Game Types (bge.types) ====================== .. module:: bge.types ************ Introduction ************ This module contains the classes that appear as instances in the Game Engine. A script must interact with these classes if it is to affect the behaviour of objects in a game. The following example would move an object (i.e. an instance of :class:`KX_GameObject`) one unit up. .. code-block:: python # bge.types.SCA_PythonController cont = bge.logic.getCurrentController() # bge.types.KX_GameObject obj = cont.owner obj.worldPosition.z += 1 To run the code, it could be placed in a Blender text block and executed with a :class:`SCA_PythonController` logic brick. ***** Types ***** .. class:: PyObjectPlus PyObjectPlus base class of most other types in the Game Engine. .. attribute:: invalid Test if the object has been freed by the game engine and is no longer valid. Normally this is not a problem but when storing game engine data in the GameLogic module, KX_Scenes or other KX_GameObjects its possible to hold a reference to invalid data. Calling an attribute or method on an invalid object will raise a SystemError. The invalid attribute allows testing for this case without exception handling. :type: boolean .. class:: CValue(PyObjectPlus) This class is a basis for other classes. .. attribute:: name The name of this CValue derived object (read-only). :type: string .. class:: CPropValue(CValue) This class has no python functions .. class:: SCA_ILogicBrick(CValue) Base class for all logic bricks. .. attribute:: executePriority This determines the order controllers are evaluated, and actuators are activated (lower priority is executed first). :type: executePriority: int .. attribute:: owner The game object this logic brick is attached to (read-only). :type: :class:`KX_GameObject` or None in exceptional cases. .. attribute:: name The name of this logic brick (read-only). :type: string .. class:: SCA_PythonKeyboard(PyObjectPlus) The current keyboard. .. attribute:: events A dictionary containing the status of each keyboard event or key. (read-only). :type: dictionary {:ref:`keycode`::ref:`status`, ...} .. attribute:: active_events A dictionary containing the status of only the active keyboard events or keys. (read-only). :type: dictionary {:ref:`keycode`::ref:`status`, ...} .. function:: getClipboard() Gets the clipboard text. :rtype: string .. function:: setClipboard(text) Sets the clipboard text. :arg text: New clipboard text :type text: string .. class:: SCA_PythonMouse(PyObjectPlus) The current mouse. .. attribute:: events a dictionary containing the status of each mouse event. (read-only). :type: dictionary {:ref:`keycode`::ref:`status`, ...} .. attribute:: active_events a dictionary containing the status of only the active mouse events. (read-only). :type: dictionary {:ref:`keycode`::ref:`status`, ...} .. attribute:: position The normalized x and y position of the mouse cursor. :type: list [x, y] .. attribute:: visible The visibility of the mouse cursor. :type: boolean .. class:: SCA_IObject(CValue) This class has no python functions .. class:: SCA_ISensor(SCA_ILogicBrick) Base class for all sensor logic bricks. .. attribute:: usePosPulseMode Flag to turn positive pulse mode on and off. :type: boolean .. attribute:: useNegPulseMode Flag to turn negative pulse mode on and off. :type: boolean .. attribute:: frequency The frequency for pulse mode sensors. :type: integer .. attribute:: level level Option whether to detect level or edge transition when entering a state. It makes a difference only in case of logic state transition (state actuator). A level detector will immediately generate a pulse, negative or positive depending on the sensor condition, as soon as the state is activated. A edge detector will wait for a state change before generating a pulse. note: mutually exclusive with :data:`tap`, enabling will disable :data:`tap`. :type: boolean .. attribute:: tap When enabled only sensors that are just activated will send a positive event, after this they will be detected as negative by the controllers. This will make a key thats held act as if its only tapped for an instant. note: mutually exclusive with :data:`level`, enabling will disable :data:`level`. :type: boolean .. attribute:: invert Flag to set if this sensor activates on positive or negative events. :type: boolean .. attribute:: triggered True if this sensor brick is in a positive state. (read-only). :type: boolean .. attribute:: positive True if this sensor brick is in a positive state. (read-only). :type: boolean .. attribute:: status The status of the sensor (read-only): can be one of :ref:`these constants`. :type: int .. note:: This convenient attribute combines the values of triggered and positive attributes. .. method:: reset() Reset sensor internal state, effect depends on the type of sensor and settings. The sensor is put in its initial state as if it was just activated. .. class:: SCA_IController(SCA_ILogicBrick) Base class for all controller logic bricks. .. attribute:: state The controllers state bitmask. This can be used with the GameObject's state to test if the controller is active. :type: int bitmask .. attribute:: sensors A list of sensors linked to this controller. :type: sequence supporting index/string lookups and iteration. .. note:: The sensors are not necessarily owned by the same object. .. note:: When objects are instanced in dupligroups links may be lost from objects outside the dupligroup. .. attribute:: actuators A list of actuators linked to this controller. :type: sequence supporting index/string lookups and iteration. .. note:: The sensors are not necessarily owned by the same object. .. note:: When objects are instanced in dupligroups links may be lost from objects outside the dupligroup. .. attribute:: useHighPriority When set the controller executes always before all other controllers that dont have this set. :type: boolen .. note:: Order of execution between high priority controllers is not guaranteed. .. class:: SCA_IActuator(SCA_ILogicBrick) Base class for all actuator logic bricks. .. class:: BL_ActionActuator(SCA_IActuator) Action Actuators apply an action to an actor. .. attribute:: action The name of the action to set as the current action. :type: string .. attribute:: frameStart Specifies the starting frame of the animation. :type: float .. attribute:: frameEnd Specifies the ending frame of the animation. :type: float .. attribute:: blendIn Specifies the number of frames of animation to generate when making transitions between actions. :type: float .. attribute:: priority Sets the priority of this actuator. Actuators will lower priority numbers will override actuators with higher numbers. :type: integer .. attribute:: frame Sets the current frame for the animation. :type: float .. attribute:: propName Sets the property to be used in FromProp playback mode. :type: string .. attribute:: blendTime Sets the internal frame timer. This property must be in the range from 0.0 to blendIn. :type: float .. attribute:: mode The operation mode of the actuator. Can be one of :ref:`these constants`. :type: integer .. attribute:: useContinue The actions continue option, True or False. When True, the action will always play from where last left off, otherwise negative events to this actuator will reset it to its start frame. :type: boolean .. attribute:: framePropName The name of the property that is set to the current frame number. :type: string .. class:: BL_Shader(PyObjectPlus) BL_Shader GLSL shaders. TODO - Description .. method:: setUniformfv(name, fList) Set a uniform with a list of float values :arg name: the uniform name :type name: string :arg fList: a list (2, 3 or 4 elements) of float values :type fList: list[float] .. method:: delSource() Clear the shader. Use this method before the source is changed with :data:`setSource`. .. method:: getFragmentProg() Returns the fragment program. :return: The fragment program. :rtype: string .. method:: getVertexProg() Get the vertex program. :return: The vertex program. :rtype: string .. method:: isValid() Check if the shader is valid. :return: True if the shader is valid :rtype: boolean .. method:: setAttrib(enum) Set attribute location. (The parameter is ignored a.t.m. and the value of "tangent" is always used.) :arg enum: attribute location value :type enum: integer .. method:: setNumberOfPasses( max_pass ) Set the maximum number of passes. Not used a.t.m. :arg max_pass: the maximum number of passes :type max_pass: integer .. method:: setSampler(name, index) Set uniform texture sample index. :arg name: Uniform name :type name: string :arg index: Texture sample index. :type index: integer .. method:: setSource(vertexProgram, fragmentProgram) Set the vertex and fragment programs :arg vertexProgram: Vertex program :type vertexProgram: string :arg fragmentProgram: Fragment program :type fragmentProgram: string .. method:: setUniform1f(name, fx) Set a uniform with 1 float value. :arg name: the uniform name :type name: string :arg fx: Uniform value :type fx: float .. method:: setUniform1i(name, ix) Set a uniform with an integer value. :arg name: the uniform name :type name: string :arg ix: the uniform value :type ix: integer .. method:: setUniform2f(name, fx, fy) Set a uniform with 2 float values :arg name: the uniform name :type name: string :arg fx: first float value :type fx: float :arg fy: second float value :type fy: float .. method:: setUniform2i(name, ix, iy) Set a uniform with 2 integer values :arg name: the uniform name :type name: string :arg ix: first integer value :type ix: integer :arg iy: second integer value :type iy: integer .. method:: setUniform3f(name, fx, fy, fz) Set a uniform with 3 float values. :arg name: the uniform name :type name: string :arg fx: first float value :type fx: float :arg fy: second float value :type fy: float :arg fz: third float value :type fz: float .. method:: setUniform3i(name, ix, iy, iz) Set a uniform with 3 integer values :arg name: the uniform name :type name: string :arg ix: first integer value :type ix: integer :arg iy: second integer value :type iy: integer :arg iz: third integer value :type iz: integer .. method:: setUniform4f(name, fx, fy, fz, fw) Set a uniform with 4 float values. :arg name: the uniform name :type name: string :arg fx: first float value :type fx: float :arg fy: second float value :type fy: float :arg fz: third float value :type fz: float :arg fw: fourth float value :type fw: float .. method:: setUniform4i(name, ix, iy, iz, iw) Set a uniform with 4 integer values :arg name: the uniform name :type name: string :arg ix: first integer value :type ix: integer :arg iy: second integer value :type iy: integer :arg iz: third integer value :type iz: integer :arg iw: fourth integer value :type iw: integer .. method:: setUniformDef(name, type) Define a new uniform :arg name: the uniform name :type name: string :arg type: uniform type :type type: UNI_NONE, UNI_INT, UNI_FLOAT, UNI_INT2, UNI_FLOAT2, UNI_INT3, UNI_FLOAT3, UNI_INT4, UNI_FLOAT4, UNI_MAT3, UNI_MAT4, UNI_MAX .. method:: setUniformMatrix3(name, mat, transpose) Set a uniform with a 3x3 matrix value :arg name: the uniform name :type name: string :arg mat: A 3x3 matrix [[f, f, f], [f, f, f], [f, f, f]] :type mat: 3x3 matrix :arg transpose: set to True to transpose the matrix :type transpose: boolean .. method:: setUniformMatrix4(name, mat, transpose) Set a uniform with a 4x4 matrix value :arg name: the uniform name :type name: string :arg mat: A 4x4 matrix [[f, f, f, f], [f, f, f, f], [f, f, f, f], [f, f, f, f]] :type mat: 4x4 matrix :arg transpose: set to True to transpose the matrix :type transpose: boolean .. method:: setUniformiv(name, iList) Set a uniform with a list of integer values :arg name: the uniform name :type name: string :arg iList: a list (2, 3 or 4 elements) of integer values :type iList: list[integer] .. method:: validate() Validate the shader object. .. class:: BL_ShapeActionActuator(SCA_IActuator) ShapeAction Actuators apply an shape action to an mesh object. .. attribute:: action The name of the action to set as the current shape action. :type: string .. attribute:: frameStart Specifies the starting frame of the shape animation. :type: float .. attribute:: frameEnd Specifies the ending frame of the shape animation. :type: float .. attribute:: blendIn Specifies the number of frames of animation to generate when making transitions between actions. :type: float .. attribute:: priority Sets the priority of this actuator. Actuators will lower priority numbers will override actuators with higher numbers. :type: integer .. attribute:: frame Sets the current frame for the animation. :type: float .. attribute:: propName Sets the property to be used in FromProp playback mode. :type: string .. attribute:: blendTime Sets the internal frame timer. This property must be in the range from 0.0 to blendin. :type: float .. attribute:: mode The operation mode of the actuator. Can be one of :ref:`these constants`. :type: integer .. attribute:: framePropName The name of the property that is set to the current frame number. :type: string .. class:: CListValue(CPropValue) This is a list like object used in the game engine internally that behaves similar to a python list in most ways. As well as the normal index lookup (``val= clist[i]``), CListValue supports string lookups (``val= scene.objects["Cube"]``) Other operations such as ``len(clist)``, ``list(clist)``, ``clist[0:10]`` are also supported. .. method:: append(val) Add an item to the list (like pythons append) .. warning:: Appending values to the list can cause crashes when the list is used internally by the game engine. .. method:: count(val) Count the number of instances of a value in the list. :return: number of instances :rtype: integer .. method:: index(val) Return the index of a value in the list. :return: The index of the value in the list. :rtype: integer .. method:: reverse() Reverse the order of the list. .. method:: get(key, default=None) Return the value matching key, or the default value if its not found. :return: The key value or a default. .. method:: from_id(id) This is a funtion especially for the game engine to return a value with a spesific id. Since object names are not always unique, the id of an object can be used to get an object from the CValueList. Example: .. code-block:: python myObID=id(gameObject) ob= scene.objects.from_id(myObID) Where ``myObID`` is an int or long from the id function. This has the advantage that you can store the id in places you could not store a gameObject. .. warning:: The id is derived from a memory location and will be different each time the game engine starts. .. class:: KX_BlenderMaterial(PyObjectPlus) KX_BlenderMaterial .. method:: getShader() Returns the material's shader. :return: the material's shader :rtype: :class:`BL_Shader` .. method:: setBlending(src, dest) Set the pixel color arithmetic functions. :arg src: Specifies how the red, green, blue, and alpha source blending factors are computed. :type src: Value