diff options
Diffstat (limited to 'source/gameengine/PyDoc/GameLogic.py')
-rw-r--r-- | source/gameengine/PyDoc/GameLogic.py | 316 |
1 files changed, 245 insertions, 71 deletions
diff --git a/source/gameengine/PyDoc/GameLogic.py b/source/gameengine/PyDoc/GameLogic.py index 1996aa3f8a9..3ec30a63c58 100644 --- a/source/gameengine/PyDoc/GameLogic.py +++ b/source/gameengine/PyDoc/GameLogic.py @@ -2,29 +2,15 @@ """ Documentation for the GameLogic Module. ======================================= - - Modules available in the game engine: - - GameLogic - - L{GameKeys} - - L{Rasterizer} - - L{GameTypes} - - Undocumented modules: - - VideoTexture - - CValue - - Expression - - PhysicsConstraints - - All the other modules are accessible through the methods in GameLogic. - See L{WhatsNew} for updates, changes and new functionality in the Game Engine Python API. + Module to access logic functions, imported automatically into the python controllers namespace. Examples:: # To get the controller thats running this python script: - co = GameLogic.getCurrentController() # GameLogic is automatically imported + cont = GameLogic.getCurrentController() # GameLogic is automatically imported # To get the game object this controller is on: - obj = co.getOwner() + obj = cont.owner L{KX_GameObject} and L{KX_Camera} or L{KX_LightObject} methods are available depending on the type of object:: # To get a sensor linked to this controller. @@ -32,55 +18,59 @@ Documentation for the GameLogic Module. # +---------------------+ +--------+ # | Sensor "sensorname" +--+ Python + # +---------------------+ +--------+ - sens = co.getSensor("sensorname") + sens = cont.sensors["sensorname"] - # To get a list of all sensors: - sensors = co.getSensors() + # To get a sequence of all sensors: + sensors = co.sensors See the sensor's reference for available methods: - - L{DelaySensor<SCA_DelaySensor.SCA_DelaySensor>} - - L{JoystickSensor<SCA_JoystickSensor.SCA_JoystickSensor>} - - L{KeyboardSensor<SCA_KeyboardSensor.SCA_KeyboardSensor>} - - L{MouseFocusSensor<KX_MouseFocusSensor.KX_MouseFocusSensor>} - - L{MouseSensor<SCA_MouseSensor.SCA_MouseSensor>} - - L{NearSensor<KX_NearSensor.KX_NearSensor>} - - L{NetworkMessageSensor<KX_NetworkMessageSensor.KX_NetworkMessageSensor>} - - L{PropertySensor<SCA_PropertySensor.SCA_PropertySensor>} - - L{RadarSensor<KX_RadarSensor.KX_RadarSensor>} - - L{RandomSensor<SCA_RandomSensor.SCA_RandomSensor>} - - L{RaySensor<KX_RaySensor.KX_RaySensor>} - - L{TouchSensor<KX_TouchSensor.KX_TouchSensor>} + - L{DelaySensor<GameTypes.SCA_DelaySensor>} + - L{JoystickSensor<GameTypes.SCA_JoystickSensor>} + - L{KeyboardSensor<GameTypes.SCA_KeyboardSensor>} + - L{MouseFocusSensor<GameTypes.KX_MouseFocusSensor>} + - L{MouseSensor<GameTypes.SCA_MouseSensor>} + - L{NearSensor<GameTypes.KX_NearSensor>} + - L{NetworkMessageSensor<GameTypes.KX_NetworkMessageSensor>} + - L{PropertySensor<GameTypes.SCA_PropertySensor>} + - L{RadarSensor<GameTypes.KX_RadarSensor>} + - L{RandomSensor<GameTypes.SCA_RandomSensor>} + - L{RaySensor<GameTypes.KX_RaySensor>} + - L{TouchSensor<GameTypes.KX_TouchSensor>} You can