Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2012-03-02 20:05:54 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-02 20:05:54 +0400
commit7bbf4b78313df9f6d2c760b527eb36a5d0418b82 (patch)
treeace55a086362cf5b35174d55442322a793dd32c1 /source/gameengine/PyDoc
parentc8636ca3dd8bde1cc548ef21fb7a1fd304799164 (diff)
style cleanup
- spelling - turns out we had tessellation spelt wrong all over. - use \directive for doxy (not @directive) - remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
Diffstat (limited to 'source/gameengine/PyDoc')
-rw-r--r--source/gameengine/PyDoc/API_intro.py110
-rw-r--r--source/gameengine/PyDoc/PhysicsConstraints.py293
-rw-r--r--source/gameengine/PyDoc/VideoTexture.py217
-rw-r--r--source/gameengine/PyDoc/bge_api_validate_py.txt136
-rwxr-xr-xsource/gameengine/PyDoc/epy_docgen.sh16
-rw-r--r--source/gameengine/PyDoc/how_to_build_win.txt16
6 files changed, 0 insertions, 788 deletions
diff --git a/source/gameengine/PyDoc/API_intro.py b/source/gameengine/PyDoc/API_intro.py
deleted file mode 100644
index 097abbfbf1a..00000000000
--- a/source/gameengine/PyDoc/API_intro.py
+++ /dev/null
@@ -1,110 +0,0 @@
-# This is not a real module, it's simply an introductory text.
-
-"""
-The Blender Game Engine Python API Reference
-============================================
-
- See U{release notes<http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.49/Game_Engine>} for updates, changes and new functionality in the Game Engine Python API.
-
- Blender Game Engine Modules:
- ----------------------------
-
- Modules that include methods for accessing GameEngine data and functions.
-
- - L{GameLogic} utility functons for game logic.
- - L{GameKeys} keyboard input and event conversion.
- - L{Rasterizer} display and rendering.
- - L{GameTypes} contains all the python types spesific to the GameEngine.
-
- Modules with documentation in progress:
- ---------------------
- - L{VideoTexture}
- - L{PhysicsConstraints}
-
- Additional Modules:
- -------------------
-
- These modules have no GameEngine specific functionality but are useful in many cases.
-
- - L{mathutils}
- - L{Geometry}
- - L{BGL}
-
-
-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 not available with logic bricks.
-
- Game Engine API Stability:
- --------------------------
-
- When writing python scripts there are a number of situations you should avoid to prevent crashes or unstable behavior.
- While the API tries to prevent problems there are some situations where error checking would be too time consuming.
-
- Known cases:
- - Memory Limits.
-
- There is nothing stopping you from filling a list or making a string so big that that causes blender to run out of memory, in this case python should rasie a MemoryError, but its likely blender will crash before this point.
-
- - Accessing any data that has been freed.
-
- For instance accessing a KX_GameObject after its End Object actuator runs.
- This will cause a SystemError, however for L{KX_MeshProxy}, L{KX_VertexProxy} and L{KX_VertexProxy} it will crash the blender game engine.
-
- See: L{GameTypes.PyObjectPlus.invalid} which many types inherit.
-
- - Mixing L{KX_GameObject} between scenes.
-
- For instance tracking/parenting an L{KX_GameObject} object to an object from other scene.
-
- External Modules:
- -----------------
-
- Since 2.49 support for importing modules has been added.
-
- This allows you to import any blender textblock with a .py extension.
-
- External python scripts may be imported as modules when the script is in the same directory as the blend file.
-
- The current blend files path is included in the sys.path for loading modules.
- All linked libraries will also be included so you can be sure when linking in assets from another blend file the scripts will load too.
-
- 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 (or even simple direct timing with L{Blender.sys.time<Sys.time>}) 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 2.49 or newer.
-@version: 2.49
-@see: U{www.blender.org<http://www.blender.org>}: documentation and forum
-@see: U{blenderartists.org<http://blenderartists.org>}: user forum
-@see: U{projects.blender.org<http://projects.blender.org>}
-@see: U{www.python.org<http://www.python.org>}
-@see: U{www.python.org/doc<http://www.python.org/doc>}
-@see: U{Blending into Python<en.wikibooks.org/wiki/Blender_3D:_Blending_Into_Python>}: User contributed documentation, featuring a blender/python cookbook with many examples.
