== python api doc ==
First commit to make some structure in doc/ directory. - moved source/blender/python/doc -> doc/python_api - moved source/gameengine/PyDoc/*.rst -> doc/python_api/rst - modified accordingly sphinx_doc_gen.py and sphinx_doc_gen.sh (later on I'll try alternative/ scripts by neXyon as promised :) - source/gameengine/PyDoc/ is still there because contains epydoc stuff for the bge, will ask more and look into it later
This commit is contained in:
1807
doc/python_api/epy/BGL.py
Normal file
1807
doc/python_api/epy/BGL.py
Normal file
File diff suppressed because it is too large
Load Diff
189
doc/python_api/epy/Geometry.py
Normal file
189
doc/python_api/epy/Geometry.py
Normal file
@@ -0,0 +1,189 @@
|
||||
# Blender.Geometry module and its subtypes
|
||||
|
||||
"""
|
||||
The Blender.Geometry submodule.
|
||||
|
||||
Geometry
|
||||
========
|
||||
(when accessing it from the Game Engine use Geometry instead of Blender.Geometry)
|
||||
|
||||
This new module provides access to a geometry function.
|
||||
"""
|
||||
|
||||
def Intersect(vec1, vec2, vec3, ray, orig, clip=1):
|
||||
"""
|
||||
Return the intersection between a ray and a triangle, if possible, return None otherwise.
|
||||
@type vec1: Vector object.
|
||||
@param vec1: A 3d vector, one corner of the triangle.
|
||||
@type vec2: Vector object.
|
||||
@param vec2: A 3d vector, one corner of the triangle.
|
||||
@type vec3: Vector object.
|
||||
@param vec3: A 3d vector, one corner of the triangle.
|
||||
@type ray: Vector object.
|
||||
@param ray: A 3d vector, the orientation of the ray. the length of the ray is not used, only the direction.
|
||||
@type orig: Vector object.
|
||||
@param orig: A 3d vector, the origin of the ray.
|
||||
@type clip: integer
|
||||
@param clip: if 0, don't restrict the intersection to the area of the triangle, use the infinite plane defined by the triangle.
|
||||
@rtype: Vector object
|
||||
@return: The intersection between a ray and a triangle, if possible, None otherwise.
|
||||
"""
|
||||
|
||||
def TriangleArea(vec1, vec2, vec3):
|
||||
"""
|
||||
Return the area size of the 2D or 3D triangle defined.
|
||||
@type vec1: Vector object.
|
||||
@param vec1: A 2d or 3d vector, one corner of the triangle.
|
||||
@type vec2: Vector object.
|
||||
@param vec2: A 2d or 3d vector, one corner of the triangle.
|
||||
@type vec3: Vector object.
|
||||
@param vec3: A 2d or 3d vector, one corner of the triangle.
|
||||
@rtype: float
|
||||
@return: The area size of the 2D or 3D triangle defined.
|
||||
"""
|
||||
|
||||
def TriangleNormal(vec1, vec2, vec3):
|
||||
"""
|
||||
Return the normal of the 3D triangle defined.
|
||||
@type vec1: Vector object.
|
||||
@param vec1: A 3d vector, one corner of the triangle.
|
||||
@type vec2: Vector object.
|
||||
@param vec2: A 3d vector, one corner of the triangle.
|
||||
@type vec3: Vector object.
|
||||
@param vec3: A 3d vector, one corner of the triangle.
|
||||
@rtype: float
|
||||
@return: The normal of the 3D triangle defined.
|
||||
"""
|
||||
|
||||
def QuadNormal(vec1, vec2, vec3, vec4):
|
||||
"""
|
||||
Return the normal of the 3D quad defined.
|
||||
@type vec1: Vector object.
|
||||
@param vec1: A 3d vector, the first vertex of the quad.
|
||||
@type vec2: Vector object.
|
||||
@param vec2: A 3d vector, the second vertex of the quad.
|
||||
@type vec3: Vector object.
|
||||
@param vec3: A 3d vector, the third vertex of the quad.
|
||||
@type vec4: Vector object.
|
||||
@param vec4: A 3d vector, the fourth vertex of the quad.
|
||||
@rtype: float
|
||||
@return: The normal of the 3D quad defined.
