From 7bbf4b78313df9f6d2c760b527eb36a5d0418b82 Mon Sep 17 00:00:00 2001 From: Campbell Barton Date: Fri, 2 Mar 2012 16:05:54 +0000 Subject: style cleanup - spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used. --- .../gameengine/BlenderRoutines/KX_BlenderCanvas.h | 2 +- source/gameengine/Converter/BL_MeshDeformer.cpp | 2 +- source/gameengine/Expressions/ListValue.h | 2 +- source/gameengine/Expressions/PyObjectPlus.cpp | 2 +- source/gameengine/Expressions/Value.h | 4 +- source/gameengine/GameLogic/SCA_ISensor.h | 6 +- source/gameengine/GameLogic/SCA_JoystickSensor.h | 2 +- source/gameengine/GameLogic/SCA_RandomActuator.cpp | 2 +- source/gameengine/GamePlayer/common/GPC_Canvas.h | 32 +-- .../GamePlayer/common/GPC_KeyboardDevice.h | 2 +- .../gameengine/GamePlayer/common/GPC_MouseDevice.h | 34 +-- source/gameengine/GamePlayer/common/GPC_RawImage.h | 28 +- .../gameengine/GamePlayer/common/GPC_RenderTools.h | 2 +- .../GamePlayer/ghost/GPG_KeyboardDevice.h | 2 +- source/gameengine/Ketsji/KX_Camera.h | 14 +- source/gameengine/Ketsji/KX_GameObject.h | 22 +- source/gameengine/Ketsji/KX_IPhysicsController.cpp | 4 - source/gameengine/Ketsji/KX_KetsjiEngine.h | 36 +-- source/gameengine/Ketsji/KX_MouseFocusSensor.h | 2 +- source/gameengine/Ketsji/KX_PolygonMaterial.h | 8 +- source/gameengine/Ketsji/KX_PythonInit.cpp | 2 +- source/gameengine/Ketsji/KX_Scene.cpp | 2 +- source/gameengine/Ketsji/KX_Scene.h | 18 +- source/gameengine/Ketsji/KX_TimeCategoryLogger.h | 20 +- source/gameengine/Ketsji/KX_TimeLogger.h | 10 +- source/gameengine/Network/NG_NetworkScene.h | 2 +- source/gameengine/PyDoc/API_intro.py | 110 -------- source/gameengine/PyDoc/PhysicsConstraints.py | 293 --------------------- source/gameengine/PyDoc/VideoTexture.py | 217 --------------- source/gameengine/PyDoc/bge_api_validate_py.txt | 136 ---------- source/gameengine/PyDoc/epy_docgen.sh | 16 -- source/gameengine/PyDoc/how_to_build_win.txt | 16 -- source/gameengine/Rasterizer/RAS_FramingManager.h | 4 +- source/gameengine/Rasterizer/RAS_ICanvas.h | 4 +- .../gameengine/Rasterizer/RAS_IPolygonMaterial.h | 8 +- source/gameengine/Rasterizer/RAS_IRasterizer.h | 38 +-- source/gameengine/Rasterizer/RAS_IRenderTools.h | 26 +- source/gameengine/SceneGraph/SG_BBox.h | 4 +- source/gameengine/SceneGraph/SG_Controller.cpp | 4 - source/gameengine/SceneGraph/SG_Controller.h | 12 +- source/gameengine/SceneGraph/SG_Node.h | 4 +- source/gameengine/SceneGraph/SG_ParentRelation.h | 4 +- source/gameengine/SceneGraph/SG_Tree.h | 6 +- source/gameengine/VideoTexture/VideoFFmpeg.cpp | 4 +- 44 files changed, 186 insertions(+), 982 deletions(-) delete mode 100644 source/gameengine/PyDoc/API_intro.py delete mode 100644 source/gameengine/PyDoc/PhysicsConstraints.py delete mode 100644 source/gameengine/PyDoc/VideoTexture.py delete mode 100644 source/gameengine/PyDoc/bge_api_validate_py.txt delete mode 100755 source/gameengine/PyDoc/epy_docgen.sh delete mode 100644 source/gameengine/PyDoc/how_to_build_win.txt (limited to 'source/gameengine') diff --git a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h index 0da5301ed5d..a9a12f5a9e0 100644 --- a/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h +++ b/source/gameengine/BlenderRoutines/KX_BlenderCanvas.h @@ -65,7 +65,7 @@ private: public: /* Construct a new canvas. * - * @param area The Blender ARegion to run the game within. + * \param area The Blender ARegion to run the game within. */ KX_BlenderCanvas(struct wmWindow* win, class RAS_Rect &rect, struct ARegion* ar); ~KX_BlenderCanvas(); diff --git a/source/gameengine/Converter/BL_MeshDeformer.cpp b/source/gameengine/Converter/BL_MeshDeformer.cpp index c4e7fd993c4..4e5852a21c1 100644 --- a/source/gameengine/Converter/BL_MeshDeformer.cpp +++ b/source/gameengine/Converter/BL_MeshDeformer.cpp @@ -110,7 +110,7 @@ void BL_MeshDeformer::Relink(CTR_Map*map) } /** - * @warning This function is expensive! + * \warning This function is expensive! */ void BL_MeshDeformer::RecalcNormals() { diff --git a/source/gameengine/Expressions/ListValue.h b/source/gameengine/Expressions/ListValue.h index 26c11cccc7a..4446b40af16 100644 --- a/source/gameengine/Expressions/ListValue.h +++ b/source/gameengine/Expressions/ListValue.h @@ -34,7 +34,7 @@ public: void Configure(CValue* menuvalue); void Add(CValue* value); - /** @attention not implemented yet :( */ + /** \attention not implemented yet :( */ virtual CValue* Calc(VALUE_OPERATOR op,CValue *val); virtual CValue* CalcFinal(VALUE_DATA_TYPE dtype, VALUE_OPERATOR op, diff --git a/source/gameengine/Expressions/PyObjectPlus.cpp b/source/gameengine/Expressions/PyObjectPlus.cpp index 9f3b62b34d8..e772aec28e3 100644 --- a/source/gameengine/Expressions/PyObjectPlus.cpp +++ b/source/gameengine/Expressions/PyObjectPlus.cpp @@ -217,7 +217,7 @@ PyObject * PyObjectPlus::py_base_new(PyTypeObject *type, PyObject *args, PyObjec } /** - * @param self A PyObjectPlus_Proxy + * \param self A PyObjectPlus_Proxy */ void PyObjectPlus::py_base_dealloc(PyObject *self) // python wrapper { diff --git a/source/gameengine/Expressions/Value.h b/source/gameengine/Expressions/Value.h index 64d7496a4e5..3a81ec05d5b 100644 --- a/source/gameengine/Expressions/Value.h +++ b/source/gameengine/Expressions/Value.h @@ -316,7 +316,7 @@ public: virtual CValue* FindIdentifier(const STR_String& identifiername); /** Set the wireframe color of this value depending on the CSG * operator type - * @attention: not implemented */ + * \attention: not implemented */ virtual void SetColorOperator(VALUE_OPERATOR op); virtual const STR_String & GetText() = 0; @@ -327,7 +327,7 @@ public: virtual STR_String& GetName() = 0; // Retrieve the name of the value virtual void SetName(const char *name) = 0; // Set the name of the value /** Sets the value to this cvalue. - * @attention this particular function should never be called. Why not abstract? */ + * \attention this particular function should never be called. Why not abstract? */ virtual void SetValue(CValue* newval); virtual CValue* GetReplica() =0; virtual void ProcessReplica(); diff --git a/source/gameengine/GameLogic/SCA_ISensor.h b/source/gameengine/GameLogic/SCA_ISensor.h index 8a7a29ef5b9..3bb29f3f0a2 100644 --- a/source/gameengine/GameLogic/SCA_ISensor.h +++ b/source/gameengine/GameLogic/SCA_ISensor.h @@ -119,9 +119,9 @@ public: virtual CValue* GetReplica()=0; /** Set parameters for the pulsing behavior. - * @param posmode Trigger positive pulses? - * @param negmode Trigger negative pulses? - * @param freq Frequency to use when doing pulsing. + * \param posmode Trigger positive pulses? + * \param negmode Trigger negative pulses? + * \param freq Frequency to use when doing pulsing. */ void SetPulseMode(bool posmode, bool negmode, diff --git a/source/gameengine/GameLogic/SCA_JoystickSensor.h b/source/gameengine/GameLogic/SCA_JoystickSensor.h index db34ce4cc15..eecbf2c4183 100644 --- a/source/gameengine/GameLogic/SCA_JoystickSensor.h +++ b/source/gameengine/GameLogic/SCA_JoystickSensor.h @@ -65,7 +65,7 @@ class SCA_JoystickSensor :public SCA_ISensor */ int m_hatf; /** - * The threshold value the axis acts opon + * The threshold value the axis acts upon */ int m_precision; /** diff --git a/source/gameengine/GameLogic/SCA_RandomActuator.cpp b/source/gameengine/GameLogic/SCA_RandomActuator.cpp index 59925f44040..0034b5b3f54 100644 --- a/source/gameengine/GameLogic/SCA_RandomActuator.cpp +++ b/source/gameengine/GameLogic/SCA_RandomActuator.cpp @@ -404,7 +404,7 @@ KX_PYMETHODDEF_DOC_VARARGS(SCA_RandomActuator, setBoolConst, /* 12. setBoolUniform, */ KX_PYMETHODDEF_DOC_NOARGS(SCA_RandomActuator, setBoolUniform, "setBoolUniform()\n" -"\tSet this generator to produce true and false, each with 50%% chance of occuring\n") +"\tSet this generator to produce true and false, each with 50%% chance of occurring\n") { /* no args */ m_distribution = KX_RANDOMACT_BOOL_UNIFORM; diff --git a/source/gameengine/GamePlayer/common/GPC_Canvas.h b/source/gameengine/GamePlayer/common/GPC_Canvas.h index 28105a8cdd8..cd2bc7e374e 100644 --- a/source/gameengine/GamePlayer/common/GPC_Canvas.h +++ b/source/gameengine/GamePlayer/common/GPC_Canvas.h @@ -106,7 +106,7 @@ public: virtual void ResizeWindow(int width, int height){}; /** - * @section