in... * GL_ZERO, * GL_ONE, * GL_SRC_COLOR, * GL_ONE_MINUS_SRC_COLOR, * GL_DST_COLOR, * GL_ONE_MINUS_DST_COLOR, * GL_SRC_ALPHA, * GL_ONE_MINUS_SRC_ALPHA, * GL_DST_ALPHA, * GL_ONE_MINUS_DST_ALPHA, * GL_SRC_ALPHA_SATURATE :arg dest: Specifies how the red, green, blue, and alpha destination blending factors are computed. :type dest: Value in... * GL_ZERO * GL_ONE * GL_SRC_COLOR * GL_ONE_MINUS_SRC_COLOR * GL_DST_COLOR * GL_ONE_MINUS_DST_COLOR * GL_SRC_ALPHA * GL_ONE_MINUS_SRC_ALPHA * GL_DST_ALPHA * GL_ONE_MINUS_DST_ALPHA * GL_SRC_ALPHA_SATURATE .. method:: getMaterialIndex() Returns the material's index. :return: the material's index :rtype: integer .. class:: KX_CameraActuator(SCA_IActuator) Applies changes to a camera. .. attribute:: damping strength of of the camera following movement. :type: float .. attribute:: min minimum distance to the target object maintained by the actuator. :type: float .. attribute:: max maximum distance to stay from the target object. :type: float .. attribute:: height height to stay above the target object. :type: float .. attribute:: useXY axis this actuator is tracking, True=X, False=Y. :type: boolean .. attribute:: object the object this actuator tracks. :type: :class:`KX_GameObject` or None .. class:: KX_ConstraintActuator(SCA_IActuator) A constraint actuator limits the position, rotation, distance or orientation of an object. .. attribute:: damp Time constant of the constraint expressed in frame (not use by Force field constraint). :type: integer .. attribute:: rotDamp Time constant for the rotation expressed in frame (only for the distance constraint), 0 = use damp for rotation as well. :type: integer .. attribute:: direction The reference direction in world coordinate for the orientation constraint. :type: 3-tuple of float: (x, y, z) .. attribute:: option Binary combination of :ref:`these constants ` :type: integer .. attribute:: time activation time of the actuator. The actuator disables itself after this many frame. If set to 0, the actuator is not limited in time. :type: integer .. attribute:: propName the name of the property or material for the ray detection of the distance constraint. :type: string .. attribute:: min The lower bound of the constraint. For the rotation and orientation constraint, it represents radiant. :type: float .. attribute:: distance the target distance of the distance constraint. :type: float .. attribute:: max the upper bound of the constraint. For rotation and orientation constraints, it represents radiant. :type: float .. attribute:: rayLength the length of the ray of the distance constraint. :type: float .. attribute:: limit type of constraint. Use one of the :ref:`these constants ` :type: integer. .. class:: KX_ConstraintWrapper(PyObjectPlus) KX_ConstraintWrapper .. method:: getConstraintId(val) Returns the contraint's ID :return: the constraint's ID :rtype: integer .. class:: KX_GameActuator(SCA_IActuator) The game actuator loads a new .blend file, restarts the current .blend file or quits the game. .. attribute:: fileName the new .blend file to load. :type: string .. attribute:: mode The mode of this actuator. Can be on of :ref:`these constants ` :type: Int .. class:: KX_GameObject(SCA_IObject) All game objects are derived from this class. Properties assigned to game objects are accessible as attributes of this class. .. note:: Calling ANY method or attribute on an object that has been removed from a scene will raise a SystemError, if an object may have been removed since last accessing it use the :data:`invalid` attribute to check. KX_GameObject can be subclassed to extend functionality. For example: .. code-block:: python import bge class CustomGameObject(bge.types.KX_GameObject): RATE = 0.05 def __init__(self, old_owner): # "old_owner" can just be ignored. At this point, "self" is # already the object in the scene, and "old_owner" has been # destroyed. # New attributes can be defined - but we could also use a game # property, like "self['rate']". self.rate = CustomGameObject.RATE def update(self): self.worldPosition.z += self.rate # switch direction if self.worldPosition.z > 1.0: self.rate = -CustomGameObject.RATE elif self.worldPosition.z < 0.0: self.rate = CustomGameObject.RATE # Called first def mutate(cont): old_object = cont.owner mutated_object = CustomGameObject(cont.owner) # After calling the constructor above, references to the old object # should not be used. assert(old_object is not mutated_object) assert(old_object.invalid) assert(mutated_object is cont.owner) # Called later - note we are now working with the mutated object. def update(cont): cont.owner.update() When subclassing objects other than empties and meshes, the specific type should be used - e.g. inherit from :class:`BL_ArmatureObject` when the object to mutate is an armature. .. attribute:: name The object's name. (read-only). :type: string .. attribute:: mass The object's mass :type: float .. note:: The object must have a physics controller for the mass to be applied, otherwise the mass value will be returned as 0.0. .. attribute:: linVelocityMin Enforces the object keeps moving at a minimum velocity. :type: float .. note:: Applies to dynamic and rigid body objects only. .. note:: A value of 0.0 disables this option. .. note:: While objects are stationary the minimum velocity will not be applied. .. attribute:: linVelocityMax Clamp the maximum linear velocity to prevent objects moving beyond a set speed. :type: float .. note:: Applies to dynamic and rigid body objects only. .. note:: A value of 0.0 disables this option (rather then setting it stationary). .. attribute:: localInertia the object's inertia vector in local coordinates. Read only. :type: list [ix, iy, iz] .. attribute:: parent The object's parent object. (read-only). :type: :class:`KX_GameObject` or None .. attribute:: visible visibility flag. :type: boolean .. note:: Game logic will still run for invisible objects. .. attribute:: color The object color of the object. [r, g, b, a] :type: :class:`mathutils.Vector` .. attribute:: occlusion occlusion capability flag. :type: boolean .. attribute:: position The object's position. [x, y, z] On write: local position, on read: world position .. deprecated:: use :data:`localPosition` and :data:`worldPosition`. :type: :class:`mathutils.Vector` .. attribute:: orientation The object's orientation. 3x3 Matrix. You can also write a Quaternion or Euler vector. On write: local orientation, on read: world orientation .. deprecated:: use :data:`localOrientation` and :data:`worldOrientation`. :type: :class:`mathutils.Matrix` .. attribute:: scaling The object's scaling factor. [sx, sy, sz] On write: local scaling, on read: world scaling .. deprecated:: use :data:`localScale` and :data:`worldScale`. :type: :class:`mathutils.Vector` .. attribute:: localOrientation The object's local orientation. 3x3 Matrix. You can also write a Quaternion or Euler vector. :type: :class:`mathutils.Matrix` .. attribute:: worldOrientation The object's world orientation. 3x3 Matrix. :type: :class:`mathutils.Matrix` .. attribute:: localScale The object's local scaling factor. [sx, sy, sz] :type: :class:`mathutils.Vector` .. attribute:: worldScale The object's world scaling factor. [sx, sy, sz] :type: :class:`mathutils.Vector` .. attribute:: localPosition The object's local position. [x, y, z] :type: :class:`mathutils.Vector` .. attribute:: worldPosition The object's world position. [x, y, z] :type: :class:`mathutils.Vector` .. attribute:: localTransform The object's local space transform matrix. 4x4 Matrix. :type: :class:`mathutils.Matrix` .. attribute:: worldTransform The object's world space transform matrix. 4x4 Matrix. :type: :class:`mathutils.Matrix` .. attribute:: localLinearVelocity The object's local linear velocity. [x, y, z] :type: :class:`mathutils.Vector` .. attribute:: worldLinearVelocity The object's world linear velocity. [x, y, z] :type: :class:`mathutils.Vector` .. attribute:: localAngularVelocity The object's local angular velocity. [x, y, z] :type: :class:`mathutils.Vector` .. attribute:: worldAngularVelocity The object's world angular velocity. [x, y, z] :type: :class:`mathutils.Vector` .. attribute:: timeOffset adjust the slowparent delay at runtime. :type: float .. attribute:: state the game object's state bitmask, using the first 30 bits, one bit must always be set. :type: int .. attribute:: meshes a list meshes for this object. :type: list of :class:`KX_MeshProxy` .. note:: Most objects use only 1 mesh. .. note:: Changes to this list will not update the KX_GameObject. .. attribute:: sensors a sequence of :class:`SCA_ISensor` objects with string/index lookups and iterator support. :type: list .. note:: This attribute is experemental and may be removed (but probably wont be). .. note:: Changes to this list will not update the KX_GameObject. .. attribute:: controllers a sequence of :class:`SCA_IController` objects with string/index lookups and iterator support. :type: list of :class:`SCA_ISensor` .. note:: This attribute is experemental and may be removed (but probably wont be). .. note:: Changes to this list will not update the KX_GameObject. .. attribute:: actuators a list of :class:`SCA_IActuator` with string/index lookups and iterator support. :type: list .. note:: This attribute is experemental and may be removed (but probably wont be). .. note:: Changes to this list will not update the KX_GameObject. .. attribute:: attrDict get the objects internal python attribute dictionary for direct (faster) access. :type: dict .. attribute:: children direct children of this object, (read-only). :type: :class:`CListValue` of :class:`KX_GameObject`'s .. attribute:: childrenRecursive all children of this object including childrens children, (read-only). :type: :class:`CListValue` of :class:`KX_GameObject`'s .. method:: endObject() Delete this object, can be used in place of the EndObject Actuator. The actual removal of the object from the scene is delayed. .. method:: replaceMesh(mesh, useDisplayMesh=True, usePhysicsMesh=False) Replace the mesh of this object with a new mesh. This works the same was as the actuator. :arg mesh: mesh to replace or the meshes name. :type mesh: :class:`MeshProxy` or string :arg useDisplayMesh: when enabled the display mesh will be replaced (optional argument). :type useDisplayMesh: boolean :arg usePhysicsMesh: when enabled the physics mesh will be replaced (optional argument). :type usePhysicsMesh: boolean .. method:: setVisible(visible, recursive) Sets the game object's visible flag. :arg visible: the visible state to set. :type visible: boolean :arg recursive: optional argument to set all childrens visibility flag too. :type recursive: boolean .. method:: setOcclusion(occlusion, recursive) Sets the game object's occlusion capability. :arg occlusion: the state to set the occlusion to. :type occlusion: boolean :arg recursive: optional argument to set all childrens occlusion flag too. :type recursive: boolean .. method:: alignAxisToVect(vect, axis=2, factor=1.0) Aligns any of the game object's axis along the given vector. :arg vect: a vector to align the axis. :type vect: 3D vector :arg axis: The axis you want to align * 0: X axis * 1: Y axis * 2: Z axis :type axis: integer :arg factor: Only rotate a feaction of the distance to the target vector (0.0 - 1.0) :type factor: float .. method:: getAxisVect(vect) Returns the axis vector rotates by the objects worldspace orientation. This is the equivalent of multiplying the vector by the orientation matrix. :arg vect: a vector to align the axis. :type vect: 3D Vector :return: The vector in relation to the objects rotation. :rtype: 3d vector. .. method:: applyMovement(movement, local=False) Sets the game object's movement. :arg movement: movement vector. :type movement: 3D Vector :arg local: * False: you get the "global" movement ie: relative to world orientation. * True: you get the "local" movement ie: relative to object orientation. :arg local: boolean .. method:: applyRotation(rotation, local=False) Sets the game object's rotation. :arg rotation: rotation vector. :type rotation: 3D Vector :arg local: * False: you get the "global" rotation ie: relative to world orientation. * True: you get the "local" rotation ie: relative to object orientation. :arg local: boolean .. method:: applyForce(force, local=False) Sets the game object's force. This requires a dynamic object. :arg force: force vector. :type force: 3D Vector :arg local: * False: you get the "global" force ie: relative to world orientation. * True: you get the "local" force ie: relative to object orientation. :type local: boolean .. method:: applyTorque(torque, local=False) Sets the game object's torque. This requires a dynamic object. :arg torque: torque vector. :type torque: 3D Vector :arg local: * False: you get the "global" torque ie: relative to world orientation. * True: you get the "local" torque ie: relative to object orientation. :type local: boolean .. method:: getLinearVelocity(local=False) Gets the game object's linear velocity. This method returns the game object's velocity through it's centre of mass, ie no angular velocity component. :arg local: * False: you get the "global" velocity ie: relative to world orientation. * True: you get the "local" velocity ie: relative to object orientation. :type local: boolean :return: the object's linear velocity. :rtype: list [vx, vy, vz] .. method:: setLinearVelocity(velocity, local=False) Sets the game object's linear velocity. This method sets game object's velocity through it's centre of mass, ie no angular velocity component. This requires a dynamic object. :arg velocity: linear velocity vector. :type velocity: 3D Vector :arg local: * False: you get the "global" velocity ie: relative to world orientation. * True: you get the "local" velocity ie: relative to object orientation. :type local: boolean .. method:: getAngularVelocity(local=False) Gets the game object's angular velocity. :arg local: * False: you get the "global" velocity ie: relative to world orientation. * True: you get the "local" velocity ie: relative to object orientation. :type local: boolean :return: the object's angular velocity. :rtype: list [vx, vy, vz] .. method:: setAngularVelocity(velocity, local=False) Sets the game object's angular velocity. This requires a dynamic object. :arg velocity: angular velocity vector. :type velocity: boolean :arg local: * False: you get the "global" velocity ie: relative to world orientation. * True: you get the "local" velocity ie: relative to object orientation. .. method:: getVelocity(point=(0, 0, 0)) Gets the game object's velocity at the specified point. Gets the game object's velocity at the specified point, including angular components. :arg point: optional point to return the velocity for, in local coordinates. :type point: 3D Vector :return: the velocity at the specified point. :rtype: list [vx, vy, vz] .. method:: getReactionForce() Gets the game object's reaction force. The reaction force is the force applied to this object over the last simulation timestep. This also includes impulses, eg from collisions. :return: the reaction force of this object. :rtype: list [fx, fy, fz] .. note:: This is