALPHA_SATURATE
+
+ :arg dest: Specifies how the red, green, blue, and alpha destination blending factors are computed.
+ :type dest: Value in...
+
+ * GL_ZERO
+ * GL_ONE
+ * GL_SRC_COLOR
+ * GL_ONE_MINUS_SRC_COLOR
+ * GL_DST_COLOR
+ * GL_ONE_MINUS_DST_COLOR
+ * GL_SRC_ALPHA
+ * GL_ONE_MINUS_SRC_ALPHA
+ * GL_DST_ALPHA
+ * GL_ONE_MINUS_DST_ALPHA
+ * GL_SRC_ALPHA_SATURATE
+
+ .. method:: getMaterialIndex()
+
+ Returns the material's index.
+
+ :return: the material's index
+ :rtype: integer
+
+.. class:: KX_CameraActuator(SCA_IActuator)
+
+ Applies changes to a camera.
+
+ .. attribute:: min
+
+ minimum distance to the target object maintained by the actuator.
+
+ :type: float
+
+ .. attribute:: max
+
+ maximum distance to stay from the target object.
+
+ :type: float
+
+ .. attribute:: height
+
+ height to stay above the target object.
+
+ :type: float
+
+ .. attribute:: useXY
+
+ axis this actuator is tracking, True=X, False=Y.
+
+ :type: boolean
+
+ .. attribute:: object
+
+ the object this actuator tracks.
+
+ :type: :class:`KX_GameObject` or None
+
+.. class:: KX_ConstraintActuator(SCA_IActuator)
+
+ A constraint actuator limits the position, rotation, distance or orientation of an object.
+
+ .. attribute:: damp
+
+ Time constant of the constraint expressed in frame (not use by Force field constraint).
+
+ :type: integer
+
+ .. attribute:: rotDamp
+
+ Time constant for the rotation expressed in frame (only for the distance constraint), 0 = use damp for rotation as well.
+
+ :type: integer
+
+ .. attribute:: direction
+
+ The reference direction in world coordinate for the orientation constraint.
+
+ :type: 3-tuple of float: (x, y, z)
+
+ .. attribute:: option
+
+ Binary combination of :ref:`these constants <constraint-actuator-option>`
+
+ :type: integer
+
+ .. attribute:: time
+
+ activation time of the actuator. The actuator disables itself after this many frame. If set to 0, the actuator is not limited in time.
+
+ :type: integer
+
+ .. attribute:: propName
+
+ the name of the property or material for the ray detection of the distance constraint.
+
+ :type: string
+
+ .. attribute:: min
+
+ The lower bound of the constraint. For the rotation and orientation constraint, it represents radiant.
+
+ :type: float
+
+ .. attribute:: distance
+
+ the target distance of the distance constraint.
+
+ :type: float
+
+ .. attribute:: max
+
+ the upper bound of the constraint. For rotation and orientation constraints, it represents radiant.
+
+ :type: float
+
+ .. attribute:: rayLength
+
+ the length of the ray of the distance constraint.
+
+ :type: float
+
+ .. attribute:: limit
+
+ type of constraint. Use one of the :ref:`these constants <constraint-actuator-limit>`
+
+ :type: integer.
+
+
+.. class:: KX_ConstraintWrapper(PyObjectPlus)
+
+ KX_ConstraintWrapper
+
+ .. method:: getConstraintId(val)
+
+ Returns the contraint's ID
+
+ :return: the constraint's ID
+ :rtype: integer
+
+.. class:: KX_GameActuator(SCA_IActuator)
+
+ The game actuator loads a new .blend file, restarts the current .blend file or quits the game.
+
+ .. attribute:: fileName
+
+ the new .blend file to load.
+
+ :type: string
+
+ .. attribute:: mode
+
+ The mode of this actuator. Can be on of :ref:`these constants <game-actuator>`
+
+ :type: Int
+
+.. class:: KX_GameObject(SCA_IObject)
+
+ All game objects are derived from this class.
+
+ 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.
+
+ .. attribute:: name
+
+ The object's name. (read-only).
+
+ :type: string
+
+ .. attribute:: mass
+
+ The object's mass
+
+ :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
+
+ 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::
+
+ A value of 0.0 disables this option (rather then setting it stationary).
+
+ .. attribute:: localInertia
+
+ the object's inertia vector in local coordinates. Read only.
+
+ :type: list [ix, iy, iz]
+
+ .. attribute:: parent
+
+ The object's parent object. (read-only).
+
+ :type: :class:`KX_GameObject` or None
+
+ .. attribute:: visible
+
+ visibility flag.
+
+ :type: boolean
+
+ .. note::
+
+ Game logic will still run for invisible objects.
+
+ .. attribute:: color
+
+ The object color of the object. [r, g, b, a]
+
+ :type: :class:`mathutils.Vector`
+
+ .. attribute:: occlusion
+
+ occlusion capability flag.
+
+ :type: boolean
+
+ .. attribute:: position
+
+ The object's position. [x, y, z] On write: local position, on read: world position
+
+ .. deprecated:: use :data:`localPosition` and :data:`worldPosition`.
+
+ :type: :class:`mathurils.Vector`
+
+ .. attribute:: orientation
+
+ The object's orientation. 3x3 Matrix. You can also write a Quaternion or Euler vector. On write: local orientation, on read: world orientation
+
+ .. deprecated:: use :data:`localOrientation` and :data:`worldOrientation`.
+
+ :type: :class:`mathutils.Matrix`
+
+ .. attribute:: scaling
+
+ The object's scaling factor. [sx, sy, sz] On write: local scaling, on read: world scaling
+
+ .. deprecated:: use :data:`localScale` and :data:`worldScale`.
+
+ :type: :class:`mathutils.Vector`
+
+ .. attribute:: localOrientation
+
+ The object's local orientation. 3x3 Matrix. You can also write a Quaternion or Euler vector.
+
+ :type: :class:`mathutils.Matrix`
+
+ .. attribute:: worldOrientation
+
+ The object's world orientation. 3x3 Matrix.
+
+ :type: :class:`mathutils.Matrix`
+
+ .. attribute:: localScale
+
+ The object's local scaling factor. [sx, sy, sz]
+
+ :type: :class:`mathutils.Vector`
+
+ .. attribute:: worldScale
+
+ The object's world scaling factor. Read-only. [sx, sy, sz]
+
+ :type: :class:`mathutils.Vector`
+
+ .. attribute:: localPosition
+
+ The object's local position. [x, y, z]
+
+ :type: :class:`mathutils.Vector`
+
+ .. attribute:: worldPosition
+
+ The object's world position. [x, y, z]
+
+ :type: :class:`mathutils.Vector`
+
+ .. 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`
+
+ .. attribute:: timeOffset
+
+ adjust the slowparent delay at runtime.
+
+ :type: float
+
+ .. attribute:: state
+
+ the game object's state bitmask, using the first 30 bits, one bit must always be set.
+
+ :type: int
+
+ .. attribute:: meshes
+
+ 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
+
+ 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
+
+ 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
+
+ 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).
+
+ .. note::
+
+ Changes to this list will not update the KX_GameObject.
+
+ .. attribute:: attrDict
+
+ get the objects internal python attribute dictionary for direct (faster) access.
+
+ :type: dict
+
+ .. attribute:: children
+
+ direct children of this object, (read-only).
+
+ :type: :class:`CListValue` of :class:`KX_GameObject`'s
+
+ .. attribute:: childrenRecursive
+
+ all children of this object including childrens children, (read-only).
+
+ :type: :class:`CListValue` of :class:`KX_GameObject`'s
+
+ .. method:: endObject()
+
+ Delete this object, can be used in place of the EndObject Actuator.
+
+ The actual removal of the object from the scene is delayed.
+
+ .. method:: replaceMesh(mesh, useDisplayMesh=True, usePhysicsMesh=False)
+
+ Replace the mesh of this object with a new mesh. This works the same was as the actuator.
+
+ :arg mesh: mesh to replace or the meshes name.
+ :type mesh: :class:`MeshProxy` or string
+ :arg useDisplayMesh: when enabled the display mesh will be replaced (optional argument).
+ :type useDisplayMesh: boolean
+ :arg usePhysicsMesh: when enabled the physics mesh will be replaced (optional argument).
+ :type usePhysicsMesh: boolean
+
+ .. method:: setVisible(visible, recursive)
+
+ Sets the game object's visible flag.
+
+ :arg visible: the visible state to set.
+ :type visible: boolean
+ :arg recursive: optional argument to set all childrens visibility flag too.
+ :type recursive: boolean
+
+ .. method:: setOcclusion(occlusion, recursive)
+
+ Sets the game object's occlusion capability.
+
+ :arg occlusion: the state to set the occlusion to.
+ :type occlusion: boolean
+ :arg recursive: optional argument to set all childrens occlusion flag too.
+ :type recursive: boolean
+
+ .. method:: alignAxisToVect(vect, axis=2, factor=1.0)
+
+ Aligns any of the game object's axis along the given vector.
+
+
+ :arg vect: a vector to align the axis.
+ :type vect: 3D vector
+ :arg axis: The axis you want to align
+
+ * 0: X axis
+ * 1: Y axis
+ * 2: Z axis
+
+ :type axis: integer
+ :arg factor: Only rotate a feaction of the distance to the target vector (0.0 - 1.0)
+ :type factor: float
+
+ .. method:: getAxisVect(vect)
+
+ Returns the axis vector rotates by the objects worldspace orientation.
+ This is the equivalent of multiplying the vector by the orientation matrix.
+
+ :arg vect: a vector to align the axis.
+ :type vect: 3D Vector
+ :return: The vector in relation to the objects rotation.
+ :rtype: 3d vector.
+
+ .. method:: applyMovement(movement, local=False)
+
+ Sets the game object's movement.
+
+ :arg movement: movement vector.
+ :type movement: 3D Vector
+ :arg local:
+ * False: you get the "global" movement ie: relative to world orientation.
+ * True: you get the "local" movement ie: relative to object orientation.
+ :arg local: boolean
+
+ .. method:: applyRotation(rotation, local=False)
+
+ Sets the game object's rotation.
+
+ :arg rotation: rotation vector.
+ :type rotation: 3D Vector
+ :arg local:
+ * False: you get the "global" rotation ie: relative to world orientation.
+ * True: you get the "local" rotation ie: relative to object orientation.
+ :arg local: boolean
+
+ .. method:: applyForce(force, local=False)
+
+ Sets the game object's force.
+
+ This requires a dynamic object.
+
+ :arg force: force vector.
+ :type force: 3D Vector
+ :arg local:
+ * False: you get the "global" force ie: relative to world orientation.
+ * True: you get the "local" force ie: relative to object orientation.
+ :type local: boolean
+
+ .. method:: applyTorque(torque, local=False)
+
+ Sets the game object's torque.
+
+ This requires a dynamic object.
+
+ :arg torque: torque vector.
+ :type torque: 3D Vector
+ :arg local:
+ * False: you get the "global" torque ie: relative to world orientation.
+ * True: you get the "local" torque ie: relative to object orientation.
+ :type local: boolean
+
+ .. method:: getLinearVelocity(local=False)
+
+ Gets the game object's linear velocity.
+
+ This method returns the game object's velocity through it's centre of mass, ie no angular velocity component.
+
+ :arg local:
+ * False: you get the "global" velocity ie: relative to world orientation.
+ * True: you get the "local" velocity ie: relative to object orientation.
+ :type local: boolean
+ :return: the object's linear velocity.
+ :rtype: list [vx, vy, vz]
+
+ .. method:: setLinearVelocity(velocity, local=False)
+
+ Sets the game object's linear velocity.
+
+ This method sets game object's velocity through it's centre of mass,
+ ie no angular velocity component.
+
+ This requires a dynamic object.
+
+ :arg velocity: linear velocity vector.
+ :type velocity: 3D Vector
+ :arg local:
+ * False: you get the "global" velocity ie: relative to world orientation.
+ * True: you get the "local" velocity ie: relative to object orientation.
+ :type local: boolean
+
+ .. method:: getAngularVelocity(local=False)
+
+ Gets the game object's angular velocity.
+
+ :arg local:
+ * False: you get the "global" velocity ie: relative to world orientation.
+ * True: you get the "local" velocity ie: relative to object orientation.
+ :type local: boolean
+ :return: the object's angular velocity.
+ :rtype: list [vx, vy, vz]
+
+ .. method:: setAngularVelocity(velocity, local=False)
+
+ Sets the game object's angular velocity.
+
+ This requires a dynamic object.
+
+ :arg velocity: angular velocity vector.
+ :type velocity: boolean
+ :arg local:
+ * False: you get the "global" velocity ie: relative to world orientation.
+ * True: you get the "local" velocity ie: relative to object orientation.
+
+ .. method:: getVelocity(point=(0, 0, 0))
+
+ Gets the game object's velocity at the specified point.
+
+ Gets the game object's velocity at the specified point, including angular
+ components.
+
+ :arg point: optional point to return the velocity for, in local coordinates.
+ :type point: 3D Vector
+ :return: the velocity at the specified point.
+ :rtype: list [vx, vy, vz]
+
+ .. method:: getReactionForce()
+
+ Gets the game object's reaction force.
+
+ The reaction force is the force applied to this object over the last simulation timestep.
+ This also includes impulses, eg from collisions.
+
+ :return: the reaction force of this object.
+ :rtype: list [fx, fy, fz]
+
+ .. note::
+
+ This is not implimented at the moment.
+
+ .. method:: applyImpulse(point, impulse)
+
+ Applies an impulse to the game object.
+
+ This will apply the specified impulse to the game object at the specified point.
+ If point != position, applyImpulse will also change the object's angular momentum.
+ Otherwise, only linear momentum will change.
+
+ :arg point: the point to apply the impulse to (in world coordinates)
+ :type point: the point to apply the impulse to (in world coordinates)
+
+ .. method:: suspendDynamics()
+
+ Suspends physics for this object.
+
+ .. method:: restoreDynamics()
+
+ Resumes physics for this object.
+
+ .. note::
+
+ The objects linear velocity will be applied from when the dynamics were suspended.
+
+ .. method:: enableRigidBody()
+
+ Enables rigid body physics for this object.
+
+ Rigid body physics allows the object to roll on collisions.
+
+ .. note::
+
+ This is not working with bullet physics yet.
+
+ .. method:: disableRigidBody()
+
+ Disables rigid body physics for this object.
+
+ .. note::
+
+ This is not working with bullet physics yet. The angular is removed but rigid body physics can still rotate it later.
+
+ .. method:: setParent(parent, compound=True, ghost=True)
+
+ Sets this object's parent.
+ Control the shape status with the optional compound and ghost parameters:
+
+ In that case you can control if it should be ghost or not:
+
+ :arg parent: new parent object.
+ :type parent: :class:`KX_GameObject`
+ :arg compound: whether the shape should be added to the parent compound shape.