|
||||
"""
|
||||
|
||||
def LineIntersect(vec1, vec2, vec3, vec4):
|
||||
"""
|
||||
Return a tuple with the points on each line respectively closest to the other
|
||||
(when both lines intersect, both vector hold the same value).
|
||||
The lines are evaluated as infinite lines in space, the values returned may not be between the 2 points given for each line.
|
||||
@type vec1: Vector object.
|
||||
@param vec1: A 3d vector, one point on the first line.
|
||||
@type vec2: Vector object.
|
||||
@param vec2: A 3d vector, another point on the first line.
|
||||
@type vec3: Vector object.
|
||||
@param vec3: A 3d vector, one point on the second line.
|
||||
@type vec4: Vector object.
|
||||
@param vec4: A 3d vector, another point on the second line.
|
||||
@rtype: (Vector object, Vector object)
|
||||
@return: A tuple with the points on each line respectively closest to the other.
|
||||
"""
|
||||
|
||||
def PolyFill(polylines):
|
||||
"""
|
||||
Takes a list of polylines and calculates triangles that would fill in the polylines.
|
||||
Multiple lines can be used to make holes inside a polyline, or fill in 2 separate lines at once.
|
||||
@type polylines: List of lists containing vectors, each representing a closed polyline.
|
||||
@rtype: list
|
||||
@return: a list if tuples each a tuple of 3 ints representing a triangle indexing the points given.
|
||||
@note: 2D Vectors will have an assumed Z axis of zero, 4D Vectors W axis is ignored.
|
||||
@note: The order of points in a polyline effect the direction returned triangles face, reverse the order of a polyline to flip the normal of returned faces.
|
||||
|
||||
I{B{Example:}}
|
||||
|
||||
The example below creates 2 polylines and fills them in with faces, then makes a mesh in the current scene::
|
||||
import Blender
|
||||
Vector= Blender.mathutils.Vector
|
||||
|
||||
# Outline of 5 points
|
||||
polyline1= [Vector(-2.0, 1.0, 1.0), Vector(-1.0, 2.0, 1.0), Vector(1.0, 2.0, 1.0), Vector(1.0, -1.0, 1.0), Vector(-1.0, -1.0, 1.0)]
|
||||
polyline2= [Vector(-1, 1, 1.0), Vector(0, 1, 1.0), Vector(0, 0, 1.0), Vector(-1.0, 0.0, 1.0)]
|
||||
fill= Blender.Geometry.PolyFill([polyline1, polyline2])
|
||||
|
||||
# Make a new mesh and add the truangles into it
|
||||
me= Blender.Mesh.New()
|
||||
me.verts.extend(polyline1)
|
||||
me.verts.extend(polyline2)
|
||||
me.faces.extend(fill) # Add the faces, they reference the verts in polyline 1 and 2
|
||||
|
||||
scn = Blender.Scene.GetCurrent()
|
||||
ob = scn.objects.new(me)
|
||||
Blender.Redraw()
|
||||
"""
|
||||
|
||||
def LineIntersect2D(vec1, vec2, vec3, vec4):
|
||||
"""
|
||||
Takes 2 lines vec1, vec2 for the 2 points of the first line and vec2, vec3 for the 2 points of the second line.
|
||||
@rtype: Vector
|
||||
@return: a 2D Vector for the intersection or None where there is no intersection.
|
||||
"""
|
||||
|
||||
def ClosestPointOnLine(pt, vec1, vec2):
|
||||
"""
|
||||
Takes 2 lines vec1, vec2 for the 2 points of the first line and vec2, vec3 for the 2 points of the second line.
|
||||
@rtype: tuple
|
||||
@return: a tuple containing a vector and a float, the vector is the closest point on the line, the float is the position on the line, between 0 and 1 the point is on the line.
|
||||
"""
|
||||
|
||||
def PointInTriangle2D(pt, tri_pt1, tri_pt2, tri_pt3):
|
||||
"""
|
||||
Takes 4 vectors (one for the test point and 3 for the triangle)
|
||||
This is a 2d function so only X and Y are used, Z and W will be ignored.
|
||||
@rtype: int
|
||||
@return: 1 for a clockwise intersection, -1 for counter clockwise intersection, 0 when there is no intersection.