not implimented at the moment. .. method:: applyImpulse(point, impulse) Applies an impulse to the game object. This will apply the specified impulse to the game object at the specified point. If point != position, applyImpulse will also change the object's angular momentum. Otherwise, only linear momentum will change. :arg point: the point to apply the impulse to (in world coordinates) :type point: the point to apply the impulse to (in world coordinates) .. method:: suspendDynamics() Suspends physics for this object. .. method:: restoreDynamics() Resumes physics for this object. .. note:: The objects linear velocity will be applied from when the dynamics were suspended. .. method:: enableRigidBody() Enables rigid body physics for this object. Rigid body physics allows the object to roll on collisions. .. method:: disableRigidBody() Disables rigid body physics for this object. .. method:: setParent(parent, compound=True, ghost=True) Sets this object's parent. Control the shape status with the optional compound and ghost parameters: In that case you can control if it should be ghost or not: :arg parent: new parent object. :type parent: :class:`KX_GameObject` :arg compound: whether the shape should be added to the parent compound shape. * True: the object shape should be added to the parent compound shape. * False: the object should keep its individual shape. :type compound: boolean :arg ghost: whether the object should be ghost while parented. * True: if the object should be made ghost while parented. * False: if the object should be solid while parented. :type ghost: boolean .. note:: If the object type is sensor, it stays ghost regardless of ghost parameter .. method:: removeParent() Removes this objects parent. .. method:: getPhysicsId() Returns the user data object associated with this game object's physics controller. .. method:: getPropertyNames() Gets a list of all property names. :return: All property names for this object. :rtype: list .. method:: getDistanceTo(other) :arg other: a point or another :class:`KX_GameObject` to measure the distance to. :type other: :class:`KX_GameObject` or list [x, y, z] :return: distance to another object or point. :rtype: float .. method:: getVectTo(other) Returns the vector and the distance to another object or point. The vector is normalized unless the distance is 0, in which a zero length vector is returned. :arg other: a point or another :class:`KX_GameObject` to get the vector and distance to. :type other: :class:`KX_GameObject` or list [x, y, z] :return: (distance, globalVector(3), localVector(3)) :rtype: 3-tuple (float, 3-tuple (x, y, z), 3-tuple (x, y, z)) .. method:: rayCastTo(other, dist, prop) Look towards another point/object and find first object hit within dist that matches prop. The ray is always casted from the center of the object, ignoring the object itself. The ray is casted towards the center of another object or an explicit [x, y, z] point. Use rayCast() if you need to retrieve the hit point :arg other: [x, y, z] or object towards which the ray is casted :type other: :class:`KX_GameObject` or 3-tuple :arg dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other :type dist: float :arg prop: property name that object must have; can be omitted => detect any object :type prop: string :return: the first object hit or None if no object or object does not match prop :rtype: :class:`KX_GameObject` .. method:: rayCast(objto, objfrom, dist, prop, face, xray, poly) Look from a point/object to another point/object and find first object hit within dist that matches prop. if poly is 0, returns a 3-tuple with object reference, hit point and hit normal or (None, None, None) if no hit. if poly is 1, returns a 4-tuple with in addition a :class:`KX_PolyProxy` as 4th element. if poly is 2, returns a 5-tuple with in addition a 2D vector with the UV mapping of the hit point as 5th element. .. code-block:: python # shoot along the axis gun-gunAim (gunAim should be collision-free) obj, point, normal = gun.rayCast(gunAim, None, 50) if obj: # do something pass The face paremeter determines the orientation of the normal. * 0 => hit normal is always oriented towards the ray origin (as if you casted the ray from outside) * 1 => hit normal is the real face normal (only for mesh object, otherwise face has no effect) The ray has X-Ray capability if xray parameter is 1, otherwise the first object hit (other than self object) stops the ray. The prop and xray parameters interact as follow. * prop off, xray off: return closest hit or no hit if there is no object on the full extend of the ray. * prop off, xray on : idem. * prop on, xray off: return closest hit if it matches prop, no hit otherwise. * prop on, xray on : return closest hit matching prop or no hit if there is no object matching prop on the full extend of the ray. The :class:`KX_PolyProxy` 4th element of the return tuple when poly=1 allows to retrieve information on the polygon hit by the ray. If there is no hit or the hit object is not a static mesh, None is returned as 4th element. The ray ignores collision-free objects and faces that dont have the collision flag enabled, you can however use ghost objects. :arg objto: [x, y, z] or object to which the ray is casted :type objto: :class:`KX_GameObject` or 3-tuple :arg objfrom: [x, y, z] or object from which the ray is casted; None or omitted => use self object center :type objfrom: :class:`KX_GameObject` or 3-tuple or None :arg dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to to :type dist: float :arg prop: property name that object must have; can be omitted or "" => detect any object :type prop: string :arg face: normal option: 1=>return face normal; 0 or omitted => normal is oriented towards origin :type face: integer :arg xray: X-ray option: 1=>skip objects that don't match prop; 0 or omitted => stop on first object :type xray: integer :arg poly: polygon option: 0, 1 or 2 to return a 3-, 4- or 5-tuple with information on the face hit. * 0 or omitted: return value is a 3-tuple (object, hitpoint, hitnormal) or (None, None, None) if no hit * 1: return value is a 4-tuple and the 4th element is a :class:`KX_PolyProxy` or None if no hit or the object doesn't use a mesh collision shape. * 2: return value is a 5-tuple and the 5th element is a 2-tuple (u, v) with the UV mapping of the hit point or None if no hit, or the object doesn't use a mesh collision shape, or doesn't have a UV mapping. :type poly: integer :return: (object, hitpoint, hitnormal) or (object, hitpoint, hitnormal, polygon) or (object, hitpoint, hitnormal, polygon, hituv). * object, hitpoint and hitnormal are None if no hit. * polygon is valid only if the object is valid and is a static object, a dynamic object using mesh collision shape or a soft body object, otherwise it is None * hituv is valid only if polygon is valid and the object has a UV mapping, otherwise it is None :rtype: * 3-tuple (:class:`KX_GameObject`, 3-tuple (x, y, z), 3-tuple (nx, ny, nz)) * or 4-tuple (:class:`KX_GameObject`, 3-tuple (x, y, z), 3-tuple (nx, ny, nz), :class:`PolyProxy`) * or 5-tuple (:class:`KX_GameObject`, 3-tuple (x, y, z), 3-tuple (nx, ny, nz), :class:`PolyProxy`, 2-tuple (u, v)) .. note:: The ray ignores the object on which the method is called. It is casted from/to object center or explicit [x, y, z] points. .. method:: setCollisionMargin(margin) Set the objects collision margin. :arg margin: the collision margin distance in blender units. :type margin: float .. note:: If this object has no physics controller (a physics ID of zero), this function will raise RuntimeError. .. method:: sendMessage(subject, body="", to="") Sends a message. :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 .. method:: reinstancePhysicsMesh(gameObject, meshObject) Updates the physics system with the changed mesh. If no arguments are given the physics mesh will be re-created from the first mesh assigned to the game object. :arg gameObject: optional argument, set the physics shape from this gameObjets mesh. :type gameObject: string, :class:`KX_GameObject` or None :arg meshObject: optional argument, set the physics shape from this mesh. :type meshObject: string, :class:`MeshProxy` or None :return: True if reinstance succeeded, False if it failed. :rtype: boolean .. note:: If this object has instances the other instances will be updated too. .. note:: The gameObject argument has an advantage that it can convert from a mesh with modifiers applied (such as subsurf). .. warning:: Only triangle mesh type objects are supported currently (not convex hull) .. warning:: If the object is a part of a combound object it will fail (parent or child) .. warning:: Rebuilding the physics mesh can be slow, running many times per second will give a performance hit. .. method:: get(key, default=None) Return the value matching key, or the default value if its not found. :return: The key value or a default. .. method:: playAction(name, start_frame, end_frame, layer=0, priority=0, blendin=0, play_mode=ACT_MODE_PLAY, layer_weight=0.0, ipo_flags=0, speed=1.0) Plays an action. :arg name: the name of the action :type name: string :arg start: the start frame of the action :type start: float :arg end: the end frame of the action :type end: float :arg layer: the layer the action will play in (actions in different layers are added/blended together) :type layer: integer :arg priority: only play this action if there isn't an action currently playing in this layer with a higher (lower number) priority :type priority: integer :arg blendin: the amount of blending between this animation and the previous one on this layer :type blendin: float :arg play_mode: the play mode :type play_mode: KX_ACTION_MODE_PLAY, KX_ACTION_MODE_LOOP, or KX_ACTION_MODE_PING_PONG :arg layer_weight: how much of the previous layer to use for blending (0 = add) :type layer_weight: float :arg ipo_flags: flags for the old IPO behaviors (force, etc) :type ipo_flags: int bitfield :arg speed: the playback speed of the action as a factor (1.0 = normal speed, 2.0 = 2x speed, etc) :type speed: float .. method:: stopAction(layer=0) Stop playing the action on the given layer. :arg layer: The layer to stop playing. :type layer: integer .. method:: getActionFrame(layer=0) Gets the current frame of the action playing in the supplied layer. :arg layer: The layer that you want to get the frame from. :type layer: integer :return: The current frame of the action :rtype: float .. method:: setActionFrame(frame, layer=0) Set the current frame of the action playing in the supplied layer. :arg layer: The layer where you want to set the frame :type layer: integer :arg frame: The frame to set the action to :type frame: float .. method:: isPlayingAction(layer=0) Checks to see if there is an action playing in the given layer. :arg layer: The layer to check for a playing action. :type layer: integer :return: Whether or not the action is playing :rtype: boolean .. class:: KX_IpoActuator(SCA_IActuator) IPO actuator activates an animation. .. attribute:: frameStart Start frame. :type: float .. attribute:: frameEnd End frame. :type: float .. attribute:: propName Use this property to define the Ipo position. :type: string .. attribute:: framePropName Assign this property this action current frame number. :type: string .. attribute:: mode Play mode for the ipo. Can be on of :ref:`these constants ` :type: integer .. attribute:: useIpoAsForce Apply Ipo as a global or local force depending on the local option (dynamic objects only). :type: boolean .. attribute:: useIpoAdd Ipo is added to the current loc/rot/scale in global or local coordinate according to Local flag. :type: boolean .. attribute:: useIpoLocal Let the ipo acts in local coordinates, used in Force and Add mode. :type: boolean .. attribute:: useChildren Update IPO on all children Objects as well. :type: boolean .. class:: KX_LightObject(KX_GameObject) A Light object. .. code-block:: python # Turn on a red alert light. import bge co = bge.logic.getCurrentController() light = co.owner light.energy = 1.0 light.color = [1.0, 0.0, 0.0] .. data:: SPOT A spot light source. See attribute :data:`type` .. data:: SUN A point light source with no attenuation. See attribute :data:`type` .. data:: NORMAL A point light source. See attribute :data:`type` .. attribute:: type The type of light - must be SPOT, SUN or NORMAL .. attribute:: layer The layer mask that this light affects object on. :type: bitfield .. attribute:: energy The brightness of this light. :type: float .. attribute:: distance The maximum distance this light can illuminate. (SPOT and NORMAL lights only). :type: float .. attribute:: color The color of this light. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0]. :type: list [r, g, b] .. attribute:: colour Synonym for color. .. attribute:: lin_attenuation The linear component of this light's attenuation. (SPOT and NORMAL lights only). :type: float .. attribute:: quad_attenuation The quadratic component of this light's attenuation (SPOT and NORMAL lights only). :type: float .. attribute:: spotsize The cone angle of the spot light, in degrees (SPOT lights only). :type: float in [0 - 180]. .. attribute:: spotblend Specifies the intensity distribution of the spot light (SPOT lights only). :type: float in [0 - 1] .. note:: Higher values result in a more focused light source. .. class:: KX_MeshProxy(SCA_IObject) A mesh object. You can only change the vertex properties of a mesh object, not the mesh topology. To use mesh objects effectively, you should know a bit about how the game engine handles them. #. Mesh Objects are converted from Blender at scene load. #. The Converter groups polygons by Material. This means they can be sent to the renderer efficiently. A material holds: #. The texture. #. The Blender material. #. The Tile properties #. The face properties - (From the "Texture Face" panel) #. Transparency & z sorting #. Light layer #. Polygon shape (triangle/quad) #. Game Object #. Vertices will be split by face if necessary. Vertices can only be shared between faces if: #. They are at the same position #. UV coordinates are the same #. Their normals are the same (both polygons are "Set Smooth") #. They are the same color, for example: a cube has 24 vertices: 6 faces with 4 vertices per face. The correct method of iterating over every :class:`KX_VertexProxy` in a game object .. code-block:: python from bge import logic cont = logic.getCurrentController() object = cont.owner for mesh in object.meshes: for m_index in range(len(mesh.materials)): for v_index in range(mesh.getVertexArrayLength(m_index)): vertex = mesh.getVertex(m_index, v_index) # Do something with vertex here... # ... eg: color the vertex red. vertex.color = [1.0, 0.0, 0.0, 1.0] .. attribute:: materials :type: list of :class:`KX_BlenderMaterial` or :class:`KX_PolygonMaterial` types .. attribute:: numPolygons :type: integer .. attribute:: numMaterials :type: integer .. method:: getNumMaterials() :return: number of materials associated with this object :rtype: integer .. method:: getMaterialName(matid) Gets the name of the specified