== 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
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doc/python_api/examples/bpy.data.py
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doc/python_api/examples/bpy.data.py
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import bpy
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# print all objects
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for obj in bpy.data.objects:
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print(obj.name)
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# print all scene names in a list
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print(bpy.data.scenes.keys())
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# remove mesh Cube
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if "Cube" in bpy.data.meshes:
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mesh = bpy.data.meshes["Cube"]
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print("removing mesh", mesh)
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bpy.data.meshes.unlink(mesh)
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# write images into a file next to the blend
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import os
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file = open(os.path.splitext(bpy.data.filepath)[0] + ".txt", 'w')
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for image in bpy.data.images:
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file.write("%s %dx%d\n" % (image.filepath, image.size[0], image.size[1]))
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file.close()
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doc/python_api/examples/mathutils.Euler.py
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doc/python_api/examples/mathutils.Euler.py
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import mathutils
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# todo
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doc/python_api/examples/mathutils.Matrix.py
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doc/python_api/examples/mathutils.Matrix.py
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import mathutils
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# todo
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3
doc/python_api/examples/mathutils.Quaternion.py
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doc/python_api/examples/mathutils.Quaternion.py
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import mathutils
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# todo
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doc/python_api/examples/mathutils.Vector.py
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doc/python_api/examples/mathutils.Vector.py
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import mathutils
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# zero length vector
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vec = mathutils.Vector((0, 0, 1))
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# unit length vector
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vec_a = vec.copy().normalize()
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vec_b = mathutils.Vector((0, 1, 2))
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vec2d = mathutils.Vector((1, 2))
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vec3d = mathutils.Vector((1, 0, 0))
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vec4d = vec_a.copy().resize4D()
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# other mathutuls types
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quat = mathutils.Quaternion()
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matrix = mathutils.Matrix()
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# Comparison operators can be done on Vector classes:
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# greater and less then test vector length.
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vec_a > vec_b
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vec_a >= vec_b
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vec_a < vec_b
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vec_a <= vec_b
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# ==, != test vector values e.g. 1,2,3 != 3,2,1 even if they are the same length
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vec_a == vec_b
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vec_a != vec_b
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# Math can be performed on Vector classes
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vec_a + vec_b
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vec_a - vec_b
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vec_a * vec_b
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vec_a * 10.0
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vec_a * matrix
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vec_a * vec_b
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vec_a * quat
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-vec_a
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# You can access a vector object like a sequence
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x = vec_a[0]
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len(vec)
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vec_a[:] = vec_b
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vec2d[:] = vec3d[:2]
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# Vectors support 'swizzle' operations
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# See http://en.wikipedia.org/wiki/Swizzling_(computer_graphics)
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vec.xyz = vec.zyx
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vec.xy = vec4d.zw
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vec.xyz = vec4d.wzz
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vec4d.wxyz = vec.yxyx
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doc/python_api/examples/mathutils.py
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doc/python_api/examples/mathutils.py
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import mathutils
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from math import radians
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vec = mathutils.Vector((1.0, 2.0, 3.0))
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mat_rot = mathutils.Matrix.Rotation(radians(90), 4, 'X')
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mat_trans = mathutils.Matrix.Translation(vec)
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mat = mat_trans * mat_rot
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mat.invert()
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mat3 = mat.rotation_part()
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quat1 = mat.to_quat()
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quat2 = mat3.to_quat()
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angle = quat1.difference(quat2)
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print(angle)
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