also access actuators linked to the controller:: # To get an actuator attached to the controller: # +--------+ +-------------------------+ # + Python +--+ Actuator "actuatorname" | # +--------+ +-------------------------+ - actuator = co.getActuator("actuatorname") + actuator = co.actuators["actuatorname"] # Activate an actuator - GameLogic.addActiveActuator(actuator, True) + controller.activate(actuator) See the actuator's reference for available methods: - - L{ActionActuator<BL_ActionActuator.BL_ActionActuator>} - - L{AddObjectActuator<KX_SCA_AddObjectActuator.KX_SCA_AddObjectActuator>} - - L{CameraActuator<KX_CameraActuator.KX_CameraActuator>} - - L{CDActuator<KX_CDActuator.KX_CDActuator>} - - L{ConstraintActuator<KX_ConstraintActuator.KX_ConstraintActuator>} - - L{EndObjectActuator<KX_SCA_EndObjectActuator.KX_SCA_EndObjectActuator>} - - L{GameActuator<KX_GameActuator.KX_GameActuator>} - - L{IpoActuator<KX_IpoActuator.KX_IpoActuator>} - - L{NetworkMessageActuator<KX_NetworkMessageActuator.KX_NetworkMessageActuator>} - - L{ObjectActuator<KX_ObjectActuator.KX_ObjectActuator>} - - L{PropertyActuator<SCA_PropertyActuator.SCA_PropertyActuator>} - - L{RandomActuator<SCA_RandomActuator.SCA_RandomActuator>} - - L{ReplaceMeshActuator<KX_SCA_ReplaceMeshActuator.KX_SCA_ReplaceMeshActuator>} - - L{SceneActuator<KX_SceneActuator.KX_SceneActuator>} - - L{SoundActuator<KX_SoundActuator.KX_SoundActuator>} - - L{TrackToActuator<KX_TrackToActuator.KX_TrackToActuator>} - - L{VisibilityActuator<KX_VisibilityActuator.KX_VisibilityActuator>} - - L{DynamicActuator<KX_SCA_DynamicActuator.KX_SCA_DynamicActuator>} - + - L{2DFilterActuator<GameTypes.SCA_2DFilterActuator>} + - L{ActionActuator<GameTypes.BL_ActionActuator>} + - L{AddObjectActuator<GameTypes.KX_SCA_AddObjectActuator>} + - L{CameraActuator<GameTypes.KX_CameraActuator>} + - L{CDActuator<GameTypes.KX_CDActuator>} + - L{ConstraintActuator<GameTypes.KX_ConstraintActuator>} + - L{DynamicActuator<GameTypes.KX_SCA_DynamicActuator>} + - L{EndObjectActuator<GameTypes.KX_SCA_EndObjectActuator>} + - L{GameActuator<GameTypes.KX_GameActuator>} + - L{IpoActuator<GameTypes.KX_IpoActuator>} + - L{NetworkMessageActuator<GameTypes.KX_NetworkMessageActuator>} + - L{ObjectActuator<GameTypes.KX_ObjectActuator>} + - L{ParentActuator<GameTypes.KX_ParentActuator>} + - L{PropertyActuator<GameTypes.SCA_PropertyActuator>} + - L{RandomActuator<GameTypes.SCA_RandomActuator>} + - L{ReplaceMeshActuator<GameTypes.KX_SCA_ReplaceMeshActuator>} + - L{SceneActuator<GameTypes.KX_SceneActuator>} + - L{ShapeActionActuator<GameTypes.BL_ShapeActionActuator>} + - L{SoundActuator<GameTypes.KX_SoundActuator>} + - L{StateActuator<GameTypes.KX_StateActuator>} + - L{TrackToActuator<GameTypes.KX_TrackToActuator>} + - L{VisibilityActuator<GameTypes.KX_VisibilityActuator>} + 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. @@ -92,7 +82,7 @@ Documentation for the GameLogic Module. cam = scene.active_camera Matricies as used by the game engine are B{row major}:: - matrix[row][col] = blah + matrix[row][col] = float L{KX_Camera} has some examples using matricies. @@ -100,29 +90,37 @@ Documentation for the GameLogic Module. @var KX_TRUE: True value used by some modules. @var KX_FALSE: False value used by some modules. -@group Property Sensor: KX_PROPSENSOR_EQUAL, KX_PROPSENSOR_NOTEQUAL, KX_PROPSENSOR_INTERVAL, KX_PROPSENSOR_CHANGED, KX_PROPSENSOR_EXPRESSION +@group Property Sensor: KX_PROPSENSOR_* @var KX_PROPSENSOR_EQUAL: Activate when the property is equal to the sensor value. @var KX_PROPSENSOR_NOTEQUAL: Activate when the property is not equal to the sensor value. @var KX_PROPSENSOR_INTERVAL: Activate when the property is between the specified limits. @var KX_PROPSENSOR_CHANGED: Activate when the property changes @var KX_PROPSENSOR_EXPRESSION: Activate when the expression matches -@group Constraint Actuator: KX_CONSTRAINTACT_LOCX, KX_CONSTRAINTACT_LOCY, KX_CONSTRAINTACT_LOCZ, KX_CONSTRAINTACT_ROTX, KX_CONSTRAINTACT_ROTY, KX_CONSTRAINTACT_ROTZ +@group Constraint Actuator: KX_CONSTRAINTACT_* @var KX_CONSTRAINTACT_LOCX: See L{KX_ConstraintActuator} @var KX_CONSTRAINTACT_LOCY: See L{KX_ConstraintActuator} @var KX_CONSTRAINTACT_LOCZ: See L{KX_ConstraintActuator} @var KX_CONSTRAINTACT_ROTX: See L{KX_ConstraintActuator} @var KX_CONSTRAINTACT_ROTY: See L{KX_ConstraintActuator} @var KX_CONSTRAINTACT_ROTZ: See L{KX_ConstraintActuator} +@var KX_CONSTRAINTACT_DIRNX: See L{KX_ConstraintActuator} +@var KX_CONSTRAINTACT_DIRNY: See L{KX_ConstraintActuator} +@var KX_CONSTRAINTACT_DIRPX: See L{KX_ConstraintActuator} +@var KX_CONSTRAINTACT_DIRPY: See L{KX_ConstraintActuator} +@var KX_CONSTRAINTACT_ORIX: See L{KX_ConstraintActuator} +@var KX_CONSTRAINTACT_ORIY: See L{KX_ConstraintActuator} +@var KX_CONSTRAINTACT_ORIZ: See L{KX_ConstraintActuator} -@group IPO Actuator: KX_IPOACT_PLAY, KX_IPOACT_PINGPONG, KX_IPOACT_FLIPPER, KX_IPOACT_LOOPSTOP, KX_IPOACT_LOOPEND +@group IPO Actuator: KX_IPOACT_* @var KX_IPOACT_PLAY: See L{KX_IpoActuator} @var KX_IPOACT_PINGPONG: See L{KX_IpoActuator} @var KX_IPOACT_FLIPPER: See L{KX_IpoActuator} @var KX_IPOACT_LOOPSTOP: See L{KX_IpoActuator} @var KX_IPOACT_LOOPEND: See L{KX_IpoActuator} +@var KX_IPOACT_FROM_PROP: See L{KX_IpoActuator} -@group Random Distributions: KX_RANDOMACT_BOOL_CONST, KX_RANDOMACT_BOOL_UNIFORM, KX_RANDOMACT_BOOL_BERNOUILLI, KX_RANDOMACT_INT_CONST, KX_RANDOMACT_INT_UNIFORM, KX_RANDOMACT_INT_POISSON, KX_RANDOMACT_FLOAT_CONST, KX_RANDOMACT_FLOAT_UNIFORM, KX_RANDOMACT_FLOAT_NORMAL, KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL +@group Random Distributions: KX_RANDOMACT_* @var KX_RANDOMACT_BOOL_CONST: See L{SCA_RandomActuator} @var KX_RANDOMACT_BOOL_UNIFORM: See L{SCA_RandomActuator} @var KX_RANDOMACT_BOOL_BERNOUILLI: See L{SCA_RandomActuator} @@ -134,14 +132,14 @@ Documentation for the GameLogic Module. @var KX_RANDOMACT_FLOAT_NORMAL: See L{SCA_RandomActuator} @var KX_RANDOMACT_FLOAT_NEGATIVE_EXPONENTIAL: See L{SCA_RandomActuator} -@group Action Actuator: KX_ACTIONACT_PLAY, KX_ACTIONACT_FLIPPER, KX_ACTIONACT_LOOPSTOP, KX_ACTIONACT_LOOPEND, KX_ACTIONACT_PROPERTY +@group Action Actuator: KX_ACTIONACT_* @var KX_ACTIONACT_PLAY: See L{BL_ActionActuator} @var KX_ACTIONACT_FLIPPER: See