Methods inherited from abstract base class RAS_ICanvas. + * \section Methods inherited from abstract base class RAS_ICanvas. */ int @@ -157,7 +157,7 @@ public: void ClearColor(float r, float g, float b, float a); /** - * @section Methods inherited from abstract base class RAS_ICanvas. + * \section Methods inherited from abstract base class RAS_ICanvas. * Semantics are not yet honored. */ @@ -176,20 +176,20 @@ public: void ClearBuffer(int type); /** - * @section Services provided by this class. + * \section Services provided by this class. */ /** * Enables display of a banner. * The image data is copied inside. - * @param bannerWidth Display width of the banner. - * @param bannerHeight Display height of the banner. - * @param imageWidth Width of the banner image in pixels. - * @param imageHeight Height of the banner image in pixels. - * @param imageData Pointer to the pixels of the image to display. - * @param alignment Where the banner will be positioned on the canvas. - * @param enabled Whether the banner will be displayed initially. - * @return A banner id. + * \param bannerWidth Display width of the banner. + * \param bannerHeight Display height of the banner. + * \param imageWidth Width of the banner image in pixels. + * \param imageHeight Height of the banner image in pixels. + * \param imageData Pointer to the pixels of the image to display. + * \param alignment Where the banner will be positioned on the canvas. + * \param enabled Whether the banner will be displayed initially. + * \return A banner id. */ TBannerId AddBanner( unsigned int bannerWidth, unsigned int bannerHeight, @@ -199,7 +199,7 @@ public: /** * Disposes a banner. - * @param id Banner to be disposed. + * \param id Banner to be disposed. */ void DisposeBanner(TBannerId id); @@ -210,21 +210,21 @@ public: /** * Enables or disables display of a banner. - * @param id Banner id of the banner to be enabled/disabled. - * @param enabled New state of the banner. + * \param id Banner id of the banner to be enabled/disabled. + * \param enabled New state of the banner. */ void SetBannerEnabled(TBannerId id, bool enabled = true); /** * Enables or disables display of all banners. - * @param enabled New state of the banners. + * \param enabled New state of the banners. */ void SetBannerDisplayEnabled(bool enabled = true); protected: /** * Disposes a banner. - * @param it Banner to be disposed. + * \param it Banner to be disposed. */ void DisposeBanner(TBannerData& banner); diff --git a/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h b/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h index ba4213b190c..63e051dd1d4 100644 --- a/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h +++ b/source/gameengine/GamePlayer/common/GPC_KeyboardDevice.h @@ -45,7 +45,7 @@ * System independent implementation of SCA_IInputDevice. * System dependent keyboard devices need only to inherit this class * and fill the m_reverseKeyTranslateTable key translation map. - * @see SCA_IInputDevice + * \see SCA_IInputDevice */ class GPC_KeyboardDevice : public SCA_IInputDevice diff --git a/source/gameengine/GamePlayer/common/GPC_MouseDevice.h b/source/gameengine/GamePlayer/common/GPC_MouseDevice.h index c5576d1d234..2db1b1ec34c 100644 --- a/source/gameengine/GamePlayer/common/GPC_MouseDevice.h +++ b/source/gameengine/GamePlayer/common/GPC_MouseDevice.h @@ -41,7 +41,7 @@ /** * Generic Ketsji mouse device. - * @see SCA_IInputDevice + * \see SCA_IInputDevice */ class GPC_MouseDevice : public SCA_IInputDevice { @@ -65,39 +65,39 @@ public: /** * Call this routine to update the mouse device when a button state changes. - * @param button Which button state changes. - * @param isDown The new state of the button. - * @param x Position x-coordinate of the cursor at the time of the state change. - * @param y Position y-coordinate of the cursor at the time of the state change. - * @return Indication as to whether the event was processed. + * \param button Which button state changes. + * \param isDown The new state of the button. + * \param x Position x-coordinate of the cursor at the time of the state change. + * \param y Position y-coordinate of the cursor at the time of the state change. + * \return Indication as to whether the event was processed. */ virtual bool ConvertButtonEvent(TButtonId button, bool isDown); /** * Call this routine to update the mouse device when a button state and * cursor position changes at the same time (e.g. in Win32 messages). - * @param button Which button state changes. - * @param isDown The new state of the button. - * @param x Position x-coordinate of the cursor at the time of the state change. - * @param y Position y-coordinate of the cursor at the time of the state change. - * @return Indication as to whether the event was processed. + * \param button Which button state changes. + * \param isDown The new state of the button. + * \param x Position x-coordinate of the cursor at the time of the state change. + * \param y Position y-coordinate of the cursor at the time of the state change. + * \return Indication as to whether the event was processed. */ virtual bool ConvertButtonEvent(TButtonId button, bool isDown, int x, int y); /** * Call this routine to update the mouse device when the cursor has moved. - * @param x Position x-coordinate of the cursor. - * @param y Position y-coordinate of the cursor. - * @return Indication as to whether the event was processed. + * \param x Position x-coordinate of the cursor. + * \param y Position y-coordinate of the cursor. + * \return Indication as to whether the event was processed. */ virtual bool ConvertMoveEvent(int x, int y); protected: /** * This routine converts a single mouse event to a Ketsji mouse event. - * @param kxevent Ketsji event code. - * @param eventval Value for this event. - * @return Indication as to whether the event was processed. + * \param kxevent Ketsji event code. + * \param eventval Value for this event. + * \return Indication as to whether the event was processed. */ virtual bool ConvertEvent(KX_EnumInputs kxevent, int eventval); }; diff --git a/source/gameengine/GamePlayer/common/GPC_RawImage.h b/source/gameengine/GamePlayer/common/GPC_RawImage.h index 86a5feb8ea3..4d3f45597f8 100644 --- a/source/gameengine/GamePlayer/common/GPC_RawImage.h +++ b/source/gameengine/GamePlayer/common/GPC_RawImage.h @@ -52,16 +52,16 @@ public: /** * Loads the image form the resource into memory. * Converts size of the image and places it with given alignment. - * @param hInstApp The application's instance (location of the resources). - * @param lpName Name of the resource. - * @param lpType Type of the resource. - * @param srcWidth The width of the resource image. - * @param srcHeight The height of the resource image. - * @param width The width of the image created. - * @param height The height of the image created. - * @param alignment How the resource image is located in the image created. - * @param offsetX Amount of horizontal offset applied to the resource image. - * @param offsetY Amount of vertical offset applied to the resource image. + * \param hInstApp The application's instance (location of the resources). + * \param lpName Name of the resource. + * \param lpType Type of the resource. + * \param srcWidth The width of the resource image. + * \param srcHeight The height of the resource image. + * \param width The width of the image created. + * \param height The height of the image created. + * \param alignment How the resource image is located in the image created. + * \param offsetX Amount of horizontal offset applied to the resource image. + * \param offsetY Amount of vertical offset applied to the resource image. */ virtual bool Load(const char *srcName, int destWidth, int destHeight, @@ -70,7 +70,7 @@ public: /** * Returns the width of the image. - * @return The width of the image. + * \return The width of the image. */ virtual int Width() const { @@ -79,7 +79,7 @@ public: /** * Returns the height of the image. - * @return The height of the image. + * \return The height of the image. */ virtual int Height() const { @@ -88,7 +88,7 @@ public: /** * Returns a pointer to the data loaded from the resource. - * @return A pointer to the