|
||||
"""
|
||||
|
||||
def PointInQuad2D(pt, quad_pt1, quad_pt2, quad_pt3):
|
||||
"""
|
||||
Takes 5 vectors (one for the test point and 5 for the quad)
|
||||
This is a 2d function so only X and Y are used, Z and W will be ignored.
|
||||
@rtype: int
|
||||
@return: 1 for a clockwise intersection, -1 for counter clockwise intersection, 0 when there is no intersection.
|
||||
"""
|
||||
|
||||
def BoxPack2D(boxlist):
|
||||
"""
|
||||
Takes a list of 2D boxes and packs them into a square.
|
||||
Each box in boxlist must be a list of at least 4 items - [x,y,w,h], after running this script,
|
||||
the X and Y values in each box will be moved to packed, non overlapping locations.
|
||||
|
||||
Example::
|
||||
|
||||
# Make 500 random boxes, pack them and make a mesh from it
|
||||
from Blender import Geometry, Scene, Mesh
|
||||
import random
|
||||
boxes = []
|
||||
for i in xrange(500):
|
||||
boxes.append( [0,0, random.random()+0.1, random.random()+0.1] )
|
||||
boxsize = Geometry.BoxPack2D(boxes)
|
||||
print 'BoxSize', boxsize
|
||||
me = Mesh.New()
|
||||
for x in boxes:
|
||||
me.verts.extend([(x[0],x[1], 0), (x[0],x[1]+x[3], 0), (x[0]+x[2],x[1]+x[3], 0), (x[0]+x[2],x[1], 0) ])
|
||||
v1= me.verts[-1]
|
||||
v2= me.verts[-2]
|
||||
v3= me.verts[-3]
|
||||
v4= me.verts[-4]
|
||||
me.faces.extend([(v1,v2,v3,v4)])
|
||||
scn = Scene.GetCurrent()
|
||||
scn.objects.new(me)
|
||||
|
||||
@note: Each boxlist item can be longer then 4, the extra items are ignored and stay untouched.
|
||||
@rtype: tuple
|
||||
@return: a tuple pair - (width, height) of all the packed boxes.
|
||||
"""
|
||||
def BezierInterp(vec_knot_1, vec_handle_1, vec_handle_2, vec_knot_2, resolution):
|
||||
"""
|
||||
Takes 4 vectors representing a bezier curve and returns a list of vector points.
|
||||
@note: any vector size is supported, the largest dimension from the input will be used for all returned vectors/
|
||||
@rtype: list
|
||||
@return: a list of vectors the size of resolution including the start and end points (vec_knot_1 and vec_knot_2)
|
||||
"""
|
132
doc/python_api/epy/IDProp.py
Normal file
132
doc/python_api/epy/IDProp.py
Normal file
@@ -0,0 +1,132 @@
|
||||
class IDGroup:
|
||||
"""
|
||||
The IDGroup Type
|
||||
================
|
||||
This type supports both iteration and the []
|
||||
operator to get child ID properties.
|
||||
|
||||
You can also add new properties using the [] operator.
|
||||
For example::
|
||||
|
||||
group['a float!'] = 0.0
|
||||
group['an int!'] = 0
|
||||
group['a string!'] = "hi!"
|
||||
group['an array!'] = [0, 0, 1.0, 0]
|
||||
|
||||
group['a subgroup!] = {"float": 0.0, "an int": 1.0, "an array": [1, 2],
|
||||
"another subgroup": {"a": 0.0, "str": "bleh"}}
|
||||
|
||||
Note that for arrays, the array type defaults to int unless a float is found
|
||||
while scanning the template list; if any floats are found, then the whole
|
||||
array is float. Note that double-precision floating point numbers are used for
|
||||
python-created float ID properties and arrays (though the internal C api does
|
||||
support single-precision floats, and the python code will read them).
|
||||
|
||||
You can also delete properties with the del operator. For example:
|
||||
|
||||
del group['property']
|
||||
|
||||
To get the type of a property, use the type() operator, for example::
|
||||
|
||||
if type(group['bleh']) == str: pass
|
||||
|
||||
To tell if the property is a group or array type, import the Blender.Types module and test
|
||||
against IDGroupType and IDArrayType, like so::
|
||||
|
||||
from Blender.Types import IDGroupType, IDArrayType.
