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Diffstat (limited to 'source/gameengine/PyDoc/PhysicsConstraints.py')
-rw-r--r-- | source/gameengine/PyDoc/PhysicsConstraints.py | 293 |
1 files changed, 0 insertions, 293 deletions
diff --git a/source/gameengine/PyDoc/PhysicsConstraints.py b/source/gameengine/PyDoc/PhysicsConstraints.py deleted file mode 100644 index bec8973edc6..00000000000 --- a/source/gameengine/PyDoc/PhysicsConstraints.py +++ /dev/null @@ -1,293 +0,0 @@ -""" -Documentation for the PhysicsConstraints module. -================================================ - -Example:: - - - # Adding a point constraint # - ############################### - - - # import BGE internal module - import PhysicsConstraints - - # get object list - obj_list = GameLogic.getCurrentScene().objects - - # get object named Obj_1 - root = obj_list["root"] - obj = obj_list["obj"] - - # get object physics ID - phido = obj.getPhysicsId() - - # get root physics ID - phidr = root.getPhysicsId() - - # want to use point constraint type - constraint_type = 1 - - # Use bottom right front corner of object for point constraint position - point_pos_x = 1.0 - point_pos_y = -1.0 - point_pos_z = -1.0 - - # create a point constraint - const = PhysicsConstraints.createConstraint( phido, phidr, constraint_type, point_pos_x, point_pos_y, point_pos_z) - - # stores the new constraint ID to be used later - obj["constraint_ID"] = const.getConstraintId() - - -Example:: - - - # Removing a point constraint # - ################################# - - - # import BGE internal module - import PhysicsConstraints - - # get object list - obj_list = GameLogic.getCurrentScene().objects - - # get object 1 - obj = obj_list["obj"] - - # get constraint ID that was saved as an obj property - # when the constraint was created - constraint_ID = obj["constraint_ID"] - - # remove constraint - PhysicsConstraints.removeConstraint(constraint_ID) - -""" - -def createConstraint(obj_PhysicsID, root_PhysicsID, constraintType, pointPos_x, pointPos_y, pointPos_z, edgePos_x, edgePos_y, edgePos_z, edgeAngle_x, edgeAngle_y, edgeAngle_z): - """ - Create a point constraint between two objects, an edge constraint between two objects, or a vehicle constraint on an object. - - You only have to input the needed parammeters depending on the type of constraint you are trying to create. - - - B{Point Constraint} :: - - While creating a point constraint, the "pointPos" values define where you want the pivot point to be located. - If you are creating a point constraint be sure to assing the integer "1" as the constraintType value. - - Parameters to use: - obj_PhysicsID, root_PhysicsID, constraintType, pointPos_x, pointPos_y, pointPos_z - - B{Edge Constraint} :: - - While creating an edge constraint, the "edgePos" values define where you want the center of the edge constraint to be. - Also, the "edgeAngle" values define in which direction you want the edge constraint to point (As a 3 dimensions vector). - If you want to create an edge constraint be sure to assing the integer "2" as the constraintType value. - - Parameters to use: - obj_PhysicsID, root_PhysicsID, constraintType, edgePos_x, edgePos_y, edgePos_z, edgeAngle_x, edgeAngle_y, edgeAngle_z} - - B{Vehicle Constraint} :: - - While creating a point constraint, the "pointPos" values define where you want the pivot point to be located. - If you want to create an edge constraint be sure to assing the integer "0" as the constraintType value. - - Parameters to use : - obj_PhysicsID, root_PhysicsID, constraintType - - @type obj_PhysicsID: integer - @param obj_PhysicsID: The physic ID of the first object to constraint. - - @type root_PhysicsID: integer - @param root_PhysicsID: The physic ID of the second object to constraint. - - @type constraintType: integer - @param constraintType: The type of constraint. - - @type pointPos_x: float - @param pointPos_x: The X position of the point constraint. - - @type pointPos_y: float - @param pointPos_y: The Y position of the point constraint. - - @type pointPos_z: float - @param pointPos_z: The Z position of the point constraint. - - @type edgePos_x: float - @param edgePos_x: The X value of the center of the edge constraint. - - @type edgePos_y: float - @param edgePos_y: The Y value of the center of the edge