diff options
author | Willian Padovani Germano <wpgermano@gmail.com> | 2004-08-17 08:26:00 +0400 |
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committer | Willian Padovani Germano <wpgermano@gmail.com> | 2004-08-17 08:26:00 +0400 |
commit | 446e1fae7c14cd4b5035d447c5b011f6fab9e806 (patch) | |
tree | 1c9cbf850f59111d6c1d38dfd8ed021934743c94 /source/blender/python/api2_2x/doc/API_intro.py | |
parent | 5a39312392858daafa6b05664a1cc03971f9ca42 (diff) |
** 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.
Diffstat (limited to 'source/blender/python/api2_2x/doc/API_intro.py')
-rw-r--r-- | source/blender/python/api2_2x/doc/API_intro.py | 79 |
1 files changed, 47 insertions, 32 deletions
diff --git a/source/blender/python/api2_2x/doc/API_intro.py b/source/blender/python/api2_2x/doc/API_intro.py index 801c79d2422..70ecd37b00d 100644 --- a/source/blender/python/api2_2x/doc/API_intro.py +++ b/source/blender/python/api2_2x/doc/API_intro.py @@ -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>}. """ |