+
+ * True: the object shape should be added to the parent compound shape.
+ * False: the object should keep its individual shape.
+
+ :type compound: boolean
+ :arg ghost: whether the object should be ghost while parented.
+
+ * True: if the object should be made ghost while parented.
+ * False: if the object should be solid while parented.
+
+ :type ghost: boolean
+
+ .. note::
+
+ If the object type is sensor, it stays ghost regardless of ghost parameter
+
+ .. method:: removeParent()
+
+ Removes this objects parent.
+
+ .. method:: getPhysicsId()
+
+ Returns the user data object associated with this game object's physics controller.
+
+ .. method:: getPropertyNames()
+
+ Gets a list of all property names.
+
+ :return: All property names for this object.
+ :rtype: list
+
+ .. method:: getDistanceTo(other)
+
+ :arg other: a point or another :class:`KX_GameObject` to measure the distance to.
+ :type other: :class:`KX_GameObject` or list [x, y, z]
+ :return: distance to another object or point.
+ :rtype: float
+
+ .. method:: getVectTo(other)
+
+ Returns the vector and the distance to another object or point.
+ The vector is normalized unless the distance is 0, in which a zero length vector is returned.
+
+ :arg other: a point or another :class:`KX_GameObject` to get the vector and distance to.
+ :type other: :class:`KX_GameObject` or list [x, y, z]
+ :return: (distance, globalVector(3), localVector(3))
+ :rtype: 3-tuple (float, 3-tuple (x, y, z), 3-tuple (x, y, z))
+
+ .. method:: rayCastTo(other, dist, prop)
+
+ Look towards another point/object and find first object hit within dist that matches prop.
+
+ The ray is always casted from the center of the object, ignoring the object itself.
+ The ray is casted towards the center of another object or an explicit [x, y, z] point.
+ Use rayCast() if you need to retrieve the hit point
+
+ :arg other: [x, y, z] or object towards which the ray is casted
+ :type other: :class:`KX_GameObject` or 3-tuple
+ :arg dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other
+ :type dist: float
+ :arg prop: property name that object must have; can be omitted => detect any object
+ :type prop: string
+ :return: the first object hit or None if no object or object does not match prop
+ :rtype: :class:`KX_GameObject`
+
+ .. method:: rayCast(objto, objfrom, dist, prop, face, xray, poly)
+
+ Look from a point/object to another point/object and find first object hit within dist that matches prop.
+ if poly is 0, returns a 3-tuple with object reference, hit point and hit normal or (None, None, None) if no hit.
+ if poly is 1, returns a 4-tuple with in addition a :class:`KX_PolyProxy` as 4th element.
+ if poly is 2, returns a 5-tuple with in addition a 2D vector with the UV mapping of the hit point as 5th element.
+
+ .. code-block:: python
+
+ # shoot along the axis gun-gunAim (gunAim should be collision-free)
+ obj, point, normal = gun.rayCast(gunAim, None, 50)
+ if obj:
+ # do something
+ pass
+
+ The face paremeter determines the orientation of the normal.
+
+ * 0 => hit normal is always oriented towards the ray origin (as if you casted the ray from outside)
+ * 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect)
+
+ The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray.
+ The prop and xray parameters interact as follow.
+
+ * prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray.
+ * prop off, xray on : idem.
+ * prop on, xray off: return closest hit if it matches prop, no hit otherwise.
+ * prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray.
+
+ The :class:`KX_PolyProxy` 4th element of the return tuple when poly=1 allows to retrieve information on the polygon hit by the ray.
+ If there is no hit or the hit object is not a static mesh, None is returned as 4th element.
+
+ The ray ignores collision-free objects and faces that dont have the collision flag enabled, you can however use ghost objects.
+
+ :arg objto: [x, y, z] or object to which the ray is casted
+ :type objto: :class:`KX_GameObject` or 3-tuple
+ :arg objfrom: [x, y, z] or object from which the ray is casted; None or omitted => use self object center
+ :type objfrom: :class:`KX_GameObject` or 3-tuple or None
+ :arg dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to to
+ :type dist: float
+ :arg prop: property name that object must have; can be omitted or "" => detect any object
+ :type prop: string
+ :arg face: normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin
+ :type face: integer
+ :arg xray: X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object
+ :type xray: integer
+ :arg poly: polygon option: 0, 1 or 2 to return a 3-, 4- or 5-tuple with information on the face hit.
+
+ * 0 or omitted: return value is a 3-tuple (object, hitpoint, hitnormal) or (None, None, None) if no hit
+ * 1: return value is a 4-tuple and the 4th element is a :class:`KX_PolyProxy` or None if no hit or the object doesn't use a mesh collision shape.
+ * 2: return value is a 5-tuple and the 5th element is a 2-tuple (u, v) with the UV mapping of the hit point or None if no hit, or the object doesn't use a mesh collision shape, or doesn't have a UV mapping.
+
+ :type poly: integer
+ :return: (object, hitpoint, hitnormal) or (object, hitpoint, hitnormal, polygon) or (object, hitpoint, hitnormal, polygon, hituv).
+
+ * object, hitpoint and hitnormal are None if no hit.
+ * polygon is valid only if the object is valid and is a static object, a dynamic object using mesh collision shape or a soft body object, otherwise it is None
+ * hituv is valid only if polygon is valid and the object has a UV mapping, otherwise it is None
+
+ :rtype:
+
+ * 3-tuple (:class:`KX_GameObject`, 3-tuple (x, y, z), 3-tuple (nx, ny, nz))
+ * or 4-tuple (:class:`KX_GameObject`, 3-tuple (x, y, z), 3-tuple (nx, ny, nz), :class:`PolyProxy`)
+ * or 5-tuple (:class:`KX_GameObject`, 3-tuple (x, y, z), 3-tuple (nx, ny, nz), :class:`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)
+
+ Set the objects collision margin.
+
+ :arg margin: the collision margin distance in blender units.
+ :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="")
+
+ Sends a message.
+
+ :arg subject: The subject of the message
+ :type subject: string
+ :arg body: The body of the message (optional)
+ :type body: string
+ :arg to: The name of the object to send the message to (optional)
+ :type to: string
+
+ .. method:: reinstancePhysicsMesh(gameObject, meshObject)
+
+ Updates the physics system with the changed mesh.
+
+ If no arguments are given the physics mesh will be re-created from the first mesh assigned to the game object.
+
+ :arg gameObject: optional argument, set the physics shape from this gameObjets mesh.
+ :type gameObject: string, :class:`KX_GameObject` or None
+ :arg meshObject: optional argument, set the physics shape from this mesh.
+ :type meshObject: string, :class:`MeshProxy` or None
+
+ :return: True if reinstance succeeded, False if it failed.
+ :rtype: boolean
+
+ .. 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)
+
+ .. warning::
+
+ If the object is a part of a combound object it will fail (parent or child)
+
+ .. warning::
+
+ Rebuilding the physics mesh can be slow, running many times per second will give a performance hit.
+
+ .. method:: get(key, default=None)
+
+ Return the value matching key, or the default value if its not found.
+ :return: The key value or a default.
+
+.. class:: KX_IpoActuator(SCA_IActuator)
+
+ IPO actuator activates an animation.
+
+ .. attribute:: frameStart
+
+ Start frame.
+
+ :type: float
+
+ .. attribute:: frameEnd
+
+ End frame.
+
+ :type: float
+
+ .. attribute:: propName
+
+ Use this property to define the Ipo position.
+
+ :type: string
+
+ .. attribute:: framePropName
+
+ Assign this property this action current frame number.
+
+ :type: string
+
+ .. attribute:: mode
+
+ Play mode for the ipo. Can be on of :ref:`these constants <ipo-actuator>`
+
+ :type: integer
+
+ .. attribute:: useIpoAsForce
+
+ Apply Ipo as a global or local force depending on the local option (dynamic objects only).
+
+ :type: boolean
+
+ .. attribute:: useIpoAdd
+
+ Ipo is added to the current loc/rot/scale in global or local coordinate according to Local flag.
+
+ :type: boolean
+
+ .. attribute:: useIpoLocal
+
+ Let the ipo acts in local coordinates, used in Force and Add mode.
+
+ :type: boolean
+
+ .. attribute:: useChildren
+
+ Update IPO on all children Objects as well.
+
+ :type: boolean
+
+.. class:: KX_LightObject(KX_GameObject)
+
+ A Light object.
+
+ .. code-block:: python
+
+ # Turn on a red alert light.
+ import bge
+
+ co = bge.logic.getCurrentController()
+ light = co.owner
+
+ light.energy = 1.0
+ light.colour = [1.0, 0.0, 0.0]
+
+ .. data:: SPOT
+
+ A spot light source. See attribute :data:`type`
+
+ .. data:: SUN
+
+ A point light source with no attenuation. See attribute :data:`type`
+
+ .. data:: NORMAL
+
+ A point light source. See attribute :data:`type`
+
+ .. attribute:: type
+
+ The type of light - must be SPOT, SUN or NORMAL
+
+ .. attribute:: layer
+
+ The layer mask that this light affects object on.
+
+ :type: bitfield
+
+ .. attribute:: energy
+
+ The brightness of this light.
+
+ :type: float
+
+ .. attribute:: distance
+
+ The maximum distance this light can illuminate. (SPOT and NORMAL lights only).
+
+ :type: float
+
+ .. attribute:: colour
+
+ The colour of this light. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0].
+
+ :type: list [r, g, b]
+
+ .. attribute:: color
+
+ Synonym for colour.
+
+ .. attribute:: lin_attenuation
+
+ The linear component of this light's attenuation. (SPOT and NORMAL lights only).
+
+ :type: float
+
+ .. attribute:: quad_attenuation
+
+ The quadratic component of this light's attenuation (SPOT and NORMAL lights only).
+
+ :type: float
+
+ .. attribute:: spotsize
+
+ The cone angle of the spot light, in degrees (SPOT lights only).
+
+ :type: float in [0 - 180].
+
+ .. attribute:: spotblend
+
+ Specifies the intensity distribution of the spot light (SPOT lights only).
+
+ :type: float in [0 - 1]
+
+ .. note::
+
+ Higher values result in a more focused light source.
+
+.. class:: KX_MeshProxy(SCA_IObject)
+
+ A mesh object.
+
+ You can only change the vertex properties of a mesh object, not the mesh topology.
+
+ To use mesh objects effectively, you should know a bit about how the game engine handles them.
+
+ #. Mesh Objects are converted from Blender at scene load.
+ #. The Converter groups polygons by Material. This means they can be sent to the renderer efficiently. A material holds:
+
+ #. The texture.
+ #. The Blender material.
+ #. The Tile properties
+ #. The face properties - (From the "Texture Face" panel)
+ #. Transparency & z sorting
+ #. Light layer
+ #. Polygon shape (triangle/quad)
+ #. Game Object
+
+ #. Verticies will be split by face if necessary. Verticies can only be shared between faces if:
+
+ #. They are at the same position
+ #. UV coordinates are the same
+ #. Their normals are the same (both polygons are "Set Smooth")
+ #. They are the same colour, for example: a cube has 24 verticies: 6 faces with 4 verticies per face.
+
+ The correct method of iterating over every :class:`KX_VertexProxy` in a game object
+
+ .. code-block:: python
+
+ import GameLogic
+
+ co = GameLogic.getCurrentController()
+ obj = co.owner
+
+ m_i = 0
+ mesh = obj.getMesh(m_i) # There can be more than one mesh...
+ while mesh != None:
+ for mat in range(mesh.getNumMaterials()):
+ for v_index in range(mesh.getVertexArrayLength(mat)):
+ vertex = mesh.getVertex(mat, v_index)
+ # Do something with vertex here...
+ # ... eg: colour the vertex red.
+ vertex.colour = [1.0, 0.0, 0.0, 1.0]
+ m_i += 1
+ mesh = obj.getMesh(m_i)
+
+ .. attribute:: materials
+
+ :type: list of :class:`KX_BlenderMaterial` or :class:`KX_PolygonMaterial` types
+
+ .. attribute:: numPolygons
+
+ :type: integer
+
+ .. attribute:: numMaterials
+
+ :type: integer
+
+ .. method:: getNumMaterials()
+
+ :return: number of materials associated with this object
+ :rtype: integer
+
+ .. method:: getMaterialName(matid)
+
+ Gets the name of the specified material.
+
+ :arg matid: the specified material.
+ :type matid: integer
+ :return: the attached material name.
+ :rtype: string
+
+ .. method:: getTextureName(matid)
+
+ Gets the name of the specified material's texture.
+
+ :arg matid: the specified material
+ :type matid: integer
+ :return: the attached material's texture name.
+ :rtype: string
+
+ .. method:: getVertexArrayLength(matid)
+
+ Gets the length of the vertex array associated with the specified material.
+
+ There is one vertex array for each material.
+
+ :arg matid: the specified material
+ :type matid: integer
+ :return: the number of verticies in the vertex array.
+ :rtype: integer
+
+ .. method:: getVertex(matid, index)
+
+ Gets the specified vertex from the mesh object.
+
+ :arg matid: the specified material
+ :type matid: integer
+ :arg index: the index into the vertex array.
+ :type index: integer
+ :return: a vertex object.
+ :rtype: :class:`KX_VertexProxy`
+
+ .. method:: getNumPolygons()
+
+ :return: The number of polygon in the mesh.
+ :rtype: integer
+
+ .. method:: getPolygon(index)
+
+ Gets the specified polygon from the mesh.
+
+ :arg index: polygon number
+ :type index: integer
+ :return: a polygon object.
+ :rtype: :class:`PolyProxy`
+
+.. class:: SCA_MouseSensor(SCA_ISensor)
+
+ Mouse Sensor logic brick.
+
+ .. attribute:: position
+
+ current [x, y] coordinates of the mouse, in frame coordinates (pixels).
+
+ :type: [integer, interger]
+
+ .. attribute:: mode
+
+ sensor mode.
+
+ :type: integer
+
+ * KX_MOUSESENSORMODE_LEFTBUTTON(1)
+ * KX_MOUSESENSORMODE_MIDDLEBUTTON(2)
+ * KX_MOUSESENSORMODE_RIGHTBUTTON(3)
+ * KX_MOUSESENSORMODE_WHEELUP(4)
+ * KX_MOUSESENSORMODE_WHEELDOWN(5)
+ * KX_MOUSESENSORMODE_MOVEMENT(6)
+
+ .. method:: getButtonStatus(button)
+
+ Get the mouse button status.
+
+ :arg button: The code that represents the key you want to get the state of, use one of :ref:`these constants<mouse-keys>`
+ :type button: int
+ :return: The state of the given key, can be one of :ref:`these constants<input-status>`
+ :rtype: int
+
+.. class:: KX_MouseFocusSensor(SCA_MouseSensor)
+
+ The mouse focus sensor detects when the mouse is over the current game object.
