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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 "Scene" and "Mesh" 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