material. :arg matid: the specified material. :type matid: integer :return: the attached material name. :rtype: string .. method:: getTextureName(matid) Gets the name of the specified material's texture. :arg matid: the specified material :type matid: integer :return: the attached material's texture name. :rtype: string .. method:: getVertexArrayLength(matid) Gets the length of the vertex array associated with the specified material. There is one vertex array for each material. :arg matid: the specified material :type matid: integer :return: the number of verticies in the vertex array. :rtype: integer .. method:: getVertex(matid, index) Gets the specified vertex from the mesh object. :arg matid: the specified material :type matid: integer :arg index: the index into the vertex array. :type index: integer :return: a vertex object. :rtype: :class:`KX_VertexProxy` .. method:: getNumPolygons() :return: The number of polygon in the mesh. :rtype: integer .. method:: getPolygon(index) Gets the specified polygon from the mesh. :arg index: polygon number :type index: integer :return: a polygon object. :rtype: :class:`PolyProxy` .. class:: SCA_MouseSensor(SCA_ISensor) Mouse Sensor logic brick. .. attribute:: position current [x, y] coordinates of the mouse, in frame coordinates (pixels). :type: [integer, interger] .. attribute:: mode sensor mode. :type: integer * KX_MOUSESENSORMODE_LEFTBUTTON(1) * KX_MOUSESENSORMODE_MIDDLEBUTTON(2) * KX_MOUSESENSORMODE_RIGHTBUTTON(3) * KX_MOUSESENSORMODE_WHEELUP(4) * KX_MOUSESENSORMODE_WHEELDOWN(5) * KX_MOUSESENSORMODE_MOVEMENT(6) .. method:: getButtonStatus(button) Get the mouse button status. :arg button: The code that represents the key you want to get the state of, use one of :ref:`these constants` :type button: int :return: The state of the given key, can be one of :ref:`these constants` :rtype: int .. class:: KX_MouseFocusSensor(SCA_MouseSensor) The mouse focus sensor detects when the mouse is over the current game object. The mouse focus sensor works by transforming the mouse coordinates from 2d device space to 3d space then raycasting away from the camera. .. attribute:: raySource The worldspace source of the ray (the view position). :type: list (vector of 3 floats) .. attribute:: rayTarget The worldspace target of the ray. :type: list (vector of 3 floats) .. attribute:: rayDirection The :data:`rayTarget` - :class:`raySource` normalized. :type: list (normalized vector of 3 floats) .. attribute:: hitObject the last object the mouse was over. :type: :class:`KX_GameObject` or None .. attribute:: hitPosition The worldspace position of the ray intersecton. :type: list (vector of 3 floats) .. attribute:: hitNormal the worldspace normal from the face at point of intersection. :type: list (normalized vector of 3 floats) .. attribute:: hitUV the UV coordinates at the point of intersection. :type: list (vector of 2 floats) If the object has no UV mapping, it returns [0, 0]. The UV coordinates are not normalized, they can be < 0 or > 1 depending on the UV mapping. .. attribute:: usePulseFocus When enabled, moving the mouse over a different object generates a pulse. (only used when the 'Mouse Over Any' sensor option is set). :type: boolean .. class:: KX_TouchSensor(SCA_ISensor) Touch sensor detects collisions between objects. .. attribute:: propName The property or material to collide with. :type: string .. attribute:: useMaterial Determines if the sensor is looking for a property or material. KX_True = Find material; KX_False = Find property. :type: boolean .. attribute:: usePulseCollision When enabled, changes to the set of colliding objects generate a pulse. :type: boolean .. attribute:: hitObject The last collided object. (read-only). :type: :class:`KX_GameObject` or None .. attribute:: hitObjectList A list of colliding objects. (read-only). :type: :class:`CListValue` of :class:`KX_GameObject` .. class:: KX_NearSensor(KX_TouchSensor) A near sensor is a specialised form of touch sensor. .. attribute:: distance The near sensor activates when an object is within this distance. :type: float .. attribute:: resetDistance The near sensor deactivates when the object exceeds this distance. :type: float .. class:: KX_NetworkMessageActuator(SCA_IActuator) Message Actuator .. attribute:: propName Messages will only be sent to objects with the given property name. :type: string .. attribute:: subject The subject field of the message. :type: string .. attribute:: body The body of the message. :type: string .. attribute:: usePropBody Send a property instead of a regular body message. :type: boolean .. class:: KX_NetworkMessageSensor(SCA_ISensor) The Message Sensor logic brick. Currently only loopback (local) networks are supported. .. attribute:: subject The subject the sensor is looking for. :type: string .. attribute:: frameMessageCount The number of messages received since the last frame. (read-only). :type: integer .. attribute:: subjects The list of message subjects received. (read-only). :type: list of strings .. attribute:: bodies The list of message bodies received. (read-only). :type: list of strings .. class:: KX_ObjectActuator(SCA_IActuator) The object actuator ("Motion Actuator") applies force, torque, displacement, angular displacement, velocity, or angular velocity to an object. Servo control allows to regulate force to achieve a certain speed target. .. attribute:: force The force applied by the actuator. :type: list [x, y, z] .. attribute:: useLocalForce A flag specifying if the force is local. :type: boolean .. attribute:: torque The torque applied by the actuator. :type: list [x, y, z] .. attribute:: useLocalTorque A flag specifying if the torque is local. :type: boolean .. attribute:: dLoc The displacement vector applied by the actuator. :type: list [x, y, z] .. attribute:: useLocalDLoc A flag specifying if the dLoc is local. :type: boolean .. attribute:: dRot The angular displacement vector applied by the actuator :type: list [x, y, z] .. note:: Since the displacement is applied every frame, you must adjust the displacement based on the frame rate, or you game experience will depend on the player's computer speed. .. attribute:: useLocalDRot A flag specifying if the dRot is local. :type: boolean .. attribute:: linV The linear velocity applied by the actuator. :type: list [x, y, z] .. attribute:: useLocalLinV A flag specifying if the linear velocity is local. :type: boolean .. note:: This is the target speed for servo controllers. .. attribute:: angV The angular velocity applied by the actuator. :type: list [x, y, z] .. attribute:: useLocalAngV A flag specifying if the angular velocity is local. :type: boolean .. attribute:: damping The damping parameter of the servo controller. :type: short .. attribute:: forceLimitX The min/max force limit along the X axis and activates or deactivates the limits in the servo controller. :type: list [min(float), max(float), bool] .. attribute:: forceLimitY The min/max force limit along the Y axis and activates or deactivates the limits in the servo controller. :type: list [min(float), max(float), bool] .. attribute:: forceLimitZ The min/max force limit along the Z axis and activates or deactivates the limits in the servo controller. :type: list [min(float), max(float), bool] .. attribute:: pid The PID coefficients of the servo controller. :type: list of floats [proportional, integral, derivate] .. attribute:: reference The object that is used as reference to compute the velocity for the servo controller. :type: :class:`KX_GameObject` or None .. class:: KX_ParentActuator(SCA_IActuator) The parent actuator can set or remove an objects parent object. .. attribute:: object the object this actuator sets the parent too. :type: :class:`KX_GameObject` or None .. attribute:: mode The mode of this actuator. :type: integer from 0 to 1. .. attribute:: compound Whether the object shape should be added to the parent compound shape when parenting. Effective only if the parent is already a compound shape. :type: boolean .. attribute:: ghost Whether the object should be made ghost when parenting Effective only if the shape is not added to the parent compound shape. :type: boolean .. class:: KX_PhysicsObjectWrapper(PyObjectPlus) KX_PhysicsObjectWrapper .. method:: setActive(active) Set the object to be active. :arg active: set to True to be active :type active: boolean .. method:: setAngularVelocity(x, y, z, local) Set the angular velocity of the object. :arg x: angular velocity for the x-axis :type x: float :arg y: angular velocity for the y-axis :type y: float :arg z: angular velocity for the z-axis :type z: float :arg local: set to True for local axis :type local: boolean .. method:: setLinearVelocity(x, y, z, local) Set the linear velocity of the object. :arg x: linear velocity for the x-axis :type x: float :arg y: linear velocity for the y-axis :type y: float :arg z: linear velocity for the z-axis :type z: float :arg local: set to True for local axis :type local: boolean .. class:: KX_PolyProxy(SCA_IObject) A polygon holds the index of the vertex forming the poylgon. Note: The polygon attributes are read-only, you need to retrieve the vertex proxy if you want to change the vertex settings. .. attribute:: matname The name of polygon material, empty if no material. :type: string .. attribute:: material The material of the polygon. :type: :class:`KX_PolygonMaterial` or :class:`KX_BlenderMaterial` .. attribute:: texture The texture name of the polygon. :type: string .. attribute:: matid The material index of the polygon, use this to retrieve vertex proxy from mesh proxy. :type: integer .. attribute:: v1 vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy. :type: integer .. attribute:: v2 vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy. :type: integer .. attribute:: v3 vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy. :type: integer .. attribute:: v4 Vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex Use this to retrieve vertex proxy from mesh proxy. :type: integer .. attribute:: visible visible state of the polygon: 1=visible, 0=invisible. :type: integer .. attribute:: collide collide state of the polygon: 1=receives collision, 0=collision free. :type: integer .. method:: getMaterialName() Returns the polygon material name with MA prefix :return: material name :rtype: string .. method:: getMaterial() :return: The polygon material :rtype: :class:`KX_PolygonMaterial` or :class:`KX_BlenderMaterial` .. method:: getTextureName() :return: The texture name :rtype: string .. method:: getMaterialIndex() Returns the material bucket index of the polygon. This index and the ones returned by getVertexIndex() are needed to retrieve the vertex proxy from :class:`MeshProxy`. :return: the material index in the mesh :rtype: integer .. method:: getNumVertex() Returns the number of vertex of the polygon. :return: number of vertex, 3 or 4. :rtype: integer .. method:: isVisible() Returns whether the polygon is visible or not :return: 0=invisible, 1=visible :rtype: boolean .. method:: isCollider() Returns whether the polygon is receives collision or not :return: 0=collision free, 1=receives collision :rtype: integer .. method:: getVertexIndex(vertex) Returns the mesh vertex index of a polygon vertex This index and the one returned by getMaterialIndex() are needed to retrieve the vertex proxy from :class:`MeshProxy`. :arg vertex: index of the vertex in the polygon: 0->3 :arg vertex: integer :return: mesh vertex index :rtype: integer .. method:: getMesh() Returns a mesh proxy :return: mesh proxy :rtype: :class:`MeshProxy` .. class:: KX_PolygonMaterial(PyObjectPlus) This is the interface to materials in the game engine. Materials define the render state to be applied to mesh objects. .. warning:: Some of the methods/variables are CObjects. If you mix these up, you will crash blender. .. code-block:: python from bge import logic vertex_shader = """ void main(void) { // original vertex position, no changes gl_Position = ftransform(); // coordinate of the 1st texture channel gl_TexCoord[0] = gl_MultiTexCoord0; // coordinate of the 2nd texture channel gl_TexCoord[1] = gl_MultiTexCoord1; } """ fragment_shader =""" uniform sampler2D color_0; uniform sampler2D color_1; uniform float factor; void main(void) { vec4 color_0 = texture2D(color_0, gl_TexCoord[0].st); vec4 color_1 = texture2D(color_1, gl_TexCoord[1].st); gl_FragColor = mix(color_0, color_1, factor); } """ object = logic.getCurrentController().owner object = cont.owner for mesh in object.meshes: for material in mesh.materials: shader = material.getShader() if shader != None: if not shader.isValid(): shader.setSource(vertex_shader, fragment_shader, True) # get the first texture channel of the material shader.setSampler('color_0', 0) # get the second texture channel of the material shader.setSampler('color_1', 1) # pass another uniform to the shader shader.setUniform1f('factor', 0.3) .. attribute:: texture Texture name. :type: string (read-only) .. attribute:: gl_texture OpenGL texture handle (eg for glBindTexture(GL_TEXTURE_2D, gl_texture). :type: integer (read-only) .. attribute:: material Material name. :type: string (read-only) .. attribute:: tface Texture face properties. :type: CObject (read-only) .. attribute:: tile Texture is tiling. :type: boolean .. attribute:: tilexrep Number of tile repetitions in x direction. :type: integer .. attribute:: tileyrep Number of tile repetitions in y direction. :type: integer .. attribute:: drawingmode Drawing mode for the material. - 2 (drawingmode & 4) Textured - 4 (drawingmode & 16) Light - 14 (drawingmode & 16384) 3d Polygon Text. :type: bitfield .. attribute:: transparent This material is transparent. All meshes with this material will be rendered after non transparent meshes from back to front. :type: boolean .. attribute:: zsort Transparent polygons in meshes with this material will be sorted back to front before rendering. Non-Transparent polygons will be sorted front to back before rendering. :type: boolean .. attribute:: lightlayer Light layers this material affects. :type: bitfield. .. attribute:: triangle Mesh data with this material is triangles. It's probably not safe to change this. :type: boolean .. attribute:: diffuse The diffuse color of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0]. :type: list [r, g, b] .. attribute:: specular The specular color of the material. black = [0.0, 0.0, 0.0] white = [1.0, 1.0, 1.0]. :type: list [r, g, b] .. attribute:: shininess The shininess (specular exponent) of the material. 0.0 <= shininess <= 128.0. :type: float .. attribute:: specularity The amount of specular of the material. 