+
+ The mouse focus sensor works by transforming the mouse coordinates from 2d device
+ space to 3d space then raycasting away from the camera.
+
+ .. attribute:: raySource
+
+ The worldspace source of the ray (the view position).
+
+ :type: list (vector of 3 floats)
+
+ .. attribute:: rayTarget
+
+ The worldspace target of the ray.
+
+ :type: list (vector of 3 floats)
+
+ .. attribute:: rayDirection
+
+ The :data:`rayTarget` - :class:`raySource` normalized.
+
+ :type: list (normalized vector of 3 floats)
+
+ .. attribute:: hitObject
+
+ the last object the mouse was over.
+
+ :type: :class:`KX_GameObject` or None
+
+ .. attribute:: hitPosition
+
+ The worldspace position of the ray intersecton.
+
+ :type: list (vector of 3 floats)
+
+ .. attribute:: hitNormal
+
+ the worldspace normal from the face at point of intersection.
+
+ :type: list (normalized vector of 3 floats)
+
+ .. attribute:: hitUV
+
+ the UV coordinates at the point of intersection.
+
+ :type: list (vector of 2 floats)
+
+ If the object has no UV mapping, it returns [0, 0].
+
+ The UV coordinates are not normalized, they can be < 0 or > 1 depending on the UV mapping.
+
+ .. attribute:: usePulseFocus
+
+ When enabled, moving the mouse over a different object generates a pulse. (only used when the 'Mouse Over Any' sensor option is set).
+
+ :type: boolean
+
+.. class:: KX_TouchSensor(SCA_ISensor)
+
+ Touch sensor detects collisions between objects.
+
+ .. attribute:: propName
+
+ The property or material to collide with.
+
+ :type: string
+
+ .. attribute:: useMaterial
+
+ Determines if the sensor is looking for a property or material. KX_True = Find material; KX_False = Find property.
+
+ :type: boolean
+
+ .. attribute:: usePulseCollision
+
+ When enabled, changes to the set of colliding objects generate a pulse.
+
+ :type: boolean
+
+ .. attribute:: hitObject
+
+ The last collided object. (read-only).
+
+ :type: :class:`KX_GameObject` or None
+
+ .. attribute:: hitObjectList
+
+ A list of colliding objects. (read-only).
+
+ :type: :class:`CListValue` of :class:`KX_GameObject`
+
+.. class:: KX_NearSensor(KX_TouchSensor)
+
+ A near sensor is a specialised form of touch sensor.
+
+ .. attribute:: distance
+
+ The near sensor activates when an object is within this distance.
+
+ :type: float
+
+ .. attribute:: resetDistance
+
+ The near sensor deactivates when the object exceeds this distance.
+
+ :type: float
+
+.. class:: KX_NetworkMessageActuator(SCA_IActuator)
+
+ Message Actuator
+
+ .. attribute:: propName
+
+ Messages will only be sent to objects with the given property name.
+
+ :type: string
+
+ .. attribute:: subject
+
+ The subject field of the message.
+
+ :type: string
+
+ .. attribute:: body
+
+ The body of the message.
+
+ :type: string
+
+ .. attribute:: usePropBody
+
+ Send a property instead of a regular body message.
+
+ :type: boolean
+
+.. class:: KX_NetworkMessageSensor(SCA_ISensor)
+
+ The Message Sensor logic brick.
+
+ Currently only loopback (local) networks are supported.
+
+ .. attribute:: subject
+
+ The subject the sensor is looking for.
+
+ :type: string
+
+ .. attribute:: frameMessageCount
+
+ The number of messages received since the last frame. (read-only).
+
+ :type: integer
+
+ .. attribute:: subjects
+
+ The list of message subjects received. (read-only).
+
+ :type: list of strings
+
+ .. attribute:: bodies
+
+ The list of message bodies received. (read-only).
+
+ :type: list of strings
+
+.. class:: KX_ObjectActuator(SCA_IActuator)
+
+ The object actuator ("Motion Actuator") applies force, torque, displacement, angular displacement,
+ velocity, or angular velocity to an object.
+ Servo control allows to regulate force to achieve a certain speed target.
+
+ .. attribute:: force
+
+ The force applied by the actuator.
+
+ :type: list [x, y, z]
+
+ .. attribute:: useLocalForce
+
+ A flag specifying if the force is local.
+
+ :type: boolean
+
+ .. attribute:: torque
+
+ The torque applied by the actuator.
+
+ :type: list [x, y, z]
+
+ .. attribute:: useLocalTorque
+
+ A flag specifying if the torque is local.
+
+ :type: boolean
+
+ .. attribute:: dLoc
+
+ The displacement vector applied by the actuator.
+
+ :type: list [x, y, z]
+
+ .. attribute:: useLocalDLoc
+
+ A flag specifying if the dLoc is local.
+
+ :type: boolean
+
+ .. attribute:: dRot
+
+ The angular displacement vector applied by the actuator
+
+ :type: list [x, y, z]
+
+ .. note::
+
+ 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.
+
+ .. attribute:: useLocalDRot
+
+ A flag specifying if the dRot is local.
+
+ :type: boolean
+
+ .. attribute:: linV
+
+ The linear velocity applied by the actuator.
+
+ :type: list [x, y, z]
+
+ .. attribute:: useLocalLinV
+
+ A flag specifying if the linear velocity is local.
+
+ :type: boolean
+
+ .. note::
+
+ This is the target speed for servo controllers.
+
+ .. attribute:: angV
+
+ The angular velocity applied by the actuator.
+
+ :type: list [x, y, z]
+
+ .. attribute:: useLocalAngV
+
+ A flag specifying if the angular velocity is local.
+
+ :type: boolean
+
+ .. attribute:: damping
+
+ The damping parameter of the servo controller.
+
+ :type: short
+
+ .. attribute:: forceLimitX
+
+ The min/max force limit along the X axis and activates or deactivates the limits in the servo controller.
+
+ :type: list [min(float), max(float), bool]
+
+ .. attribute:: forceLimitY
+
+ The min/max force limit along the Y axis and activates or deactivates the limits in the servo controller.
+
+ :type: list [min(float), max(float), bool]
+
+ .. attribute:: forceLimitZ
+
+ The min/max force limit along the Z axis and activates or deactivates the limits in the servo controller.
+
+ :type: list [min(float), max(float), bool]
+
+ .. attribute:: pid
+
+ The PID coefficients of the servo controller.
+
+ :type: list of floats [proportional, integral, derivate]
+
+ .. attribute:: reference
+
+ The object that is used as reference to compute the velocity for the servo controller.
+
+ :type: :class:`KX_GameObject` or None
+
+.. class:: KX_ParentActuator(SCA_IActuator)
+
+ The parent actuator can set or remove an objects parent object.
+
+ .. attribute:: object
+
+ the object this actuator sets the parent too.
+
+ :type: :class:`KX_GameObject` or None
+
+ .. attribute:: mode
+
+ The mode of this actuator.
+
+ :type: integer from 0 to 1.
+
+ .. attribute:: compound
+
+ Whether the object shape should be added to the parent compound shape when parenting.
+
+ Effective only if the parent is already a compound shape.
+
+ :type: boolean
+
+ .. attribute:: ghost
+
+ Whether the object should be made ghost when parenting
+ Effective only if the shape is not added to the parent compound shape.
+
+ :type: boolean
+
+.. class:: KX_PhysicsObjectWrapper(PyObjectPlus)
+
+ KX_PhysicsObjectWrapper
+
+ .. method:: setActive(active)
+
+ Set the object to be active.
+
+ :arg active: set to True to be active
+ :type active: boolean
+
+ .. method:: setAngularVelocity(x, y, z, local)
+
+ Set the angular velocity of the object.
+
+ :arg x: angular velocity for the x-axis
+ :type x: float
+
+ :arg y: angular velocity for the y-axis
+ :type y: float
+
+ :arg z: angular velocity for the z-axis
+ :type z: float
+
+ :arg local: set to True for local axis
+ :type local: boolean
+
+ .. method:: setLinearVelocity(x, y, z, local)
+
+ Set the linear velocity of the object.
+
+ :arg x: linear velocity for the x-axis
+ :type x: float
+
+ :arg y: linear velocity for the y-axis
+ :type y: float
+
+ :arg z: linear velocity for the z-axis
+ :type z: float
+
+ :arg local: set to True for local axis
+ :type local: boolean
+
+.. class:: KX_PolyProxy(SCA_IObject)
+
+ A polygon holds the index of the vertex forming the poylgon.
+
+ Note:
+ The polygon attributes are read-only, you need to retrieve the vertex proxy if you want
+ to change the vertex settings.
+
+ .. attribute:: matname
+
+ The name of polygon material, empty if no material.
+
+ :type: string
+
+ .. attribute:: material
+
+ The material of the polygon.
+
+ :type: :class:`KX_PolygonMaterial` or :class:`KX_BlenderMaterial`
+
+ .. attribute:: texture
+
+ The texture name of the polygon.
+
+ :type: string
+
+ .. attribute:: matid
+
+ The material index of the polygon, use this to retrieve vertex proxy from mesh proxy.
+
+ :type: integer
+
+ .. attribute:: v1
+
+ vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy.
+
+ :type: integer
+
+ .. attribute:: v2
+
+ vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy.
+
+ :type: integer
+
+ .. attribute:: v3
+
+ vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy.
+
+ :type: integer
+
+ .. attribute:: v4
+
+ Vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
+ Use this to retrieve vertex proxy from mesh proxy.
+
+ :type: integer
+
+ .. attribute:: visible
+
+ visible state of the polygon: 1=visible, 0=invisible.
+
+ :type: integer
+
+ .. attribute:: collide
+
+ collide state of the polygon: 1=receives collision, 0=collision free.
+
+ :type: integer
+
+ .. method:: getMaterialName()
+
+ Returns the polygon material name with MA prefix
+
+ :return: material name
+ :rtype: string
+
+ .. method:: getMaterial()
+
+ :return: The polygon material
+ :rtype: :class:`KX_PolygonMaterial` or :class:`KX_BlenderMaterial`
+
+ .. method:: getTextureName()
+
+ :return: The texture name
+ :rtype: string
+
+ .. method:: getMaterialIndex()
+
+ Returns the material bucket index of the polygon.
+ This index and the ones returned by getVertexIndex() are needed to retrieve the vertex proxy from :class:`MeshProxy`.
+
+ :return: the material index in the mesh
+ :rtype: integer
+
+ .. method:: getNumVertex()
+
+ Returns the number of vertex of the polygon.
+
+ :return: number of vertex, 3 or 4.
+ :rtype: integer
+
+ .. method:: isVisible()
+
+ Returns whether the polygon is visible or not
+
+ :return: 0=invisible, 1=visible
+ :rtype: boolean
+
+ .. method:: isCollider()
+
+ Returns whether the polygon is receives collision or not
+
+ :return: 0=collision free, 1=receives collision
+ :rtype: integer
+
+ .. method:: getVertexIndex(vertex)
+
+ Returns the mesh vertex index of a polygon vertex
+ This index and the one returned by getMaterialIndex() are needed to retrieve the vertex proxy from :class:`MeshProxy`.
+
+ :arg vertex: index of the vertex in the polygon: 0->3
+ :arg vertex: integer
+ :return: mesh vertex index
+ :rtype: integer
+
+ .. method:: getMesh()
+
+ Returns a mesh proxy
+
+ :return: mesh proxy
+ :rtype: :class:`MeshProxy`
+
+.. class:: KX_PolygonMaterial(PyObjectPlus)
+
+ This is the interface to materials in the game engine.
+
+ Materials define the render state to be applied to mesh objects.
+
+ .. warning::
+
+ Some of the methods/variables are CObjects. If you mix these up, you will crash blender.
+
+ This example requires `PyOpenGL <http://pyopengl.sourceforge.net>`_ and `GLEWPy <http://glewpy.sourceforge.net>`_
+
+ .. code-block:: python
+
+ import GameLogic
+ import OpenGL
+ from OpenGL.GL import *
+ from OpenGL.GLU import *
+ import glew
+ from glew import *
+
+ glewInit()
+
+ vertex_shader = """
+
+ void main(void)
+ {
+ gl_Position = ftransform();
+ }
+ """
+
+ fragment_shader ="""
+
+ void main(void)
+ {
+ gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);
+ }
+ """
+
+ class MyMaterial:
+ def __init__(self):
+ self.pass_no = 0
+ # Create a shader
+ self.m_program = glCreateProgramObjectARB()
+ # Compile the vertex shader
+ self.shader(GL_VERTEX_SHADER_ARB, (vertex_shader))
+ # Compile the fragment shader
+ self.shader(GL_FRAGMENT_SHADER_ARB, (fragment_shader))
+ # Link the shaders together
+ self.link()
+
+ def PrintInfoLog(self, tag, object):
+ """
+ PrintInfoLog prints the GLSL compiler log
+ """
+ print "Tag: def PrintGLError(self, tag = ""):
+
+ def PrintGLError(self, tag = ""):
+ """
+ Prints the current GL error status
+ """
+ if len(tag):
+ print tag
+ err = glGetError()
+ if err != GL_NO_ERROR:
+ print "GL Error: %s\\n"%(gluErrorString(err))
+
+ def shader(self, type, shaders):
+ """
+ shader compiles a GLSL shader and attaches it to the current
+ program.
+
+ type should be either GL_VERTEX_SHADER_ARB or GL_FRAGMENT_SHADER_ARB
+ shaders should be a sequence of shader source to compile.
+ """
+ # Create a shader object
+ shader_object = glCreateShaderObjectARB(type)
+
+ # Add the source code
+ glShaderSourceARB(shader_object, len(shaders), shaders)
+
+ # Compile the shader
+ glCompileShaderARB(shader_object)
+
+ # Print the compiler log
+ self.PrintInfoLog("vertex shader", shader_object)
+
+ # Check if compiled, and attach if it did
+ compiled = glGetObjectParameterivARB(shader_object, GL_OBJECT_COMPILE_STATUS_ARB)
+ if compiled:
+ glAttachObjectARB(self.m_program, shader_object)
+
+ # Delete the object (glAttachObjectARB makes a copy)
+ glDeleteObjectARB(shader_object)
+
+ # print the gl error log
+ self.PrintGLError()
+
+ def link(self):
+ """
+ Links the shaders together.