L{BL_ActionActuator} @var KX_ACTIONACT_LOOPSTOP: See L{BL_ActionActuator} @var KX_ACTIONACT_LOOPEND: See L{BL_ActionActuator} @var KX_ACTIONACT_PROPERTY: See L{BL_ActionActuator} -@group Sound Actuator: KX_SOUNDACT_PLAYSTOP, KX_SOUNDACT_PLAYEND, KX_SOUNDACT_LOOPSTOP, KX_SOUNDACT_LOOPEND, KX_SOUNDACT_LOOPBIDIRECTIONAL, KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP +@group Sound Actuator: KX_SOUNDACT_* @var KX_SOUNDACT_PLAYSTOP: See L{KX_SoundActuator} @var KX_SOUNDACT_PLAYEND: See L{KX_SoundActuator} @var KX_SOUNDACT_LOOPSTOP: See L{KX_SoundActuator} @@ -149,7 +147,7 @@ Documentation for the GameLogic Module. @var KX_SOUNDACT_LOOPBIDIRECTIONAL: See L{KX_SoundActuator} @var KX_SOUNDACT_LOOPBIDIRECTIONAL_STOP: See L{KX_SoundActuator} -@group Radar Sensor: 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 +@group Radar Sensor: KX_RADAR_* @var KX_RADAR_AXIS_POS_X: See L{KX_RadarSensor} @var KX_RADAR_AXIS_POS_Y: See L{KX_RadarSensor} @var KX_RADAR_AXIS_POS_Z: See L{KX_RadarSensor} @@ -157,7 +155,7 @@ Documentation for the GameLogic Module. @var KX_RADAR_AXIS_NEG_Y: See L{KX_RadarSensor} @var KX_RADAR_AXIS_NEG_Z: See L{KX_RadarSensor} -@group Ray Sensor: 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 +@group Ray Sensor: KX_RAY_* @var KX_RAY_AXIS_POS_X: See L{KX_RaySensor} @var KX_RAY_AXIS_POS_Y: See L{KX_RaySensor} @var KX_RAY_AXIS_POS_Z: See L{KX_RaySensor} @@ -165,26 +163,153 @@ Documentation for the GameLogic Module. @var KX_RAY_AXIS_NEG_Y: See L{KX_RaySensor} @var KX_RAY_AXIS_NEG_Z: See L{KX_RaySensor} -@group Dynamic Actuator: KX_DYN_RESTORE_DYNAMICS, KX_DYN_DISABLE_DYNAMICS, KX_DYN_ENABLE_RIGID_BODY, KX_DYN_DISABLE_RIGID_BODY, KX_DYN_SET_MASS +@group Dynamic Actuator: KX_DYN_* @var KX_DYN_RESTORE_DYNAMICS: See L{KX_SCA_DynamicActuator} @var KX_DYN_DISABLE_DYNAMICS: See L{KX_SCA_DynamicActuator} @var KX_DYN_ENABLE_RIGID_BODY: See L{KX_SCA_DynamicActuator} @var KX_DYN_DISABLE_RIGID_BODY: See L{KX_SCA_DynamicActuator} @var KX_DYN_SET_MASS: See L{KX_SCA_DynamicActuator} -@group Input Status: KX_INPUT_NONE, KX_INPUT_JUST_ACTIVATED, KX_INPUT_ACTIVE, KX_INPUT_JUST_RELEASED +@group Game Actuator: KX_GAME_* +@var KX_GAME_LOAD: See L{KX_GameActuator} +@var KX_GAME_START: See L{KX_GameActuator} +@var KX_GAME_RESTART: See L{KX_GameActuator} +@var KX_GAME_QUIT: See L{KX_GameActuator} +@var KX_GAME_SAVECFG: See L{KX_GameActuator} +@var KX_GAME_LOADCFG: See L{KX_GameActuator} + +@group Scene Actuator: KX_SCENE_* +@var KX_SCENE_RESTART: See L{KX_SceneActuator} +@var KX_SCENE_SET_SCENE: See L{KX_SceneActuator} +@var KX_SCENE_SET_CAMERA: See L{KX_SceneActuator} +@var KX_SCENE_ADD_FRONT_SCENE: See L{KX_SceneActuator} +@var KX_SCENE_ADD_BACK_SCENE: See L{KX_SceneActuator} +@var KX_SCENE_REMOVE_SCENE: See L{KX_SceneActuator} +@var KX_SCENE_SUSPEND: See L{KX_SceneActuator} +@var KX_SCENE_RESUME: See L{KX_SceneActuator} + +@group Input Status: KX_INPUT_* @var KX_INPUT_NONE: See L{SCA_MouseSensor} @var KX_INPUT_JUST_ACTIVATED: See L{SCA_MouseSensor} @var KX_INPUT_ACTIVE: See L{SCA_MouseSensor} @var KX_INPUT_JUST_RELEASED: See L{SCA_MouseSensor} -@group Mouse Buttons: KX_MOUSE_BUT_LEFT, KX_MOUSE_BUT_MIDDLE, KX_MOUSE_BUT_RIGHT +@group Mouse Buttons: KX_MOUSE_BUT_* @var KX_MOUSE_BUT_LEFT: See L{SCA_MouseSensor} @var KX_MOUSE_BUT_MIDDLE: See L{SCA_MouseSensor} @var KX_MOUSE_BUT_RIGHT: See L{SCA_MouseSensor} + +@group States: KX_STATE* +@var KX_STATE1: +@var KX_STATE10: +@var KX_STATE11: +@var KX_STATE12: +@var KX_STATE13: +@var KX_STATE14: +@var KX_STATE15: +@var KX_STATE16: +@var KX_STATE17: +@var KX_STATE18: +@var KX_STATE19: +@var KX_STATE2: +@var KX_STATE20: +@var KX_STATE21: +@var KX_STATE22: +@var KX_STATE23: +@var KX_STATE24: +@var KX_STATE25: +@var KX_STATE26: +@var KX_STATE27: +@var KX_STATE28: +@var KX_STATE29: +@var KX_STATE3: +@var KX_STATE30: +@var KX_STATE4: +@var KX_STATE5: +@var KX_STATE6: +@var KX_STATE7: +@var KX_STATE8: +@var KX_STATE9: +@var KX_STATE_OP_CLR: +@var KX_STATE_OP_CPY: +@var KX_STATE_OP_NEG: +@var KX_STATE_OP_SET: + +@group 2D Filter: RAS_2DFILTER_* +@var RAS_2DFILTER_BLUR: +@var RAS_2DFILTER_CUSTOMFILTER: +@var RAS_2DFILTER_DILATION: +@var RAS_2DFILTER_DISABLED: +@var RAS_2DFILTER_ENABLED: +@var RAS_2DFILTER_EROSION: +@var RAS_2DFILTER_GRAYSCALE: +@var RAS_2DFILTER_INVERT: +@var RAS_2DFILTER_LAPLACIAN: +@var RAS_2DFILTER_MOTIONBLUR: +@var RAS_2DFILTER_NOFILTER: +@var RAS_2DFILTER_PREWITT: +@var RAS_2DFILTER_SEPIA: +@var RAS_2DFILTER_SHARPEN: +@var RAS_2DFILTER_SOBEL: + +@group Constraint Actuator: KX_ACT_CONSTRAINT_* +@var KX_ACT_CONSTRAINT_DISTANCE: +@var KX_ACT_CONSTRAINT_DOROTFH: +@var KX_ACT_CONSTRAINT_FHNX: +@var KX_ACT_CONSTRAINT_FHNY: +@var KX_ACT_CONSTRAINT_FHNZ: +@var KX_ACT_CONSTRAINT_FHPX: +@var KX_ACT_CONSTRAINT_FHPY: +@var KX_ACT_CONSTRAINT_FHPZ: +@var KX_ACT_CONSTRAINT_LOCAL: +@var KX_ACT_CONSTRAINT_MATERIAL: +@var KX_ACT_CONSTRAINT_NORMAL: +@var KX_ACT_CONSTRAINT_PERMANENT: + +@group Parent Actuator: KX_PARENT_* +@var KX_PARENT_REMOVE: +@var KX_PARENT_SET: + +@group Shader: MODELMATRIX*, MODELVIEWMATRIX*, VIEWMATRIX*, CAM_POS, CONSTANT_TIMER +@var VIEWMATRIX: +@var VIEWMATRIX_INVERSE: +@var VIEWMATRIX_INVERSETRANSPOSE: +@var VIEWMATRIX_TRANSPOSE: +@var MODELMATRIX: +@var MODELMATRIX_INVERSE: +@var MODELMATRIX_INVERSETRANSPOSE: +@var MODELMATRIX_TRANSPOSE: +@var MODELVIEWMATRIX: +@var MODELVIEWMATRIX_INVERSE: +@var MODELVIEWMATRIX_INVERSETRANSPOSE: +@var MODELVIEWMATRIX_TRANSPOSE: +@var CAM_POS: Current camera position +@var CONSTANT_TIMER: Current camera position +@var SHD_TANGENT: Current camera position + +@group Blender Material: BL_* +@var BL_DST_ALPHA: +@var BL_DST_COLOR: +@var BL_ONE: +@var BL_ONE_MINUS_DST_ALPHA: +@var BL_ONE_MINUS_DST_COLOR: +@var BL_ONE_MINUS_SRC_ALPHA: +@var BL_ONE_MINUS_SRC_COLOR: +@var BL_SRC_ALPHA: +@var BL_SRC_ALPHA_SATURATE: +@var BL_SRC_COLOR: +@var BL_ZERO: + +@group Deprecated: addActiveActuator """ +import GameTypes + +# TODO +# globalDict +# error + def getCurrentController(): """ Gets the Python controller associated with this Python script. @@ -197,10 +322,19 @@ def getCurrentScene(): @rtype: L{KX_Scene} """ +def getSceneList(): + """ + Gets a list of the current scenes loaded in the game engine. + + @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. + + @rtype: list of L{KX_Scene} + """ def addActiveActuator(actuator, activate): """ Activates the given actuator. + @deprecated: Use L{GameTypes.SCA_PythonController.activate} and L{GameTypes.SCA_PythonController.deactivate} instead. @type actuator: L{SCA_IActuator} or the actuator name as a string. @type activate: boolean @param activate: whether to activate or deactivate the given actuator. @@ -218,10 +352,6 @@ def sendMessage(subject, body="", to="", message_from=""): @param message_from: The name of the object that the message is coming from (optional) @type message_from: string """ -def getRandomFloat(): - """ - Returns a random floating point value in the range [0...1) - """ def setGravity(gravity): """ Sets the world gravity. @@ -242,6 +372,38 @@ def stopDSP(): Only the fmod sound driver supports this. DSP can be computationally expensive. """ +def getMaxLogicFrame(): + """ + Gets the maximum number of logic frame per render frame. + + @return: The maximum number of logic frame per render frame + @rtype: interger + """ +def setMaxLogicFrame(maxlogic): + """ + Sets the maximum number of logic frame that are executed per render frame. + This does not affect the physic system that still runs at full frame rate. + + @param maxlogic: The new maximum number of logic frame per render frame. Valid values: 1..5 + @type maxlogic: integer + """ +def getMaxPhysicsFrame(): + """ + Gets the maximum number of physics frame per render frame. + + @return: The maximum number of physics frame per render frame + @rtype: interger + """ +def 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. + + @param maxphysics: The new maximum number of physics timestep per render frame. Valid values: 1..5. + @type maxphysics: integer + """ def getLogicTicRate(): """ Gets the logic update frequency. @@ -254,13 +416,14 @@ def 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 30 Hz. + The default is 60 Hz. @param ticrate: The new logic update frequency (in Hz). @type ticrate: float """ def getPhysicsTicRate(): """ + NOT IMPLEMENTED Gets the physics update frequency @return: The physics update frequency in Hz @@ -268,6 +431,7 @@ def getPhysicsTicRate(): """ def setPhysicsTicRate(ticrate): """ + NOT IMPLEMENTED Sets the physics update frequency The physics update frequency is the number of times the physics system is executed every second. @@ -276,6 +440,8 @@ def setPhysicsTicRate(ticrate): @param ticrate: The new update frequency (in Hz). @type ticrate: float """ + +#{ Utility functions def getAverageFrameRate(): """ Gets the estimated average framerate @@ -283,7 +449,6 @@ def getAverageFrameRate(): @return: The estimed average framerate in frames per second @rtype: float """ - def expandPath(path): """ Converts a blender internal path into a proper file system path. @@ -309,3 +474,12 @@ def getBlendFileList(path = "//"): @return: A list of filenames, with no directory prefix @rtype: list """ +def PrintGLInfo(): + """ + Prints GL Extension Info into the console + """ +def getRandomFloat(): + """ + Returns a random floating point value in the range [0...1) + """ +#} |