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authorStephen Swaney <sswaney@centurytel.net>2005-06-15 10:22:26 +0400
committerStephen Swaney <sswaney@centurytel.net>2005-06-15 10:22:26 +0400
commit401dfba3051856906c487c4adb85b09358d57f7d (patch)
treed6e2358d847bc8385756f17655248751e5a11dc0 /source/blender/python/api2_2x/doc/NMesh.py
parent7eee2e7f8a38aa72695f13a21fe82906a6104cda (diff)
Changes to Documentation Format ONLY.v2.37a
no executable code. Martin noticed many of our bpy instance variables were incorrectly marked as class variables in the doc. This commit essentially changes the title of sections of the doc from Class Variables to Instance Variables. Now that we are adding class or module dictionaries for constants, etc. this is a distinction worth making. Plus it is right.
Diffstat (limited to 'source/blender/python/api2_2x/doc/NMesh.py')
-rw-r--r--source/blender/python/api2_2x/doc/NMesh.py70
1 files changed, 35 insertions, 35 deletions
diff --git a/source/blender/python/api2_2x/doc/NMesh.py b/source/blender/python/api2_2x/doc/NMesh.py
index 212feb24a2b..c2f7df2a311 100644
--- a/source/blender/python/api2_2x/doc/NMesh.py
+++ b/source/blender/python/api2_2x/doc/NMesh.py
@@ -197,10 +197,10 @@ class NMCol:
================
This object is a list of ints: [r, g, b, a] representing an
rgba color.
- @cvar r: The Red component in [0, 255].
- @cvar g: The Green component in [0, 255].
- @cvar b: The Blue component in [0, 255].
- @cvar a: The Alpha (transparency) component in [0, 255].
+ @ivar r: The Red component in [0, 255].
+ @ivar g: The Green component in [0, 255].
+ @ivar b: The Blue component in [0, 255].
+ @ivar a: The Alpha (transparency) component in [0, 255].
"""
class NMVert:
@@ -209,15 +209,15 @@ class NMVert:
=================
This object holds mesh vertex data.
@type co: 3D Vector object.
- @cvar co: The vertex coordinates (x, y, z).
+ @ivar co: The vertex coordinates (x, y, z).
@type no: 3D Vector object. (unit length)
- @cvar no: The vertex normal vector (x, y, z).
+ @ivar no: The vertex normal vector (x, y, z).
@type uvco: 3D Vector object.
- @cvar uvco: The vertex texture "sticky" coordinates. The Z value of the Vector is ignored.
+ @ivar uvco: The vertex texture "sticky" coordinates. The Z value of the Vector is ignored.
@type index: int
- @cvar index: The vertex index, if owned by a mesh.
+ @ivar index: The vertex index, if owned by a mesh.
@type sel: int
- @cvar sel: The selection state (selected:1, unselected:0) of this vertex.\n
+ @ivar sel: The selection state (selected:1, unselected:0) of this vertex.\n
Note: An NMesh will return the selection state of the mesh when EditMod was last exited. A python script operating in EditMode must exit edit mode, before getting the current selection state of the mesh.
@warn: There are two kinds of uv texture coordinates in Blender: per vertex
("sticky") and per face vertex (uv in L{NMFace}). In the first, there's
@@ -234,13 +234,13 @@ class NMEdge:
=================
This object holds mesh edge data.
@type v1: NMVert
- @cvar v1: The first vertex of the edge.
+ @ivar v1: The first vertex of the edge.
@type v2: NMVert
- @cvar v2: The second vertex of the edge.
+ @ivar v2: The second vertex of the edge.
@type crease: int
- @cvar crease: The crease value of the edge. It is in the range [0,255].
+ @ivar crease: The crease value of the edge. It is in the range [0,255].
@type flag: int
- @cvar flag: The bitmask describing edge properties. See L{NMesh.EdgeFlags<EdgeFlags>}.
+ @ivar flag: The bitmask describing edge properties. See L{NMesh.EdgeFlags<EdgeFlags>}.
"""
class NMFace:
@@ -286,30 +286,30 @@ class NMFace:
Blender.Redraw()
@type v: list
- @cvar v: The list of face vertices (B{up to 4}).