+ """
+ # clear error indicator
+ glGetError()
+
+ glLinkProgramARB(self.m_program)
+
+ self.PrintInfoLog("link", self.m_program)
+
+ linked = glGetObjectParameterivARB(self.m_program, GL_OBJECT_LINK_STATUS_ARB)
+ if not linked:
+ print "Shader failed to link"
+ return
+
+ glValidateProgramARB(self.m_program)
+ valid = glGetObjectParameterivARB(self.m_program, GL_OBJECT_VALIDATE_STATUS_ARB)
+ if not valid:
+ print "Shader failed to validate"
+ return
+
+ def activate(self, rasty, cachingInfo, mat):
+ self.pass_no+=1
+ if (self.pass_no == 1):
+ glDisable(GL_COLOR_MATERIAL)
+ glUseProgramObjectARB(self.m_program)
+ return True
+
+ glEnable(GL_COLOR_MATERIAL)
+ glUseProgramObjectARB(0)
+ self.pass_no = 0
+ return False
+
+ obj = GameLogic.getCurrentController().owner
+
+ mesh = obj.meshes[0]
+
+ for mat in mesh.materials:
+ mat.setCustomMaterial(MyMaterial())
+ print mat.texture
+
+ .. attribute:: texture
+
+ Texture name.
+
+ :type: string (read-only)
+
+ .. attribute:: gl_texture
+
+ OpenGL texture handle (eg for glBindTexture(GL_TEXTURE_2D, gl_texture).
+
+ :type: integer (read-only)
+
+ .. attribute:: material
+
+ Material name.
+
+ :type: string (read-only)
+
+ .. attribute:: tface
+
+ Texture face properties.
+
+ :type: CObject (read-only)
+
+ .. attribute:: tile
+
+ Texture is tiling.
+
+ :type: boolean
+
+ .. attribute:: tilexrep
+
+ Number of tile repetitions in x direction.
+
+ :type: integer
+
+ .. attribute:: tileyrep
+
+ Number of tile repetitions in y direction.
+
+ :type: integer
+
+ .. attribute:: drawingmode
+
+ Drawing mode for the material.
+ - 2 (drawingmode & 4) Textured
+ - 4 (drawingmode & 16) Light
+ - 14 (drawingmode & 16384) 3d Polygon Text.
+
+ :type: bitfield
+
+ .. attribute:: transparent
+
+ This material is transparent. All meshes with this
+ material will be rendered after non transparent meshes from back
+ to front.
+
+ :type: boolean
+
+ .. attribute:: zsort
+
+ Transparent polygons in meshes with this material will be sorted back to
+ front before rendering.
+ Non-Transparent polygons will be sorted front to back before rendering.
+
+ :type: boolean
+
+ .. attribute:: lightlayer
+
+ Light layers this material affects.
+
+ :type: bitfield.
+
+ .. attribute:: triangle
+
+ Mesh data with this material is triangles. It's probably not safe to change this.
+
+ :type: boolean
+
+ .. attribute:: diffuse
+
+ The diffuse colour of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
+
+ :type: list [r, g, b]
+
+ .. attribute:: specular
+
+ The specular colour of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0].
+
+ :type: list [r, g, b]
+
+ .. attribute:: shininess
+
+ The shininess (specular exponent) of the material. 0.0 <= shininess <= 128.0.
+
+ :type: float
+
+ .. attribute:: specularity
+
+ The amount of specular of the material. 0.0 <= specularity <= 1.0.
+
+ :type: float
+
+ .. method:: updateTexture(tface, rasty)
+
+ Updates a realtime animation.
+
+ :arg tface: Texture face (eg mat.tface)
+ :type tface: CObject
+ :arg rasty: Rasterizer
+ :type rasty: CObject
+
+ .. method:: setTexture(tface)
+
+ Sets texture render state.
+
+ :arg tface: Texture face
+ :type tface: CObject
+
+ .. code-block:: python
+
+ mat.setTexture(mat.tface)
+
+ .. method:: activate(rasty, cachingInfo)
+
+ Sets material parameters for this object for rendering.
+
+ Material Parameters set:
+
+ #. Texture
+ #. Backface culling
+ #. Line drawing
+ #. Specular Colour
+ #. Shininess
+ #. Diffuse Colour
+ #. Polygon Offset.
+
+ :arg rasty: Rasterizer instance.
+ :type rasty: CObject
+ :arg cachingInfo: Material cache instance.
+ :type cachingInfo: CObject
+
+ .. method:: setCustomMaterial(material)
+
+ Sets the material state setup object.
+
+ Using this method, you can extend or completely replace the gameengine material
+ to do your own advanced multipass effects.
+
+ Use this method to register your material class. Instead of the normal material,
+ your class's activate method will be called just before rendering the mesh.
+ This should setup the texture, material, and any other state you would like.
+ It should return True to render the mesh, or False if you are finished. You should
+ clean up any state Blender does not set before returning False.
+
+ Activate Method Definition:
+
+ .. code-block:: python
+
+ def activate(self, rasty, cachingInfo, material):
+
+ :arg material: The material object.
+ :type material: instance
+
+ .. code-block:: python
+
+ class PyMaterial:
+ def __init__(self):
+ self.pass_no = -1
+
+ def activate(self, rasty, cachingInfo, material):
+ # Activate the material here.
+ #
+ # The activate method will be called until it returns False.
+ # Every time the activate method returns True the mesh will
+ # be rendered.
+ #
+ # rasty is a CObject for passing to material.updateTexture()
+ # and material.activate()
+ # cachingInfo is a CObject for passing to material.activate()
+ # material is the KX_PolygonMaterial instance this material
+ # was added to
+
+ # default material properties:
+ self.pass_no += 1
+ if self.pass_no == 0:
+ material.activate(rasty, cachingInfo)
+ # Return True to do this pass
+ return True
+
+ # clean up and return False to finish.
+ self.pass_no = -1
+ return False
+
+ # Create a new Python Material and pass it to the renderer.
+ mat.setCustomMaterial(PyMaterial())
+
+.. class:: KX_RadarSensor(KX_NearSensor)
+
+ Radar sensor is a near sensor with a conical sensor object.
+
+ .. attribute:: coneOrigin
+
+ The origin of the cone with which to test. The origin is in the middle of the cone. (read-only).
+
+ :type: list of floats [x, y, z]
+
+ .. attribute:: coneTarget
+
+ The center of the bottom face of the cone with which to test. (read-only).
+
+ :type: list of floats [x, y, z]
+
+ .. attribute:: distance
+
+ The height of the cone with which to test.
+
+ :type: float
+
+ .. attribute:: angle
+
+ The angle of the cone (in degrees) with which to test.
+
+ :type: float from 0 to 360
+
+ .. attribute:: axis
+
+ The axis on which the radar cone is cast.
+
+ :type: integer from 0 to 5
+
+ KX_RADAR_AXIS_POS_X, KX_RADAR_AXIS_POS_Y, KX_RADAR_AXIS_POS_Z,
+ KX_RADAR_AXIS_NEG_X, KX_RADAR_AXIS_NEG_Y, KX_RADAR_AXIS_NEG_Z
+
+ .. method:: getConeHeight()
+
+ :return: The height of the cone with which to test.
+ :rtype: float
+
+.. class:: KX_RaySensor(SCA_ISensor)
+
+ A ray sensor detects the first object in a given direction.
+
+ .. attribute:: propName
+
+ The property the ray is looking for.
+
+ :type: string
+
+ .. attribute:: range
+
+ The distance of the ray.
+
+ :type: float
+
+ .. attribute:: useMaterial
+
+ Whether or not to look for a material (false = property).
+
+ :type: boolean
+
+ .. attribute:: useXRay
+
+ Whether or not to use XRay.
+
+ :type: boolean
+
+ .. attribute:: hitObject
+
+ The game object that was hit by the ray. (read-only).
+
+ :type: :class:`KX_GameObject`
+
+ .. attribute:: hitPosition
+
+ The position (in worldcoordinates) where the object was hit by the ray. (read-only).
+
+ :type: list [x, y, z]
+
+ .. attribute:: hitNormal
+
+ The normal (in worldcoordinates) of the object at the location where the object was hit by the ray. (read-only).
+
+ :type: list [x, y, z]
+
+ .. attribute:: rayDirection
+
+ The direction from the ray (in worldcoordinates). (read-only).
+
+ :type: list [x, y, z]
+
+ .. attribute:: axis
+
+ The axis the ray is pointing on.
+
+ :type: integer from 0 to 5
+
+ * KX_RAY_AXIS_POS_X
+ * KX_RAY_AXIS_POS_Y
+ * KX_RAY_AXIS_POS_Z
+ * KX_RAY_AXIS_NEG_X
+ * KX_RAY_AXIS_NEG_Y
+ * KX_RAY_AXIS_NEG_Z
+
+.. class:: KX_SCA_AddObjectActuator(SCA_IActuator)
+
+ Edit Object Actuator (in Add Object Mode)
+
+ .. warning::
+
+ An Add Object actuator 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.
+
+ .. code-block:: none
+
+ Error: GameObject 'Name' has a AddObjectActuator 'ActuatorName' without object (in 'nonactive' layer)
+
+ .. attribute:: object
+
+ the object this actuator adds.
+
+ :type: :class:`KX_GameObject` or None
+
+ .. attribute:: objectLastCreated
+
+ the last added object from this actuator (read-only).
+
+ :type: :class:`KX_GameObject` or None
+
+ .. attribute:: time
+
+ the lifetime of added objects, in frames. Set to 0 to disable automatic deletion.
+
+ :type: integer
+
+ .. attribute:: linearVelocity
+
+ the initial linear velocity of added objects.
+
+ :type: list [vx, vy, vz]
+
+ .. attribute:: angularVelocity
+
+ the initial angular velocity of added objects.
+
+ :type: list [vx, vy, vz]
+
+ .. method:: instantAddObject()
+
+ adds the object without needing to calling SCA_PythonController.activate()
+
+ .. note:: Use objectLastCreated to get the newly created object.
+
+.. class:: KX_SCA_DynamicActuator(SCA_IActuator)
+
+ Dynamic Actuator.
+
+ .. attribute:: mode
+
+ :type: integer
+
+ the type of operation of the actuator, 0-4
+
+ * KX_DYN_RESTORE_DYNAMICS(0)
+ * KX_DYN_DISABLE_DYNAMICS(1)
+ * KX_DYN_ENABLE_RIGID_BODY(2)
+ * KX_DYN_DISABLE_RIGID_BODY(3)
+ * KX_DYN_SET_MASS(4)
+
+ .. attribute:: mass
+
+ the mass value for the KX_DYN_SET_MASS operation.
+
+ :type: float
+
+.. class:: KX_SCA_EndObjectActuator(SCA_IActuator)
+
+ Edit Object Actuator (in End Object mode)
+
+ This actuator has no python methods.
+
+.. 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
+
+ .. code-block:: none
+
+ Error: GameObject 'Name' ReplaceMeshActuator 'ActuatorName' without object
+
+ .. code-block:: python
+
+ # Level-of-detail
+ # Switch a game object's mesh based on its depth in the camera view.
+ # +----------+ +-----------+ +-------------------------------------+
+ # | Always +-----+ Python +-----+ Edit Object (Replace Mesh) LOD.Mesh |
+ # +----------+ +-----------+ +-------------------------------------+
+ import GameLogic
+
+ # List detail meshes here
+ # Mesh (name, near, far)
+ # Meshes overlap so that they don't 'pop' when on the edge of the distance.
+ meshes = ((".Hi", 0.0, -20.0),
+ (".Med", -15.0, -50.0),
+ (".Lo", -40.0, -100.0)
+ )
+
+ co = GameLogic.getCurrentController()
+ obj = co.owner
+ act = co.actuators["LOD." + obj.name]
+ cam = GameLogic.getCurrentScene().active_camera
+
+ def Depth(pos, plane):
+ return pos[0]*plane[0] + pos[1]*plane[1] + pos[2]*plane[2] + plane[3]
+
+ # Depth is negative and decreasing further from the camera
+ depth = Depth(obj.position, cam.world_to_camera[2])
+
+ newmesh = None
+ curmesh = None
+ # Find the lowest detail mesh for depth
+ for mesh in meshes:
+ if depth < mesh[1] and depth > mesh[2]:
+ newmesh = mesh
+ if "ME" + obj.name + mesh[0] == act.getMesh():
+ curmesh = mesh
+
+ if newmesh != None and "ME" + obj.name + newmesh[0] != act.getMesh():
+ # The mesh is a different mesh - switch it.
+ # Check the current mesh is not a better fit.
+ if curmesh == None or curmesh[1] < depth or curmesh[2] > depth:
+ act.mesh = obj.getName() + newmesh[0]
+ GameLogic.addActiveActuator(act, True)
+
+ .. attribute:: mesh
+
+ :class:`MeshProxy` or the name of the mesh that will replace the current one.
+
+ Set to None to disable actuator.
+
+ :type: :class:`MeshProxy` or None if no mesh is set
+
+ .. attribute:: useDisplayMesh
+
+ when true the displayed mesh is replaced.
+
+ :type: boolean
+
+ .. attribute:: usePhysicsMesh
+
+ when true the physics mesh is replaced.
+
+ :type: boolean
+
+ .. method:: instantReplaceMesh()
+
+ Immediately replace mesh without delay.
+
+.. class:: KX_Scene(PyObjectPlus)
+
+ An active scene that gives access to objects, cameras, lights and scene attributes.
+
+ The activity culling stuff is supposed to disable logic bricks when their owner gets too far
+ from the active camera. It was taken from some code lurking at the back of KX_Scene - who knows
+ what it does!
+
+ .. code-block:: python
+
+ import GameLogic
+
+ # get the scene
+ scene = GameLogic.getCurrentScene()
+
+ # print all the objects in the scene
+ for obj in scene.objects:
+ print obj.name
+
+ # get an object named 'Cube'
+ obj = scene.objects["Cube"]
+
+ # get the first object in the scene.
+ obj = scene.objects[0]
+
+ .. code-block:: python
+
+ # Get the depth of an object in the camera view.
+ import GameLogic
+
+ obj = GameLogic.getCurrentController().owner
+ cam = GameLogic.getCurrentScene().active_camera
+
+ # Depth is negative and decreasing further from the camera
+ depth = obj.position[0]*cam.world_to_camera[2][0] + obj.position[1]*cam.world_to_camera[2][1] + obj.position[2]*cam.world_to_camera[2][2] + cam.world_to_camera[2][3]
+
+ @bug: All attributes are read only at the moment.
+
+ .. attribute:: name
+
+ The scene's name, (read-only).
+
+ :type: string
+
+ .. attribute:: objects
+
+ A list of objects in the scene, (read-only).
+
+ :type: :class:`CListValue` of :class:`KX_GameObject`
+
+ .. attribute:: objectsInactive
+
+ A list of objects on background layers (used for the addObject actuator), (read-only).
+
+ :type: :class:`CListValue` of :class:`KX_GameObject`
+
+ .. attribute:: lights
+
+ A list of lights in the scene, (read-only).
+
+ :type: :class:`CListValue` of :class:`KX_LightObject`
+
+ .. attribute:: cameras
+
+ A list of cameras in the scene, (read-only).
+
+ :type: :class:`CListValue` of :class:`KX_Camera`
+
+ .. attribute:: active_camera
+
+ The current active camera.