0.0 <= specularity <= 1.0. :type: float .. method:: updateTexture(tface, rasty) Updates a realtime animation. :arg tface: Texture face (eg mat.tface) :type tface: CObject :arg rasty: Rasterizer :type rasty: CObject .. method:: setTexture(tface) Sets texture render state. :arg tface: Texture face :type tface: CObject .. code-block:: python mat.setTexture(mat.tface) .. method:: activate(rasty, cachingInfo) Sets material parameters for this object for rendering. Material Parameters set: #. Texture #. Backface culling #. Line drawing #. Specular Colour #. Shininess #. Diffuse Colour #. Polygon Offset. :arg rasty: Rasterizer instance. :type rasty: CObject :arg cachingInfo: Material cache instance. :type cachingInfo: CObject .. method:: setCustomMaterial(material) Sets the material state setup object. Using this method, you can extend or completely replace the gameengine material to do your own advanced multipass effects. Use this method to register your material class. Instead of the normal material, your class's activate method will be called just before rendering the mesh. This should setup the texture, material, and any other state you would like. It should return True to render the mesh, or False if you are finished. You should clean up any state Blender does not set before returning False. Activate Method Definition: .. code-block:: python def activate(self, rasty, cachingInfo, material): :arg material: The material object. :type material: instance .. code-block:: python class PyMaterial: def __init__(self): self.pass_no = -1 def activate(self, rasty, cachingInfo, material): # Activate the material here. # # The activate method will be called until it returns False. # Every time the activate method returns True the mesh will # be rendered. # # rasty is a CObject for passing to material.updateTexture() # and material.activate() # cachingInfo is a CObject for passing to material.activate() # material is the KX_PolygonMaterial instance this material # was added to # default material properties: self.pass_no += 1 if self.pass_no == 0: material.activate(rasty, cachingInfo) # Return True to do this pass return True # clean up and return False to finish. self.pass_no = -1 return False # Create a new Python Material and pass it to the renderer. mat.setCustomMaterial(PyMaterial()) .. class:: KX_RadarSensor(KX_NearSensor) Radar sensor is a near sensor with a conical sensor object. .. attribute:: coneOrigin The origin of the cone with which to test. The origin is in the middle of the cone. (read-only). :type: list of floats [x, y, z] .. attribute:: coneTarget The center of the bottom face of the cone with which to test. (read-only). :type: list of floats [x, y, z] .. attribute:: distance The height of the cone with which to test. :type: float .. attribute:: angle The angle of the cone (in degrees) with which to test. :type: float .. attribute:: axis The axis on which the radar cone is cast. :type: integer from 0 to 5 KX_RADAR_AXIS_POS_X, KX_RADAR_AXIS_POS_Y, KX_RADAR_AXIS_POS_Z, KX_RADAR_AXIS_NEG_X, KX_RADAR_AXIS_NEG_Y, KX_RADAR_AXIS_NEG_Z .. class:: KX_RaySensor(SCA_ISensor) A ray sensor detects the first object in a given direction. .. attribute:: propName The property the ray is looking for. :type: string .. attribute:: range The distance of the ray. :type: float .. attribute:: useMaterial Whether or not to look for a material (false = property). :type: boolean .. attribute:: useXRay Whether or not to use XRay. :type: boolean .. attribute:: hitObject The game object that was hit by the ray. (read-only). :type: :class:`KX_GameObject` .. attribute:: hitPosition The position (in worldcoordinates) where the object was hit by the ray. (read-only). :type: list [x, y, z] .. attribute:: hitNormal The normal (in worldcoordinates) of the object at the location where the object was hit by the ray. (read-only). :type: list [x, y, z] .. attribute:: rayDirection The direction from the ray (in worldcoordinates). (read-only). :type: list [x, y, z] .. attribute:: axis The axis the ray is pointing on. :type: integer from 0 to 5 * KX_RAY_AXIS_POS_X * KX_RAY_AXIS_POS_Y * KX_RAY_AXIS_POS_Z * KX_RAY_AXIS_NEG_X * KX_RAY_AXIS_NEG_Y * KX_RAY_AXIS_NEG_Z .. class:: KX_SCA_AddObjectActuator(SCA_IActuator) Edit Object Actuator (in Add Object Mode) .. warning:: An Add Object actuator will be ignored if at game start, the linked object doesn't exist (or is empty) or the linked object is in an active layer. .. code-block:: none Error: GameObject 'Name' has a AddObjectActuator 'ActuatorName' without object (in 'nonactive' layer) .. attribute:: object the object this actuator adds. :type: :class:`KX_GameObject` or None .. attribute:: objectLastCreated the last added object from this actuator (read-only). :type: :class:`KX_GameObject` or None .. attribute:: time the lifetime of added objects, in frames. Set to 0 to disable automatic deletion. :type: integer .. attribute:: linearVelocity the initial linear velocity of added objects. :type: list [vx, vy, vz] .. attribute:: angularVelocity the initial angular velocity of added objects. :type: list [vx, vy, vz] .. method:: instantAddObject() adds the object without needing to calling SCA_PythonController.activate() .. note:: Use objectLastCreated to get the newly created object. .. class:: KX_SCA_DynamicActuator(SCA_IActuator) Dynamic Actuator. .. attribute:: mode :type: integer the type of operation of the actuator, 0-4 * KX_DYN_RESTORE_DYNAMICS(0) * KX_DYN_DISABLE_DYNAMICS(1) * KX_DYN_ENABLE_RIGID_BODY(2) * KX_DYN_DISABLE_RIGID_BODY(3) * KX_DYN_SET_MASS(4) .. attribute:: mass the mass value for the KX_DYN_SET_MASS operation. :type: float .. class:: KX_SCA_EndObjectActuator(SCA_IActuator) Edit Object Actuator (in End Object mode) This actuator has no python methods. .. class:: KX_SCA_ReplaceMeshActuator(SCA_IActuator) Edit Object actuator, in Replace Mesh mode. .. warning:: Replace mesh actuators will be ignored if at game start, the named mesh doesn't exist. This will generate a warning in the console .. code-block:: none Error: GameObject 'Name' ReplaceMeshActuator 'ActuatorName' without object .. code-block:: python # Level-of-detail # Switch a game object's mesh based on its depth in the camera view. # +----------+ +-----------+ +-------------------------------------+ # | Always +-----+ Python +-----+ Edit Object (Replace Mesh) LOD.Mesh | # +----------+ +-----------+ +-------------------------------------+ from bge import logic # List detail meshes here # Mesh (name, near, far) # Meshes overlap so that they don't 'pop' when on the edge of the distance. meshes = ((".Hi", 0.0, -20.0), (".Med", -15.0, -50.0), (".Lo", -40.0, -100.0) ) cont = logic.getCurrentController() object = cont.owner actuator = cont.actuators["LOD." + obj.name] camera = logic.getCurrentScene().active_camera def Depth(pos, plane): return pos[0]*plane[0] + pos[1]*plane[1] + pos[2]*plane[2] + plane[3] # Depth is negative and decreasing further from the camera depth = Depth(object.position, camera.world_to_camera[2]) newmesh = None curmesh = None # Find the lowest detail mesh for depth for mesh in meshes: if depth < mesh[1] and depth > mesh[2]: newmesh = mesh if "ME" + object.name + mesh[0] == actuator.getMesh(): curmesh = mesh if newmesh != None and "ME" + object.name + newmesh[0] != actuator.mesh: # The mesh is a different mesh - switch it. # Check the current mesh is not a better fit. if curmesh == None or curmesh[1] < depth or curmesh[2] > depth: actuator.mesh = object.name + newmesh[0] cont.activate(actuator) .. attribute:: mesh :class:`MeshProxy` or the name of the mesh that will replace the current one. Set to None to disable actuator. :type: :class:`MeshProxy` or None if no mesh is set .. attribute:: useDisplayMesh when true the displayed mesh is replaced. :type: boolean .. attribute:: usePhysicsMesh when true the physics mesh is replaced. :type: boolean .. method:: instantReplaceMesh() Immediately replace mesh without delay. .. class:: KX_Scene(PyObjectPlus) An active scene that gives access to objects, cameras, lights and scene attributes. The activity culling stuff is supposed to disable logic bricks when their owner gets too far from the active camera. It was taken from some code lurking at the back of KX_Scene - who knows what it does! .. code-block:: python from bge import logic # get the scene scene = logic.getCurrentScene() # print all the objects in the scene for object in scene.objects: print(object.name) # get an object named 'Cube' object = scene.objects["Cube"] # get the first object in the scene. object = scene.objects[0] .. code-block:: python # Get the depth of an object in the camera view. from bge import logic object = logic.getCurrentController().owner cam = logic.getCurrentScene().active_camera # Depth is negative and decreasing further from the camera depth = object.position[0]*cam.world_to_camera[2][0] + object.position[1]*cam.world_to_camera[2][1] + object.position[2]*cam.world_to_camera[2][2] + cam.world_to_camera[2][3] @bug: All attributes are read only at the moment. .. attribute:: name The scene's name, (read-only). :type: string .. attribute:: objects A list of objects in the scene, (read-only). :type: :class:`CListValue` of :class:`KX_GameObject` .. attribute:: objectsInactive A list of objects on background layers (used for the addObject actuator), (read-only). :type: :class:`CListValue` of :class:`KX_GameObject` .. attribute:: lights A list of lights in the scene, (read-only). :type: :class:`CListValue` of :class:`KX_LightObject` .. attribute:: cameras A list of cameras in the scene, (read-only). :type: :class:`CListValue` of :class:`KX_Camera` .. attribute:: active_camera The current active camera. :type: :class:`KX_Camera` .. note:: This can be set directly from python to avoid using the :class:`KX_SceneActuator`. .. attribute:: suspended True if the scene is suspended, (read-only). :type: boolean .. attribute:: activity_culling True if the scene is activity culling. :type: boolean .. attribute:: activity_culling_radius The distance outside which to do activity culling. Measured in manhattan distance. :type: float .. attribute:: dbvt_culling True when Dynamic Bounding box Volume Tree is set (read-only). :type: boolean .. attribute:: pre_draw A list of callables to be run before the render step. :type: list .. attribute:: post_draw A list of callables to be run after the render step. :type: list .. method:: addObject(object, other, time=0) Adds an object to the scene like the Add Object Actuator would. :arg object: The object to add :type object: :class:`KX_GameObject` or string :arg other: The object's center to use when adding the object :type other: :class:`KX_GameObject` or string :arg time: The lifetime of the added object, in frames. A time of 0 means the object will last forever. :type time: integer :return: The newly added object. :rtype: :class:`KX_GameObject` .. method:: end() Removes the scene from the game. .. method:: restart() Restarts the scene. .. method:: replace(scene) Replaces this scene with another one. :arg scene: The name of the scene to replace this scene with. :type scene: string .. method:: suspend() Suspends this scene. .. method:: resume() Resume this scene. .. method:: get(key, default=None) Return the value matching key, or the default value if its not found. :return: The key value or a default. .. class:: KX_SceneActuator(SCA_IActuator) Scene Actuator logic brick. .. warning:: Scene actuators that use a scene name will be ignored if at game start, the named scene doesn't exist or is empty This will generate a warning in the console: .. code-block:: none Error: GameObject 'Name' has a SceneActuator 'ActuatorName' (SetScene) without scene .. attribute:: scene the name of the scene to change to/overlay/underlay/remove/suspend/resume. :type: string .. attribute:: camera the camera to change to. :type: :class:`KX_Camera` on read, string or :class:`KX_Camera` on write .. note:: When setting the attribute, you can use either a :class:`KX_Camera` or the name of the camera. .. attribute:: useRestart Set flag to True to restart the sene. :type: boolean .. attribute:: mode The mode of the actuator. :type: integer from 0 to 5. .. class:: KX_SoundActuator(SCA_IActuator) Sound Actuator. The :data:`startSound`, :data:`pauseSound` and :data:`stopSound` do not requirethe actuator to be activated - they act instantly provided that the actuator has been activated once at least. .. attribute:: fileName The filename of the sound this actuator plays. :type: string .. attribute:: volume The volume (gain) of the sound. :type: float .. attribute:: pitch The pitch of the sound. :type: float .. attribute:: rollOffFactor The roll off factor. Rolloff defines the rate of attenuation as the sound gets further away. :type: float .. attribute:: looping The loop mode of the actuator. :type: integer .. attribute:: position The position of the sound as a list: [x, y, z]. :type: float array .. attribute:: velocity The velocity of the emitter as a list: [x, y, z]. The relative velocity to the observer determines the pitch. List of 3 floats: [x, y, z]. :type: float array .. attribute:: orientation The orientation of the sound. When setting the orientation you can also use quaternion [float, float, float, float] or euler angles [float, float, float]. :type: 3x3 matrix [[float]] .. attribute:: mode The operation mode of the actuator. Can be one of :ref:`these constants` :type: integer .. class:: KX_StateActuator(SCA_IActuator) State actuator changes the state mask of parent object. .. attribute:: operation Type of bit operation to be applied on object state mask. You can use one of :ref:`these constants ` :type: integer .. attribute:: mask Value that defines the bits that will be modified by the operation. The bits that are 1 in the mask will be updated in the object state. The bits that are 0 are will be left unmodified expect for the Copy operation which copies the mask to the object state. :type: integer .. class:: KX_TrackToActuator(SCA_IActuator) Edit Object actuator in Track To mode. .. warning:: Track To Actuators will be ignored if at game start, the object to track to is invalid. This will generate a warning in the console: .. code-block:: none GameObject 'Name' no object in EditObjectActuator 'ActuatorName' .. attribute:: object the object this actuator tracks. :type: :class:`KX_GameObject` or None .. attribute:: time the time in frames with which to delay the tracking motion. :type: integer .. attribute:: use3D the tracking motion to use 3D. :type: boolean .. class:: KX_VehicleWrapper(PyObjectPlus) KX_VehicleWrapper TODO - description .. method:: addWheel(wheel, attachPos, attachDir, axleDir, suspensionRestLength, wheelRadius, hasSteering) Add a wheel to the vehicle :arg wheel: The object to use as a wheel. :type wheel: :class:`KX_GameObject` or a KX_GameObject name :arg attachPos: The position that this wheel will attach to. :type attachPos: vector of 3 floats :arg attachDir: The direction this wheel points. :type attachDir: vector of 3 floats :arg axleDir: The direction of this wheels axle. :type axleDir: vector of 3 floats :arg suspensionRestLength: TODO - Description :type suspensionRestLength: float :arg wheelRadius: The size of the wheel. :type wheelRadius: float .. method:: applyBraking(force, wheelIndex) Apply a braking force to the specified wheel :arg force: the brake force :type force: float :arg wheelIndex: index of the wheel where the force needs to be applied :type wheelIndex: integer .. method:: applyEngineForce(force, wheelIndex) Apply an engine force to the specified wheel :arg force: the engine force :type force: float :arg wheelIndex: index of the wheel where the force needs to be applied :type wheelIndex: integer .. method:: getConstraintId() Get the constraint ID :return: the constraint id :rtype: integer .. method:: getConstraintType() Returns the constraint type. :return: constraint type :rtype: integer .. method:: getNumWheels() Returns the number of wheels. :return: the number of wheels for this vehicle :rtype: integer .. method:: getWheelOrientationQuaternion(wheelIndex) Returns the wheel orientation as a quaternion. :arg wheelIndex: the wheel index :type wheelIndex: integer :return: TODO Description :rtype: TODO - type should be quat as per method name but from the code it looks like a matrix .. method:: getWheelPosition(wheelIndex) Returns the position of the specified wheel :arg wheelIndex: the wheel index :type wheelIndex: integer :return: position vector :rtype: list[x, y, z] .. method:: getWheelRotation(wheelIndex) Returns the rotation of the specified wheel :arg wheelIndex: the wheel index :type wheelIndex: integer :return: the wheel rotation :rtype: float .. method:: setRollInfluence(rollInfluece, wheelIndex) Set the specified wheel's roll influence. The higher the roll influence the more the vehicle will tend to roll over in corners. :arg rollInfluece: the wheel roll influence :type rollInfluece: float :arg wheelIndex: the wheel index :type wheelIndex: integer .. method:: setSteeringValue(steering, wheelIndex) Set the specified wheel's steering :arg steering: the wheel steering :type steering: float :arg wheelIndex: the wheel index :type wheelIndex: integer .. method:: setSuspensionCompression(compression, wheelIndex) Set the specified wheel's compression :arg compression: the wheel compression :type compression: float :arg wheelIndex: the wheel index :type wheelIndex: integer .. method:: setSuspensionDamping(damping, wheelIndex) Set the specified wheel's damping :arg damping: the wheel damping :type damping: float :arg wheelIndex: the wheel index :type wheelIndex: integer .. method:: setSuspensionStiffness(stiffness, wheelIndex) Set the specified wheel's stiffness :arg stiffness: the wheel stiffness :type stiffness: float :arg wheelIndex: the wheel index :type wheelIndex: integer .. method:: setTyreFriction(friction, wheelIndex) Set the specified wheel's tyre friction :arg friction: the tyre friction :type friction: float :arg wheelIndex: the wheel index :type wheelIndex: integer .. class:: KX_VertexProxy(SCA_IObject) A vertex holds position, UV, color and normal information. Note: The physics simulation is NOT currently updated - physics will not respond to changes in the vertex position. .. attribute:: XYZ The position of the vertex. :type: list [x, y, z] .. attribute:: UV The texture coordinates of the vertex. :type: list [u, v] .. attribute:: normal The normal of the vertex. :type: list [nx, ny, nz] .. attribute:: color The color of the vertex. :type: list [r, g, b, a] Black = [0.0, 0.0, 0.0, 1.0], White = [1.0, 1.0, 1.0, 1.0] .. attribute:: colour Synonym for color. .. attribute:: x The x coordinate of the vertex. :type: float .. attribute:: y The y coordinate of the vertex. :type: float .. attribute:: z The z coordinate of the vertex. :type: float .. attribute:: u The u texture coordinate of the vertex. :type: float .. attribute:: v The v texture coordinate of the vertex. :type: float .. attribute:: u2 The second u texture coordinate of the vertex. :type: float .. attribute:: v2 The second v texture coordinate of the vertex. :type: float .. attribute:: r The red component of the vertex color. 0.0 <= r <= 1.0. :type: float .. attribute:: g The green component of the vertex color. 0.0 <= g <= 1.0. :type: float .. attribute:: b The blue component of the vertex color. 0.0 <= b <= 1.0. :type: float .. attribute:: a The alpha component of the vertex color. 0.0 <= a <= 1.0. :type: float .. method:: getXYZ() Gets the position of this vertex. :return: this vertexes position in local coordinates. :rtype: list [x, y, z] .. method:: setXYZ(pos) Sets the position of this vertex. :type: list [x, y, z] :arg pos: the new position for this vertex in local coordinates. .. method:: getUV() Gets the UV (texture) coordinates of this vertex. :return: this vertexes UV (texture) coordinates. :rtype: list [u, v] .. method:: setUV(uv) Sets the UV (texture) coordinates of this vertex. :type: list [u, v] .. method:: getUV2() Gets the 2nd UV (texture) coordinates of this vertex. :return: this vertexes UV (texture) coordinates. :rtype: list [u, v] .. method:: setUV2(uv, unit) Sets the 2nd UV (texture) coordinates of this vertex. :type: list [u, v] :arg unit: optional argument, FLAT==1, SECOND_UV==2, defaults to SECOND_UV :arg unit: integer .. method:: getRGBA() Gets the color of this vertex. The color is represented as four bytes packed into an integer value. The color is packed as RGBA. Since Python offers no way to get each byte without shifting, you must use the struct module to access color in an machine independent way. Because of this, it is suggested you use the r, g, b and a attributes or the color attribute instead. .. code-block:: python import struct; col = struct.unpack('4B', struct.pack('I', v.getRGBA())) # col = (r, g, b, a) # black = ( 0, 0, 0, 255) # white = (255, 255, 255, 255) :return: packed color. 4 byte integer with one byte per color channel in RGBA format. :rtype: integer .. method:: setRGBA(col) Sets the color of this vertex. See getRGBA() for the format of col, and its relevant problems. Use the r, g, b and a attributes or the color attribute instead. setRGBA() also accepts a four component list as argument col. The list represents the color as [r, g, b, a] with black = [0.0, 0.0, 0.0, 1.0] and white = [1.0, 1.0, 1.0, 1.0] .. code-block:: python v.setRGBA(0xff0000ff) # Red v.setRGBA(0xff00ff00) # Green on little endian, transparent purple on big endian v.setRGBA([1.0, 0.0, 0.0, 1.0]) # Red v.setRGBA([0.0, 1.0, 0.0, 1.0]) # Green on all platforms. :arg col: the new color of this vertex in packed RGBA format. :type col: integer or list [r, g, b, a] .. method:: getNormal() Gets the normal vector of this vertex. :return: normalized normal vector. :rtype: list [nx, ny, nz] .. method:: setNormal(normal) Sets the normal vector of this vertex. :type: sequence of floats [r, g, b] :arg normal: the new normal of this vertex. .. class:: KX_VisibilityActuator(SCA_IActuator) Visibility Actuator. .. attribute:: visibility whether the actuator makes its parent object visible or invisible. :type: boolean .. attribute:: useOcclusion whether the actuator makes its parent object an occluder or not. :type: boolean .. attribute:: useRecursion whether the visibility/occlusion should be propagated to all children of the object. :type: boolean .. class:: SCA_2DFilterActuator(SCA_IActuator) Create, enable and disable 2D filters The following properties don't have an immediate effect. You must active the actuator to get the result. The actuator is not persistent: it automatically stops itself after setting up the filter but the filter remains active. To stop a filter you must activate the actuator with 'type' set to :data:`~bge.logic.RAS_2DFILTER_DISABLED` or :data:`~bge.logic.RAS_2DFILTER_NOFILTER`. .. attribute:: shaderText shader source code for custom shader. :type: string .. attribute:: disableMotionBlur action on motion blur: 0=enable, 1=disable. :type: integer .. attribute:: mode Type of 2D filter, use one of :ref:`these constants ` :type: integer .. attribute:: passNumber order number of filter in the stack of 2D filters. Filters are executed in increasing order of passNb. Only be one filter can be defined per passNb. :type: integer (0-100) .. attribute:: value argument for motion blur filter. :type: float (0.0-100.0) .. class:: SCA_ANDController(SCA_IController) An AND controller activates only when all linked sensors are activated. There are no special python methods for this controller. .. class:: SCA_ActuatorSensor(SCA_ISensor) Actuator sensor detect change in actuator state of the parent object. It generates a positive pulse if the corresponding actuator is activated and a negative pulse if the actuator is deactivated. .. attribute:: actuator the name of the actuator that the sensor is monitoring. :type: string .. class:: SCA_AlwaysSensor(SCA_ISensor) This sensor is always activated. .. class:: SCA_DelaySensor(SCA_ISensor) The Delay sensor generates positive and negative triggers at precise time, expressed in number of frames. The delay parameter defines the length of the initial OFF period. A positive trigger is generated at the end of this period. The duration parameter defines the length of the ON period following the OFF period. There is a negative trigger at the end of the ON period. If duration is 0, the sensor stays ON and there is no negative trigger. The sensor runs the OFF-ON cycle once unless the repeat option is set: the OFF-ON cycle repeats indefinately (or the OFF cycle if duration is 0). Use :class:`SCA_ISensor.reset` at any time to restart sensor. .. attribute:: delay length of the initial OFF period as number of frame, 0 for immediate trigger. :type: integer. .. attribute:: duration length of the ON period in number of frame after the initial OFF period. If duration is greater than 0, a negative trigger is sent at the end of the ON pulse. :type: integer .. attribute:: repeat 1 if the OFF-ON cycle should be repeated indefinately, 0 if it should run once. :type: integer .. class:: SCA_JoystickSensor(SCA_ISensor) This sensor detects player joystick events. .. attribute:: axisValues The state of the joysticks axis as a list of values :data:`numAxis` long. (read-only). :type: list of ints. Each spesifying the value of an axis between -32767 and 32767 depending on how far the axis is pushed, 0 for nothing. The first 2 values are used by most joysticks and gamepads for directional control. 3rd and 4th values are only on some joysticks and can be used for arbitary controls. * left:[-32767, 0, ...] * right:[32767, 0, ...] * up:[0, -32767, ...] * down:[0, 32767, ...] .. attribute:: axisSingle like :data:`axisValues` but returns a single axis value that is set by the sensor. (read-only). :type: integer .. note:: Only use this for "Single Axis" type sensors otherwise it will raise an error. .. attribute:: hatValues The state of the joysticks hats as a list of values :data:`numHats` long. (read-only). :type: list of ints Each spesifying the direction of the hat from 1 to 12, 0 when inactive. Hat directions are as follows... * 0:None * 1:Up * 2:Right * 4:Down * 8:Left * 3:Up - Right * 6:Down - Right * 12:Down - Left * 9:Up - Left .. attribute:: hatSingle Like :data:`hatValues` but returns a single hat direction value that is set by the sensor. (read-only). :type: integer .. attribute:: numAxis The number of axes for the joystick at this index. (read-only). :type: integer .. attribute:: numButtons The number of buttons for the joystick at this index. (read-only). :type: integer .. attribute:: numHats The number of hats for the joystick at this index. (read-only). :type: integer .. attribute:: connected True if a joystick is connected at this joysticks index. (read-only). :type: boolean .. attribute:: index The joystick index to use (from 0 to 7). The first joystick is always 0. :type: integer .. attribute:: threshold Axis threshold. Joystick axis motion below this threshold wont trigger an event. Use values between (0 and 32767), lower values are more sensitive. :type: integer .. attribute:: button The button index the sensor reacts to (first button = 0). When the "All Events" toggle is set, this option has no effect. :type: integer .. attribute:: axis The axis this sensor reacts to, as a list of two values [axisIndex, axisDirection] * axisIndex: the axis index to use when detecting axis movement, 1=primary directional control, 2=secondary directional control. * axisDirection: 0=right, 1=up, 2=left, 3=down. :type: [integer, integer] .. attribute:: hat The hat the sensor reacts to, as a list of two values: [hatIndex, hatDirection] * hatIndex: the hat index to use when detecting hat movement, 1=primary hat, 2=secondary hat (4 max). * hatDirection: 1-12. :type: [integer, integer] .. method:: getButtonActiveList() :return: A list containing the indicies of the currently pressed buttons. :rtype: list .. method:: getButtonStatus(buttonIndex) :arg buttonIndex: the button index, 0=first button :type buttonIndex: integer :return: The current pressed state of the specified button. :rtype: boolean .. class:: SCA_KeyboardSensor(SCA_ISensor) A keyboard sensor detects player key presses. See module :mod:`bge.keys` for keycode values. .. attribute:: key The key code this sensor is looking for. :type: keycode from :mod:`bge.keys` module .. attribute:: hold1 The key code for the first modifier this sensor is looking for. :type: keycode from :mod:`bge.keys` module .. attribute:: hold2 The key code for the second modifier this sensor is looking for. :type: keycode from :mod:`bge.keys` module .. attribute:: toggleProperty The name of the property that indicates whether or not to log keystrokes as a string. :type: string .. attribute:: targetProperty The name of the property that receives keystrokes in case in case a string is logged. :type: string .. attribute:: useAllKeys Flag to determine whether or not to accept all keys. :type: boolean .. attribute:: events a list of pressed keys that have either been pressed, or just released, or are active this frame. (read-only). :type: list [[:ref:`keycode`, :ref:`status`], ...] .. method:: getKeyStatus(keycode) Get the status of a key. :arg keycode: The code that represents the key you want to get the state of, use one of :ref:`these constants` :type keycode: integer :return: The state of the given key, can be one of :ref:`these constants` :rtype: int .. class:: SCA_NANDController(SCA_IController) An NAND controller activates when all linked sensors are not active. There are no special python methods for this controller. .. class:: SCA_NORController(SCA_IController) An NOR controller activates only when all linked sensors are de-activated. There are no special python methods for this controller. .. class:: SCA_ORController(SCA_IController) An OR controller activates when any connected sensor activates. There are no special python methods for this controller. .. class:: SCA_PropertyActuator(SCA_IActuator) Property Actuator .. attribute:: propName the property on which to operate. :type: string .. attribute:: value the value with which the actuator operates. :type: string .. attribute:: mode TODO - add constants to game logic dict!. :type: integer .. class:: SCA_PropertySensor(SCA_ISensor) Activates when the game object property matches. .. attribute:: mode Type of check on the property. Can be one of :ref:`these constants ` :type: integer. .. attribute:: propName the property the sensor operates. :type: string .. attribute:: value the value with which the sensor compares to the value of the property. :type: string .. attribute:: min the minimum value of the range used to