-
-@note: the official version of this reference guide is only updated for each
- new Blender release. But you can build the current SVN
- version yourself: install epydoc, grab all files in the
- source/gameengine/PyDoc/ folder of Blender's SVN 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>}.
-"""
diff --git a/source/gameengine/PyDoc/PhysicsConstraints.py b/source/gameengine/PyDoc/PhysicsConstraints.py
deleted file mode 100644
index bec8973edc6..00000000000
--- a/source/gameengine/PyDoc/PhysicsConstraints.py
+++ /dev/null
@@ -1,293 +0,0 @@
-"""
-Documentation for the PhysicsConstraints module.
-================================================
-
-Example::
-
-
- # Adding a point constraint #
- ###############################
-
-
- # import BGE internal module
- import PhysicsConstraints
-
- # get object list
- obj_list = GameLogic.getCurrentScene().objects
-
- # get object named Obj_1
- root = obj_list["root"]
- obj = obj_list["obj"]
-
- # get object physics ID
- phido = obj.getPhysicsId()
-
- # get root physics ID
- phidr = root.getPhysicsId()
-
- # want to use point constraint type
- constraint_type = 1
-
- # Use bottom right front corner of object for point constraint position
- point_pos_x = 1.0
- point_pos_y = -1.0
- point_pos_z = -1.0
-
- # create a point constraint
- const = PhysicsConstraints.createConstraint( phido, phidr, constraint_type, point_pos_x, point_pos_y, point_pos_z)
-
- # stores the new constraint ID to be used later
- obj["constraint_ID"] = const.getConstraintId()
-
-
-Example::
-
-
- # Removing a point constraint #
- #################################
-
-
- # import BGE internal module
- import PhysicsConstraints
-
- # get object list
- obj_list = GameLogic.getCurrentScene().objects
-
- # get object 1
- obj = obj_list["obj"]
-
- # get constraint ID that was saved as an obj property
- # when the constraint was created
- constraint_ID = obj["constraint_ID"]
-
- # remove constraint
- PhysicsConstraints.removeConstraint(constraint_ID)
-
-"""
-
-def createConstraint(obj_PhysicsID, root_PhysicsID, constraintType, pointPos_x, pointPos_y, pointPos_z, edgePos_x, edgePos_y, edgePos_z, edgeAngle_x, edgeAngle_y, edgeAngle_z):
- """
- Create a point constraint between two objects, an edge constraint between two objects, or a vehicle constraint on an object.
-
- You only have to input the needed parammeters depending on the type of constraint you are trying to create.
-
-
- B{Point Constraint} ::
-
- While creating a point constraint, the "pointPos" values define where you want the pivot point to be located.
- If you are creating a point constraint be sure to assing the integer "1" as the constraintType value.
-
- Parameters to use:
- obj_PhysicsID, root_PhysicsID, constraintType, pointPos_x, pointPos_y, pointPos_z
-
- B{Edge Constraint} ::
-
- While creating an edge constraint, the "edgePos" values define where you want the center of the edge constraint to be.
- Also, the "edgeAngle" values define in which direction you want the edge constraint to point (As a 3 dimensions vector).
- If you want to create an edge constraint be sure to assing the integer "2" as the constraintType value.
-
- Parameters to use:
- obj_PhysicsID, root_PhysicsID, constraintType, edgePos_x, edgePos_y, edgePos_z, edgeAngle_x, edgeAngle_y, edgeAngle_z}
-
- B{Vehicle Constraint} ::
-
- While creating a point constraint, the "pointPos" values define where you want the pivot point to be located.
- If you want to create an edge constraint be sure to assing the integer "0" as the constraintType value.
-
- Parameters to use :
- obj_PhysicsID, root_PhysicsID, constraintType
-
- @type obj_PhysicsID: integer
- @param obj_PhysicsID: The physic ID of the first object to constraint.
-
- @type root_PhysicsID: integer
- @param root_PhysicsID: The physic ID of the second object to constraint.
