== 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:
Luca Bonavita
2010-10-13 10:42:33 +00:00
parent d058a9c8c3
commit 996efebbe3
28 changed files with 1014 additions and 26 deletions

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import bpy
# print all objects
for obj in bpy.data.objects:
print(obj.name)
# print all scene names in a list
print(bpy.data.scenes.keys())
# remove mesh Cube
if "Cube" in bpy.data.meshes:
mesh = bpy.data.meshes["Cube"]
print("removing mesh", mesh)
bpy.data.meshes.unlink(mesh)
# write images into a file next to the blend
import os
file = open(os.path.splitext(bpy.data.filepath)[0] + ".txt", 'w')
for image in bpy.data.images:
file.write("%s %dx%d\n" % (image.filepath, image.size[0], image.size[1]))
file.close()

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import mathutils
# todo

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import mathutils
# todo

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import mathutils
# todo

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import mathutils
# zero length vector
vec = mathutils.Vector((0, 0, 1))
# unit length vector
vec_a = vec.copy().normalize()
vec_b = mathutils.Vector((0, 1, 2))
vec2d = mathutils.Vector((1, 2))
vec3d = mathutils.Vector((1, 0, 0))
vec4d = vec_a.copy().resize4D()
# other mathutuls types
quat = mathutils.Quaternion()
matrix = mathutils.Matrix()
# Comparison operators can be done on Vector classes:
# greater and less then test vector length.
vec_a > vec_b
vec_a >= vec_b
vec_a < vec_b
vec_a <= vec_b
# ==, != test vector values e.g. 1,2,3 != 3,2,1 even if they are the same length
vec_a == vec_b
vec_a != vec_b
# Math can be performed on Vector classes
vec_a + vec_b
vec_a - vec_b
vec_a * vec_b
vec_a * 10.0
vec_a * matrix
vec_a * vec_b
vec_a * quat
-vec_a
# You can access a vector object like a sequence
x = vec_a[0]
len(vec)
vec_a[:] = vec_b
vec2d[:] = vec3d[:2]
# Vectors support 'swizzle' operations
# See http://en.wikipedia.org/wiki/Swizzling_(computer_graphics)
vec.xyz = vec.zyx
vec.xy = vec4d.zw
vec.xyz = vec4d.wzz
vec4d.wxyz = vec.yxyx

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import mathutils
from math import radians
vec = mathutils.Vector((1.0, 2.0, 3.0))
mat_rot = mathutils.Matrix.Rotation(radians(90), 4, 'X')
mat_trans = mathutils.Matrix.Translation(vec)
mat = mat_trans * mat_rot
mat.invert()
mat3 = mat.rotation_part()
quat1 = mat.to_quat()
quat2 = mat3.to_quat()
angle = quat1.difference(quat2)
print(angle)