|
||||
|
||||
if type(group['bleghr']) == IDGroupType:
|
||||
(do something)
|
||||
|
||||
@ivar name: The name of the property
|
||||
@type name: string
|
||||
"""
|
||||
|
||||
def pop(item):
|
||||
"""
|
||||
Pop an item from the group property.
|
||||
@type item: string
|
||||
@param item: The item name.
|
||||
@rtype: can be dict, list, int, float or string.
|
||||
@return: The removed property.
|
||||
"""
|
||||
|
||||
def update(updatedict):
|
||||
"""
|
||||
Updates items in the dict, similar to normal python
|
||||
dictionary method .update().
|
||||
@type updatedict: dict
|
||||
@param updatedict: A dict of simple types to derive updated/new IDProperties from.
|
||||
@rtype: None
|
||||
@return: None
|
||||
"""
|
||||
|
||||
def keys():
|
||||
"""
|
||||
Returns a list of the keys in this property group.
|
||||
@rtype: list of strings.
|
||||
@return: a list of the keys in this property group.
|
||||
"""
|
||||
|
||||
def values():
|
||||
"""
|
||||
Returns a list of the values in this property group.
|
||||
|
||||
Note that unless a value is itself a property group or an array, you
|
||||
cannot change it by changing the values in this list, you must change them
|
||||
in the parent property group.
|
||||
|
||||
For example,
|
||||
|
||||
group['some_property'] = new_value
|
||||
|
||||
. . .is correct, while,
|
||||
|
||||
values = group.values()
|
||||
values[0] = new_value
|
||||
|
||||
. . .is wrong.
|
||||
|
||||
@rtype: list of strings.
|
||||
@return: a list of the values in this property group.
|
||||
"""
|
||||
|
||||
def iteritems():
|
||||
"""
|
||||
Implements the python dictionary iteritmes method.
|
||||
|
||||
For example::
|
||||
|
||||
for k, v in group.iteritems():
|
||||
print "Property name: " + k
|
||||
print "Property value: " + str(v)
|
||||
|
||||
@rtype: an iterator that spits out items of the form [key, value]
|
||||
@return: an iterator.
|
||||
"""
|
||||
|
||||
def convert_to_pyobject():
|
||||
"""
|
||||
Converts the entire property group to a purely python form.
|
||||
|
||||
@rtype: dict
|
||||
@return: A python dictionary representing the property group
|
||||
"""
|
||||
|
||||
class IDArray:
|
||||
"""
|
||||
The IDArray Type
|
||||
================
|
||||
|
||||
@ivar type: returns the type of the array, can be either IDP_Int or IDP_Float
|
||||
"""
|
||||
|
||||
def __getitem__(index):
|
||||
pass
|
||||
|
||||
def __setitem__(index, value):
|
||||
pass
|
||||
|
||||
def __len__():
|
||||
pass
|
||||
|
156
doc/python_api/epy/Mathutils.py
Normal file
156
doc/python_api/epy/Mathutils.py
Normal file
@@ -0,0 +1,156 @@
|
||||
# Blender.mathutils module and its subtypes
|
||||
|
||||
|
||||
|
||||
class Vector:
|
||||
"""
|
||||
|
||||
@attention: Vector data can be wrapped or non-wrapped. When a object is wrapped it
|
||||
means that the object will give you direct access to the data inside of blender. Modification
|
||||
of this object will directly change the data inside of blender. To copy a wrapped object
|
||||
you need to use the object's constructor. If you copy and object by assignment you will not get
|
||||
a second copy but a second reference to the same data. Only certain functions will return
|
||||
wrapped data. This will be indicated in the method description.
|
||||
"""
|
||||
|
||||
def __init__(list = None):
|
||||
"""
|
||||
Create a new 2d, 3d, or 4d Vector object from a list of floating point numbers.
|
||||
@note: that python uses higher precission floating point numbers, so values assigned to a vector may have some rounding error.
|
||||
|
||||
|
||||
Example::
|
||||
v = Vector(1,0,0)
|
||||
v = Vector(myVec)
|
||||
v = Vector(list)
|
||||
@type list: PyList of float or int
|
||||
@param list: The list of values for the Vector object. Can be a sequence or raw numbers.