data loaded from the resource. + * \return A pointer to the data loaded from the resource. */ virtual unsigned char *Data() const { @@ -97,7 +97,7 @@ public: /** * Returns the size of the data loaded from the resource. - * @return The size of the loaded from the resource. + * \return The size of the loaded from the resource. */ virtual int DataSize() const { diff --git a/source/gameengine/GamePlayer/common/GPC_RenderTools.h b/source/gameengine/GamePlayer/common/GPC_RenderTools.h index 54bf45fc74b..166a931beab 100644 --- a/source/gameengine/GamePlayer/common/GPC_RenderTools.h +++ b/source/gameengine/GamePlayer/common/GPC_RenderTools.h @@ -77,7 +77,7 @@ public: float* color, double* mat, float aspect); - /* @attention mode is ignored here */ + /* \attention mode is ignored here */ void RenderText2D(RAS_TEXT_RENDER_MODE mode, const char* text, int xco, diff --git a/source/gameengine/GamePlayer/ghost/GPG_KeyboardDevice.h b/source/gameengine/GamePlayer/ghost/GPG_KeyboardDevice.h index 57fd0694ec0..8d72a621b6a 100644 --- a/source/gameengine/GamePlayer/ghost/GPG_KeyboardDevice.h +++ b/source/gameengine/GamePlayer/ghost/GPG_KeyboardDevice.h @@ -44,7 +44,7 @@ * GHOST implementation of GPC_KeyboardDevice. * The contructor fills the keyboard code translation map. * Base class GPC_KeyboardDevice does the rest. - * @see SCA_IInputDevice + * \see SCA_IInputDevice */ class GPG_KeyboardDevice : public GPC_KeyboardDevice { diff --git a/source/gameengine/Ketsji/KX_Camera.h b/source/gameengine/Ketsji/KX_Camera.h index 082d363fed6..38fc170e371 100644 --- a/source/gameengine/Ketsji/KX_Camera.h +++ b/source/gameengine/Ketsji/KX_Camera.h @@ -191,7 +191,7 @@ public: void InvalidateProjectionMatrix(bool valid = false); /** Gets the modelview matrix that is used by the rasterizer. - * @warning If the Camera is a dynamic object then this method may return garbage. Use GetCameraToWorld() instead. + * \warning If the Camera is a dynamic object then this method may return garbage. Use GetCameraToWorld() instead. */ const MT_Matrix4x4& GetModelviewMatrix() const; @@ -217,21 +217,21 @@ public: /** * Tests if the given sphere is inside this camera's view frustum. * - * @param center The center of the sphere, in world coordinates. - * @param radius The radius of the sphere. - * @return INSIDE, INTERSECT, or OUTSIDE depending on the sphere's relation to the frustum. + * \param center The center of the sphere, in world coordinates. + * \param radius The radius of the sphere. + * \return INSIDE, INTERSECT, or OUTSIDE depending on the sphere's relation to the frustum. */ int SphereInsideFrustum(const MT_Point3& center, const MT_Scalar &radius); /** * Tests the given eight corners of a box with the view frustum. * - * @param box a pointer to eight MT_Point3 representing the world coordinates of the corners of the box. - * @return INSIDE, INTERSECT, or OUTSIDE depending on the box's relation to the frustum. + * \param box a pointer to eight MT_Point3 representing the world coordinates of the corners of the box. + * \return INSIDE, INTERSECT, or OUTSIDE depending on the box's relation to the frustum. */ int BoxInsideFrustum(const MT_Point3 *box); /** * Tests the given point against the view frustum. - * @return true if the given point is inside or on the view frustum; false if it is outside. + * \return true if the given point is inside or on the view frustum; false if it is outside. */ bool PointInsideFrustum(const MT_Point3& x); diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h index ea721d19179..843fba15725 100644 --- a/source/gameengine/Ketsji/KX_GameObject.h +++ b/source/gameengine/Ketsji/KX_GameObject.h @@ -284,7 +284,7 @@ public: ); /** - * @section Stuff which is here due to poor design. + * \section Stuff which is here due to poor design. * Inherited from CValue and needs an implementation. * Do not expect these functions do to anything sensible. */ @@ -324,7 +324,7 @@ public: ); /** - * @section Inherited from CValue. These are the useful + * \section Inherited from CValue. These are the useful * part of the CValue interface that this class implements. */ @@ -428,7 +428,7 @@ public: ); /** - * @return a pointer to the physics controller owned by this class. + * \return a pointer to the physics controller owned by this class. */ KX_IPhysicsController* GetPhysicsController(); @@ -449,7 +449,7 @@ public: } /** - * @return a pointer to the graphic controller owner by this class + * \return a pointer to the graphic controller owner by this class */ PHY_IGraphicController* GetGraphicController() { @@ -466,7 +466,7 @@ public: void ActivateGraphicController(bool recurse); /** - * @section Coordinate system manipulation functions + * \section Coordinate system manipulation functions */ void NodeSetLocalPosition(const MT_Point3& trans ); @@ -496,7 +496,7 @@ public: const MT_Point3& NodeGetLocalPosition( ) const; /** - * @section scene graph node accessor functions. + * \section scene graph node accessor functions. */ SG_Node* GetSGNode( ) @@ -510,7 +510,7 @@ public: } /** - * @section blender object accessor functions. + * \section blender object accessor functions. */ struct Object* GetBlenderObject( ) @@ -572,7 +572,7 @@ public: /** - * @section Physics accessors for this node. + * \section Physics accessors for this node. * * All these calls get passed directly to the physics controller * owned by this object. @@ -673,7 +673,7 @@ public: ); /** - * @section Mesh accessor functions. + * \section Mesh accessor functions. */ /** @@ -829,7 +829,7 @@ public: ) { return m_bIsNegativeScaling; } /** - * @section Logic bubbling methods. + * \section Logic bubbling methods. */ /** @@ -885,7 +885,7 @@ public: #ifdef WITH_PYTHON /** - * @section Python interface functions. + * \section Python interface functions. */ virtual PyObject* py_repr(void) { diff --git a/source/gameengine/Ketsji/KX_IPhysicsController.cpp b/source/gameengine/Ketsji/KX_IPhysicsController.cpp index 62e3c346dd8..bd75246a97f 100644 --- a/source/gameengine/Ketsji/KX_IPhysicsController.cpp +++ b/source/gameengine/Ketsji/KX_IPhysicsController.cpp @@ -1,6 +1,4 @@ /* - * @file KX_IPhysicsController.cpp - * * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or @@ -48,5 +46,3 @@ KX_IPhysicsController::KX_IPhysicsController(bool dyna, bool sensor, bool compou KX_IPhysicsController::~KX_IPhysicsController() { } - - diff --git a/source/gameengine/Ketsji/KX_KetsjiEngine.h b/source/gameengine/Ketsji/KX_KetsjiEngine.h index ab3126d90a0..7a29e2a2731 100644 --- a/source/gameengine/Ketsji/KX_KetsjiEngine.h +++ b/source/gameengine/Ketsji/KX_KetsjiEngine.h @@ -279,13 +279,13 @@ public: /** * Sets display of all frames. - * @param bUseFixedTime New setting for display all frames. + * \param bUseFixedTime New setting for display all frames. */ void SetUseFixedTime(bool bUseFixedTime); /** * Returns display of all frames. - * @return Current setting for display all frames. + * \return Current setting for display all frames. */ bool GetUseFixedTime(void) const; @@ -360,35 +360,35 @@ public: /** * Activates or deactivates timing information display. - * @param frameRate Display for frame rate on or off. - * @param profile Display for individual components on or off. - * @param properties Display of scene object debug properties on or off. + * \param frameRate Display for frame rate on or off. + * \param profile Display for individual components on or off. + * \param properties Display of scene object debug properties on or off. */ void SetTimingDisplay(bool frameRate, bool profile, bool properties); /** * Returns status of timing information display. - * @param frameRate Display for frame rate on or off. - * @param profile Display for individual components on or off. - * @param properties Display of scene object debug properties on or off. + * \param frameRate Display for frame rate on or off. + * \param profile Display for individual components on or off. + * \param properties Display of scene object debug properties on or off. */ void GetTimingDisplay(bool& frameRate, bool& profile, bool& properties) const; /** * Sets cursor hiding on every frame. - * @param hideCursor Turns hiding on or off. + * \param hideCursor Turns hiding on or off. */ void