- new submodule Scene.Radio, for radiosity: still incomplete, but in shape for demos, updated SConscript to include it;
- new functions in Window module;
- doc updates: adding a todo file and a new start page for our docs: API_intro.py + other updates;
- small fix in Ipo.c provided by Damien McGuinnes (thanks!): Nathan has a patch with IPO additions and fixes for this and more, but until it is committed, there's this fix for Ipo.getCurve('LocX'), LocY, Z and QuatW,X,Y,Z too, according to Damien.
Other files:
- radpreprocess.c: added check for "during_script()" so eventual msgs don't popup during scripts;
- drawmesh.c: made a pointer (display list) be checked before accessed, fixes crash in scripts that forget to update display lists for subsurf meshes when a 3d view is in textured view mode.
Script: updated bevel_center by Loic Berthe.
219 lines
6.5 KiB
Python
219 lines
6.5 KiB
Python
# Blender.Scene module and the Scene PyType object
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"""
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The Blender.Scene submodule.
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B{New}: L{Scene.play}; scriptLink methods: L{Scene.getScriptLinks}, etc;
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L{Scene.getRadiosityContext}
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Scene
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=====
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This module provides access to B{Scenes} in Blender.
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Example::
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import Blender
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from Blender import Scene, Object, Camera
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#
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camdata = Camera.New('ortho') # create new camera data
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camdata.setName('newCam')
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camdata.setLens(16.0)
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scene = Scene.New('NewScene') # create a new scene
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camobj = Object.New('Camera') # create a new camera object
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camobj.link(camdata) # (*) link data to object first
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scene.link(camobj) # and then link object to scene
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scene.makeCurrent() # make this the current scene
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@warn: as done in the example (*), it's recommended to first link object data to
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objects and only after that link objects to scene. This is because if
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there is no object data linked to an object ob, scene.link(ob) will
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automatically create the missing data. This is ok on its own, but I{if
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after that} this object is linked to obdata, the automatically created one
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will be discarded -- as expected -- but will stay in Blender's memory
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space until the program is exited, since Blender doesn't really get rid of
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most kinds of data. So first linking obdata to object, then object to
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scene is a tiny tiny bit faster than the other way around and also saves
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some realtime memory (if many objects are created from scripts, the
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savings become important).
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"""
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def New (name = 'Scene'):
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"""
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Create a new Scene in Blender.
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@type name: string
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@param name: The Scene name.
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@rtype: Blender Scene
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@return: The created Scene.
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"""
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def Get (name = None):
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"""
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Get the Scene(s) from Blender.
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@type name: string
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@param name: The name of a Scene.
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@rtype: Blender Scene or a list of Blender Scenes
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@return: It depends on the I{name} parameter:
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- (name): The Scene with the given I{name};
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- (): A list with all Scenes currently in Blender.
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"""
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def GetCurrent():
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"""
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Get the currently active Scene in Blender.
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@rtype: Blender Scene
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@return: The currently active Scene.
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"""
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def Unlink(scene):
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"""
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Unlink (delete) a Scene from Blender.
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@type scene: Blender Scene
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@param scene: The Scene to be unlinked.
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"""
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class Scene:
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"""
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The Scene object
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================
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This object gives access to Scene data in Blender.
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@cvar name: The Scene name.
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"""
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def getName():
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"""
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Get the name of this Scene.
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@rtype: string
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"""
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def setName(name):
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"""
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Set the name of this Scene.
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@type name: string
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@param name: The new name.
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"""
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def copy(duplicate_objects = 1):
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"""
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Make a copy of this Scene.
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@type duplicate_objects: int
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@param duplicate_objects: Defines how the Scene children are duplicated:
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- 0: Link Objects;
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- 1: Link Object Data;
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- 2: Full copy.
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@rtype: Scene
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@return: The copied Blender Scene.
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"""
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def makeCurrent():
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"""
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Make this Scene the currently active one in Blender.
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"""
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def update(full = 0):
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"""
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Update this Scene in Blender.
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@type full: int
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@param full: A bool to control the level of updating:
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- 0: sort the base list of objects.
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- 1: sort and also regroup, do ipos, ikas, keys, script links, etc.
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@warn: When in doubt, try with I{full = 0} first, since it is faster.
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The "full" update is a recent addition to this method.
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"""
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def getRenderingContext():
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"""
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Get the rendering context for this scene, see L{Render}.
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@rtype: RenderData
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@return: the render data object for this scene.
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"""
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def getRadiosityContext():
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"""
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Get the radiosity context for this scene, see L{Radio}.
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@rtype: Blender Radiosity
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@return: the radiosity object for this scene.
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@note: only the current scene can return a radiosity context.
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"""
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def getChildren():
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"""
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Get all objects linked to this Scene.
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@rtype: list of Blender Objects
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@return: A list with all Blender Objects linked to this Scene.
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"""
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def getCurrentCamera():
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"""
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Get the currently active Camera for this Scene.
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@rtype: Blender Camera
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@return: The currently active Camera.
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"""
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def setCurrentCamera(camera):
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"""
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Set the currently active Camera in this Scene.
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@type camera: Blender Camera
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@param camera: The new active Camera.
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"""
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def link(object):
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"""
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Link an Object to this Scene.
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@type object: Blender Object
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@param object: A Blender Object.
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"""
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def unlink(object):
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"""
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Unlink an Object from this Scene.
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@type object: Blender Object
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@param object: A Blender Object.
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"""
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def getScriptLinks (event):
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"""
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Get a list with this Scene's script links of type 'event'.
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@type event: string
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@param event: "FrameChanged", "OnLoad" or "Redraw".
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@rtype: list
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@return: a list with Blender L{Text} names (the script links of the given
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'event' type) or None if there are no script links at all.
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"""
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def clearScriptLinks ():
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"""
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Delete all this Scene's script links.
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@rtype: bool
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@return: 0 if some internal problem occurred or 1 if successful.
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"""
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def addScriptLink (text, event):
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"""
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Add a new script link to this Scene.
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@type text: string
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@param text: the name of an existing Blender L{Text}.
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@type event: string
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@param event: "FrameChanged", "OnLoad" or "Redraw".
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"""
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def play (mode = 0, win = '<VIEW3D>'):
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"""
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Play a realtime animation. This is the "Play Back Animation" function in
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Blender, different from playing a sequence of rendered images (for that
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check L{Render.RenderData.play}).
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@type mode: int
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@param mode: controls playing:
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- 0: keep playing in the biggest 'win' window;
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- 1: keep playing in all 'win', VIEW3D and SEQ windows;
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- 2: play once in the biggest VIEW3D;
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- 3: play once in all 'win', VIEW3D and SEQ windows.
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@type win: int
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@param win: window type, see L{Window.Types}. Only some of them are
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meaningful here: VIEW3D, SEQ, IPO, ACTION, NLA, SOUND. But the others
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are also accepted, since this function can be used simply as an
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interruptible timer. If 'win' is not visible or invalid, VIEW3D is
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tried, then any bigger visible window.
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@rtype: bool
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@return: 0 on normal exit or 1 when play back is canceled by user input.
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"""
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