-
- @type constraintType: integer
- @param constraintType: The type of constraint.
-
- @type pointPos_x: float
- @param pointPos_x: The X position of the point constraint.
-
- @type pointPos_y: float
- @param pointPos_y: The Y position of the point constraint.
-
- @type pointPos_z: float
- @param pointPos_z: The Z position of the point constraint.
-
- @type edgePos_x: float
- @param edgePos_x: The X value of the center of the edge constraint.
-
- @type edgePos_y: float
- @param edgePos_y: The Y value of the center of the edge constraint.
-
- @type edgePos_z: float
- @param edgePos_z: The Z value of the center of the edge constraint.
-
- @type edgeAngle_x: float
- @param edgeAngle_x: The X value of the edge's orientation vector.
-
- @type edgeAngle_y: float
- @param edgeAngle_y: The Y value of the edge's orientation vector.
-
- @type edgeAngle_z: float
- @param edgeAngle_z: The Z value of the edge's orientation vector.
-
- @rtype: integer
- @return: The created constraint ID
- """
-
-
-def getAppliedImpulse(constraint_ID):
- """
- Returns the applied impulse.
-
- @param constraint_ID: The constraint ID that was saved on the creation of the constraint.
- @type constraint_ID: integer
- @rtype: float
- @return: Measure the stress on a constraint.
- """
-
-
-def getVehicleConstraint(constraint_ID):
- """
- Returns the vehicle constraint ID.
-
- @param constraint_ID: The constraint ID that was saved on the creation of the constraint.
- @type constraint_ID: integer
- @rtype: integer
- """
-def removeConstraint(constraint_ID):
- """
-
- Removes the constraint between 2 game objects (point and edge constraints).
-
- It does not remove vehicle constraints.
-
- @param constraint_ID: The constraint ID that was saved on the creation of the constraint.
- @type constraint_ID: integer
- """
-def setDeactivationLinearTreshold(linearTreshold):
- """
-
- Sets the linear velocity that an object must be below before the deactivation timer can start.
-
- This affects every object in the scene, except for game objects that have 'No sleeping' turned on.
-
- @param linearTreshold: The linear velocity.
- @type linearTreshold: float
- """
-def setDeactivationAngularTreshold(angularTreshold):
- """
-
- Sets the angular velocity that an object must be below before the deactivation timer can start.
-
- This affects every object in the scene, except for game objects that have 'No sleeping' turned on.
-
- @param angularTreshold: The angular velocity.
- @type angularTreshold: float
- """
-def setDeactivationTime(time):
- """
-
- Time (in seconds) after objects with velocity less then thresholds (see below) are deactivated.
-
- This affects every object in the scene, except for game objects that have 'No sleeping' turned on.
-
- This function is directly related with the 2 above functions.
-
-
- @param time: The time in seconds.
- @type time: float
- """
-def setGravity(gx, gy, gz):
- """
- Sets the gravity for the actual scene only.
-
- All other scenes remain unaffected.
-
- This affects every object in the scene that has physics enabled.
-
- @param gx: The force of gravity on world x axis.
- @type gx: float
- @param gy: The force of gravity on world y axis.
- @type gy: float
- @param gz: The force of gravity on world z axis.
- @type gz: float
- """
-def setLinearAirDamping(damping):
- """
-
- Sets the linear air resistance for all objects in the scene.
-
- @param damping: The linear air resistance.
- @type damping: float
- """
-def setNumIterations(numIter):
- """
- Sets the number of times an iterative constraint solver is repeated.
-
- Increasing the number of iterations improves the constraint solver at the cost of performances & the speed of the game engine.
-
- @param numIter: The number of timesubsteps. (Input 0 to suspend simulation numSubStep)
- @type numIter: integer
- """
-def setNumTimeSubSteps(numSubStep):
- """
- Set the quality of the entire physics simulation including collision detection and constraint solver.
-
- Increase the number of time substeps to improves the quality of the entire physics simulation at the cost of the performance & the speed of the game engine.