SetHideCursor(bool hideCursor); /** * Returns the current setting for cursor hiding. - * @return The current setting for cursor hiding. + * \return The current setting for cursor hiding. */ bool GetHideCursor(void) const; /** * Enables/disables the use of the framing bar color of the Blender file's scenes. - * @param overrideFrameColor The new setting. + * \param overrideFrameColor The new setting. */ void SetUseOverrideFrameColor(bool overrideFrameColor); @@ -399,17 +399,17 @@ public: /** * Set the color used for framing bar color instead of the one in the Blender file's scenes. - * @param r Red component of the override color. - * @param g Green component of the override color. - * @param b Blue component of the override color. + * \param r Red component of the override color. + * \param g Green component of the override color. + * \param b Blue component of the override color. */ void SetOverrideFrameColor(float r, float g, float b); /** * Returns the color used for framing bar color instead of the one in the Blender file's scenes. - * @param r Red component of the override color. - * @param g Green component of the override color. - * @param b Blue component of the override color. + * \param r Red component of the override color. + * \param g Green component of the override color. + * \param b Blue component of the override color. */ void GetOverrideFrameColor(float& r, float& g, float& b) const; @@ -424,7 +424,7 @@ protected: * Processes all scheduled scene activity. * At the end, if the scene lists have changed, * SceneListsChanged(void) is called. - * @see SceneListsChanged(void). + * \see SceneListsChanged(void). */ void ProcessScheduledScenes(void); diff --git a/source/gameengine/Ketsji/KX_MouseFocusSensor.h b/source/gameengine/Ketsji/KX_MouseFocusSensor.h index a4c15fe0968..c8e9dc6b6b7 100644 --- a/source/gameengine/Ketsji/KX_MouseFocusSensor.h +++ b/source/gameengine/Ketsji/KX_MouseFocusSensor.h @@ -76,7 +76,7 @@ class KX_MouseFocusSensor : public SCA_MouseSensor /** - * @attention Overrides default evaluate. + * \attention Overrides default evaluate. */ virtual bool Evaluate(); virtual void Init(); diff --git a/source/gameengine/Ketsji/KX_PolygonMaterial.h b/source/gameengine/Ketsji/KX_PolygonMaterial.h index f20a90f7deb..1af8a72c1fd 100644 --- a/source/gameengine/Ketsji/KX_PolygonMaterial.h +++ b/source/gameengine/Ketsji/KX_PolygonMaterial.h @@ -89,7 +89,7 @@ public: /** * Returns the caching information for this material, * This can be used to speed up the rasterizing process. - * @return The caching information. + * \return The caching information. */ virtual TCachingInfo GetCachingInfo(void) const { @@ -100,8 +100,8 @@ public: * Activates the material in the (OpenGL) rasterizer. * On entry, the cachingInfo contains info about the last activated material. * On exit, the cachingInfo should contain updated info about this material. - * @param rasty The rasterizer in which the material should be active. - * @param cachingInfo The information about the material used to speed up rasterizing. + * \param rasty The rasterizer in which the material should be active. + * \param cachingInfo The information about the material used to speed up rasterizing. */ void DefaultActivate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const; virtual bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const; @@ -115,7 +115,7 @@ public: /** * Returns the Blender texture face structure that is used for this material. - * @return The material's texture face. + * \return The material's texture face. */ MTFace* GetMTFace(void) const { diff --git a/source/gameengine/Ketsji/KX_PythonInit.cpp b/source/gameengine/Ketsji/KX_PythonInit.cpp index 401474b21a9..7c47fc59ac5 100644 --- a/source/gameengine/Ketsji/KX_PythonInit.cpp +++ b/source/gameengine/Ketsji/KX_PythonInit.cpp @@ -1720,7 +1720,7 @@ PyObject* initGameLogic(KX_KetsjiEngine *engine, KX_Scene* scene) // quick hack * These exist so the current blend dir "//" can always be used to import modules from. * the reason we need a few functions for this is that python is not only used by the game engine * so we cant just add to sys.path all the time, it would leave pythons state in a mess. - * It would also be incorrect since loading blend files for new levels etc would alwasy add to sys.path + * It would also be incorrect since loading blend files for new levels etc would always add to sys.path * * To play nice with blenders python, the sys.path is backed up and the current blendfile along * with all its lib paths are added to the sys path. diff --git a/source/gameengine/Ketsji/KX_Scene.cpp b/source/gameengine/Ketsji/KX_Scene.cpp index 20743504dad..56127c7b634 100644 --- a/source/gameengine/Ketsji/KX_Scene.cpp +++ b/source/gameengine/Ketsji/KX_Scene.cpp @@ -362,7 +362,7 @@ void KX_Scene::SetFramingType(RAS_FrameSettings & frame_settings) /** * Return a const reference to the framing * type set by the above call. - * The contents are not guarenteed to be sensible + * The contents are not guaranteed to be sensible * if you don't call the above function. */ const RAS_FrameSettings& KX_Scene::GetFramingType() const diff --git a/source/gameengine/Ketsji/KX_Scene.h b/source/gameengine/Ketsji/KX_Scene.h index 2aae58d564f..1fa981e18f9 100644 --- a/source/gameengine/Ketsji/KX_Scene.h +++ b/source/gameengine/Ketsji/KX_Scene.h @@ -53,7 +53,7 @@ #include "RAS_2DFilterManager.h" /** - * @section Forward declarations + * \section Forward declarations */ struct SM_MaterialProps; struct SM_ShapeProps; @@ -181,7 +181,7 @@ protected: KX_WorldInfo* m_worldinfo; /** - * @section Different scenes, linked to ketsji scene + * \section Different scenes, linked to ketsji scene */ /** @@ -342,7 +342,7 @@ public: void RemoveAnimatedObject(CValue* gameobj); /** - * @section Logic stuff + * \section Logic stuff * Initiate an update of the logic system. */ void LogicBeginFrame(double curtime); @@ -451,7 +451,7 @@ public: /** * Activates new desired canvas width set at design time. - * @param width The new desired width. + * \param width The new desired width. */ void SetCanvasDesignWidth( @@ -459,7 +459,7 @@ public: ); /** * Activates new desired canvas height set at design time. - * @param width The new desired height. + * \param width The new desired height. */ void SetCanvasDesignHeight( @@ -467,7 +467,7 @@ public: ); /** * Returns the current desired canvas width set at design time. - * @return The desired width. + * \return The desired width. */ unsigned int GetCanvasDesignWidth( @@ -476,7 +476,7 @@ public: /** * Returns the current desired canvas height set at design time. - * @return The desired height. + * \return The desired height. */ unsigned int GetCanvasDesignHeight( @@ -495,7 +495,7 @@ public: /** * Return a const reference to the framing * type set by the above call. - * The contents are not guarenteed to be sensible + * The contents are not guaranteed to be sensible * if you don't call the above function. */ @@ -518,7 +518,7 @@ public: const RAS_Rect& GetSceneViewport() const; /** - * @section Accessors to different scenes of this scene + * \section Accessors to different scenes of this scene */ void SetNetworkDeviceInterface(NG_NetworkDeviceInterface* newInterface); void SetNetworkScene(NG_NetworkScene *newScene); diff --git a/source/gameengine/Ketsji/KX_TimeCategoryLogger.h b/source/gameengine/Ketsji/KX_TimeCategoryLogger.h index f01e405d3df..62b74871603 100644 --- a/source/gameengine/Ketsji/KX_TimeCategoryLogger.h +++ b/source/gameengine/Ketsji/KX_TimeCategoryLogger.h @@ -52,7 +52,7 @@ public: /** * Constructor. - * @param maxNumMesasurements Maximum number of measurements stored (> 1). + * \param maxNumMesasurements Maximum number of measurements stored (> 1). */ KX_TimeCategoryLogger(unsigned int maxNumMeasurements = 10); @@ -73,40 +73,40 @@ public: /** * Adds a category. - * @param category The new category. + * \param category The new category. */ virtual void AddCategory(TimeCategory tc); /** * Starts logging in current measurement for the given category. - * @param tc The category to log to. - * @param now The current time. - * @param endOtherCategories Whether to stop logging to other categories. + * \param tc The category to log