This repository has been archived on 2023-10-09.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/API_intro.py
Willian Padovani Germano e7d3039d12 - Blender: added option 'scriptsdir' to Blender.Get();
- small updates to the docs;
- Object: small fix to getMatrix: check during_script() to avoid undesired loops; added old behavior (pre 2.34) as option: .getMatrix('oldlocal');
- tentative fix for bug #1275: scene REDRAW scriptlinks were not being executed (the call to do so was missing):
http://projects.blender.org/tracker/index.php?func=detail&aid=1275&group_id=9&atid=125
    added the call in drawview.c, in drawview3dspace().  This causes the scriptlink to be called for each visible view3d, but that's what happens with object redraw scriptlinks, too.  Anyway, this is still a test.  The place was chosen based on the idea that a scene redraw scriptlink is like an object redraw one, but for all objs in the scene at once.

- Window.Theme: new submodule, to get/set theme options in Blender;
- Added the script save_theme.py (Help menu for now), to save the current theme in Blender as an executable script (currently shown in the Scripts->Misc menu).

There's more work to do for themes, like defining a proper place for them in the interface, adding documentation (for now the added script and the ones it generates can give a pretty good idea of how to use the new module), probably extending themes to support SpaceScript and so on.
2004-09-21 05:28:17 +00:00

236 lines
9.4 KiB
Python

# This is not a real module, it's simply an introductory text.
"""
The Blender Python API Reference
================================
Top Module:
-----------
- L{Blender} (*)
Submodules:
-----------
- L{Armature}
- L{Bone}
- L{NLA}
- L{BGL} (*)
- L{Camera}
- L{Curve}
- L{Draw}
- L{Effect}
- L{Image}
- L{Ipo}
- L{Lamp}
- L{Lattice}
- L{Library}
- L{Material}
- L{Mathutils}
- L{Metaball}
- L{NMesh}
- L{Noise}
- L{Object} (*)
- L{Registry}
- L{Scene} (*)
- L{Radio}
- L{Render}
- L{Text}
- L{Texture}
- L{Types}
- L{Window}
- L{World}
- L{sys<Sys>}
(*) - marks updated.
Introduction:
=============
This reference documents the Blender Python API, a growing collection of
Python modules (libraries) that give access to part of the program's internal
data and functions.
Through scripting Blender can be extended in real-time via
U{Python <www.python.org>}, an impressive high level, multi-paradigm, open
source language. Newcomers are recommended to start with the tutorial that
comes with it.
This opens many interesting possibilities, ranging from automating repetitive
tasks to adding new functionality to the program: procedural models,
importers and exporters, even complex applications and so on. Blender itself
comes with some scripts, but many others can be found in the Scripts & Plugins
sections and forum posts at the Blender-related sites listed below.
Scripting and Blender:
======================
There are four basic ways to execute scripts in Blender:
1. They can be loaded or typed as text files in the Text Editor window, then
executed with ALT+P.
2. Via command line: 'blender -P <scriptname>' will start Blender and executed
the given script. <scriptname> can be a filename in the user's file system or
the name of a text saved in a .blend Blender file:
'blender myfile.blend -P textname'.
3. Properly registered scripts can be selected directly from the program's
menus.
4. Scriptlinks: these are also loaded or typed in the Text Editor window and
can be linked to objects, materials or scenes using the Scriptlink buttons
tab. Script links get executed automatically when their events (ONLOAD,
REDRAW, FRAMECHANGED) are triggered. Normal scripts can create (L{Text}) and
link other scripts to objects and events, see L{Object.Object.addScriptLink},
for example.
Registering scripts:
--------------------
To be registered a script needs two things:
- be either in the default scripts dir or in the user defined scripts path
(see Info window, paths tab);
- have a proper header.
Try 'blender -d' to know where your default dir for scripts is, it will
inform either the dir or the file with that info already parsed, which is
in the same dir of the scripts folder.
The header should be like this one (all double and single apostrophes below
are required)::
#!BPY
\"\"\"
Name: 'Script Name'
Blender: 233
Group: 'Export'
Submenu: 'All' all
Submenu: 'Selected' sel
Submenu: 'Configure (gui)' gui
Tooltip: 'Export to some format.'
\"\"\"
where:
- B{Name} is the string that will appear in the menu;
- B{Blender} is the minimum program version required to run the script;
- B{Group} defines where the script will be put, see all groups in the
Scripts Window's header, menu "Scripts";
- B{Submenu} adds optional submenus for further control;
- B{Tooltip} is the (short) tooltip string for the menu entry.
Submenu lines are not required, use them if you want to provide extra
options. To see which submenu the user chose, check the "__script__"
dictionary in your code: __script__['arg'] has the defined keyword (the word
after the submenu string name: all, sel or gui in the example above) of the
chosen submenu. For example, if the user clicked on submenu 'Selected' above,
__script__['arg'] will be "sel".
If your script requires extra data or configuration files, there is a special
folder where they can be saved: see 'datadir' in L{Blender.Get}.
Interaction with users:
-----------------------
Scripts can:
- simply run and exit;
- grab the main input event queue and process (or pass to Blender) selected
keyboard, mouse, redraw events;
- pop messages, menus and small number and text input boxes;
- draw graphical user interfaces (guis) with OpenGL calls and native
program buttons, which stay there accepting user input like any other
Blender window until the user closes them;
- make changes to the 3D View (set visible layer(s), view point, etc);
- use external Python libraries, if available.
You can read the documentation for the L{Window}, L{Draw} and L{BGL} modules
for more information and also check Python's site for external modules that
might be useful to you. Note though that any imported module will become a
requirement of your script, since Blender itself does not bundle external
modules.
Command line mode:
------------------
Python was embedded in Blender, so to access bpython modules you need to
run scripts from the program itself: you can't import the Blender module
into an external Python interpreter. But with "OnLoad" script links, the
"-b" background mode and additions like the "-P" command line switch,
L{Blender.Save}, L{Blender.Load}, L{Blender.Quit} and the L{Library} module,
for many tasks it's possible to control Blender via some automated process
using scripts.
Demo mode:
----------
Blender has a demo mode, where once started it can work without user
intervention, "showing itself off". Demos can render stills and animations,
play rendered or real-time animations, calculate radiosity simulations and
do many other nifty things. If you want to turn a .blend file into a demo,
write a script to run the show and link it as a scene "OnLoad" scriptlink.
The demo will then be played automatically whenever this .blend file is
opened, B{unless Blender was started with the "-y" parameter}.
The Game Engine API:
--------------------
Blender has a game engine for users to create and play 3d games. This
engine lets programmers add scripts to improve game AI, control, etc, making
more complex interaction and tricks possible. The game engine API is
separate from the Blender Python API this document references and you can
find its own ref doc in the docs section of the main sites below.
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.
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.
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>}.
A note to newbie script writers:
--------------------------------
Interpreted languages are known to be much slower than compiled code, but for
many applications the difference is negligible or acceptable. Also, with
profiling to identify slow areas and well thought optimizations, the speed
can be I{considerably} improved in many cases. Try some of the best bpython
scripts to get an idea of what can be done, you may be surprised.
@author: The Blender Python Team
@requires: Blender 2.34 or newer.
@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
@see: U{projects.blender.org<http://projects.blender.org>}
@see: U{blender architecture<http://www.blender3d.org/cms/Blender_Architecture.336.0.html>}: blender architecture document
@see: U{www.python.org<http://www.python.org>}
@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>}.
"""