-
- @param numSubStep: The number of timesubsteps. (Input 0 to suspend simulation numSubStep)
- @type numSubStep: integer
- """
-#def setDebugMode():
-# """
-#
-#
-#
-# @param numIter:
-# @type numIter:
-# """
-#def setCcdMode():
-# """
-# Does something
-#
-# @rtype:
-# """
-#def setContactBreakingTreshold():
-# """
-# Does something
-#
-# @rtype:
-# """
-#def setSolverDamping():
-# """
-# Does something
-#
-# @rtype:
-# """
-#def setSolverTau():
-# """
-# Does something
-#
-# @rtype:
-# """
-#def setSolverType():
-# """
-# Does something
-#
-# @rtype:
-# """
-#def setSorConstant():
-# """
-# Does something
-#
-# @rtype:
-# """
-#def setUseEpa():
-# """
-# Does something
-#
-# @rtype:
-# """
diff --git a/source/gameengine/PyDoc/VideoTexture.py b/source/gameengine/PyDoc/VideoTexture.py
deleted file mode 100644
index 9d2148d8eaf..00000000000
--- a/source/gameengine/PyDoc/VideoTexture.py
+++ /dev/null
@@ -1,217 +0,0 @@
-"""
-The VideoTexture module allows you to manipulate textures during the game.
-
-Several sources for texture are possible: video files, image files,
-video capture, memory buffer, camera render or a mix of that.
-
-The video and image files can be loaded from the internet using an URL
-instead of a file name.
-
-In addition, you can apply filters on the images before sending them to the GPU, allowing video effect: blue screen,
-color band, gray, normal map.
-
-VideoTexture uses FFmpeg to load images and videos. All the formats and codecs
-that FFmpeg supports are supported by VideoTexture, including but not limited to::
-
- * AVI
- * Ogg
- * Xvid
- * Theora
- * dv1394 camera
- * video4linux capture card (this includes many webcams)
- * videoForWindows capture card (this includes many webcams)
- * JPG
-
-The principle is simple: first you identify a texture on an existing object using
-the L{materialID} function, then you create a new texture with dynamic content
-and swap the two textures in the GPU.
-
-The GE is not aware of the substitution and continues to display the object as always,
-except that you are now in control of the texture.
-
-When the texture object is deleted, the new texture is deleted and the old texture restored.
-
-Example::
- import VideoTexture
- import GameLogic
-
- contr = GameLogic.getCurrentController()
- obj = contr.owner
-
- # the creation of the texture must be done once: save the
- # texture object in an attribute of GameLogic module makes it persistent
- if not hasattr(GameLogic, 'video'):
-
- # identify a static texture by name
- matID = VideoTexture.materialID(obj, 'IMvideo.png')
-
- # create a dynamic texture that will replace the static texture
- GameLogic.video = VideoTexture.Texture(obj, matID)
-
- # define a source of image for the texture, here a movie
- movie = GameLogic.expandPath('//trailer_400p.ogg')
- GameLogic.video.source = VideoTexture.VideoFFmpeg(movie)
- GameLogic.video.source.scale = True
-
- # quick off the movie, but it wont play in the background
- GameLogic.video.source.play()
-
- # you need to call this function every frame to ensure update of the texture.
- GameLogic.video.refresh(True)
-
-
-"""
-def getLastError():
- """
- Returns the description of the last error that occurred in a VideoTexture function.
-
- @rtype: string
- """
-def imageToArray(image,mode):
- """
- Returns a BGL.buffer corresponding to the current image stored in a texture source object
-
- @param image: Image source object.
- @type image: object of type L{VideoFFmpeg}, L{ImageFFmpeg}, L{ImageBuff}, L{ImageMix}, L{ImageRender}, L{ImageMirror} or L{ImageViewport}
- @param mode: optional argument representing the pixel format.
- You can use the characters R, G, B for the 3 color channels, A for the alpha channel,
- 0 to force a fixed 0 color channel and 1 to force a fixed 255 color channel.
- Example: "BGR" will return 3 bytes per pixel with the Blue, Green and Red channels in that order. \
- "RGB1" will return 4 bytes per pixel with the Red, Green, Blue channels in that order and the alpha channel forced to 255.
- The default mode is "RGBA".