to. + * \param now The current time. + * \param endOtherCategories Whether to stop logging to other categories. */ virtual void StartLog(TimeCategory tc, double now, bool endOtherCategories = true); /** * End logging in current measurement for the given category. - * @param tc The category to log to. - * @param now The current time. + * \param tc The category to log to. + * \param now The current time. */ virtual void EndLog(TimeCategory tc, double now); /** * End logging in current measurement for all categories. - * @param now The current time. + * \param now The current time. */ virtual void EndLog(double now); /** * Logs time in next measurement. - * @param now The current time. + * \param now The current time. */ virtual void NextMeasurement(double now); /** * Returns average of all but the current measurement time. - * @return The average of all but the current measurement. + * \return The average of all but the current measurement. */ virtual double GetAverage(TimeCategory tc); diff --git a/source/gameengine/Ketsji/KX_TimeLogger.h b/source/gameengine/Ketsji/KX_TimeLogger.h index 16d97c1fe41..b2336c2c512 100644 --- a/source/gameengine/Ketsji/KX_TimeLogger.h +++ b/source/gameengine/Ketsji/KX_TimeLogger.h @@ -49,7 +49,7 @@ class KX_TimeLogger { public: /** * Constructor. - * @param maxNumMesasurements Maximum number of measurements stored (>1). + * \param maxNumMesasurements Maximum number of measurements stored (>1). */ KX_TimeLogger(unsigned int maxNumMeasurements = 10); @@ -70,25 +70,25 @@ public: /** * Starts logging in current measurement. - * @param now The current time. + * \param now The current time. */ virtual void StartLog(double now); /** * End logging in current measurement. - * @param now The current time. + * \param now The current time. */ virtual void EndLog(double now); /** * Logs time in next measurement. - * @param now The current time. + * \param now The current time. */ virtual void NextMeasurement(double now); /** * Returns average of all but the current measurement. - * @return The average of all but the current measurement. + * \return The average of all but the current measurement. */ virtual double GetAverage(void) const; diff --git a/source/gameengine/Network/NG_NetworkScene.h b/source/gameengine/Network/NG_NetworkScene.h index cd6f9925582..b3ca4df9d50 100644 --- a/source/gameengine/Network/NG_NetworkScene.h +++ b/source/gameengine/Network/NG_NetworkScene.h @@ -105,7 +105,7 @@ protected: /** * Releases messages for the given message map. - * @param map Message map with messages. + * \param map Message map with messages. */ void ClearMessageMap(TMessageMap& map); diff --git a/source/gameengine/PyDoc/API_intro.py b/source/gameengine/PyDoc/API_intro.py deleted file mode 100644 index 097abbfbf1a..00000000000 --- a/source/gameengine/PyDoc/API_intro.py +++ /dev/null @@ -1,110 +0,0 @@ -# This is not a real module, it's simply an introductory text. - -""" -The Blender Game Engine Python API Reference -============================================ - - See U{release notes} for updates, changes and new functionality in the Game Engine Python API. - - Blender Game Engine Modules: - ---------------------------- - - Modules that include methods for accessing GameEngine data and functions. - - - L{GameLogic} utility functons for game logic. - - L{GameKeys} keyboard input and event conversion. - - L{Rasterizer} display and rendering. - - L{GameTypes} contains all the python types spesific to the GameEngine. - - Modules with documentation in progress: - --------------------- - - L{VideoTexture} - - L{PhysicsConstraints} - - Additional Modules: - ------------------- - - These modules have no GameEngine specific functionality but are useful in many cases. - - - L{mathutils} - - L{Geometry} - - L{BGL} - - -Introduction: -============= - - This reference documents the Blender Python API, a growing collection of - Python modules (libraries) that give access to part of the program's internal - data and functions. - - Through scripting Blender can be extended in real-time via - U{Python }, an impressive high level, multi-paradigm, open - source language. Newcomers are recommended to start with the tutorial that - comes with it. - - This opens many interesting possibilities not available with logic bricks. - - Game Engine API Stability: - -------------------------- - - When writing python scripts there are a number of situations you should avoid to prevent crashes or unstable behavior. - While the API tries to prevent problems there are some situations where error checking would be too time consuming. - - Known cases: - - Memory Limits. - - There is nothing stopping you from filling a list or making a string so big that that causes blender to run out of memory, in this case python should rasie a MemoryError, but its likely blender will crash before this point. - - - Accessing any data that has been freed. - - For instance accessing a KX_GameObject after its End Object actuator runs. - This will cause a SystemError, however for L{KX_MeshProxy}, L{KX_VertexProxy} and L{KX_VertexProxy} it will crash the blender game engine. - - See: L{GameTypes.PyObjectPlus.invalid} which many types inherit. - - - Mixing L{KX_GameObject} between scenes. - - For instance tracking/parenting an L{KX_GameObject} object to an object from other scene. - - External Modules: - ----------------- - - Since 2.49 support for importing modules has been added. - - This allows you to import any blender textblock with a .py extension. - - External python scripts may be imported as modules when the script is in the same directory as the blend file. - - The current blend files path is included in the sys.path for loading modules. - All linked libraries will also be included so you can be sure when linking in assets from another blend file the scripts will load too. - - A note to newbie script writers: - -------------------------------- - - Interpreted languages are known to be much slower than compiled code, but for - many applications the difference is negligible or acceptable. Also, with - profiling (or even simple direct timing with L{Blender.sys.time}) to - identify slow areas and well thought optimizations, the speed can be - I{considerably} improved in many cases. Try some of the best BPython scripts - to get an idea of what can be done, you may be surprised. - -@author: The Blender Python Team -@requires: Blender 2.49 or newer. -@version: 2.49 -@see: U{www.blender.org}: documentation and forum -@see: U{blenderartists.org}: user forum -@see: U{projects.blender.org} -@see: U{www.python.org} -@see: U{www.python.org/doc} -@see: U{Blending into Python}: User contributed documentation, featuring a blender/python cookbook with many examples. - -@note: the official version of this reference guide is only updated for each - new Blender release. But you can build the current SVN - version yourself: install epydoc, grab all files in the - source/gameengine/PyDoc/ folder of Blender's SVN and use the - epy_docgen.sh script also found there to generate the html docs. - Naturally you will also need a recent Blender binary to try the new - features. If you prefer not to compile it yourself, there is a testing - builds forum at U{blender.org}. -""" 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: -# """ diff --git a/source/gameengine/PyDoc/VideoTexture.py b/source/gameengine/PyDoc/VideoTexture.py deleted file mode 100644 index 9d2148d8eaf..00000000000 --- a/source/gameengine/PyDoc/VideoTexture.py +++ /dev/null @@ -1,217 +0,0 @@ -""" -The VideoTexture module allows you to manipulate textures during the game. - -Several sources for texture are possible: video files, image files, -video capture, memory buffer, camera render or a mix of that. - -The video and image files can be loaded from the internet using an URL -instead of a file name. - -In addition, you can apply filters on the images before sending them to the GPU, allowing video effect: blue screen, -color band, gray, normal map. - -VideoTexture uses FFmpeg to load images and videos. All the formats and codecs -that FFmpeg supports are supported by VideoTexture, including but not limited to:: - - * AVI - * Ogg - * Xvid - * Theora - * dv1394 