Python API

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Second and final part of MTex API changes.  Added support for new attributes for MTex World objects, stricter checking of attribute types for materia/lamp/world MTex objects, setters for lamp.textures and world.textures attributes, and updated documentation.
This commit is contained in:
Ken Hughes
2008-09-12 02:23:52 +00:00
parent 0dea748e01
commit 4335811695
6 changed files with 331 additions and 79 deletions

View File

@@ -195,20 +195,23 @@ Example::
- DN_CELLNOISE - Steven Worley's cellular basis algorithm (1996)
@var TexCo: Flags for MTex.texco.
- ORCO - Use the original coordinates of the mesh
- REFL - Use reflection vector as texture coordinates
- NOR - Use normal vector as texture coordinates
- ORCO - Use the original coordinates of the mesh (material texture only)
- REFL - Use reflection vector as texture coordinates (material texture only)
- NOR - Use normal vector as texture coordinates (material texture only)
- GLOB - Use global coordinates for the texture coordinates
- UV - Use UV coordinates for texture coordinates
- UV - Use UV coordinates for texture coordinates (material texture only)
- OBJECT - Use linked object's coordinates for texture coordinates
- WIN - Use screen coordinates as texture coordinates
- VIEW - Pass camera view vector on to the texture (World texture only!)
- STICK - Use mesh sticky coordinates for the texture coordinates
- STRESS - Use mesh stress coordinates for the texture coordinates
- TANGENT - Use mesh tangent coordinates for the texture coordinates
- WIN - Use screen coordinates as texture coordinates (material texture only)
- VIEW - Use view coordinates for the texture (world and lamp texture only)
- STICK - Use mesh sticky coordinates for the texture coordinates (material texture only)
- STRESS - Use mesh stress coordinates for the texture coordinates (material texture only)
- TANGENT - Use mesh tangent coordinates for the texture coordinates (material texture only)
- ANGMAP - Uses 360 degree angular coordinates, e.g. for spherical light probes (world texture only)
- HSPHERE - For 360 degree panorama sky, spherical mapped, only top half (world texture only)
- HTUBE - For 360 degree panorama sky, cylindrical mapped, only top half (world texture only)
@type TexCo: readonly dictionary
@var MapTo: Flags for MTex.mapto.
@var MapTo: Flags for MTex.mapto
- COL - Make the texture affect the basic color of the material
- NOR - Make the texture affect the rendered normal
- CSP - Make the texture affect the specularity color
@@ -500,84 +503,92 @@ class MTex:
This object links a material to a texture. It allows the same texture to be
used in several different ways.
@type blendmode: int
@ivar blendmode: Texture blending mode. See L{BlendModes}
@type blendmode: int
@ivar col: Color that the texture blends with.
@type col: tuple
@ivar col: Color that the texture blends with. Range of.
@type colfac: float
@ivar colfac: Factor by which texture affects color.
@ivar correctNor: Correct normal mapping for Texture space and Object space.
@type colfac: float
@ivar correctNor: Correct normal mapping for Texture space and Object space (material only).
@type correctNor: boolean
@ivar dispfac: Factor by which texture affects displacement (material only).
@type dispfac: float
@ivar dispfac: Factor by which texture affects displacement.
@type dvar: float
@ivar dvar: Value that the texture blends with when not blending colors.
@type dvar: float
@ivar fromDupli: Duplis instanced from verts, faces or particles, inherit texture coordinate from their parent (material only).
@type fromDupli: boolean
@ivar fromDupli: Duplis instanced from verts, faces or particles, inherit texture coordinate from their parent.
@ivar fromOrig: Duplis derive their object coordinates from the original objects transformation (material only).
@type fromOrig: boolean
@ivar fromOrig: Duplis derive their object coordinates from the original objects transformation.
@ivar mapping: Mapping of texture coordinates (flat, cube, etc.) (material only). See L{Mappings}.
@type mapping: int
@ivar mapping: Mapping of texture coordinates (flat, cube, etc.). See L{Mappings}.
@ivar mapto: "Map to" field of texture (material only). OR'd values of L{MapTo}.
@type mapto: int
@ivar mapto: "Map to" field of texture. OR'd values of L{MapTo}.