+
+ :type: :class:`KX_Camera`
+
+ .. note::
+
+ This can be set directly from python to avoid using the :class:`KX_SceneActuator`.
+
+ .. attribute:: suspended
+
+ True if the scene is suspended, (read-only).
+
+ :type: boolean
+
+ .. attribute:: activity_culling
+
+ True if the scene is activity culling.
+
+ :type: boolean
+
+ .. attribute:: activity_culling_radius
+
+ The distance outside which to do activity culling. Measured in manhattan distance.
+
+ :type: float
+
+ .. attribute:: dbvt_culling
+
+ True when Dynamic Bounding box Volume Tree is set (read-only).
+
+ :type: boolean
+
+ .. attribute:: pre_draw
+
+ A list of callables to be run before the render step.
+
+ :type: list
+
+ .. attribute:: post_draw
+
+ A list of callables to be run after the render step.
+
+ :type: list
+
+ .. method:: addObject(object, other, time=0)
+
+ Adds an object to the scene like the Add Object Actuator would.
+
+ :arg object: The object to add
+ :type object: :class:`KX_GameObject` or string
+ :arg other: The object's center to use when adding the object
+ :type other: :class:`KX_GameObject` or string
+ :arg time: The lifetime of the added object, in frames. A time of 0 means the object will last forever.
+ :type time: integer
+ :return: The newly added object.
+ :rtype: :class:`KX_GameObject`
+
+ .. method:: end()
+
+ Removes the scene from the game.
+
+ .. method:: restart()
+
+ Restarts the scene.
+
+ .. method:: replace(scene)
+
+ Replaces this scene with another one.
+
+ :arg scene: The name of the scene to replace this scene with.
+ :type scene: string
+
+ .. method:: suspend()
+
+ Suspends this scene.
+
+ .. method:: resume()
+
+ Resume this scene.
+
+ .. method:: get(key, default=None)
+
+ Return the value matching key, or the default value if its not found.
+ :return: The key value or a default.
+
+.. 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:
+
+ .. code-block:: none
+
+ Error: GameObject 'Name' has a SceneActuator 'ActuatorName' (SetScene) without scene
+
+ .. attribute:: scene
+
+ the name of the scene to change to/overlay/underlay/remove/suspend/resume.
+
+ :type: string
+
+ .. attribute:: camera
+
+ the camera to change to.
+
+ :type: :class:`KX_Camera` on read, string or :class:`KX_Camera` on write
+
+ .. note::
+
+ When setting the attribute, you can use either a :class:`KX_Camera` or the name of the camera.
+
+ .. attribute:: useRestart
+
+ Set flag to True to restart the sene.
+
+ :type: boolean
+
+ .. attribute:: mode
+
+ The mode of the actuator.
+
+ :type: integer from 0 to 5.
+
+.. class:: KX_SoundActuator(SCA_IActuator)
+
+ Sound Actuator.
+
+ The :data:`startSound`, :data:`pauseSound` and :data:`stopSound` do not requirethe actuator to be activated - they act instantly provided that the actuator has been activated once at least.
+
+ .. attribute:: fileName
+
+ The filename of the sound this actuator plays.
+
+ :type: string
+
+ .. attribute:: volume
+
+ The volume (gain) of the sound.
+
+ :type: float
+
+ .. attribute:: pitch
+
+ The pitch of the sound.
+
+ :type: float
+
+ .. attribute:: rollOffFactor
+
+ The roll off factor. Rolloff defines the rate of attenuation as the sound gets further away.
+
+ :type: float
+
+ .. attribute:: looping
+
+ The loop mode of the actuator.
+
+ :type: integer
+
+ .. attribute:: position
+
+ The position of the sound as a list: [x, y, z].
+
+ :type: float array
+
+ .. attribute:: velocity
+
+ The velocity of the emitter as a list: [x, y, z]. The relative velocity to the observer determines the pitch. List of 3 floats: [x, y, z].
+
+ :type: float array
+
+ .. attribute:: orientation
+
+ The orientation of the sound. When setting the orientation you can also use quaternion [float, float, float, float] or euler angles [float, float, float].
+
+ :type: 3x3 matrix [[float]]
+
+ .. attribute:: mode
+
+ The operation mode of the actuator. Can be one of :ref:`these constants<logic-sound-actuator>`
+
+ :type: integer
+
+.. class:: KX_StateActuator(SCA_IActuator)
+
+ State actuator changes the state mask of parent object.
+
+ .. attribute:: operation
+
+ Type of bit operation to be applied on object state mask.
+
+ You can use one of :ref:`these constants <state-actuator-operation>`
+
+ :type: integer
+
+ .. attribute:: mask
+
+ Value that defines the bits that will be modified by the operation.
+
+ The bits that are 1 in the mask will be updated in the object state.
+
+ The bits that are 0 are will be left unmodified expect for the Copy operation which copies the mask to the object state.
+
+ :type: integer
+
+.. 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:
+
+ .. code-block:: none
+
+ GameObject 'Name' no object in EditObjectActuator 'ActuatorName'
+
+ .. attribute:: object
+
+ the object this actuator tracks.
+
+ :type: :class:`KX_GameObject` or None
+
+ .. attribute:: time
+
+ the time in frames with which to delay the tracking motion.
+
+ :type: integer
+
+ .. attribute:: use3D
+
+ the tracking motion to use 3D.
+
+ :type: boolean
+
+.. class:: KX_VehicleWrapper(PyObjectPlus)
+
+ KX_VehicleWrapper
+
+ TODO - description
+
+ .. method:: addWheel(wheel, attachPos, attachDir, axleDir, suspensionRestLength, wheelRadius, hasSteering)
+
+ Add a wheel to the vehicle
+
+ :arg wheel: The object to use as a wheel.
+ :type wheel: :class:`KX_GameObject` or a KX_GameObject name
+ :arg attachPos: The position that this wheel will attach to.
+ :type attachPos: vector of 3 floats
+ :arg attachDir: The direction this wheel points.
+ :type attachDir: vector of 3 floats
+ :arg axleDir: The direction of this wheels axle.
+ :type axleDir: vector of 3 floats
+ :arg suspensionRestLength: TODO - Description
+ :type suspensionRestLength: float
+ :arg wheelRadius: The size of the wheel.
+ :type wheelRadius: float
+
+ .. method:: applyBraking(force, wheelIndex)
+
+ Apply a braking force to the specified wheel
+
+ :arg force: the brake force
+ :type force: float
+
+ :arg wheelIndex: index of the wheel where the force needs to be applied
+ :type wheelIndex: integer
+
+ .. method:: applyEngineForce(force, wheelIndex)
+
+ Apply an engine force to the specified wheel
+
+ :arg force: the engine force
+ :type force: float
+
+ :arg wheelIndex: index of the wheel where the force needs to be applied
+ :type wheelIndex: integer
+
+ .. method:: getConstraintId()
+
+ Get the constraint ID
+
+ :return: the constraint id
+ :rtype: integer
+
+ .. method:: getConstraintType()
+
+ Returns the constraint type.
+
+ :return: constraint type
+ :rtype: integer
+
+ .. method:: getNumWheels()
+
+ Returns the number of wheels.
+
+ :return: the number of wheels for this vehicle
+ :rtype: integer
+
+ .. method:: getWheelOrientationQuaternion(wheelIndex)
+
+ Returns the wheel orientation as a quaternion.
+
+ :arg wheelIndex: the wheel index
+ :type wheelIndex: integer
+
+ :return: TODO Description
+ :rtype: TODO - type should be quat as per method name but from the code it looks like a matrix
+
+ .. method:: getWheelPosition(wheelIndex)
+
+ Returns the position of the specified wheel
+
+ :arg wheelIndex: the wheel index
+ :type wheelIndex: integer
+ :return: position vector
+ :rtype: list[x, y, z]
+
+ .. method:: getWheelRotation(wheelIndex)
+
+ Returns the rotation of the specified wheel
+
+ :arg wheelIndex: the wheel index
+ :type wheelIndex: integer
+
+ :return: the wheel rotation
+ :rtype: float
+
+ .. method:: setRollInfluence(rollInfluece, wheelIndex)
+
+ Set the specified wheel's roll influence.
+ The higher the roll influence the more the vehicle will tend to roll over in corners.
+
+ :arg rollInfluece: the wheel roll influence
+ :type rollInfluece: float
+
+ :arg wheelIndex: the wheel index
+ :type wheelIndex: integer
+
+ .. method:: setSteeringValue(steering, wheelIndex)
+
+ Set the specified wheel's steering
+
+ :arg steering: the wheel steering
+ :type steering: float
+
+ :arg wheelIndex: the wheel index
+ :type wheelIndex: integer
+
+ .. method:: setSuspensionCompression(compression, wheelIndex)
+
+ Set the specified wheel's compression
+
+ :arg compression: the wheel compression
+ :type compression: float
+
+ :arg wheelIndex: the wheel index
+ :type wheelIndex: integer
+
+ .. method:: setSuspensionDamping(damping, wheelIndex)
+
+ Set the specified wheel's damping
+
+ :arg damping: the wheel damping
+ :type damping: float
+
+ :arg wheelIndex: the wheel index
+ :type wheelIndex: integer
+
+ .. method:: setSuspensionStiffness(stiffness, wheelIndex)
+
+ Set the specified wheel's stiffness
+
+ :arg stiffness: the wheel stiffness
+ :type stiffness: float
+
+ :arg wheelIndex: the wheel index
+ :type wheelIndex: integer
+
+ .. method:: setTyreFriction(friction, wheelIndex)
+
+ Set the specified wheel's tyre friction
+
+ :arg friction: the tyre friction
+ :type friction: float
+
+ :arg wheelIndex: the wheel index
+ :type wheelIndex: integer
+
+.. class:: KX_VertexProxy(SCA_IObject)
+
+ A vertex holds position, UV, colour and normal information.
+
+ Note:
+ The physics simulation is NOT currently updated - physics will not respond
+ to changes in the vertex position.
+
+ .. attribute:: XYZ
+
+ The position of the vertex.
+
+ :type: list [x, y, z]
+
+ .. attribute:: UV
+
+ The texture coordinates of the vertex.
+
+ :type: list [u, v]
+
+ .. attribute:: normal
+
+ The normal of the vertex.
+
+ :type: list [nx, ny, nz]
+
+ .. attribute:: colour
+
+ The colour of the vertex.
+
+ :type: list [r, g, b, a]
+
+ Black = [0.0, 0.0, 0.0, 1.0], White = [1.0, 1.0, 1.0, 1.0]
+
+ .. attribute:: color
+
+ Synonym for colour.
+
+ .. attribute:: x
+
+ The x coordinate of the vertex.
+
+ :type: float
+
+ .. attribute:: y
+
+ The y coordinate of the vertex.
+
+ :type: float
+
+ .. attribute:: z
+
+ The z coordinate of the vertex.
+
+ :type: float
+
+ .. attribute:: u
+
+ The u texture coordinate of the vertex.
+
+ :type: float
+
+ .. attribute:: v
+
+ The v texture coordinate of the vertex.
+
+ :type: float
+
+ .. attribute:: u2
+
+ The second u texture coordinate of the vertex.
+
+ :type: float
+
+ .. attribute:: v2
+
+ The second v texture coordinate of the vertex.
+
+ :type: float
+
+ .. attribute:: r
+
+ The red component of the vertex colour. 0.0 <= r <= 1.0.
+
+ :type: float
+
+ .. attribute:: g
+
+ The green component of the vertex colour. 0.0 <= g <= 1.0.
+
+ :type: float
+
+ .. attribute:: b
+
+ The blue component of the vertex colour. 0.0 <= b <= 1.0.
+
+ :type: float
+
+ .. attribute:: a
+
+ The alpha component of the vertex colour. 0.0 <= a <= 1.0.
+
+ :type: float
+
+ .. method:: getXYZ()
+
+ Gets the position of this vertex.
+
+ :return: this vertexes position in local coordinates.
+ :rtype: list [x, y, z]
+
+ .. method:: setXYZ(pos)
+
+ Sets the position of this vertex.
+
+ :type: list [x, y, z]
+
+ :arg pos: the new position for this vertex in local coordinates.
+
+ .. method:: getUV()
+
+ Gets the UV (texture) coordinates of this vertex.
+
+ :return: this vertexes UV (texture) coordinates.
+ :rtype: list [u, v]
+
+ .. method:: setUV(uv)
+
+ Sets the UV (texture) coordinates of this vertex.
+
+ :type: list [u, v]
+
+ .. method:: getUV2()
+
+ Gets the 2nd UV (texture) coordinates of this vertex.
+
+ :return: this vertexes UV (texture) coordinates.
+ :rtype: list [u, v]
+
+ .. method:: setUV2(uv, unit)
+
+ Sets the 2nd UV (texture) coordinates of this vertex.
+
+ :type: list [u, v]
+
+ :arg unit: optional argument, FLAT==1, SECOND_UV==2, defaults to SECOND_UV
+ :arg unit: integer
+
+ .. method:: getRGBA()
+
+ Gets the colour of this vertex.
+
+ The colour is represented as four bytes packed into an integer value. The colour is
+ packed as RGBA.
+
+ Since Python offers no way to get each byte without shifting, you must use the struct module to
+ access colour in an machine independent way.
+
+ Because of this, it is suggested you use the r, g, b and a attributes or the colour attribute instead.
+
+ .. code-block:: python
+
+ import struct;
+ col = struct.unpack('4B', struct.pack('I', v.getRGBA()))
+ # col = (r, g, b, a)
+ # black = ( 0, 0, 0, 255)
+ # white = (255, 255, 255, 255)
+
+ :return: packed colour. 4 byte integer with one byte per colour channel in RGBA format.
+ :rtype: integer
+
+ .. method:: setRGBA(col)
+
+ Sets the colour of this vertex.
+
+ See getRGBA() for the format of col, and its relevant problems. Use the r, g, b and a attributes
+ or the colour attribute instead.
+
+ setRGBA() also accepts a four component list as argument col. The list represents the colour as [r, g, b, a]
+ with black = [0.0, 0.0, 0.0, 1.0] and white = [1.0, 1.0, 1.0, 1.0]
+
+ .. code-block:: python
+
+ v.setRGBA(0xff0000ff) # Red
+ v.setRGBA(0xff00ff00) # Green on little endian, transparent purple on big endian
+ v.setRGBA([1.0, 0.0, 0.0, 1.0]) # Red
+ v.setRGBA([0.0, 1.0, 0.0, 1.0]) # Green on all platforms.
+
+ :arg col: the new colour of this vertex in packed RGBA format.
+ :type col: integer or list [r, g, b, a]
+
+ .. method:: getNormal()
+
+ Gets the normal vector of this vertex.
+
+ :return: normalised normal vector.
+ :rtype: list [nx, ny, nz]
+
+ .. method:: setNormal(normal)
+
+ Sets the normal vector of this vertex.