camera - * video4linux capture card (this includes many webcams) - * videoForWindows capture card (this includes many webcams) - * JPG - -The principle is simple: first you identify a texture on an existing object using -the L{materialID} function, then you create a new texture with dynamic content -and swap the two textures in the GPU. - -The GE is not aware of the substitution and continues to display the object as always, -except that you are now in control of the texture. - -When the texture object is deleted, the new texture is deleted and the old texture restored. - -Example:: - import VideoTexture - import GameLogic - - contr = GameLogic.getCurrentController() - obj = contr.owner - - # the creation of the texture must be done once: save the - # texture object in an attribute of GameLogic module makes it persistent - if not hasattr(GameLogic, 'video'): - - # identify a static texture by name - matID = VideoTexture.materialID(obj, 'IMvideo.png') - - # create a dynamic texture that will replace the static texture - GameLogic.video = VideoTexture.Texture(obj, matID) - - # define a source of image for the texture, here a movie - movie = GameLogic.expandPath('//trailer_400p.ogg') - GameLogic.video.source = VideoTexture.VideoFFmpeg(movie) - GameLogic.video.source.scale = True - - # quick off the movie, but it wont play in the background - GameLogic.video.source.play() - - # you need to call this function every frame to ensure update of the texture. - GameLogic.video.refresh(True) - - -""" -def getLastError(): - """ - Returns the description of the last error that occurred in a VideoTexture function. - - @rtype: string - """ -def imageToArray(image,mode): - """ - Returns a BGL.buffer corresponding to the current image stored in a texture source object - - @param image: Image source object. - @type image: object of type L{VideoFFmpeg}, L{ImageFFmpeg}, L{ImageBuff}, L{ImageMix}, L{ImageRender}, L{ImageMirror} or L{ImageViewport} - @param mode: optional argument representing the pixel format. - You can use the characters R, G, B for the 3 color channels, A for the alpha channel, - 0 to force a fixed 0 color channel and 1 to force a fixed 255 color channel. - Example: "BGR" will return 3 bytes per pixel with the Blue, Green and Red channels in that order. \ - "RGB1" will return 4 bytes per pixel with the Red, Green, Blue channels in that order and the alpha channel forced to 255. - The default mode is "RGBA". - @type mode: string - @rtype: BGL.buffer - @returns: object representing the image as one dimensional array of bytes of size (pixel_size*width*height), line by line starting from the bottom of the image. The pixel size and format is determined by the mode parameter. - """ - -def materialID(object,name): - """ - Returns a numeric value that can be used in L{Texture} to create a dynamic texture. - - The value corresponds to an internal material number that uses the texture identified - by name. name is a string representing a texture name with IM prefix if you want to - identify the texture directly. This method works for basic tex face and for material, - provided the material has a texture channel using that particular texture in first - position of the texture stack. name can also have MA prefix if you want to identify - the texture by material. In that case the material must have a texture channel in first - position. - - If the object has no material that matches name, it generates a runtime error. Use try/except to catch the exception. - - Ex: VideoTexture.materialID(obj, 'IMvideo.png') - - @param object: the game object that uses the texture you want to make dynamic - @type object: game object - @param name: name of the texture/material you want to make dynamic. - @type name: string - @rtype: integer - """ -def setLogFile(filename): - """ - Sets the name of a text file in which runtime error messages will be written, in addition to the printing - of the messages on the Python console. Only the runtime errors specific to the VideoTexture module - are written in that file, ordinary runtime time errors are not written. - - @param filename: name of error log file - @type filename: string - @rtype: integer - """ -def FilterBGR24(): - """ - Returns a new input filter object to be used with L{ImageBuff} object when the image passed - to the ImageBuff.load() function has the 3-bytes pixel format BGR. - - @rtype: object of type FilterBGR24 - """ -def FilterBlueScreen(): - """ - Does something - - @rtype: - """ -def FilterColor(): - """ - Does something - - @rtype: - """ -def FilterGray(): - """ - Does something - - @rtype: - """ -def FilterLevel(): - """ - Does something - - @rtype: - """ -def FilterNormal(): - """ - Does something - - @rtype: - """ -def FilterRGB24(): - """ - Returns a new input filter object to be used with L{ImageBuff} object when the image passed - to the ImageBuff.load() function has the 3-bytes pixel format RBG. - - @rtype: object of type FilterRGB24 - """ -def FilterRGBA32(): - """ - Returns a new input filter object to be used with L{ImageBuff} object when the image passed - to the ImageBuff.load() function has the 4-bytes pixel format RGBA. - - @rtype: object of type FilterRGBA32 - """ -def ImageBuff(): - """ - Does something - - @rtype: - """ -def ImageFFmpeg(): - """ - Does something - - @rtype: - """ -def ImageMirror(): - """ - Does something - - @rtype: - """ -def ImageMix(): - """ - Does something - - @rtype: - """ -def ImageRender(): - """ - Does something - - @rtype: - """ -def ImageViewport(): - """ - Does something - - @rtype: - """ -def Texture(): - """ - Does something - - @rtype: L{Texture} - """ -def VideoFFmpeg(): - """ - Does something - - @rtype: - """ diff --git a/source/gameengine/PyDoc/bge_api_validate_py.txt b/source/gameengine/PyDoc/bge_api_validate_py.txt deleted file mode 100644 index ebd74c06bb3..00000000000 --- a/source/gameengine/PyDoc/bge_api_validate_py.txt +++ /dev/null @@ -1,136 +0,0 @@ -#~ This program is free software; you can redistribute it and/or modify -#~ it under the terms of the GNU General Public License as published by -#~ the Free Software Foundation; version 2 of the License. - -#~ This program is distributed in the hope that it will be useful, -#~ but WITHOUT ANY WARRANTY; without even the implied warranty of -#~ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -#~ GNU General Public License for more details. - -# This script must run from a logic brick so it has access to the game engine api -# it assumes the root blender source directory is the current working directory -# -# Currently it only prints missing modules and methods (not attributes) - -import sys, os - -BGE_API_DOC_PATH = 'source/gameengine/PyDoc' - - -mods = ['GameLogic', 'Rasterizer', 'GameKeys'] -mods_dict = {} -for m in mods: - mods_dict[m] = sys.modules[m] - - -import GameTypes -type_members = {} - -for type_name in dir(GameTypes): - if type_name.startswith('__'): - continue - - type_object = getattr(GameTypes, type_name) - - members = [] - type_members[type_object.__name__] = members - - for member in type_object.__dict__.keys(): - if member.startswith('__'): - continue - - # print type_object.__name__ + '.' + k - members.append(member) - - - -doc_dir= os.path.join(os.getcwd(), BGE_API_DOC_PATH) - -if doc_dir not in sys.path: - sys.path.append(doc_dir) - - -def check_attribute(class_ob, member): - doc = class_ob.__doc__ - if not doc: - return False - - for l in doc.split('\n'): - l = l.strip() - - ''' - @ivar foo: blah blah - to - foo - - ''' - - if l.startswith('@ivar') or l.startswith('@var'): - var = l.split()[1].split(':')[0] - - if var == member: - return True - - return False - - - - - - -print '\n\n\nChecking Docs' - -PRINT_OK = False - -pymod = sys.modules['GameTypes'] -del sys.modules['GameTypes'] # temp remove -mod = __import__('GameTypes') # get the python module -reload(mod) # incase were editing it -sys.modules['GameTypes'] = pymod - -for type_name in sorted(type_members.keys()): - members = type_members[type_name] - - try: - type_class = getattr(mod, type_name) - except: - print "missing class: %s.%s - %s" % (type_name, type_name, str(sorted(members))) - continue - - for member in sorted(members): - try: - getattr(type_class, member) - if PRINT_OK: - print "\tfound: %s.