- @type mode: string
- @rtype: BGL.buffer
- @returns: object representing the image as one dimensional array of bytes of size (pixel_size*width*height), line by line starting from the bottom of the image. The pixel size and format is determined by the mode parameter.
- """
-
-def materialID(object,name):
- """
- Returns a numeric value that can be used in L{Texture} to create a dynamic texture.
-
- The value corresponds to an internal material number that uses the texture identified
- by name. name is a string representing a texture name with IM prefix if you want to
- identify the texture directly. This method works for basic tex face and for material,
- provided the material has a texture channel using that particular texture in first
- position of the texture stack. name can also have MA prefix if you want to identify
- the texture by material. In that case the material must have a texture channel in first
- position.
-
- If the object has no material that matches name, it generates a runtime error. Use try/except to catch the exception.
-
- Ex: VideoTexture.materialID(obj, 'IMvideo.png')
-
- @param object: the game object that uses the texture you want to make dynamic
- @type object: game object
- @param name: name of the texture/material you want to make dynamic.
- @type name: string
- @rtype: integer
- """
-def setLogFile(filename):
- """
- Sets the name of a text file in which runtime error messages will be written, in addition to the printing
- of the messages on the Python console. Only the runtime errors specific to the VideoTexture module
- are written in that file, ordinary runtime time errors are not written.
-
- @param filename: name of error log file
- @type filename: string
- @rtype: integer
- """
-def FilterBGR24():
- """
- Returns a new input filter object to be used with L{ImageBuff} object when the image passed
- to the ImageBuff.load() function has the 3-bytes pixel format BGR.
-
- @rtype: object of type FilterBGR24
- """
-def FilterBlueScreen():
- """
- Does something
-
- @rtype:
- """
-def FilterColor():
- """
- Does something
-
- @rtype:
- """
-def FilterGray():
- """
- Does something
-
- @rtype:
- """
-def FilterLevel():
- """
- Does something
-
- @rtype:
- """
-def FilterNormal():
- """
- Does something
-
- @rtype:
- """
-def FilterRGB24():
- """
- Returns a new input filter object to be used with L{ImageBuff} object when the image passed
- to the ImageBuff.load() function has the 3-bytes pixel format RBG.
-
- @rtype: object of type FilterRGB24
- """
-def FilterRGBA32():
- """
- Returns a new input filter object to be used with L{ImageBuff} object when the image passed
- to the ImageBuff.load() function has the 4-bytes pixel format RGBA.
-
- @rtype: object of type FilterRGBA32
- """
-def ImageBuff():
- """
- Does something
-
- @rtype:
- """
-def ImageFFmpeg():
- """
- Does something
-
- @rtype:
- """
-def ImageMirror():
- """
- Does something
-
- @rtype:
- """
-def ImageMix():
- """
- Does something
-
- @rtype:
- """
-def ImageRender():
- """
- Does something
-
- @rtype:
- """
-def ImageViewport():
- """
- Does something
-
- @rtype:
- """
-def Texture():
- """
- Does something
-
- @rtype: L{Texture}
- """
-def VideoFFmpeg():
- """
- Does something
-
- @rtype:
- """
diff --git a/source/gameengine/PyDoc/bge_api_validate_py.txt b/source/gameengine/PyDoc/bge_api_validate_py.txt
deleted file mode 100644
index ebd74c06bb3..00000000000
--- a/source/gameengine/PyDoc/bge_api_validate_py.txt
+++ /dev/null
@@ -1,136 +0,0 @@
-#~ This program is free software; you can redistribute it and/or modify
-#~ it under the terms of the GNU General Public License as published by
-#~ the Free Software Foundation; version 2 of the License.
-
-#~ This program is distributed in the hope that it will be useful,
-#~ but WITHOUT ANY WARRANTY; without even the implied warranty of
-#~ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-#~ GNU General Public License for more details.