+
+ :type: sequence of floats [r, g, b]
+
+ :arg normal: the new normal of this vertex.
+
+.. class:: KX_VisibilityActuator(SCA_IActuator)
+
+ Visibility Actuator.
+
+ .. attribute:: visibility
+
+ whether the actuator makes its parent object visible or invisible.
+
+ :type: boolean
+
+ .. attribute:: useOcclusion
+
+ whether the actuator makes its parent object an occluder or not.
+
+ :type: boolean
+
+ .. attribute:: useRecursion
+
+ whether the visibility/occlusion should be propagated to all children of the object.
+
+ :type: boolean
+
+.. class:: SCA_2DFilterActuator(SCA_IActuator)
+
+ Create, enable and disable 2D filters
+
+ The following properties don't have an immediate effect.
+ You must active the actuator to get the result.
+ The actuator is not persistent: it automatically stops itself after setting up the filter
+ but the filter remains active. To stop a filter you must activate the actuator with 'type'
+ set to :data:`~bge.logic.RAS_2DFILTER_DISABLED` or :data:`~bge.logic.RAS_2DFILTER_NOFILTER`.
+
+ .. attribute:: shaderText
+
+ shader source code for custom shader.
+
+ :type: string
+
+ .. attribute:: disableMotionBlur
+
+ action on motion blur: 0=enable, 1=disable.
+
+ :type: integer
+
+ .. attribute:: mode
+
+ Type of 2D filter, use one of :ref:`these constants <Two-D-FilterActuator-mode>`
+
+ :type: integer
+
+ .. attribute:: passNumber
+
+ order number of filter in the stack of 2D filters. Filters are executed in increasing order of passNb.
+
+ Only be one filter can be defined per passNb.
+
+ :type: integer (0-100)
+
+ .. attribute:: value
+
+ argument for motion blur filter.
+
+ :type: float (0.0-100.0)
+
+.. class:: SCA_ANDController(SCA_IController)
+
+ An AND controller activates only when all linked sensors are activated.
+
+ There are no special python methods for this controller.
+
+.. class:: SCA_ActuatorSensor(SCA_ISensor)
+
+ Actuator sensor detect change in actuator state of the parent object.
+ It generates a positive pulse if the corresponding actuator is activated
+ and a negative pulse if the actuator is deactivated.
+
+ .. attribute:: actuator
+
+ the name of the actuator that the sensor is monitoring.
+
+ :type: string
+
+.. class:: SCA_AlwaysSensor(SCA_ISensor)
+
+ This sensor is always activated.
+
+.. class:: SCA_DelaySensor(SCA_ISensor)
+
+ The Delay sensor generates positive and negative triggers at precise time,
+ expressed in number of frames. The delay parameter defines the length of the initial OFF period. A positive trigger is generated at the end of this period.
+
+ The duration parameter defines the length of the ON period following the OFF period.
+ There is a negative trigger at the end of the ON period. If duration is 0, the sensor stays ON and there is no negative trigger.
+
+ The sensor runs the OFF-ON cycle once unless the repeat option is set: the OFF-ON cycle repeats indefinately (or the OFF cycle if duration is 0).
+
+ Use :class:`SCA_ISensor.reset` at any time to restart sensor.
+
+ .. attribute:: delay
+
+ length of the initial OFF period as number of frame, 0 for immediate trigger.
+
+ :type: integer.
+
+ .. attribute:: duration
+
+ length of the ON period in number of frame after the initial OFF period.
+
+ If duration is greater than 0, a negative trigger is sent at the end of the ON pulse.
+
+ :type: integer
+
+ .. attribute:: repeat
+
+ 1 if the OFF-ON cycle should be repeated indefinately, 0 if it should run once.
+
+ :type: integer
+
+.. class:: SCA_JoystickSensor(SCA_ISensor)
+
+ This sensor detects player joystick events.
+
+ .. attribute:: axisValues
+
+ The state of the joysticks axis as a list of values :data:`numAxis` long. (read-only).
+
+ :type: list of ints.
+
+ Each spesifying the value of an axis between -32767 and 32767 depending on how far the axis is pushed, 0 for nothing.
+ The first 2 values are used by most joysticks and gamepads for directional control. 3rd and 4th values are only on some joysticks and can be used for arbitary controls.
+
+ * left:[-32767, 0, ...]
+ * right:[32767, 0, ...]
+ * up:[0, -32767, ...]
+ * down:[0, 32767, ...]
+
+ .. attribute:: axisSingle
+
+ like :data:`axisValues` but returns a single axis value that is set by the sensor. (read-only).
+
+ :type: integer
+
+ .. note::
+
+ Only use this for "Single Axis" type sensors otherwise it will raise an error.
+
+ .. attribute:: hatValues
+
+ The state of the joysticks hats as a list of values :data:`numHats` long. (read-only).
+
+ :type: list of ints
+
+ Each spesifying the direction of the hat from 1 to 12, 0 when inactive.
+
+ Hat directions are as follows...
+
+ * 0:None
+ * 1:Up
+ * 2:Right
+ * 4:Down
+ * 8:Left
+ * 3:Up - Right
+ * 6:Down - Right
+ * 12:Down - Left
+ * 9:Up - Left
+
+ .. attribute:: hatSingle
+
+ Like :data:`hatValues` but returns a single hat direction value that is set by the sensor. (read-only).
+
+ :type: integer
+
+ .. attribute:: numAxis
+
+ The number of axes for the joystick at this index. (read-only).
+
+ :type: integer
+
+ .. attribute:: numButtons
+
+ The number of buttons for the joystick at this index. (read-only).
+
+ :type: integer
+
+ .. attribute:: numHats
+
+ The number of hats for the joystick at this index. (read-only).
+
+ :type: integer
+
+ .. attribute:: connected
+
+ True if a joystick is connected at this joysticks index. (read-only).
+
+ :type: boolean
+
+ .. attribute:: index
+
+ The joystick index to use (from 0 to 7). The first joystick is always 0.
+
+ :type: integer
+
+ .. attribute:: threshold
+
+ Axis threshold. Joystick axis motion below this threshold wont trigger an event. Use values between (0 and 32767), lower values are more sensitive.
+
+ :type: integer
+
+ .. attribute:: button
+
+ The button index the sensor reacts to (first button = 0). When the "All Events" toggle is set, this option has no effect.
+
+ :type: integer
+
+ .. attribute:: axis
+
+ The axis this sensor reacts to, as a list of two values [axisIndex, axisDirection]
+
+ * axisIndex: the axis index to use when detecting axis movement, 1=primary directional control, 2=secondary directional control.
+ * axisDirection: 0=right, 1=up, 2=left, 3=down.
+
+ :type: [integer, integer]
+
+ .. attribute:: hat
+
+ The hat the sensor reacts to, as a list of two values: [hatIndex, hatDirection]
+
+ * hatIndex: the hat index to use when detecting hat movement, 1=primary hat, 2=secondary hat (4 max).
+ * hatDirection: 1-12.
+
+ :type: [integer, integer]
+
+ .. method:: getButtonActiveList()
+
+ :return: A list containing the indicies of the currently pressed buttons.
+ :rtype: list
+
+ .. method:: getButtonStatus(buttonIndex)
+
+ :arg buttonIndex: the button index, 0=first button
+ :type buttonIndex: integer
+ :return: The current pressed state of the specified button.
+ :rtype: boolean
+
+.. class:: SCA_KeyboardSensor(SCA_ISensor)
+
+ A keyboard sensor detects player key presses.
+
+ See module :mod:`bge.keys` for keycode values.
+
+ .. attribute:: key
+
+ The key code this sensor is looking for.
+
+ :type: keycode from :mod:`bge.keys` module
+
+ .. attribute:: hold1
+
+ The key code for the first modifier this sensor is looking for.
+
+ :type: keycode from :mod:`bge.keys` module
+
+ .. attribute:: hold2
+
+ The key code for the second modifier this sensor is looking for.
+
+ :type: keycode from :mod:`bge.keys` module
+
+ .. attribute:: toggleProperty
+
+ The name of the property that indicates whether or not to log keystrokes as a string.
+
+ :type: string
+
+ .. attribute:: targetProperty
+
+ The name of the property that receives keystrokes in case in case a string is logged.
+
+ :type: string
+
+ .. attribute:: useAllKeys
+
+ Flag to determine whether or not to accept all keys.
+
+ :type: boolean
+
+ .. attribute:: events
+
+ a list of pressed keys that have either been pressed, or just released, or are active this frame. (read-only).
+
+ :type: list [[:ref:`keycode<keyboard-keys>`, :ref:`status<input-status>`], ...]
+
+ .. method:: getKeyStatus(keycode)
+
+ Get the status of a key.
+
+ :arg keycode: The code that represents the key you want to get the state of, use one of :ref:`these constants<keyboard-keys>`
+ :type keycode: integer
+ :return: The state of the given key, can be one of :ref:`these constants<input-status>`
+ :rtype: int
+
+.. class:: SCA_NANDController(SCA_IController)
+
+ An NAND controller activates when all linked sensors are not active.
+
+ There are no special python methods for this controller.
+
+.. class:: SCA_NORController(SCA_IController)
+
+ An NOR controller activates only when all linked sensors are de-activated.
+
+ There are no special python methods for this controller.
+
+.. class:: SCA_ORController(SCA_IController)
+
+ An OR controller activates when any connected sensor activates.
+
+ There are no special python methods for this controller.
+
+.. class:: SCA_PropertyActuator(SCA_IActuator)
+
+ Property Actuator
+
+ .. attribute:: propName
+
+ the property on which to operate.
+
+ :type: string
+
+ .. attribute:: value
+
+ the value with which the actuator operates.
+
+ :type: string
+
+ .. attribute:: mode
+
+ TODO - add constants to game logic dict!.
+
+ :type: integer
+
+.. class:: SCA_PropertySensor(SCA_ISensor)
+
+ Activates when the game object property matches.
+
+ .. attribute:: mode
+
+ Type of check on the property. Can be one of :ref:`these constants <logic-property-sensor>`
+
+ :type: integer.
+
+ .. attribute:: propName
+
+ the property the sensor operates.
+
+ :type: string
+
+ .. attribute:: value
+
+ the value with which the sensor compares to the value of the property.
+
+ :type: string
+
+ .. attribute:: min
+
+ the minimum value of the range used to evaluate the property when in interval mode.
+
+ :type: string
+
+ .. attribute:: max
+
+ the maximum value of the range used to evaluate the property when in interval mode.
+
+ :type: string
+
+.. class:: SCA_PythonController(SCA_IController)
+
+ A Python controller uses a Python script to activate it's actuators,
+ based on it's sensors.
+
+ .. attribute:: script
+
+ The value of this variable depends on the execution methid.
+
+ * When 'Script' execution mode is set this value contains the entire python script as a single string (not the script name as you might expect) which can be modified to run different scripts.
+ * When 'Module' execution mode is set this value will contain a single line string - module name and function "module.func" or "package.modile.func" where the module names are python textblocks or external scripts.
+
+ :type: string
+
+ .. note::
+
+ Once this is set the script name given for warnings will remain unchanged.
+
+ .. attribute:: mode
+
+ the execution mode for this controller (read-only).
+
+ * Script: 0, Execite the :data:`script` as a python code.
+ * Module: 1, Execite the :data:`script` as a module and function.
+
+ :type: integer
+
+ .. method:: activate(actuator)
+
+ Activates an actuator attached to this controller.
+
+ :arg actuator: The actuator to operate on.
+ :type actuator: actuator or the actuator name as a string
+
+ .. method:: deactivate(actuator)
+
+ Deactivates an actuator attached to this controller.
+
+ :arg actuator: The actuator to operate on.
+ :type actuator: actuator or the actuator name as a string
+
+.. class:: SCA_RandomActuator(SCA_IActuator)
+
+ Random Actuator
+
+ .. attribute:: seed
+
+ Seed of the random number generator.
+
+ :type: integer.
+
+ Equal seeds produce equal series. If the seed is 0, the generator will produce the same value on every call.
+
+ .. attribute:: para1
+
+ the first parameter of the active distribution.
+
+ :type: float, read-only.
+
+ Refer to the documentation of the generator types for the meaning of this value.
+
+ .. attribute:: para2
+
+ the second parameter of the active distribution.
+
+ :type: float, read-only
+
+ Refer to the documentation of the generator types for the meaning of this value.
+
+ .. attribute:: distribution
+
+ Distribution type. (read-only). Can be one of :ref:`these constants <logic-random-distributions>`
+
+ :type: integer
+
+ .. attribute:: propName
+
+ the name of the property to set with the random value.
+
+ :type: string
+
+ If the generator and property types do not match, the assignment is ignored.
+
+ .. method:: setBoolConst(value)
+
+ Sets this generator to produce a constant boolean value.
+
+ :arg value: The value to return.
+ :type value: boolean
+
+ .. method:: setBoolUniform()
+
+ Sets this generator to produce a uniform boolean distribution.
+
+ The generator will generate True or False with 50% chance.
+
+ .. method:: setBoolBernouilli(value)
+
+ Sets this generator to produce a Bernouilli distribution.
+
+ :arg value: Specifies the proportion of False values to produce.
+
+ * 0.0: Always generate True
+ * 1.0: Always generate False
+ :type value: float
+
+ .. method:: setIntConst(value)
+
+ Sets this generator to always produce the given value.
+
+ :arg value: the value this generator produces.
+ :type value: integer
+
+ .. method:: 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
+
+ .. method:: 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
+
+ .. method:: setFloatConst(value)
+
+ Always generate the given value.
+
+ :type value: float
+
+ .. method:: 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
+
+ .. method:: setFloatNormal(mean, standard_deviation)
+
+ Generates a random float from the given normal distribution.
+
+ :arg mean: The mean (average) value of the generated numbers
+ :type mean: float
+ :arg standard_deviation: The standard deviation of the generated numbers.
+ :type standard_deviation: float
+
+ .. method:: setFloatNegativeExponential(half_life)
+
+ Generate negative-exponentially distributed numbers.
+
+ The half-life 'time' is characterized by half_life.
+
+ :type half_life: float
+
+.. class:: SCA_RandomSensor(SCA_ISensor)
+
+ This sensor activates randomly.
+
+ .. attribute:: lastDraw
+
+ The seed of the random number generator.
+
+ :type: integer
+
+ .. attribute:: seed
+
+ The seed of the random number generator.
+
+ :type: integer
+
+ .. method:: setSeed(seed)
+
+ Sets the seed of the random number generator.
+
+ If the seed is 0, the generator will produce the same value on every call.
+
+ :type seed: integer
+
+ .. method:: getSeed()
+
+ :return: The initial seed of the generator. Equal seeds produce equal random series.
+ :rtype: integer
+
+ .. method:: getLastDraw()
+
+ :return: The last random number generated.