constraint. - - @type edgePos_z: float - @param edgePos_z: The Z value of the center of the edge constraint. - - @type edgeAngle_x: float - @param edgeAngle_x: The X value of the edge's orientation vector. - - @type edgeAngle_y: float - @param edgeAngle_y: The Y value of the edge's orientation vector. - - @type edgeAngle_z: float - @param edgeAngle_z: The Z value of the edge's orientation vector. - - @rtype: integer - @return: The created constraint ID - """ - - -def getAppliedImpulse(constraint_ID): - """ - Returns the applied impulse. - - @param constraint_ID: The constraint ID that was saved on the creation of the constraint. - @type constraint_ID: integer - @rtype: float - @return: Measure the stress on a constraint. - """ - - -def getVehicleConstraint(constraint_ID): - """ - Returns the vehicle constraint ID. - - @param constraint_ID: The constraint ID that was saved on the creation of the constraint. - @type constraint_ID: integer - @rtype: integer - """ -def removeConstraint(constraint_ID): - """ - - Removes the constraint between 2 game objects (point and edge constraints). - - It does not remove vehicle constraints. - - @param constraint_ID: The constraint ID that was saved on the creation of the constraint. - @type constraint_ID: integer - """ -def setDeactivationLinearTreshold(linearTreshold): - """ - - Sets the linear velocity that an object must be below before the deactivation timer can start. - - This affects every object in the scene, except for game objects that have 'No sleeping' turned on. - - @param linearTreshold: The linear velocity. - @type linearTreshold: float - """ -def setDeactivationAngularTreshold(angularTreshold): - """ - - Sets the angular velocity that an object must be below before the deactivation timer can start. - - This affects every object in the scene, except for game objects that have 'No sleeping' turned on. - - @param angularTreshold: The angular velocity. - @type angularTreshold: float - """ -def setDeactivationTime(time): - """ - - Time (in seconds) after objects with velocity less then thresholds (see below) are deactivated. - - This affects every object in the scene, except for game objects that have 'No sleeping' turned on. - - This function is directly related with the 2 above functions. - - - @param time: The time in seconds. - @type time: float - """ -def setGravity(gx, gy, gz): - """ - Sets the gravity for the actual scene only. - - All other scenes remain unaffected. - - This affects every object in the scene that has physics enabled. - - @param gx: The force of gravity on world x axis. - @type gx: float - @param gy: The force of gravity on world y axis. - @type gy: float - @param gz: The force of gravity on world z axis. - @type gz: float - """ -def setLinearAirDamping(damping): - """ - - Sets the linear air resistance for all objects in the scene. - - @param damping: The linear air resistance. - @type damping: float - """ -def setNumIterations(numIter): - """ - Sets the number of times an iterative constraint solver is repeated. - - Increasing the number of iterations improves the constraint solver at the cost of performances & the speed of the game engine. - - @param numIter: The number of timesubsteps. (Input 0 to suspend simulation numSubStep) - @type numIter: integer - """ -def setNumTimeSubSteps(numSubStep): - """ - Set the quality of the entire physics simulation including collision detection and constraint solver. - - Increase the number of time substeps to improves the quality of the entire physics simulation at the cost of the performance & the speed of the game engine. - - @param numSubStep: The number of timesubsteps. (Input 0 to suspend simulation numSubStep) - @type numSubStep: integer - """ -#def setDebugMode(): -# """ -# -# -# -# @param numIter: -# @type numIter: -# """ -#def setCcdMode(): -# """ -# Does something -# -# @rtype: -# """ -#def setContactBreakingTreshold(): -# """ -# Does something -# -# @rtype: -# """ -#def setSolverDamping(): -# """ -# Does something -# -# @rtype: -# """ -#def setSolverTau(): -# """ -# Does something -# -# @rtype: -# """ -#def setSolverType(): -# """ -# Does something -# -# @rtype: -# """ -#def setSorConstant(): -# """ -# Does something -# -# @rtype: -# """ -#def setUseEpa(): -# """ -# Does something -# -# @rtype: -# """ |