|
||||
Must be 2, 3, or 4 values. The list is mapped to the parameters as [x,y,z,w].
|
||||
@rtype: Vector object.
|
||||
@return: It depends wheter a parameter was passed:
|
||||
- (list): Vector object initialized with the given values;
|
||||
- (): An empty 3 dimensional vector.
|
||||
"""
|
||||
|
||||
class Euler:
|
||||
"""
|
||||
The Euler object
|
||||
================
|
||||
This object gives access to Eulers in Blender.
|
||||
@note: You can access a euler object like a sequence
|
||||
- x = euler[0]
|
||||
@note: Comparison operators can be done:
|
||||
- ==, != test numeric values within epsilon
|
||||
@attention: Euler data can be wrapped or non-wrapped. When a object is wrapped it
|
||||
means that the object will give you direct access to the data inside of blender. Modification
|
||||
of this object will directly change the data inside of blender. To copy a wrapped object
|
||||
you need to use the object's constructor. If you copy and object by assignment you will not get
|
||||
a second copy but a second reference to the same data. Only certain functions will return
|
||||
wrapped data. This will be indicated in the method description.
|
||||
"""
|
||||
|
||||
def __init__(list = None):
|
||||
"""
|
||||
Create a new euler object.
|
||||
|
||||
Example::
|
||||
euler = Euler(45,0,0)
|
||||
euler = Euler(myEuler)
|
||||
euler = Euler(sequence)
|
||||
@type list: PyList of float/int
|
||||
@param list: 3d list to initialize euler
|
||||
@rtype: Euler object
|
||||
@return: Euler representing heading, pitch, bank.
|
||||
@note: Values are in degrees.
|
||||
"""
|
||||
|
||||
class Quaternion:
|
||||
"""
|
||||
The Quaternion object
|
||||
=====================
|
||||
This object gives access to Quaternions in Blender.
|
||||
@note: Comparison operators can be done:
|
||||
- ==, != test numeric values within epsilon
|
||||
@note: Math can be performed on Quaternion classes
|
||||
- quat + quat
|
||||
- quat - quat
|
||||
- quat * float/int
|
||||
- quat * vec
|
||||
- quat * quat
|
||||
@note: You can access a quaternion object like a sequence
|
||||
- x = quat[0]
|
||||
@attention: Quaternion data can be wrapped or non-wrapped. When a object is wrapped it
|
||||
means that the object will give you direct access to the data inside of blender. Modification
|
||||
of this object will directly change the data inside of blender. To copy a wrapped object
|
||||
you need to use the object's constructor. If you copy and object by assignment you will not get
|
||||
a second copy but a second reference to the same data. Only certain functions will return
|
||||
wrapped data. This will be indicated in the method description.
|
||||
"""
|
||||
|
||||
def __init__(list, angle = None):
|
||||
"""
|
||||
Create a new quaternion object from initialized values.
|
||||
|
||||
Example::
|
||||
quat = Quaternion(1,2,3,4)
|
||||
quat = Quaternion(axis, angle)
|
||||
quat = Quaternion()
|
||||
quat = Quaternion(180, list)
|
||||
|
||||
@type list: PyList of int/float
|
||||
@param list: A 3d or 4d list to initialize quaternion.
|
||||
4d if intializing [w,x,y,z], 3d if used as an axis of rotation.
|
||||
@type angle: float (optional)
|
||||
@param angle: An arbitrary rotation amount around 'list'.
|
||||
List is used as an axis of rotation in this case.
|
||||
@rtype: New quaternion object.
|
||||
@return: It depends wheter a parameter was passed:
|
||||
- (list/angle): Quaternion object initialized with the given values;
|
||||
- (): An identity 4 dimensional quaternion.