evaluate the property when in interval mode. :type: string .. attribute:: max the maximum value of the range used to evaluate the property when in interval mode. :type: string .. class:: SCA_PythonController(SCA_IController) A Python controller uses a Python script to activate it's actuators, based on it's sensors. .. attribute:: script The value of this variable depends on the execution methid. * When 'Script' execution mode is set this value contains the entire python script as a single string (not the script name as you might expect) which can be modified to run different scripts. * When 'Module' execution mode is set this value will contain a single line string - module name and function "module.func" or "package.modile.func" where the module names are python textblocks or external scripts. :type: string .. note:: Once this is set the script name given for warnings will remain unchanged. .. attribute:: mode the execution mode for this controller (read-only). * Script: 0, Execite the :data:`script` as a python code. * Module: 1, Execite the :data:`script` as a module and function. :type: integer .. method:: activate(actuator) Activates an actuator attached to this controller. :arg actuator: The actuator to operate on. :type actuator: actuator or the actuator name as a string .. method:: deactivate(actuator) Deactivates an actuator attached to this controller. :arg actuator: The actuator to operate on. :type actuator: actuator or the actuator name as a string .. class:: SCA_RandomActuator(SCA_IActuator) Random Actuator .. attribute:: seed Seed of the random number generator. :type: integer. Equal seeds produce equal series. If the seed is 0, the generator will produce the same value on every call. .. attribute:: para1 the first parameter of the active distribution. :type: float, read-only. Refer to the documentation of the generator types for the meaning of this value. .. attribute:: para2 the second parameter of the active distribution. :type: float, read-only Refer to the documentation of the generator types for the meaning of this value. .. attribute:: distribution Distribution type. (read-only). Can be one of :ref:`these constants ` :type: integer .. attribute:: propName the name of the property to set with the random value. :type: string If the generator and property types do not match, the assignment is ignored. .. method:: setBoolConst(value) Sets this generator to produce a constant boolean value. :arg value: The value to return. :type value: boolean .. method:: setBoolUniform() Sets this generator to produce a uniform boolean distribution. The generator will generate True or False with 50% chance. .. method:: setBoolBernouilli(value) Sets this generator to produce a Bernouilli distribution. :arg value: Specifies the proportion of False values to produce. * 0.0: Always generate True * 1.0: Always generate False :type value: float .. method:: setIntConst(value) Sets this generator to always produce the given value. :arg value: the value this generator produces. :type value: integer .. method:: setIntUniform(lower_bound, upper_bound) Sets this generator to produce a random value between the given lower and upper bounds (inclusive). :type lower_bound: integer :type upper_bound: integer .. method:: setIntPoisson(value) Generate a Poisson-distributed number. This performs a series of Bernouilli tests with parameter value. It returns the number of tries needed to achieve succes. :type value: float .. method:: setFloatConst(value) Always generate the given value. :type value: float .. method:: setFloatUniform(lower_bound, upper_bound) Generates a random float between lower_bound and upper_bound with a uniform distribution. :type lower_bound: float :type upper_bound: float .. method:: setFloatNormal(mean, standard_deviation) Generates a random float from the given normal distribution. :arg mean: The mean (average) value of the generated numbers :type mean: float :arg standard_deviation: The standard deviation of the generated numbers. :type standard_deviation: float .. method:: setFloatNegativeExponential(half_life) Generate negative-exponentially distributed numbers. The half-life 'time' is characterized by half_life. :type half_life: float .. class:: SCA_RandomSensor(SCA_ISensor) This sensor activates randomly. .. attribute:: lastDraw The seed of the random number generator. :type: integer .. attribute:: seed The seed of the random number generator. :type: integer .. method:: setSeed(seed) Sets the seed of the random number generator. If the seed is 0, the generator will produce the same value on every call. :type seed: integer .. method:: getSeed() :return: The initial seed of the generator. Equal seeds produce equal random series. :rtype: integer .. method:: getLastDraw() :return: The last random number generated. :rtype: integer .. class:: SCA_XNORController(SCA_IController) An XNOR controller activates when all linked sensors are the same (activated or inative). There are no special python methods for this controller. .. class:: SCA_XORController(SCA_IController) An XOR controller activates when there is the input is mixed, but not when all are on or off. There are no special python methods for this controller. .. class:: KX_Camera(KX_GameObject) A Camera object. .. data:: INSIDE See :data:`sphereInsideFrustum` and :data:`boxInsideFrustum` .. data:: INTERSECT See :data:`sphereInsideFrustum` and :data:`boxInsideFrustum` .. data:: OUTSIDE See :data:`sphereInsideFrustum` and :data:`boxInsideFrustum` .. attribute:: lens The camera's lens value. :type: float .. attribute:: ortho_scale The camera's view scale when in orthographic mode. :type: float .. attribute:: near The camera's near clip distance. :type: float .. attribute:: far The camera's far clip distance. :type: float .. attribute:: perspective True if this camera has a perspective transform, False for an orthographic projection. :type: boolean .. attribute:: frustum_culling True if this camera is frustum culling. :type: boolean .. attribute:: projection_matrix This camera's 4x4 projection matrix. .. note:: This is the identity matrix prior to rendering the first frame (any Python done on frame 1). :type: 4x4 Matrix [[float]] .. attribute:: modelview_matrix This camera's 4x4 model view matrix. (read-only). :type: 4x4 Matrix [[float]] .. note:: This matrix is regenerated every frame from the camera's position and orientation. Also, this is the identity matrix prior to rendering the first frame (any Python done on frame 1). .. attribute:: camera_to_world This camera's camera to world transform. (read-only). :type: 4x4 Matrix [[float]] .. note:: This matrix is regenerated every frame from the camera's position and orientation. .. attribute:: world_to_camera This camera's world to camera transform. (read-only). :type: 4x4 Matrix [[float]] .. note:: Regenerated every frame from the camera's position and orientation. .. note:: This is camera_to_world inverted. .. attribute:: useViewport True when the camera is used as a viewport, set True to enable a viewport for this camera. :type: boolean .. method:: sphereInsideFrustum(centre, radius) Tests the given sphere against the view frustum. :arg centre: The centre of the sphere (in world coordinates.) :type centre: list [x, y, z] :arg radius: the radius of the sphere :type radius: float :return: :data:`~bge.types.KX_Camera.INSIDE`, :data:`~bge.types.KX_Camera.OUTSIDE` or :data:`~bge.types.KX_Camera.INTERSECT` :rtype: integer .. note:: When the camera is first initialized the result will be invalid because the projection matrix has not been set. .. code-block:: python from bge import logic cont = logic.getCurrentController() cam = cont.owner # A sphere of radius 4.0 located at [x, y, z] = [1.0, 1.0, 1.0] if (cam.sphereInsideFrustum([1.0, 1.0, 1.0], 4) != cam.OUTSIDE): # Sphere is inside frustum ! # Do something useful ! else: # Sphere is outside frustum .. method:: boxInsideFrustum(box) Tests the given box against the view frustum. :arg box: Eight (8) corner points of the box (in world coordinates.) :type box: list of lists :return: :data:`~bge.types.KX_Camera.INSIDE`, :data:`~bge.types.KX_Camera.OUTSIDE` or :data:`~bge.types.KX_Camera.INTERSECT` .. note:: When the camera is first initialized the result will be invalid because the projection matrix has not been set. .. code-block:: python from bge import logic cont = logic.getCurrentController() cam = cont.owner # Box to test... box = [] box.append([-1.0, -1.0, -1.0]) box.append([-1.0, -1.0, 1.0]) box.append([-1.0, 1.0, -1.0]) box.append([-1.0, 1.0, 1.0]) box.append([ 1.0, -1.0, -1.0]) box.append([ 1.0, -1.0, 1.0]) box.append([ 1.0, 1.0, -1.0]) box.append([ 1.0, 1.0, 1.0]) if (cam.boxInsideFrustum(box) != cam.OUTSIDE): # Box is inside/intersects frustum ! # Do something useful ! else: # Box is outside the frustum ! .. method:: pointInsideFrustum(point) Tests the given point against the view frustum. :arg point: The point to test (in world coordinates.) :type point: 3D Vector :return: True if the given point is inside this camera's viewing frustum. :rtype: boolean .. note:: When the camera is first initialized the result will be invalid because the projection matrix has not been set. .. code-block:: python from bge import logic cont = logic.getCurrentController() cam = cont.owner # Test point [0.0, 0.0, 0.0] if (cam.pointInsideFrustum([0.0, 0.0, 0.0])): # Point is inside frustum ! # Do something useful ! else: # Box is outside the frustum ! .. method:: getCameraToWorld() Returns the camera-to-world transform. :return: the camera-to-world transform matrix. :rtype: matrix (4x4 list) .. method:: getWorldToCamera() Returns the world-to-camera transform. This returns the inverse matrix of getCameraToWorld(). :return: the world-to-camera transform matrix. :rtype: matrix (4x4 list) .. method:: setOnTop() Set this cameras viewport ontop of all other viewport. .. method:: setViewport(left, bottom, right, top) Sets the region of this viewport on the screen in pixels. Use :data:`bge.render.getWindowHeight` and :data:`bge.render.getWindowWidth` to calculate values relative to the entire display. :arg left: left pixel coordinate of this viewport :type left: integer :arg bottom: bottom pixel coordinate of this viewport :type bottom: integer :arg right: right pixel coordinate of this viewport :type right: integer :arg top: top pixel coordinate of this viewport :type top: integer .. method:: getScreenPosition(object) Gets the position of an object projected on screen space. .. code-block:: python # For an object in the middle of the screen, coord = [0.5, 0.5] coord = camera.getScreenPosition(object) :arg object: object name or list [x, y, z] :type object: :class:`KX_GameObject` or 3D Vector :return: the object's position in screen coordinates. :rtype: list [x, y] .. method:: getScreenVect(x, y) Gets the vector from the camera position in the screen coordinate direction. :arg x: X Axis :type x: float :arg y: Y Axis :type y: float :rtype: 3D Vector :return: The vector from screen coordinate. .. code-block:: python # Gets the vector of the camera front direction: m_vect = camera.getScreenVect(0.5, 0.5) .. method:: getScreenRay(x, y, dist=inf, property=None) Look towards a screen coordinate (x, y) and find first object hit within dist that matches prop. The ray is similar to KX_GameObject->rayCastTo. :arg x: X Axis :type x: float :arg y: Y Axis :type y: float :arg dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other :type dist: float :arg property: property name that object must have; can be omitted => detect any object :type property: string :rtype: :class:`KX_GameObject` :return: the first object hit or None if no object or object does not match prop .. code-block:: python # Gets an object with a property "wall" in front of the camera within a distance of 100: target = camera.getScreenRay(0.5, 0.5, 100, "wall") .. class:: BL_ArmatureObject(KX_GameObject) An armature object. .. attribute:: constraints The list of armature constraint defined on this armature. Elements of the list can be accessed by index or string. The key format for string access is ':'. :type: list of :class:`BL_ArmatureConstraint` .. attribute:: channels The list of armature channels. Elements of the list can be accessed by index or name the bone. :type: list of :class:`BL_ArmatureChannel` .. method:: update() Ensures that the armature will be updated on next graphic frame. This action is unecessary if a KX_ArmatureActuator with mode run is active or if an action is playing. Use this function in other cases. It must be called on each frame to ensure that the armature is updated continously. .. class:: BL_ArmatureActuator(SCA_IActuator) Armature Actuators change constraint condition on armatures. .. _armatureactuator-constants-type: Constants related to :data:`~bge.types.BL_ArmatureActuator.type` .. data:: KX_ACT_ARMATURE_RUN Just make sure the armature will be updated on the next graphic frame. This is the only persistent mode of the actuator: it executes automatically once per frame until stopped by a controller :value: 0 .. data:: KX_ACT_ARMATURE_ENABLE Enable the constraint. :value: 1 .. data:: KX_ACT_ARMATURE_DISABLE Disable the constraint (runtime constraint values are not updated). :value: 2 .. data:: KX_ACT_ARMATURE_SETTARGET Change target and subtarget of constraint. :value: 3 .. data:: KX_ACT_ARMATURE_SETWEIGHT Change weight of constraint (IK only). :value: 4 .. data:: KX_ACT_ARMATURE_SETINFLUENCE Change influence of constraint. :value: 5 .. attribute:: type The type of action that the actuator executes when it is active. Can be one of :ref:`these constants ` :type: integer .. attribute:: constraint The constraint object this actuator is controlling. :type: :class:`BL_ArmatureConstraint` .. attribute:: target The object that this actuator will set as primary target to the constraint it controls. :type: :class:`KX_GameObject` .. attribute:: subtarget The object that this actuator will set as secondary target to the constraint it controls. :type: :class:`KX_GameObject`. .. note:: Currently, the only secondary target is the pole target for IK constraint. .. attribute:: weight The weight this actuator will set on the constraint it controls. :type: float. .. note:: Currently only the IK constraint has a weight. It must be a value between 0 and 1. .. note:: A weight of 0 disables a constraint while still updating constraint runtime values (see :class:`BL_ArmatureConstraint`) .. attribute:: influence The influence this actuator will set on the constraint it controls. :type: float. .. class:: KX_ArmatureSensor(SCA_ISensor) Armature sensor detect conditions on armatures. .. _armaturesensor-type: Constants related to :data:`type` .. data:: KX_ARMSENSOR_STATE_CHANGED Detect that the constraint is changing state (active/inactive) :value: 0 .. data:: KX_ARMSENSOR_LIN_ERROR_BELOW Detect that the constraint linear error is above a threshold :value: 1 .. data:: KX_ARMSENSOR_LIN_ERROR_ABOVE Detect that the constraint linear error is below a threshold :value: 2 .. data:: KX_ARMSENSOR_ROT_ERROR_BELOW Detect that the constraint rotation error is