This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/python/api2_2x/doc/Scene.py
Willian Padovani Germano 9282827720 New scripts:
- hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms);
- bevel_center by Loic Berthe, suggested for inclusion by jms;
- doc_browser, by Daniel Dunbar (Zr)

  Thanks to them for the new contributions!

  (I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'.  Opinions?)

BPython related:
- Added scriptlink methods to object, lamp, camera and world.
- Object: added object.makeTrack and object.clearTrack (old track method).
- sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither.
- doc updates and fixes.
- made ONLOAD event work.  G.f's SCENESCRIPT bit was being zeroed in set_app_data.
- Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...)
- Draw: added mouse wheel events.
- Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A).  Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate".

The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode.  It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender.  Loading after the program is up has no such problems.  When I finish I'll post examples of demo mode scripts.
2004-07-03 05:17:04 +00:00

243 lines
6.9 KiB
Python

# Blender.Scene module and the Scene PyType object
"""
The Blender.Scene submodule.
B{New}: L{Scene.play}, scriptLink methods: L{Scene.getScriptLinks}, ...
Scene
=====
This module provides access to B{Scenes} in Blender.
Example::
import Blender
from Blender import Scene, Object, Camera
#
camdata = Camera.New('ortho') # create new camera data
camdata.setName('newCam')
camdata.setLens(16.0)
scene = Scene.New('NewScene') # create a new scene
camobj = Object.New('Camera') # create a new camera object
camobj.link(camdata) # (*) link data to object first
scene.link(camobj) # and then link object to scene
scene.makeCurrent() # make this the current scene
@warn: as done in the example (*), it's recommended to first link object data to
objects and only after that link objects to scene. This is because if
there is no object data linked to an object ob, scene.link(ob) will
automatically create the missing data. This is ok on its own, but I{if
after that} this object is linked to obdata, the automatically created one
will be discarded -- as expected -- but will stay in Blender's memory
space until the program is exited, since Blender doesn't really get rid of
most kinds of data. So first linking obdata to object, then object to
scene is a tiny tiny bit faster than the other way around and also saves
some realtime memory (if many objects are created from scripts, the
savings become important).
"""
def New (name = 'Scene'):
"""
Create a new Scene in Blender.
@type name: string
@param name: The Scene name.
@rtype: Blender Scene
@return: The created Scene.
"""
def Get (name = None):
"""
Get the Scene(s) from Blender.
@type name: string
@param name: The name of a Scene.
@rtype: Blender Scene or a list of Blender Scenes
@return: It depends on the I{name} parameter:
- (name): The Scene with the given I{name};
- (): A list with all Scenes currently in Blender.
"""
def GetCurrent():
"""
Get the currently active Scene in Blender.
@rtype: Blender Scene
@return: The currently active Scene.
"""
def Unlink(scene):
"""
Unlink (delete) a Scene from Blender.
@type scene: Blender Scene
@param scene: The Scene to be unlinked.
"""
class Scene:
"""
The Scene object
================
This object gives access to Scene data in Blender.
@cvar name: The Scene name.
"""
def getName():
"""
Get the name of this Scene.
@rtype: string
"""
def setName(name):
"""
Set the name of this Scene.
@type name: string
@param name: The new name.
"""
def getWinSize():
"""
@warn: B{Deprecated}: use RenderData.imageSizeX() and RenderData.imageSizeY()
"""
def setWinSize(dimensions):
"""
@warn: B{Deprecated}: use RenderData.imageSizeX() and RenderData.imageSizeY
"""
def copy(duplicate_objects = 1):
"""
Make a copy of this Scene.
@type duplicate_objects: int
@param duplicate_objects: Defines how the Scene children are duplicated:
- 0: Link Objects;
- 1: Link Object Data;
- 2: Full copy.
@rtype: Scene
@return: The copied Blender Scene.
"""
def startFrame(frame = None):
"""
@warn: B{Deprecated}: use RenderData.startFrame()
"""
def endFrame(frame = None):
"""
@warn: B{Deprecated}: use RenderData.endFrame()
"""
def currentFrame(frame = None):
"""
@warn: B{Deprecated}: use RenderData.currentFrame
"""
def frameSettings(start = None, end = None, current = None):
"""
@warn: B{Deprecated}: use RenderData.startFrame(), RenderData.endFrame, RenderData.currentFrame
"""
def makeCurrent():
"""
Make this Scene the currently active one in Blender.
"""
def update(full = 0):
"""
Update this Scene in Blender.
@type full: int
@param full: A bool to control the level of updating:
- 0: sort the base list of objects.
- 1: sort and also regroup, do ipos, ikas, keys, script links, etc.
@warn: When in doubt, try with I{full = 0} first, since it is faster.
The "full" update is a recent addition to this method.
"""
def getRenderdir():
"""
@warn: B{Deprecated}: use RenderData.getRenderPath()
"""
def getBackbufdir():
"""
@warn: B{Deprecated}: use RenderData.getBackbufPath()
"""
def getChildren():
"""
Get all objects linked to this Scene.
@rtype: list of Blender Objects
@return: A list with all Blender Objects linked to this Scene.
"""
def getCurrentCamera():
"""
Get the currently active Camera for this Scene.
@rtype: Blender Camera
@return: The currently active Camera.
"""
def setCurrentCamera(camera):
"""
Set the currently active Camera in this Scene.
@type camera: Blender Camera
@param camera: The new active Camera.
"""
def link(object):
"""
Link an Object to this Scene.
@type object: Blender Object
@param object: A Blender Object.
"""
def unlink(object):
"""
Unlink an Object from this Scene.
@type object: Blender Object
@param object: A Blender Object.
"""
def getScriptLinks (event):
"""
Get a list with this Scene's script links of type 'event'.
@type event: string
@param event: "FrameChanged", "OnLoad" or "Redraw".
@rtype: list
@return: a list with Blender L{Text} names (the script links of the given
'event' type) or None if there are no script links at all.
"""
def clearScriptLinks ():
"""
Delete all this Scene's script links.
@rtype: bool
@return: 0 if some internal problem occurred or 1 if successful.
"""
def addScriptLink (text, event):
"""
Add a new script link to this Scene.
@type text: string
@param text: the name of an existing Blender L{Text}.
@type event: string
@param event: "FrameChanged", "OnLoad" or "Redraw".
"""
def play (mode = 0, win = '<VIEW3D>'):
"""
Play a realtime animation. This is the "Play Back Animation" function in
Blender, different from playing a sequence of rendered images (for that
check L{Render.RenderData.play}).
@type mode: int
@param mode: controls playing:
- 0: keep playing in the biggest 'win' window;
- 1: keep playing in all 'win', VIEW3D and SEQ windows;
- 2: play once in the biggest VIEW3D;
- 3: play once in all 'win', VIEW3D and SEQ windows.
@type win: int
@param win: window type, see L{Window.Types}. Only some of them are
meaningful here: VIEW3D, SEQ, IPO, ACTION, NLA, SOUND. But the others
are also accepted, since this function can be used simply as an
interruptible timer. If 'win' is not visible or invalid, VIEW3D is
tried, then any bigger visible window.
@rtype: bool
@return: 0 on normal exit or 1 when play back is canceled by user input.
"""