+ :rtype: integer
+
+.. class:: SCA_XNORController(SCA_IController)
+
+ An XNOR controller activates when all linked sensors are the same (activated or inative).
+
+ There are no special python methods for this controller.
+
+.. class:: SCA_XORController(SCA_IController)
+
+ An XOR controller activates when there is the input is mixed, but not when all are on or off.
+
+ There are no special python methods for this controller.
+
+.. class:: KX_Camera(KX_GameObject)
+
+ A Camera object.
+
+ .. data:: INSIDE
+
+ See :data:`sphereInsideFrustum` and :data:`boxInsideFrustum`
+
+ .. data:: INTERSECT
+
+ See :data:`sphereInsideFrustum` and :data:`boxInsideFrustum`
+
+ .. data:: OUTSIDE
+
+ See :data:`sphereInsideFrustum` and :data:`boxInsideFrustum`
+
+ .. attribute:: lens
+
+ The camera's lens value.
+
+ :type: float
+
+ .. attribute:: ortho_scale
+
+ The camera's view scale when in orthographic mode.
+
+ :type: float
+
+ .. attribute:: near
+
+ The camera's near clip distance.
+
+ :type: float
+
+ .. attribute:: far
+
+ The camera's far clip distance.
+
+ :type: float
+
+ .. attribute:: perspective
+
+ True if this camera has a perspective transform, False for an orthographic projection.
+
+ :type: boolean
+
+ .. attribute:: frustum_culling
+
+ True if this camera is frustum culling.
+
+ :type: boolean
+
+ .. attribute:: projection_matrix
+
+ This camera's 4x4 projection matrix.
+
+ :type: 4x4 Matrix [[float]]
+
+ .. attribute:: modelview_matrix
+
+ This camera's 4x4 model view matrix. (read-only).
+
+ :type: 4x4 Matrix [[float]]
+
+ .. note::
+
+ This matrix is regenerated every frame from the camera's position and orientation.
+
+ .. attribute:: camera_to_world
+
+ This camera's camera to world transform. (read-only).
+
+ :type: 4x4 Matrix [[float]]
+
+ .. note::
+
+ This matrix is regenerated every frame from the camera's position and orientation.
+
+ .. attribute:: world_to_camera
+
+ This camera's world to camera transform. (read-only).
+
+ :type: 4x4 Matrix [[float]]
+
+ .. note::
+
+ Regenerated every frame from the camera's position and orientation.
+
+ .. note::
+
+ This is camera_to_world inverted.
+
+ .. attribute:: useViewport
+
+ True when the camera is used as a viewport, set True to enable a viewport for this camera.
+
+ :type: boolean
+
+ .. method:: sphereInsideFrustum(centre, radius)
+
+ Tests the given sphere against the view frustum.
+
+ :arg centre: The centre of the sphere (in world coordinates.)
+ :type centre: list [x, y, z]
+ :arg radius: the radius of the sphere
+ :type radius: float
+ :return: :data:`~bge.types.KX_Camera.INSIDE`, :data:`~bge.types.KX_Camera.OUTSIDE` or :data:`~bge.types.KX_Camera.INTERSECT`
+ :rtype: integer
+
+ .. note::
+
+ When the camera is first initialized the result will be invalid because the projection matrix has not been set.
+
+ .. code-block:: python
+
+ import GameLogic
+ co = GameLogic.getCurrentController()
+ cam = co.owner
+
+ # 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
+
+ .. method:: boxInsideFrustum(box)
+
+ Tests the given box against the view frustum.
+
+ :arg box: Eight (8) corner points of the box (in world coordinates.)
+ :type box: list of lists
+ :return: :data:`~bge.types.KX_Camera.INSIDE`, :data:`~bge.types.KX_Camera.OUTSIDE` or :data:`~bge.types.KX_Camera.INTERSECT`
+
+ .. note::
+
+ When the camera is first initialized the result will be invalid because the projection matrix has not been set.
+
+ .. code-block:: python
+
+ import GameLogic
+ co = GameLogic.getCurrentController()
+ cam = co.owner
+
+ # 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 !
+
+ .. method:: pointInsideFrustum(point)
+
+ Tests the given point against the view frustum.
+
+ :arg point: The point to test (in world coordinates.)
+ :type point: 3D Vector
+ :return: True if the given point is inside this camera's viewing frustum.
+ :rtype: boolean
+
+ .. note::
+
+ When the camera is first initialized the result will be invalid because the projection matrix has not been set.
+
+ .. code-block:: python
+
+ import GameLogic
+ co = GameLogic.getCurrentController()
+ cam = co.owner
+
+ # 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 !
+
+ .. method:: getCameraToWorld()
+
+ Returns the camera-to-world transform.
+
+ :return: the camera-to-world transform matrix.
+ :rtype: matrix (4x4 list)
+
+ .. method:: getWorldToCamera()
+
+ Returns the world-to-camera transform.
+
+ This returns the inverse matrix of getCameraToWorld().
+
+ :return: the world-to-camera transform matrix.
+ :rtype: matrix (4x4 list)
+
+ .. method:: setOnTop()
+
+ Set this cameras viewport ontop of all other viewport.
+
+ .. method:: setViewport(left, bottom, right, top)
+
+ Sets the region of this viewport on the screen in pixels.
+
+ Use :data:`bge.render.getWindowHeight` and :data:`bge.render.getWindowWidth` to calculate values relative to the entire display.
+
+ :arg left: left pixel coordinate of this viewport
+ :type left: integer
+ :arg bottom: bottom pixel coordinate of this viewport
+ :type bottom: integer
+ :arg right: right pixel coordinate of this viewport
+ :type right: integer
+ :arg top: top pixel coordinate of this viewport
+ :type top: integer
+
+ .. method:: getScreenPosition(object)
+
+ Gets the position of an object projected on screen space.
+
+ .. code-block:: python
+
+ # For an object in the middle of the screen, coord = [0.5, 0.5]
+ coord = camera.getScreenPosition(object)
+
+ :arg object: object name or list [x, y, z]
+ :type object: :class:`KX_GameObject` or 3D Vector
+ :return: the object's position in screen coordinates.
+ :rtype: list [x, y]
+
+ .. method:: getScreenVect(x, y)
+
+ Gets the vector from the camera position in the screen coordinate direction.
+
+ :arg x: X Axis
+ :type x: float
+ :arg y: Y Axis
+ :type y: float
+ :rtype: 3D Vector
+ :return: The vector from screen coordinate.
+
+ .. code-block:: python
+
+ # Gets the vector of the camera front direction:
+ m_vect = camera.getScreenVect(0.5, 0.5)
+
+ .. method:: getScreenRay(x, y, dist=inf, property=None)
+
+ Look towards a screen coordinate (x, y) and find first object hit within dist that matches prop.
+ The ray is similar to KX_GameObject->rayCastTo.
+
+ :arg x: X Axis
+ :type x: float
+ :arg y: Y Axis
+ :type y: float
+ :arg dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other
+ :type dist: float
+ :arg property: property name that object must have; can be omitted => detect any object
+ :type property: string
+ :rtype: :class:`KX_GameObject`
+ :return: the first object hit or None if no object or object does not match prop
+
+ .. code-block:: python
+
+ # Gets an object with a property "wall" in front of the camera within a distance of 100:
+ target = camera.getScreenRay(0.5, 0.5, 100, "wall")
+
+.. class:: BL_ArmatureObject(KX_GameObject)
+
+ An armature object.
+
+ .. attribute:: constraints
+
+ The list of armature constraint defined on this armature.
+ Elements of the list can be accessed by index or string.
+ The key format for string access is '<bone_name>:<constraint_name>'.
+
+ :type: list of :class:`BL_ArmatureConstraint`
+
+ .. attribute:: channels
+
+ The list of armature channels.
+ Elements of the list can be accessed by index or name the bone.
+
+ :type: list of :class:`BL_ArmatureChannel`
+
+ .. method:: update()
+
+ Ensures that the armature will be updated on next graphic frame.
+
+ This action is unecessary if a KX_ArmatureActuator with mode run is active
+ or if an action is playing. Use this function in other cases. It must be called
+ on each frame to ensure that the armature is updated continously.
+
+.. class:: BL_ArmatureActuator(SCA_IActuator)
+
+ Armature Actuators change constraint condition on armatures.
+
+ .. _armatureactuator-constants-type:
+
+ Constants related to :data:`~bge.types.BL_ArmatureActuator.type`
+
+ .. data:: KX_ACT_ARMATURE_RUN
+
+ Just make sure the armature will be updated on the next graphic frame. This is the only persistent mode of the actuator: it executes automatically once per frame until stopped by a controller
+
+ :value: 0
+
+ .. data:: KX_ACT_ARMATURE_ENABLE
+
+ Enable the constraint.
+
+ :value: 1
+
+ .. data:: KX_ACT_ARMATURE_DISABLE
+
+ Disable the constraint (runtime constraint values are not updated).
+
+ :value: 2
+
+ .. data:: KX_ACT_ARMATURE_SETTARGET
+
+ Change target and subtarget of constraint.
+
+ :value: 3
+
+ .. data:: KX_ACT_ARMATURE_SETWEIGHT
+
+ Change weight of (only for IK constraint).
+
+ :value: 4
+
+ .. attribute:: type
+
+ The type of action that the actuator executes when it is active.
+
+ Can be one of :ref:`these constants <armatureactuator-constants-type>`
+
+ :type: integer
+
+ .. attribute:: constraint
+
+ The constraint object this actuator is controlling.
+
+ :type: :class:`BL_ArmatureConstraint`
+
+ .. attribute:: target
+
+ The object that this actuator will set as primary target to the constraint it controls.
+
+ :type: :class:`KX_GameObject`
+
+ .. attribute:: subtarget
+
+ The object that this actuator will set as secondary target to the constraint it controls.
+
+ :type: :class:`KX_GameObject`.
+
+ .. note::
+
+ Currently, the only secondary target is the pole target for IK constraint.
+
+ .. attribute:: weight
+
+ The weight this actuator will set on the constraint it controls.
+
+ :type: float.
+
+ .. note::
+
+ Currently only the IK constraint has a weight. It must be a value between 0 and 1.
+
+ .. note::
+
+ A weight of 0 disables a constraint while still updating constraint runtime values (see :class:`BL_ArmatureConstraint`)
+
+.. class:: KX_ArmatureSensor(SCA_ISensor)
+
+ Armature sensor detect conditions on armatures.
+
+ .. _armaturesensor-type:
+
+ Constants related to :data:`type`
+
+ .. data:: KX_ARMSENSOR_STATE_CHANGED
+
+ Detect that the constraint is changing state (active/inactive)
+
+ :value: 0
+
+ .. data:: KX_ARMSENSOR_LIN_ERROR_BELOW
+
+ Detect that the constraint linear error is above a threshold
+
+ :value: 1
+
+ .. data:: KX_ARMSENSOR_LIN_ERROR_ABOVE
+
+ Detect that the constraint linear error is below a threshold
+
+ :value: 2
+
+ .. data:: KX_ARMSENSOR_ROT_ERROR_BELOW
+
+ Detect that the constraint rotation error is above a threshold
+
+ :value: 3
+
+ .. data:: KX_ARMSENSOR_ROT_ERROR_ABOVE
+
+ Detect that the constraint rotation error is below a threshold
+
+ :value: 4
+
+ .. attribute:: type
+
+ The type of measurement that the sensor make when it is active.
+
+ Can be one of :ref:`these constants <armaturesensor-type>`
+
+ :type: integer.
+
+ .. attribute:: constraint
+
+ The constraint object this sensor is watching.
+
+ :type: :class:`BL_ArmatureConstraint`
+
+ .. attribute:: value
+
+ The threshold used in the comparison with the constraint error
+ The linear error is only updated on CopyPose/Distance IK constraint with iTaSC solver
+ The rotation error is only updated on CopyPose+rotation IK constraint with iTaSC solver
+ The linear error on CopyPose is always >= 0: it is the norm of the distance between the target and the bone
+ The rotation error on CopyPose is always >= 0: it is the norm of the equivalent rotation vector between the bone and the target orientations
+ The linear error on Distance can be positive if the distance between the bone and the target is greater than the desired distance, and negative if the distance is smaller.
+
+ :type: float
+
+.. class:: BL_ArmatureConstraint(PyObjectPlus)
+
+ Proxy to Armature Constraint. Allows to change constraint on the fly.
+ Obtained through :class:`BL_ArmatureObject`.constraints.
+
+ .. note::
+
+ Not all armature constraints are supported in the GE.
+
+ .. _armatureconstraint-constants-type:
+
+ Constants related to :data:`type`
+
+ .. data:: CONSTRAINT_TYPE_TRACKTO
+ .. data:: CONSTRAINT_TYPE_KINEMATIC
+ .. data:: CONSTRAINT_TYPE_ROTLIKE
+ .. data:: CONSTRAINT_TYPE_LOCLIKE
+ .. data:: CONSTRAINT_TYPE_MINMAX
+ .. data:: CONSTRAINT_TYPE_SIZELIKE
+ .. data:: CONSTRAINT_TYPE_LOCKTRACK
+ .. data:: CONSTRAINT_TYPE_STRETCHTO
+ .. data:: CONSTRAINT_TYPE_CLAMPTO
+ .. data:: CONSTRAINT_TYPE_TRANSFORM
+ .. data:: CONSTRAINT_TYPE_DISTLIMIT
+
+ .. _armatureconstraint-constants-ik-type:
+
+ Constants related to :data:`ik_type`
+
+ .. data:: CONSTRAINT_IK_COPYPOSE
+
+ constraint is trying to match the position and eventually the rotation of the target.
+
+ :value: 0
+
+ .. data:: CONSTRAINT_IK_DISTANCE
+
+ Constraint is maintaining a certain distance to target subject to ik_mode
+
+ :value: 1
+
+ .. _armatureconstraint-constants-ik-flag:
+
+ Constants related to :data:`ik_flag`
+
+ .. data:: CONSTRAINT_IK_FLAG_TIP
+
+ Set when the constraint operates on the head of the bone and not the tail
+
+ :value: 1
+
+ .. data:: CONSTRAINT_IK_FLAG_ROT
+
+ Set when the constraint tries to match the orientation of the target
+
+ :value: 2
+
+ .. data:: CONSTRAINT_IK_FLAG_STRETCH
+
+ Set when the armature is allowed to stretch (only the bones with stretch factor > 0.0)
+
+ :value: 16
+
+ .. data:: CONSTRAINT_IK_FLAG_POS
+
+ Set when the constraint tries to match the position of the target.