above a threshold :value: 3 .. data:: KX_ARMSENSOR_ROT_ERROR_ABOVE Detect that the constraint rotation error is below a threshold :value: 4 .. attribute:: type The type of measurement that the sensor make when it is active. Can be one of :ref:`these constants ` :type: integer. .. attribute:: constraint The constraint object this sensor is watching. :type: :class:`BL_ArmatureConstraint` .. attribute:: value The threshold used in the comparison with the constraint error The linear error is only updated on CopyPose/Distance IK constraint with iTaSC solver The rotation error is only updated on CopyPose+rotation IK constraint with iTaSC solver The linear error on CopyPose is always >= 0: it is the norm of the distance between the target and the bone The rotation error on CopyPose is always >= 0: it is the norm of the equivalent rotation vector between the bone and the target orientations The linear error on Distance can be positive if the distance between the bone and the target is greater than the desired distance, and negative if the distance is smaller. :type: float .. class:: BL_ArmatureConstraint(PyObjectPlus) Proxy to Armature Constraint. Allows to change constraint on the fly. Obtained through :class:`BL_ArmatureObject`.constraints. .. note:: Not all armature constraints are supported in the GE. .. _armatureconstraint-constants-type: Constants related to :data:`type` .. data:: CONSTRAINT_TYPE_TRACKTO .. data:: CONSTRAINT_TYPE_KINEMATIC .. data:: CONSTRAINT_TYPE_ROTLIKE .. data:: CONSTRAINT_TYPE_LOCLIKE .. data:: CONSTRAINT_TYPE_MINMAX .. data:: CONSTRAINT_TYPE_SIZELIKE .. data:: CONSTRAINT_TYPE_LOCKTRACK .. data:: CONSTRAINT_TYPE_STRETCHTO .. data:: CONSTRAINT_TYPE_CLAMPTO .. data:: CONSTRAINT_TYPE_TRANSFORM .. data:: CONSTRAINT_TYPE_DISTLIMIT .. _armatureconstraint-constants-ik-type: Constants related to :data:`ik_type` .. data:: CONSTRAINT_IK_COPYPOSE constraint is trying to match the position and eventually the rotation of the target. :value: 0 .. data:: CONSTRAINT_IK_DISTANCE Constraint is maintaining a certain distance to target subject to ik_mode :value: 1 .. _armatureconstraint-constants-ik-flag: Constants related to :data:`ik_flag` .. data:: CONSTRAINT_IK_FLAG_TIP Set when the constraint operates on the head of the bone and not the tail :value: 1 .. data:: CONSTRAINT_IK_FLAG_ROT Set when the constraint tries to match the orientation of the target :value: 2 .. data:: CONSTRAINT_IK_FLAG_STRETCH Set when the armature is allowed to stretch (only the bones with stretch factor > 0.0) :value: 16 .. data:: CONSTRAINT_IK_FLAG_POS Set when the constraint tries to match the position of the target. :value: 32 .. _armatureconstraint-constants-ik-mode: Constants related to :data:`ik_mode` .. data:: CONSTRAINT_IK_MODE_INSIDE The constraint tries to keep the bone within ik_dist of target :value: 0 .. data:: CONSTRAINT_IK_MODE_OUTSIDE The constraint tries to keep the bone outside ik_dist of the target :value: 1 .. data:: CONSTRAINT_IK_MODE_ONSURFACE The constraint tries to keep the bone exactly at ik_dist of the target. :value: 2 .. attribute:: type Type of constraint, (read-only). Use one of :ref:`these constants`. :type: integer, one of CONSTRAINT_TYPE_* constants .. attribute:: name Name of constraint constructed as :. constraints list. :type: string This name is also the key subscript on :class:`BL_ArmatureObject`. .. attribute:: enforce fraction of constraint effect that is enforced. Between 0 and 1. :type: float .. attribute:: headtail Position of target between head and tail of the target bone: 0=head, 1=tail. :type: float. .. note:: Only used if the target is a bone (i.e target object is an armature. .. attribute:: lin_error runtime linear error (in Blender units) on constraint at the current frame. This is a runtime value updated on each frame by the IK solver. Only available on IK constraint and iTaSC solver. :type: float .. attribute:: rot_error Runtime rotation error (in radiant) on constraint at the current frame. :type: float. This is a runtime value updated on each frame by the IK solver. Only available on IK constraint and iTaSC solver. It is only set if the constraint has a rotation part, for example, a CopyPose+Rotation IK constraint. .. attribute:: target Primary target object for the constraint. The position of this object in the GE will be used as target for the constraint. :type: :class:`KX_GameObject`. .. attribute:: subtarget Secondary target object for the constraint. The position of this object in the GE will be used as secondary target for the constraint. :type: :class:`KX_GameObject`. Currently this is only used for pole target on IK constraint. .. attribute:: active True if the constraint is active. :type: boolean .. note:: An inactive constraint does not update lin_error and rot_error. .. attribute:: ik_weight Weight of the IK constraint between 0 and 1. Only defined for IK constraint. :type: float .. attribute:: ik_type Type of IK constraint, (read-only). Use one of :ref:`these constants`. :type: integer. .. attribute:: ik_flag Combination of IK constraint option flags, read-only. Use one of :ref:`these constants`. :type: integer .. attribute:: ik_dist Distance the constraint is trying to maintain with target, only used when ik_type=CONSTRAINT_IK_DISTANCE. :type: float .. attribute:: ik_mode Use one of :ref:`these constants`. Additional mode for IK constraint. Currently only used for Distance constraint: :type: integer .. class:: BL_ArmatureChannel(PyObjectPlus) Proxy to armature pose channel. Allows to read and set armature pose. The attributes are identical to RNA attributes, but mostly in read-only mode. See :data:`rotation_mode` .. data:: PCHAN_ROT_QUAT .. data:: PCHAN_ROT_XYZ .. data:: PCHAN_ROT_XZY .. data:: PCHAN_ROT_YXZ .. data:: PCHAN_ROT_YZX .. data:: PCHAN_ROT_ZXY .. data:: PCHAN_ROT_ZYX .. attribute:: name channel name (=bone name), read-only. :type: string .. attribute:: bone return the bone object corresponding to this pose channel, read-only. :type: :class:`BL_ArmatureBone` .. attribute:: parent return the parent channel object, None if root channel, read-only. :type: :class:`BL_ArmatureChannel` .. attribute:: has_ik true if the bone is part of an active IK chain, read-only. This flag is not set when an IK constraint is defined but not enabled (miss target information for example). :type: boolean .. attribute:: ik_dof_x true if the bone is free to rotation in the X axis, read-only. :type: boolean .. attribute:: ik_dof_y true if the bone is free to rotation in the Y axis, read-only. :type: boolean .. attribute:: ik_dof_z true if the bone is free to rotation in the Z axis, read-only. :type: boolean .. attribute:: ik_limit_x true if a limit is imposed on X rotation, read-only. :type: boolean .. attribute:: ik_limit_y true if a limit is imposed on Y rotation, read-only. :type: boolean .. attribute:: ik_limit_z true if a limit is imposed on Z rotation, read-only. :type: boolean .. attribute:: ik_rot_control true if channel rotation should applied as IK constraint, read-only. :type: boolean .. attribute:: ik_lin_control true if channel size should applied as IK constraint, read-only. :type: boolean .. attribute:: location displacement of the bone head in armature local space, read-write. :type: vector [X, Y, Z]. .. note:: You can only move a bone if it is unconnected to its parent. An action playing on the armature may change the value. An IK chain does not update this value, see joint_rotation. .. note:: Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`). .. attribute:: scale scale of the bone relative to its parent, read-write. :type: vector [sizeX, sizeY, sizeZ]. .. note:: An action playing on the armature may change the value. An IK chain does not update this value, see joint_rotation. .. note:: Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`) .. attribute:: rotation_quaternion rotation of the bone relative to its parent expressed as a quaternion, read-write. :type: vector [qr, qi, qj, qk]. .. note:: This field is only used if rotation_mode is 0. An action playing on the armature may change the value. An IK chain does not update this value, see joint_rotation. .. note:: Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`) .. attribute:: rotation_euler rotation of the bone relative to its parent expressed as a set of euler angles, read-write. :type: vector [X, Y, Z]. .. note:: This field is only used if rotation_mode is > 0. You must always pass the angles in [X, Y, Z] order; the order of applying the angles to the bone depends on rotation_mode. An action playing on the armature may change this field. An IK chain does not update this value, see joint_rotation. .. note:: Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`) .. attribute:: rotation_mode Method of updating the bone rotation, read-write. :type: integer Use the following constants (euler mode are named as in Blender UI but the actual axis order is reversed). * PCHAN_ROT_QUAT(0) : use quaternioin in rotation attribute to update bone rotation * PCHAN_ROT_XYZ(1) : use euler_rotation and apply angles on bone's Z, Y, X axis successively * PCHAN_ROT_XZY(2) : use euler_rotation and apply angles on bone's Y, Z, X axis successively * PCHAN_ROT_YXZ(3) : use euler_rotation and apply angles on bone's Z, X, Y axis successively * PCHAN_ROT_YZX(4) : use euler_rotation and apply angles on bone's X, Z, Y axis successively * PCHAN_ROT_ZXY(5) : use euler_rotation and apply angles on bone's Y, X, Z axis successively * PCHAN_ROT_ZYX(6) : use euler_rotation and apply angles on bone's X, Y, Z axis successively .. attribute:: channel_matrix pose matrix in bone space (deformation of the bone due to action, constraint, etc), Read-only. This field is updated after the graphic render, it represents the current pose. :type: matrix [4][4] .. attribute:: pose_matrix pose matrix in armature space, read-only, This field is updated after the graphic render, it represents the current pose. :type: matrix [4][4] .. attribute:: pose_head position of bone head in armature space, read-only. :type: vector [x, y, z] .. attribute:: pose_tail position of bone tail in armature space, read-only. :type: vector [x, y, z] .. attribute:: ik_min_x minimum value of X rotation in degree (<= 0) when X rotation is limited (see ik_limit_x), read-only. :type: float .. attribute:: ik_max_x maximum value of X rotation in degree (>= 0) when X rotation is limited (see ik_limit_x), read-only. :type: float .. attribute:: ik_min_y minimum value of Y rotation in degree (<= 0) when Y rotation is limited (see ik_limit_y), read-only. :type: float .. attribute:: ik_max_y maximum value of Y rotation in degree (>= 0) when Y rotation is limited (see ik_limit_y), read-only. :type: float .. attribute:: ik_min_z minimum value of Z rotation in degree (<= 0) when Z rotation is limited (see ik_limit_z), read-only. :type: float .. attribute:: ik_max_z maximum value of Z rotation in degree (>= 0) when Z rotation is limited (see ik_limit_z), read-only. :type: float .. attribute:: ik_stiffness_x bone rotation stiffness in X axis, read-only. :type: float between 0 and 1 .. attribute:: ik_stiffness_y bone rotation stiffness in Y axis, read-only. :type: float between 0 and 1 .. attribute:: ik_stiffness_z bone rotation stiffness in Z axis, read-only. :type: float between 0 and 1 .. attribute:: ik_stretch ratio of scale change that is allowed, 0=bone can't change size, read-only. :type: float .. attribute:: ik_rot_weight weight of rotation constraint when ik_rot_control is set, read-write. :type: float between 0 and 1 .. attribute:: ik_lin_weight weight of size constraint when ik_lin_control is set, read-write. :type: float between 0 and 1 .. attribute:: joint_rotation Control bone rotation in term of joint angle (for robotic applications), read-write. When writing to this attribute, you pass a [x, y, z] vector and an appropriate set of euler angles or quaternion is calculated according to the rotation_mode. When you read this attribute, the current pose matrix is converted into a [x, y, z] vector representing the joint angles. The value and the meaning of the x, y, z depends on the ik_dof_x/ik_dof_y/ik_dof_z attributes: * 1DoF joint X, Y or Z: the corresponding x, y, or z value is used an a joint angle in radiant * 2DoF joint X+Y or Z+Y: treated as 2 successive 1DoF joints: first X or Z, then Y. The x or z value is used as a joint angle in radiant along the X or Z axis, followed by a rotation along the new Y axis of y radiants. * 2DoF joint X+Z: treated as a 2DoF joint with rotation axis on the X/Z plane. The x and z values are used as the coordinates of the rotation vector in the X/Z plane. * 3DoF joint X+Y+Z: treated as a revolute joint. The [x, y, z] vector represents the equivalent rotation vector to bring the joint from the rest pose to the new pose. :type: vector [x, y, z] .. note:: The bone must be part of an IK chain if you want to set the ik_dof_x/ik_dof_y/ik_dof_z attributes via the UI, but this will interfere with this attribute since the IK solver will overwrite the pose. You can stay in control of the armature if you create an IK constraint but do not finalize it (e.g. don't set a target) the IK solver will not run but the IK panel will show up on the UI for each bone in the chain. .. note:: [0, 0, 0] always corresponds to the rest pose. .. note:: You must request the armature pose to update and wait for the next graphic frame to see the effect of setting this attribute (see :data:`BL_ArmatureObject.update`). .. note:: You can read the result of the calculation in rotation or euler_rotation attributes after setting this attribute. .. class:: BL_ArmatureBone(PyObjectPlus) Proxy to Blender bone structure. All fields are read-only and comply to RNA names. All space attribute correspond to the rest pose. .. attribute:: name bone name. :type: string .. attribute:: connected true when the bone head is struck to the parent's tail. :type: boolean .. attribute:: hinge true when bone doesn't inherit rotation or scale from parent bone. :type: boolean .. attribute:: inherit_scale true when bone inherits scaling from parent bone. :type: boolean .. attribute:: bbone_segments number of B-bone segments. :type: integer .. attribute:: roll bone rotation around head-tail axis. :type: float .. attribute:: head location of head end of the bone in parent bone space. :type: vector [x, y, z] .. attribute:: tail location of head end of the bone in parent bone space. :type: vector [x, y, z] .. attribute:: length bone length. :type: float .. attribute:: arm_head location of head end of the bone in armature space. :type: vector [x, y, z] .. attribute:: arm_tail location of tail end of the bone in armature space. :type: vector [x, y, z] .. attribute:: arm_mat matrix of the bone head in armature space. :type: matrix [4][4] .. note:: This matrix has no scale part. .. attribute:: bone_mat rotation matrix of the bone in parent bone space. :type: matrix [3][3] .. attribute:: parent parent bone, or None for root bone. :type: :class:`BL_ArmatureBone` .. attribute:: children list of bone's children. :type: list of :class:`BL_ArmatureBone`