@ivar mtAlpha: How texture maps to alpha value.
@type mtAlpha: int
@ivar mtAmb: How texture maps to ambient value.
@type mtAmb: int
@ivar mtCmir: How texture maps to mirror color.
@type mtCmir: int
@ivar mtCol: How texture maps to color.
@ivar mtCol: How texture maps to color (material and lamp only).
@type mtCol: int
@ivar mtCsp: How texture maps to specularity color
@ivar mtAlpha: How texture maps to alpha value (material only).
@type mtAlpha: int
@ivar mtAmb: How texture maps to ambient value (material only).
@type mtAmb: int
@ivar mtCmir: How texture maps to mirror color (material only).
@type mtCmir: int
@ivar mtCsp: How texture maps to specularity color (material only).
@type mtCsp: int
@ivar mtDisp: How texture maps to displacement
@ivar mtDisp: How texture maps to displacement (material only).
@type mtDisp: int
@ivar mtEmit: How texture maps to emit value
@ivar mtEmit: How texture maps to emit value (material only).
@type mtEmit: int
@ivar mtHard: How texture maps to hardness
@ivar mtHard: How texture maps to hardness (material only).
@type mtHard: int
@ivar mtNor: How texture maps to normals
@ivar mtNor: How texture maps to normals (material only).
@type mtNor: int
@ivar mtRayMir: How texture maps to RayMir value
@ivar mtRayMir: How texture maps to RayMir value (material only).
@type mtRayMir: int
@ivar mtRef: How texture maps to reflectivity
@ivar mtRef: How texture maps to reflectivity (material only).
@type mtRef: int
@ivar mtSpec: How texture maps to specularity
@ivar mtSpec: How texture maps to specularity (material only).
@type mtSpec: int
@ivar mtTranslu: How texture maps to translucency
@ivar mtTranslu: How texture maps to translucency (material only).
@type mtTranslu: int
@ivar mtWarp: How texture maps to warp
@ivar mtWarp: How texture maps to warp (material only).
@type mtWarp: int
@ivar neg: Negate texture values mode
@ivar mtBlend: Texture affects color progression of background (world only).
@type mtBlend: int
@ivar mtHoriz: Texture affects color of the horizon (world only).
@type mtHoriz: int
@ivar mtZenUp: Texture affects color of the zenith above (world only).
@type mtZenUp: int
@ivar mtZenDown: Texture affects color of the zenith below (world only).
@type mtZenDown: int
@ivar neg: Negate texture values mode.
@type neg: boolean
@ivar norfac: Factor by which texture affects normal
@ivar norfac: Factor by which texture affects normal (material and world only).
@type norfac: float
@ivar noRGB: Convert texture RGB values to intensity values
@ivar noRGB: Convert texture RGB values to intensity values.
@type noRGB: boolean
@ivar object: Object whose space to use when texco is Object
@ivar object: Object whose space to use when texco is Object.
@type object: Blender Object or None
@ivar ofs: Offset to adjust texture space.
@type ofs: tuple
@ivar ofs: Offset to adjust texture space
@ivar size: Size to scale texture space.
@type size: tuple
@ivar size: Size to scale texture space
@ivar stencil: Stencil mode
@ivar stencil: Stencil mode.
@type stencil: boolean
@ivar tex: The Texture this is linked to.
@type tex: Blender Texture
@ivar texco: Texture coordinates ("Map input"). See L{TexCo}
@ivar texco: Texture coordinates ("Map input"). See L{TexCo}.
@type texco: int
@ivar uvlayer: The name of the UV Layer this texture is mapped to (when left blank uses render layer)
@ivar uvlayer: The name of the UV Layer this texture is mapped to (when left blank uses render layer) (material only).
@type uvlayer: string
@ivar varfac: Factor by which texture affects most variables (material and world only).
@type varfac: float
@ivar varfac: Factor by which texture affects most variables
@ivar warpfac: Factor by which texture affects warp (material only).
@type warpfac: float
@ivar warpfac: Factor by which texture affects warp
@ivar xproj: Projection of X axis to Texture space (material only). See L{Proj}
@type xproj: int
@ivar xproj: Projection of X axis to Texture space. See L{Proj}
@ivar yproj: Projection of Y axis to Texture space (material only). See L{Proj}
@type yproj: int
@ivar yproj: Projection of Y axis to Texture space. See L{Proj}
@ivar zproj: Projection of Z axis to Texture space (material only). See L{Proj}
@type zproj: int
@ivar zproj: Projection of Z axis to Texture space. See L{Proj}
"""
def getIpo():