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Diffstat (limited to 'source/gameengine/PyDoc/PhysicsConstraints.py')
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-"""
-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:
-# """