|
||||
"""
|
||||
|
||||
class Matrix:
|
||||
"""
|
||||
The Matrix Object
|
||||
=================
|
||||
@note: Math can be performed on Matrix classes
|
||||
- mat + mat
|
||||
- mat - mat
|
||||
- mat * float/int
|
||||
- mat * vec
|
||||
- mat * mat
|
||||
@note: Comparison operators can be done:
|
||||
- ==, != test numeric values within epsilon
|
||||
@note: You can access a quaternion object like a 2d sequence
|
||||
- x = matrix[0][1]
|
||||
- vector = matrix[2]
|
||||
@attention: Quaternion data can be wrapped or non-wrapped. When a object is wrapped it
|
||||
means that the object will give you direct access to the data inside of blender. Modification
|
||||
of this object will directly change the data inside of blender. To copy a wrapped object
|
||||
you need to use the object's constructor. If you copy and object by assignment you will not get
|
||||
a second copy but a second reference to the same data. Only certain functions will return
|
||||
wrapped data. This will be indicated in the method description.
|
||||
"""
|
||||
|
||||
def __init__(list1 = None, list2 = None, list3 = None, list4 = None):
|
||||
"""
|
||||
Create a new matrix object from initialized values.
|
||||
|
||||
Example::
|
||||
matrix = Matrix([1,1,1],[0,1,0],[1,0,0])
|
||||
matrix = Matrix(mat)
|
||||
matrix = Matrix(seq1, seq2, vector)
|
||||
|
||||
@type list1: PyList of int/float
|
||||
@param list1: A 2d,3d or 4d list.
|
||||
@type list2: PyList of int/float
|
||||
@param list2: A 2d,3d or 4d list.
|
||||
@type list3: PyList of int/float
|
||||
@param list3: A 2d,3d or 4d list.
|
||||
@type list4: PyList of int/float
|
||||
@param list4: A 2d,3d or 4d list.
|
||||
@rtype: New matrix object.
|
||||
@return: It depends wheter a parameter was passed:
|
||||
- (list1, etc.): Matrix object initialized with the given values;
|
||||
- (): An empty 3 dimensional matrix.
|
||||
"""
|
45
doc/python_api/epy/testbgl.py
Normal file
45
doc/python_api/epy/testbgl.py
Normal file
@@ -0,0 +1,45 @@
|
||||
# Testing the BGL module
|
||||
|
||||
import Blender
|
||||
from Blender.BGL import *
|
||||
from Blender import Draw
|
||||
|
||||
R = G = B = 0
|
||||
A = 1
|
||||
|
||||
instructions = "Hold mouse buttons to change the background color."
|
||||
quitting = " Press ESC or q to quit."
|
||||
|
||||
def show_win():
|
||||
glClearColor(R,G,B,A) # define color used to clear buffers
|
||||
glClear(GL_COLOR_BUFFER_BIT) # use it to clear the color buffer
|
||||
glColor3f(1,1,1) # change default color
|
||||
glRasterPos2i(50,100) # move cursor to x = 50, y = 100
|
||||
Draw.Text("Testing BGL + Draw") # draw this text there
|
||||
glRasterPos2i(350,20) # move cursor again
|
||||
Draw.Text(instructions + quitting) # draw another msg
|
||||
glBegin(GL_LINE_LOOP) # begin a vertex-data list
|
||||
glVertex2i(46,92)
|
||||
glVertex2i(120,92)
|
||||
glVertex2i(120,115)
|
||||
glVertex2i(46,115)
|
||||
glEnd() # close this list
|
||||
glColor3f(0.35,0.18,0.92) # change default color again
|
||||
glBegin(GL_POLYGON) # another list, for a polygon
|
||||
glVertex2i(315, 292)
|
||||
glVertex2i(412, 200)
|
||||
glVertex2i(264, 256)
|
||||
glEnd()
|
||||
Draw.Redraw(1) # make changes visible.
|
||||
|
||||
def ev(evt, val): # this is a callback for Draw.Register()
|
||||
global R,G,B,A # it handles input events
|
||||
if evt == Draw.ESCKEY or evt == Draw.QKEY:
|
||||
Draw.Exit() # this quits the script
|
||||
elif evt == Draw.LEFTMOUSE: R = 1 - R
|
||||
elif evt == Draw.MIDDLEMOUSE: G = 1 - G
|
||||
elif evt == Draw.RIGHTMOUSE: B = 1 - B
|
||||
else:
|
||||
Draw.Register(show_win, ev, None)
|
||||
|
||||
Draw.Register(show_win, ev, None) # start the main loop
|
Reference in New Issue
Block a user