** Note: two new files added, projectfiles will need an update.

Scripts:
  Campbell Barton (Ideasman, thanks) updated his Wavefront OBJ importer.
BPython:
- Finally committed pending contributions:
    Chris Keith wrote the Blender.Sound module -- still some testing to do this week;
    Joseph (joeedh) added the OnLoad scene script event;
    Satish Goda added 6 GLU functions to Blender.BGL.  Great additions, thanks all!
- Small changes to Blender.Load (leave editmode as Blender wants) and Window.EditMode (allow definition of "undo string");
- Fixed bug #1539: Window.RedrawAll() crashed Blender if an empty spacescript was available while using it in a gui-less script.
- doc updates.
This commit is contained in:
2004-08-17 04:26:00 +00:00
parent 5a39312392
commit 446e1fae7c
19 changed files with 874 additions and 161 deletions

View File

@@ -7,39 +7,39 @@ The Blender Python API Reference
Top Module:
-----------
- L{Blender} (*)
- L{Blender}
Submodules:
-----------
- L{Armature}
- L{Bone}
- L{NLA}
- L{BGL}
- L{Camera} (*)
- L{Curve} (*)
- L{Draw} (*)
- L{BGL} (*)
- L{Camera}
- L{Curve}
- L{Draw}
- L{Effect}
- L{Image} (*)
- L{Ipo} (*)
- L{Lamp} (*)
- L{Image}
- L{Ipo}
- L{Lamp}
- L{Lattice}
- L{Library}
- L{Material} (*)
- L{Material}
- L{Mathutils}
- L{Metaball} (*)
- L{Metaball}
- L{NMesh}
- L{Noise}
- L{Object} (*)
- L{Object}
- L{Registry}
- L{Scene} (*)
- L{Radio} (new)
- L{Scene}
- L{Radio}
- L{Render}
- L{Text}
- L{Texture} (*)
- L{Texture}
- L{Types}
- L{Window} (* important: L{Window.EditMode})
- L{World} (*)
- L{sys<Sys>} (*)
- L{Window}
- L{World}
- L{sys<Sys>}
(*) - marks updated.
@@ -177,24 +177,30 @@ The Game Engine API:
Blender Data Structures:
------------------------
Programs manipulate data structures. Blender python scripts are no exception.
Blender uses an Object Oriented architecture. The bpython interface tries to
present Blender objects and their attributes in the same way you see them through
the User Interface ( the GUI ). One key to bpython programming is understanding
the information presented in Blender's OOPS window where Blender objects and their
relationships are displayed.
Programs manipulate data structures. Blender python scripts are no exception.
Blender uses an Object Oriented architecture. The bpython interface tries to
present Blender objects and their attributes in the same way you see them
through the User Interface ( the GUI ). One key to bpython programming is
understanding the information presented in Blender's OOPS window where Blender
objects and their relationships are displayed.
Each Blender graphic element ( Mesh, Lamp, Curve, etc.) is composed from two parts:
An Object and ObData. The Object holds information about the position, rotation and size
of the element. This is information that all elements have in common. The ObData holds
information specific to that particular type of element.
Each Blender graphic element (Mesh, Lamp, Curve, etc.) is composed from two
parts: an Object and ObData. The Object holds information about the position,
rotation and size of the element. This is information that all elements have
in common. The ObData holds information specific to that particular type of
element.
Each Object has a link to its associated ObData. A single ObData may be shared by many Objects. A graphic element also has a link to a list of Materials. By default, this list is associated with the ObData.
Each Object has a link to its associated ObData. A single ObData may be
shared by many Objects. A graphic element also has a link to a list of
Materials. By default, this list is associated with the ObData.
All Blender objects have a unique name. However, the name is qualified by the type of the object. This means you can have a Lamp Object called Lamp.001 ( OB:Lamp.001 ) and a Lamp ObData called Lamp.001 ( LA:Lamp.001 )
All Blender objects have a unique name. However, the name is qualified by the
type of the object. This means you can have a Lamp Object called Lamp.001
(OB:Lamp.001) and a Lamp ObData called Lamp.001 (LA:Lamp.001).
For a more in-depth look at Blender internals, and some understanding of why
Blender works the way it does, see the U{Blender Architecture document<http://www.blender3d.org/cms/Blender_Architecture.336.0.html>}.
For a more in-depth look at Blender internals, and some understanding of why
Blender works the way it does, see the U{Blender Architecture document
<http://www.blender3d.org/cms/Blender_Architecture.336.0.html>}.
A note to newbie script writers:
--------------------------------
@@ -207,7 +213,7 @@ A note to newbie script writers:
@author: The Blender Python Team
@requires: Blender 2.34 or newer.
@version: 2.34
@version: 2.34cvs
@see: U{www.blender3d.org<http://www.blender3d.org>}: main site
@see: U{www.blender.org<http://www.blender.org>}: documentation and forum
@see: U{www.elysiun.com<http://www.elysiun.com>}: user forum
@@ -217,4 +223,13 @@ A note to newbie script writers:
@see: U{www.python.org/doc<http://www.python.org/doc>}
@note: this documentation was generated by epydoc, which can output html and
pdf. For pdf it requires a working LaTeX environment.
@note: the official version of this reference guide is only updated for each
new Blender release. But it is simple to build yourself current cvs
versions of this text: install epydoc, grab all files in the
source/blender/python/api2_2x/doc/ folder of Blender's cvs and use the
epy_docgen.sh script also found there to generate the html docs.
Naturally you will also need a recent Blender binary to try the new
features. If you prefer not to compile it yourself, there is a testing
builds forum at U{blender.org<http://www.blender.org>}.
"""