+
+ :value: 32
+
+ .. _armatureconstraint-constants-ik-mode:
+
+ Constants related to :data:`ik_mode`
+
+ .. data:: CONSTRAINT_IK_MODE_INSIDE
+
+ The constraint tries to keep the bone within ik_dist of target
+
+ :value: 0
+
+ .. data:: CONSTRAINT_IK_MODE_OUTSIDE
+
+ The constraint tries to keep the bone outside ik_dist of the target
+
+ :value: 1
+
+ .. data:: CONSTRAINT_IK_MODE_ONSURFACE
+
+ The constraint tries to keep the bone exactly at ik_dist of the target.
+
+ :value: 2
+
+ .. attribute:: type
+
+ Type of constraint, (read-only).
+
+ Use one of :ref:`these constants<armatureconstraint-constants-type>`.
+
+ :type: integer, one of CONSTRAINT_TYPE_* constants
+
+ .. attribute:: name
+
+ Name of constraint constructed as <bone_name>:<constraint_name>. constraints list.
+
+ :type: string
+
+ This name is also the key subscript on :class:`BL_ArmatureObject`.
+
+ .. attribute:: enforce
+
+ fraction of constraint effect that is enforced. Between 0 and 1.
+
+ :type: float
+
+ .. attribute:: headtail
+
+ Position of target between head and tail of the target bone: 0=head, 1=tail.
+
+ :type: float.
+
+ .. note::
+
+ Only used if the target is a bone (i.e target object is an armature.
+
+ .. attribute:: lin_error
+
+ runtime linear error (in Blender units) on constraint at the current frame.
+
+ This is a runtime value updated on each frame by the IK solver. Only available on IK constraint and iTaSC solver.
+
+ :type: float
+
+ .. attribute:: rot_error
+
+ Runtime rotation error (in radiant) on constraint at the current frame.
+
+ :type: float.
+
+ This is a runtime value updated on each frame by the IK solver. Only available on IK constraint and iTaSC solver.
+
+ It is only set if the constraint has a rotation part, for example, a CopyPose+Rotation IK constraint.
+
+ .. attribute:: target
+
+ Primary target object for the constraint. The position of this object in the GE will be used as target for the constraint.
+
+ :type: :class:`KX_GameObject`.
+
+ .. attribute:: subtarget
+
+ Secondary target object for the constraint. The position of this object in the GE will be used as secondary target for the constraint.
+
+ :type: :class:`KX_GameObject`.
+
+ Currently this is only used for pole target on IK constraint.
+
+ .. attribute:: active
+
+ True if the constraint is active.
+
+ :type: boolean
+
+ .. note::
+
+ An inactive constraint does not update lin_error and rot_error.
+
+ .. attribute:: ik_weight
+
+ Weight of the IK constraint between 0 and 1.
+
+ Only defined for IK constraint.
+
+ :type: float
+
+ .. attribute:: ik_type
+
+ Type of IK constraint, (read-only).
+
+ Use one of :ref:`these constants<armatureconstraint-constants-ik-type>`.
+
+ :type: integer.
+
+ .. attribute:: ik_flag
+
+ Combination of IK constraint option flags, read-only.
+
+ Use one of :ref:`these constants<armatureconstraint-constants-ik-flag>`.
+
+ :type: integer
+
+ .. attribute:: ik_dist
+
+ Distance the constraint is trying to maintain with target, only used when ik_type=CONSTRAINT_IK_DISTANCE.
+
+ :type: float
+
+ .. attribute:: ik_mode
+
+ Use one of :ref:`these constants<armatureconstraint-constants-ik-mode>`.
+
+ Additional mode for IK constraint. Currently only used for Distance constraint:
+
+ :type: integer
+
+.. class:: BL_ArmatureChannel(PyObjectPlus)
+
+ Proxy to armature pose channel. Allows to read and set armature pose.
+ The attributes are identical to RNA attributes, but mostly in read-only mode.
+
+ See :data:`rotation_mode`
+
+ .. data:: PCHAN_ROT_QUAT
+ .. data:: PCHAN_ROT_XYZ
+ .. data:: PCHAN_ROT_XZY
+ .. data:: PCHAN_ROT_YXZ
+ .. data:: PCHAN_ROT_YZX
+ .. data:: PCHAN_ROT_ZXY
+ .. data:: PCHAN_ROT_ZYX
+
+ .. attribute:: name
+
+ channel name (=bone name), read-only.
+
+ :type: string
+
+ .. attribute:: bone
+
+ return the bone object corresponding to this pose channel, read-only.
+
+ :type: :class:`BL_ArmatureBone`
+
+ .. attribute:: parent
+
+ return the parent channel object, None if root channel, read-only.
+
+ :type: :class:`BL_ArmatureChannel`
+
+ .. attribute:: has_ik
+
+ true if the bone is part of an active IK chain, read-only.
+ This flag is not set when an IK constraint is defined but not enabled (miss target information for example).
+
+ :type: boolean
+
+ .. attribute:: ik_dof_x
+
+ true if the bone is free to rotation in the X axis, read-only.
+
+ :type: boolean
+
+ .. attribute:: ik_dof_y
+
+ true if the bone is free to rotation in the Y axis, read-only.
+
+ :type: boolean
+
+ .. attribute:: ik_dof_z
+
+ true if the bone is free to rotation in the Z axis, read-only.
+
+ :type: boolean
+
+ .. attribute:: ik_limit_x
+
+ true if a limit is imposed on X rotation, read-only.
+
+ :type: boolean
+
+ .. attribute:: ik_limit_y
+
+ true if a limit is imposed on Y rotation, read-only.
+
+ :type: boolean
+
+ .. attribute:: ik_limit_z
+
+ true if a limit is imposed on Z rotation, read-only.
+
+ :type: boolean
+
+ .. attribute:: ik_rot_control
+
+ true if channel rotation should applied as IK constraint, read-only.
+
+ :type: boolean
+
+ .. attribute:: ik_lin_control
+
+ true if channel size should applied as IK constraint, read-only.
+
+ :type: boolean
+
+ .. attribute:: location
+
+ displacement of the bone head in armature local space, read-write.
+
+ :type: vector [X, Y, Z].
+
+ .. note::
+
+ You can only move a bone if it is unconnected to its parent. An action playing on the armature may change the value. An IK chain does not update this value, see joint_rotation.
+
+ .. note::
+
+ Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`).
+
+ .. attribute:: scale
+
+ scale of the bone relative to its parent, read-write.
+
+ :type: vector [sizeX, sizeY, sizeZ].
+
+ .. note::
+
+ An action playing on the armature may change the value. An IK chain does not update this value, see joint_rotation.
+
+ .. note::
+
+ Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`)
+
+ .. attribute:: rotation_quaternion
+
+ rotation of the bone relative to its parent expressed as a quaternion, read-write.
+
+ :type: vector [qr, qi, qj, qk].
+
+ .. note::
+
+ This field is only used if rotation_mode is 0. An action playing on the armature may change the value. An IK chain does not update this value, see joint_rotation.
+
+ .. note::
+
+ Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`)
+
+ .. attribute:: rotation_euler
+
+ rotation of the bone relative to its parent expressed as a set of euler angles, read-write.
+
+ :type: vector [X, Y, Z].
+
+ .. note::
+
+ This field is only used if rotation_mode is > 0. You must always pass the angles in [X, Y, Z] order; the order of applying the angles to the bone depends on rotation_mode. An action playing on the armature may change this field. An IK chain does not update this value, see joint_rotation.
+
+ .. note::
+
+ Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`)
+
+ .. attribute:: rotation_mode
+
+ Method of updating the bone rotation, read-write.
+
+ :type: integer
+
+ Use the following constants (euler mode are named as in Blender UI but the actual axis order is reversed).
+
+ * PCHAN_ROT_QUAT(0) : use quaternioin in rotation attribute to update bone rotation
+ * PCHAN_ROT_XYZ(1) : use euler_rotation and apply angles on bone's Z, Y, X axis successively
+ * PCHAN_ROT_XZY(2) : use euler_rotation and apply angles on bone's Y, Z, X axis successively
+ * PCHAN_ROT_YXZ(3) : use euler_rotation and apply angles on bone's Z, X, Y axis successively
+ * PCHAN_ROT_YZX(4) : use euler_rotation and apply angles on bone's X, Z, Y axis successively
+ * PCHAN_ROT_ZXY(5) : use euler_rotation and apply angles on bone's Y, X, Z axis successively
+ * PCHAN_ROT_ZYX(6) : use euler_rotation and apply angles on bone's X, Y, Z axis successively
+
+ .. attribute:: channel_matrix
+
+ pose matrix in bone space (deformation of the bone due to action, constraint, etc), Read-only.
+ This field is updated after the graphic render, it represents the current pose.
+
+ :type: matrix [4][4]
+
+ .. attribute:: pose_matrix
+
+ pose matrix in armature space, read-only,
+ This field is updated after the graphic render, it represents the current pose.
+
+ :type: matrix [4][4]
+
+ .. attribute:: pose_head
+
+ position of bone head in armature space, read-only.
+
+ :type: vector [x, y, z]
+
+ .. attribute:: pose_tail
+
+ position of bone tail in armature space, read-only.
+
+ :type: vector [x, y, z]
+
+ .. attribute:: ik_min_x
+
+ minimum value of X rotation in degree (<= 0) when X rotation is limited (see ik_limit_x), read-only.
+
+ :type: float
+
+ .. attribute:: ik_max_x
+
+ maximum value of X rotation in degree (>= 0) when X rotation is limited (see ik_limit_x), read-only.
+
+ :type: float
+
+ .. attribute:: ik_min_y
+
+ minimum value of Y rotation in degree (<= 0) when Y rotation is limited (see ik_limit_y), read-only.
+
+ :type: float
+
+ .. attribute:: ik_max_y
+
+ maximum value of Y rotation in degree (>= 0) when Y rotation is limited (see ik_limit_y), read-only.
+
+ :type: float
+
+ .. attribute:: ik_min_z
+
+ minimum value of Z rotation in degree (<= 0) when Z rotation is limited (see ik_limit_z), read-only.
+
+ :type: float
+
+ .. attribute:: ik_max_z
+
+ maximum value of Z rotation in degree (>= 0) when Z rotation is limited (see ik_limit_z), read-only.
+
+ :type: float
+
+ .. attribute:: ik_stiffness_x
+
+ bone rotation stiffness in X axis, read-only.
+
+ :type: float between 0 and 1
+
+ .. attribute:: ik_stiffness_y
+
+ bone rotation stiffness in Y axis, read-only.
+
+ :type: float between 0 and 1
+
+ .. attribute:: ik_stiffness_z
+
+ bone rotation stiffness in Z axis, read-only.
+
+ :type: float between 0 and 1
+
+ .. attribute:: ik_stretch
+
+ ratio of scale change that is allowed, 0=bone can't change size, read-only.
+
+ :type: float
+
+ .. attribute:: ik_rot_weight
+
+ weight of rotation constraint when ik_rot_control is set, read-write.
+
+ :type: float between 0 and 1
+
+ .. attribute:: ik_lin_weight
+
+ weight of size constraint when ik_lin_control is set, read-write.
+
+ :type: float between 0 and 1
+
+ .. attribute:: joint_rotation
+
+ Control bone rotation in term of joint angle (for robotic applications), read-write.
+
+ When writing to this attribute, you pass a [x, y, z] vector and an appropriate set of euler angles or quaternion is calculated according to the rotation_mode.
+
+ When you read this attribute, the current pose matrix is converted into a [x, y, z] vector representing the joint angles.
+
+ The value and the meaning of the x, y, z depends on the ik_dof_x/ik_dof_y/ik_dof_z attributes:
+
+ * 1DoF joint X, Y or Z: the corresponding x, y, or z value is used an a joint angle in radiant
+ * 2DoF joint X+Y or Z+Y: treated as 2 successive 1DoF joints: first X or Z, then Y. The x or z value is used as a joint angle in radiant along the X or Z axis, followed by a rotation along the new Y axis of y radiants.
+ * 2DoF joint X+Z: treated as a 2DoF joint with rotation axis on the X/Z plane. The x and z values are used as the coordinates of the rotation vector in the X/Z plane.
+ * 3DoF joint X+Y+Z: treated as a revolute joint. The [x, y, z] vector represents the equivalent rotation vector to bring the joint from the rest pose to the new pose.
+
+ :type: vector [x, y, z]
+
+ .. note::
+
+ The bone must be part of an IK chain if you want to set the ik_dof_x/ik_dof_y/ik_dof_z attributes via the UI, but this will interfere with this attribute since the IK solver will overwrite the pose. You can stay in control of the armature if you create an IK constraint but do not finalize it (e.g. don't set a target) the IK solver will not run but the IK panel will show up on the UI for each bone in the chain.
+
+ .. note::
+
+ [0, 0, 0] always corresponds to the rest pose.
+
+ .. note::
+
+ You must request the armature pose to update and wait for the next graphic frame to see the effect of setting this attribute (see :data:`BL_ArmatureObject.update`).
+
+ .. note::
+
+ You can read the result of the calculation in rotation or euler_rotation attributes after setting this attribute.
+
+.. class:: BL_ArmatureBone(PyObjectPlus)
+
+ Proxy to Blender bone structure. All fields are read-only and comply to RNA names.
+ All space attribute correspond to the rest pose.
+
+ .. attribute:: name
+
+ bone name.
+
+ :type: string
+
+ .. attribute:: connected
+
+ true when the bone head is struck to the parent's tail.
+
+ :type: boolean
+
+ .. attribute:: hinge
+
+ true when bone doesn't inherit rotation or scale from parent bone.
+
+ :type: boolean
+
+ .. attribute:: inherit_scale
+
+ true when bone inherits scaling from parent bone.
+
+ :type: boolean
+
+ .. attribute:: bbone_segments
+
+ number of B-bone segments.
+
+ :type: integer
+
+ .. attribute:: roll
+
+ bone rotation around head-tail axis.
+
+ :type: float
+
+ .. attribute:: head
+
+ location of head end of the bone in parent bone space.
+
+ :type: vector [x, y, z]
+
+ .. attribute:: tail
+
+ location of head end of the bone in parent bone space.
+
+ :type: vector [x, y, z]
+
+ .. attribute:: length
+
+ bone length.
+
+ :type: float
+
+ .. attribute:: arm_head
+
+ location of head end of the bone in armature space.
+
+ :type: vector [x, y, z]
+
+ .. attribute:: arm_tail
+
+ location of tail end of the bone in armature space.
+
+ :type: vector [x, y, z]
+
+ .. attribute:: arm_mat
+
+ matrix of the bone head in armature space.
+
+ :type: matrix [4][4]
+
+ .. note::
+
+ This matrix has no scale part.
+
+ .. attribute:: bone_mat
+
+ rotation matrix of the bone in parent bone space.
+
+ :type: matrix [3][3]
+
+ .. attribute:: parent
+
+ parent bone, or None for root bone.
+
+ :type: :class:`BL_ArmatureBone`
+
+ .. attribute:: children
+
+ list of bone's children.
+
+ :type: list of :class:`BL_ArmatureBone`