+ @ivar v: The list of face vertices (B{up to 4}).
@type sel: bool
- @cvar sel: The selection state (1: selected, 0: unselected) of this NMesh's
+ @ivar sel: The selection state (1: selected, 0: unselected) of this NMesh's
faces *in edit mode*. This is not the same as the selection state of
the textured faces (see L{NMesh.NMFace.flag}).
@type hide: bool
- @cvar hide: The visibility state (1: hidden, 0: visible) of this NMesh's
+ @ivar hide: The visibility state (1: hidden, 0: visible) of this NMesh's
faces *in edit mode*. This is not the same as the visibility state of
the textured faces (see L{NMesh.NMFace.flag}).
- @cvar col: The list of vertex colours.
- @cvar mat: Same as I{materialIndex} below.
- @cvar materialIndex: The index of this face's material in its NMesh materials
+ @ivar col: The list of vertex colours.
+ @ivar mat: Same as I{materialIndex} below.
+ @ivar materialIndex: The index of this face's material in its NMesh materials
list.
- @cvar smooth: If non-zero, the vertex normals are averaged to make this
+ @ivar smooth: If non-zero, the vertex normals are averaged to make this
face look smooth.
- @cvar image: The Image used as a texture for this face.
- @cvar mode: The display mode (see L{Mesh.FaceModes<FaceModes>})
- @cvar flag: Bit vector specifying selection / visibility flags for uv
+ @ivar image: The Image used as a texture for this face.
+ @ivar mode: The display mode (see L{Mesh.FaceModes<FaceModes>})
+ @ivar flag: Bit vector specifying selection / visibility flags for uv
textured faces (visible in Face Select mode, see
L{NMesh.FaceFlags<FaceFlags>}).
- @cvar transp: Transparency mode bit vector
+ @ivar transp: Transparency mode bit vector
(see L{NMesh.FaceTranspModes<FaceTranspModes>}).
- @cvar uv: List of per-face UV coordinates: [(u0, v0), (u1, v1), ...].
- @cvar normal: (or just B{no}) The normal vector for this face: [x,y,z].
+ @ivar uv: List of per-face UV coordinates: [(u0, v0), (u1, v1), ...].
+ @ivar normal: (or just B{no}) The normal vector for this face: [x,y,z].
@note: there are normal faces and textured faces in Blender, both currently
with their own selection and visibility states, due to a mix of old and new
code. To (un)select or (un)hide normal faces (visible in editmode), use
@@ -340,17 +340,17 @@ class NMesh:
=====================
This object gives access to mesh data in Blender. We refer to mesh as the
object in Blender and NMesh as its Python counterpart.
- @cvar name: The NMesh name. It's common to use this field to store extra
+ @ivar name: The NMesh name. It's common to use this field to store extra
data about the mesh (to be exported to another program, for example).
- @cvar materials: The list of materials used by this NMesh. See
+ @ivar materials: The list of materials used by this NMesh. See
L{NMesh.getMaterials} for important details.
- @cvar verts: The list of NMesh vertices (NMVerts).
- @cvar users: The number of Objects using (linked to) this mesh.
- @cvar faces: The list of NMesh faces (NMFaces).
- @cvar edges: None if mesh has no edge data, else a list of L{NMEdge} edges. Use L{addEdgesData} to create edge data if it do not exist.
- @cvar mode: The mode flags for this mesh. See L{setMode}.
- @cvar subDivLevels: The [display, rendering] subdivision levels in [1, 6].
- @cvar maxSmoothAngle: The max angle for auto smoothing. See L{setMode}.
+ @ivar verts: The list of NMesh vertices (NMVerts).
+ @ivar users: The number of Objects using (linked to) this mesh.
+ @ivar faces: The list of NMesh faces (NMFaces).
+ @ivar edges: None if mesh has no edge data, else a list of L{NMEdge} edges. Use L{addEdgesData} to create edge data if it do not exist.
+ @ivar mode: The mode flags for this mesh. See L{setMode}.
+ @ivar subDivLevels: The [display, rendering] subdivision levels in [1, 6].
+ @ivar maxSmoothAngle: The max angle for auto smoothing. See L{setMode}.
"""
def addEdge(v1, v2):