%s" % (type_name, member) - except: - if check_attribute(type_class, member): - if PRINT_OK: - print "\tfound attr: %s.%s" % (type_name, member) - else: - print "\tmissing: %s.%s" % (type_name, member) - - -# Now check the modules -for mod_name, pymod in mods_dict.iteritems(): - print pymod - del sys.modules[mod_name] - - # Now well get the python version - pydoc = __import__(mod_name) - pydoc = reload(pydoc) # avoid using the out dated pyc file only - print pydoc.__file__ - - for member in sorted(dir(pymod)): - if hasattr(pydoc, member) or check_attribute(pydoc, member): - if PRINT_OK: - print "\tfound module attr: %s.%s" % (mod_name, member) - else: - print "\tmissing module attr: %s.%s" % (mod_name, member) - - # Restore real module - sys.modules[mod_name] = pymod - - -sys.path.pop() # remove the pydoc dir from our import paths - - diff --git a/source/gameengine/PyDoc/epy_docgen.sh b/source/gameengine/PyDoc/epy_docgen.sh deleted file mode 100755 index dd30256f42f..00000000000 --- a/source/gameengine/PyDoc/epy_docgen.sh +++ /dev/null @@ -1,16 +0,0 @@ -# epy_docgen.sh -# generates blender python doc using epydoc -# requires epydoc in your PATH. -# run from the doc directory containing the .py files -# usage: sh epy_docgen.sh - -# set posix locale so regex works properly for [A-Z]*.py -LC_ALL=POSIX - -epydoc --debug -v -o BPY_GE --url "http://www.blender.org" --top API_intro \ - --name "Blender GameEngine" --no-private --no-sourcecode --inheritance=included \ - *.py \ - ../../../source/blender/python/api2_2x/doc/BGL.py \ - ../../../source/blender/python/api2_2x/doc/Mathutils.py \ - ../../../source/blender/python/api2_2x/doc/Geometry.py - diff --git a/source/gameengine/PyDoc/how_to_build_win.txt b/source/gameengine/PyDoc/how_to_build_win.txt deleted file mode 100644 index 5610ced3b2a..00000000000 --- a/source/gameengine/PyDoc/how_to_build_win.txt +++ /dev/null @@ -1,16 +0,0 @@ -How To Build the BGE Documentation in Windows -------------------------------------------------------------------------- -1) download and install Python 2.6 - http://www.python.org -2) download and install Epydocs - http://epydoc.sourceforge.net - -* for the following lines we will assume that your installation of Python is in C:\Python26 and epydocs is installed in the default folder Scripts\epydoc. - -3) creates a epy_docgen.bat file in this folder (source\gameengine\PyDoc\) and paste the following line into it: - -:::::: -C:\Python26\python.exe C:\Python26\Scripts\epydoc.py --debug -v -o BPY_GE --url "http://www.blender.org" --top API_intro --name "Blender GameEngine" --no-private --no-sourcecode --inheritance=included *.py ../../../source/blender/python/api2_2x/doc/BGL.py ../../../source/blender/python/api2_2x/doc/Mathutils.py ../../../source/blender/python/api2_2x/doc/Geometry.py -:::::: - -4) run your created batch file. If everything goes well it creates a folder named BPY_GE with all the generated documentation. - -Documentation valid in March of 2010 - Blender 2.5alpha2 diff --git a/source/gameengine/Rasterizer/RAS_FramingManager.h b/source/gameengine/Rasterizer/RAS_FramingManager.h index 4ea2d998190..ddf889aeb37 100644 --- a/source/gameengine/Rasterizer/RAS_FramingManager.h +++ b/source/gameengine/Rasterizer/RAS_FramingManager.h @@ -39,7 +39,7 @@ class RAS_Rect; /** - * @section RAS_FrameSettings + * \section RAS_FrameSettings * This is a value type describing the framing used * by a particular scene in the game engine. * Each KX_Scene contains a RAS_FrameSetting describing @@ -193,7 +193,7 @@ enum RAS_SensorFit }; /** - * @section RAS_FramingManager + * \section RAS_FramingManager * This class helps to compute a view frustum * and a viewport rectangle given the * above settings and a description of the diff --git a/source/gameengine/Rasterizer/RAS_ICanvas.h b/source/gameengine/Rasterizer/RAS_ICanvas.h index e35ec1d16d2..b7c26928378 100644 --- a/source/gameengine/Rasterizer/RAS_ICanvas.h +++ b/source/gameengine/Rasterizer/RAS_ICanvas.h @@ -80,8 +80,8 @@ public: * Initializes the canvas for drawing. Drawing to the canvas is * only allowed between BeginDraw() and EndDraw(). * - * @retval false Acquiring the canvas failed. - * @retval true Acquiring the canvas succeeded. + * \retval false Acquiring the canvas failed. + * \retval true Acquiring the canvas succeeded. * */ diff --git a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h index 0da0b17f6c1..3257682649f 100644 --- a/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h +++ b/source/gameengine/Rasterizer/RAS_IPolygonMaterial.h @@ -135,7 +135,7 @@ public: /** * Returns the caching information for this material, * This can be used to speed up the rasterizing process. - * @return The caching information. + * \return The caching information. */ virtual TCachingInfo GetCachingInfo(void) const { return 0; } @@ -143,8 +143,8 @@ public: * Activates the material in the rasterizer. * On entry, the cachingInfo contains info about the last activated material. * On exit, the cachingInfo should contain updated info about this material. - * @param rasty The rasterizer in which the material should be active. - * @param cachingInfo The information about the material used to speed up rasterizing. + * \param rasty The rasterizer in which the material should be active. + * \param cachingInfo The information about the material used to speed up rasterizing. */ virtual bool Activate(RAS_IRasterizer* rasty, TCachingInfo& cachingInfo) const { @@ -177,7 +177,7 @@ public: virtual void Replace_IScene(SCA_IScene *val) {}; /* overridden by KX_BlenderMaterial */ /** - * @return the equivalent drawing mode for the material settings (equivalent to old TexFace tface->mode). + * \return the equivalent drawing mode for the material settings (equivalent to old TexFace tface->mode). */ int ConvertFaceMode(struct GameSettings *game, bool image) const; diff --git a/source/gameengine/Rasterizer/RAS_IRasterizer.h b/source/gameengine/Rasterizer/RAS_IRasterizer.h index c749868cf79..34ddafbf2cc 100644 --- a/source/gameengine/Rasterizer/RAS_IRasterizer.h +++ b/source/gameengine/Rasterizer/RAS_IRasterizer.h @@ -202,7 +202,7 @@ public: virtual void SetStereoMode(const StereoMode stereomode)=0; /** * Stereo can be used to query if the rasterizer is in stereo mode. - * @return true if stereo mode is enabled. + * \return true if stereo mode is enabled. */ virtual bool Stereo()=0; virtual StereoMode GetStereoMode()=0; @@ -236,7 +236,7 @@ public: /** * IndexPrimitives_3DText will render text into the polygons. - * The text to be rendered is from @param rendertools client object's text property. + * The text to be rendered is from \param rendertools client object's text property. */ virtual void IndexPrimitives_3DText(class RAS_MeshSlot& ms, class RAS_IPolyMaterial* polymat, @@ -247,7 +247,7 @@ public: /** * Set the projection matrix for the rasterizer. This projects * from camera coordinates to window coordinates. - * @param mat The projection matrix. + * \param mat The projection matrix. */ virtual void SetProjectionMatrix(const MT_Matrix4x4 & mat)=0; /** @@ -292,11 +292,11 @@ public: float alpha)=0; /** - * @param drawingmode = KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED. + * \param drawingmode = KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED. */ virtual void SetDrawingMode(int drawingmode)=0; /** - * @return the current drawing mode: KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED. + * \return the current drawing mode: KX_BOUNDINGBOX, KX_WIREFRAME, KX_SOLID, KX_SHADED or KX_TEXTURED. */ virtual int GetDrawingMode()=0; /** @@ -312,13 +312,13 @@ public: virtual double GetTime()=0; /** * Generates a projection matrix from the specified frustum. - * @param left the left clipping plane - * @param right the right clipping plane - * @param bottom the bottom clipping plane - * @param top the top clipping plane - * @param frustnear the near clipping plane - * @param frustfar the far clipping plane - * @return a 4x4 matrix representing the projection transform. + * \param left the left clipping plane + * \param right the right clipping plane + * \param bottom the bottom clipping plane + * \param top the top clipping plane + * \param frustnear the near clipping plane + * \param frustfar the far clipping plane + * \return a 4x4 matrix representing the projection transform. */ virtual MT_Matrix4x4 GetFrustumMatrix( float left, @@ -333,13 +333,13 @@ public: /** * Generates a orthographic projection matrix from the specified frustum. - * @param left the left clipping plane - * @param right the right clipping plane - * @param bottom the bottom clipping plane - * @param top the top clipping plane - * @param frustnear the near clipping plane - * @param frustfar the far clipping plane - * @return a 4x4 matrix representing the projection transform. + * \param left the left clipping plane + * \param right the right clipping plane + * \param bottom the bottom clipping plane + * \param top the top clipping plane + * \param frustnear the near clipping plane + * \param frustfar the far clipping plane + * \return a 4x4 matrix representing the projection transform. */ virtual MT_Matrix4x4 GetOrthoMatrix( float left, diff --git a/source/gameengine/Rasterizer/RAS_IRenderTools.h b/source/gameengine/Rasterizer/RAS_IRenderTools.h index 27b328412d2..1d9f7052975 100644 --- a/source/gameengine/Rasterizer/RAS_IRenderTools.h +++ b/source/gameengine/Rasterizer/RAS_IRenderTools.h @@ -103,13 +103,13 @@ public: /** * Renders 3D text string using BFL. - * @param fontid The id of the font. - * @param text The string to render. - * @param size The size of the text. - * @param dpi The resolution of the text. - * @param color The color of the object. - * @param mat The Matrix of the text object. - * @param aspect A scaling factor to compensate for the size. + * \param fontid The id of the font. + * \param text The string to render. + * \param size The size of the text. + * \param dpi The resolution of the text. + * \param color The color of the object. + * \param mat The Matrix of the text object. + * \param aspect A scaling factor to compensate for the size. */ virtual void @@ -125,12 +125,12 @@ public: /** * Renders 2D text string. - * @param mode The type of text - * @param text The string to render. - * @param xco Position on the screen (origin in lower left corner). - * @param yco Position on the screen (origin in lower left corner). - * @param width Width of the canvas to draw to. - * @param height Height of the canvas to draw to. + * \param mode The type of text + * \param text The string to render. + * \param xco Position on the screen (origin in lower left corner). + * \param yco Position on the screen (origin in lower left corner). + * \param width Width of the canvas to draw to. + * \param height Height of the canvas to draw to. */ virtual void diff --git a/source/gameengine/SceneGraph/SG_BBox.h b/source/gameengine/SceneGraph/SG_BBox.h index 08c242baf5d..5096d65558e 100644 --- a/source/gameengine/SceneGraph/SG_BBox.h +++ b/source/gameengine/SceneGraph/SG_BBox.h @@ -117,14 +117,14 @@ public: /** * Get the eight points that define this bounding box. * - * @param world a world transform to apply to the produced points bounding box. + * \param world a world transform to apply to the produced points bounding box. */ void get(MT_Point3 *box, const MT_Transform &world) const; /** * Get the eight points that define this axis aligned bounding box. * This differs from SG_BBox::get() in that the produced box will be world axis aligned. * The maximum & minimum local points will be transformed *before* splitting to 8 points. - * @param world a world transform to be applied. + * \param world a world transform to be applied. */ void getaa(MT_Point3 *box, const MT_Transform &world) const; diff --git a/source/gameengine/SceneGraph/SG_Controller.cpp b/source/gameengine/SceneGraph/SG_Controller.cpp index 5299c865992..07c89dd7af4 100644 --- a/source/gameengine/SceneGraph/SG_Controller.cpp +++ b/source/gameengine/SceneGraph/SG_Controller.cpp @@ -1,5 +1,4 @@ /* - * @file SG_Controller.cpp * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or @@ -30,7 +29,6 @@ * \ingroup bgesg */ - #include "SG_Controller.h" void @@ -46,5 +44,3 @@ ClearObject( ){ m_pObject = NULL; } - - diff --git a/source/gameengine/SceneGraph/SG_Controller.h b/source/gameengine/SceneGraph/SG_Controller.h index f6361d2c992..7100debe632 100644 --- a/source/gameengine/SceneGraph/SG_Controller.h +++ b/source/gameengine/SceneGraph/SG_Controller.h @@ -88,12 +88,12 @@ public: /** * Hacky way of passing options to specific controllers - * @param option An integer identifying the option. - * @param value The value of this option. - * @attention This has been placed here to give sca-elements - * @attention some control over the controllers. This is - * @attention necessary because the identity of the controller - * @attention is lost on the way here. + * \param option An integer identifying the option. + * \param value The value of this option. + * \attention This has been placed here to give sca-elements + * \attention some control over the controllers. This is + * \attention necessary because the identity of the controller + * \attention is lost on the way here. */ virtual void diff --git a/source/gameengine/SceneGraph/SG_Node.h b/source/gameengine/SceneGraph/SG_Node.h index 48bbe943892..41133495f2e 100644 --- a/source/gameengine/SceneGraph/SG_Node.h +++ b/source/gameengine/SceneGraph/SG_Node.h @@ -91,7 +91,7 @@ public: * Get the current list of children. Do not use this interface for * adding or removing children please use the methods of this class for * that. - * @return a reference to the list of children of this node. + * \return a reference to the list of children of this node. */ NodeList& GetSGChildren() @@ -101,7 +101,7 @@ public: /** * Get the current list of children. - * @return a const reference to the current list of children of this node. + * \return a const reference to the current list of children of this node. */ const NodeList& GetSGChildren() const diff --git a/source/gameengine/SceneGraph/SG_ParentRelation.h b/source/gameengine/SceneGraph/SG_ParentRelation.h index 07f11c87a36..77172256ef9 100644 --- a/source/gameengine/SceneGraph/SG_ParentRelation.h +++ b/source/gameengine/SceneGraph/SG_ParentRelation.h @@ -28,9 +28,9 @@ /** \file SG_ParentRelation.h * \ingroup bgesg - * @page SG_ParentRelationPage SG_ParentRelation + * \page SG_ParentRelationPage SG_ParentRelation - * @section SG_ParentRelationSection SG_ParentRelation + * \section SG_ParentRelationSection SG_ParentRelation * * This is an abstract interface class to the Scene Graph library. * It allows you to specify how child nodes react to parent nodes. diff --git a/source/gameengine/SceneGraph/SG_Tree.h b/source/gameengine/SceneGraph/SG_Tree.h index b0d74bedec5..dcca1a1442f 100644 --- a/source/gameengine/SceneGraph/SG_Tree.h +++ b/source/gameengine/SceneGraph/SG_Tree.h @@ -81,8 +81,8 @@ public: /** * Gets the eight corners of this treenode's bounding box, * in world coordinates. - * @param box: an array of 8 MT_Point3 - * @example MT_Point3 box[8]; + * \param box: an array of 8 MT_Point3 + * \example MT_Point3 box[8]; * treenode->get(box); */ void get(MT_Point3 *box) const; @@ -127,7 +127,7 @@ public: * It joins pairs of SG_Nodes to minimise the size of the resultant * bounding box. * cf building an optimised Huffman tree. - * @warning O(n^3)!!! + * \warning O(n^3)!!! */ class SG_TreeFactory { diff --git a/source/gameengine/VideoTexture/VideoFFmpeg.cpp b/source/gameengine/VideoTexture/VideoFFmpeg.cpp index 0ee2f23521c..aa8496431d9 100644 --- a/source/gameengine/VideoTexture/VideoFFmpeg.cpp +++ b/source/gameengine/VideoTexture/VideoFFmpeg.cpp @@ -844,7 +844,7 @@ void VideoFFmpeg::setPositions (void) m_startTime -= double(m_lastFrame) / actFrameRate(); else { m_startTime -= m_range[0]; - // start from begining, stop cache just in case + // start from beginning, stop cache just in case stopCache(); } } @@ -959,7 +959,7 @@ AVFrame *VideoFFmpeg::grabFrame(long position) // of the file. if (position <= m_preseek) { - // we can safely go the begining of the file + // we can safely go the beginning of the file if (av_seek_frame(m_formatCtx, m_videoStream, 0, AVSEEK_FLAG_BYTE) >= 0) { // binary seek does not reset the timestamp, must do it now -- cgit v1.2.3