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Diffstat (limited to 'source/gameengine/PyDoc/KX_Scene.py')
-rw-r--r-- | source/gameengine/PyDoc/KX_Scene.py | 85 |
1 files changed, 0 insertions, 85 deletions
diff --git a/source/gameengine/PyDoc/KX_Scene.py b/source/gameengine/PyDoc/KX_Scene.py deleted file mode 100644 index 5dcd560ee96..00000000000 --- a/source/gameengine/PyDoc/KX_Scene.py +++ /dev/null @@ -1,85 +0,0 @@ -# $Id$ -# Documentation for KX_Scene.py - -class KX_Scene: - """ - Scene. - - 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! - - Example:: - 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["OBCube"] - - # get the first object in the scene. - obj = scene.objects[0] - - Example:: - # Get the depth of an object in the camera view. - import GameLogic - - obj = GameLogic.getCurrentController().getOwner() - 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. - - @ivar name: The scene's name - @type name: string - @ivar objects: A list of objects in the scene. - @type objects: L{CListValue<CListValue.CListValue>} of L{KX_GameObject<KX_GameObject.KX_GameObject>} - @ivar active_camera: The current active camera - @type active_camera: L{KX_Camera} - @ivar suspended: True if the scene is suspended. - @type suspended: boolean - @ivar activity_culling: True if the scene is activity culling - @type activity_culling: boolean - @ivar activity_culling_radius: The distance outside which to do activity culling. Measured in manhattan distance. - @type activity_culling_radius: float - """ - - def getLightList(): - """ - Returns the list of lights in the scene. - - @rtype: list [L{KX_LightObject}] - """ - def getObjectList(): - """ - Returns the list of objects in the scene. - - @rtype: list [L{KX_GameObject}] - """ - def getName(): - """ - Returns the name of the scene. - - @rtype: string - """ - - def addObject(object, other, time=0): - """ - Adds an object to the scene like the Add Object Actuator would, and returns the created object. - - @param object: The object to add - @type object: L{KX_GameObject} or string - @param other: The object's center to use when adding the object - @type other: L{KX_GameObject} or string - @param time: The lifetime of the added object, in frames. A time of 0 means the object will last forever. - @type time: int - - @rtype: L{KX_GameObject} - """ |