-
-# This script must run from a logic brick so it has access to the game engine api
-# it assumes the root blender source directory is the current working directory
-#
-# Currently it only prints missing modules and methods (not attributes)
-
-import sys, os
-
-BGE_API_DOC_PATH = 'source/gameengine/PyDoc'
-
-
-mods = ['GameLogic', 'Rasterizer', 'GameKeys']
-mods_dict = {}
-for m in mods:
- mods_dict[m] = sys.modules[m]
-
-
-import GameTypes
-type_members = {}
-
-for type_name in dir(GameTypes):
- if type_name.startswith('__'):
- continue
-
- type_object = getattr(GameTypes, type_name)
-
- members = []
- type_members[type_object.__name__] = members
-
- for member in type_object.__dict__.keys():
- if member.startswith('__'):
- continue
-
- # print type_object.__name__ + '.' + k
- members.append(member)
-
-
-
-doc_dir= os.path.join(os.getcwd(), BGE_API_DOC_PATH)
-
-if doc_dir not in sys.path:
- sys.path.append(doc_dir)
-
-
-def check_attribute(class_ob, member):
- doc = class_ob.__doc__
- if not doc:
- return False
-
- for l in doc.split('\n'):
- l = l.strip()
-
- '''
- @ivar foo: blah blah
- to
- foo
-
- '''
-
- if l.startswith('@ivar') or l.startswith('@var'):
- var = l.split()[1].split(':')[0]
-
- if var == member:
- return True
-
- return False
-
-
-
-
-
-
-print '\n\n\nChecking Docs'
-
-PRINT_OK = False
-
-pymod = sys.modules['GameTypes']
-del sys.modules['GameTypes'] # temp remove
-mod = __import__('GameTypes') # get the python module
-reload(mod) # incase were editing it
-sys.modules['GameTypes'] = pymod
-
-for type_name in sorted(type_members.keys()):
- members = type_members[type_name]
-
- try:
- type_class = getattr(mod, type_name)
- except:
- print "missing class: %s.%s - %s" % (type_name, type_name, str(sorted(members)))
- continue
-
- for member in sorted(members):
- try:
- getattr(type_class, member)
- if PRINT_OK:
- print "\tfound: %s.%s" % (type_name, member)
- except:
- if check_attribute(type_class, member):
- if PRINT_OK:
- print "\tfound attr: %s.%s" % (type_name, member)
- else:
- print "\tmissing: %s.%s" % (type_name, member)
-
-
-# Now check the modules
-for mod_name, pymod in mods_dict.iteritems():
- print pymod
- del sys.modules[mod_name]
-
- # Now well get the python version
- pydoc = __import__(mod_name)
- pydoc = reload(pydoc) # avoid using the out dated pyc file only
- print pydoc.__file__
-
- for member in sorted(dir(pymod)):
- if hasattr(pydoc, member) or check_attribute(pydoc, member):
- if PRINT_OK:
- print "\tfound module attr: %s.%s" % (mod_name, member)
- else:
- print "\tmissing module attr: %s.%s" % (mod_name, member)
-
- # Restore real module
- sys.modules[mod_name] = pymod
-
-
-sys.path.pop() # remove the pydoc dir from our import paths
-
-
diff --git a/source/gameengine/PyDoc/epy_docgen.sh b/source/gameengine/PyDoc/epy_docgen.sh
deleted file mode 100755
index dd30256f42f..00000000000
--- a/source/gameengine/PyDoc/epy_docgen.sh
+++ /dev/null
@@ -1,16 +0,0 @@
-# epy_docgen.sh
-# generates blender python doc using epydoc
-# requires epydoc in your PATH.
-# run from the doc directory containing the .py files
-# usage: sh epy_docgen.sh
-
-# set posix locale so regex works properly for [A-Z]*.py
-LC_ALL=POSIX
-
-epydoc --debug -v -o BPY_GE --url "http://www.blender.org" --top API_intro \
- --name "Blender GameEngine" --no-private --no-sourcecode --inheritance=included \
- *.py \
- ../../../source/blender/python/api2_2x/doc/BGL.py \
- ../../../source/blender/python/api2_2x/doc/Mathutils.py \
- ../../../source/blender/python/api2_2x/doc/Geometry.py
-
diff --git a/source/gameengine/PyDoc/how_to_build_win.txt b/source/gameengine/PyDoc/how_to_build_win.txt
deleted file mode 100644
index 5610ced3b2a..00000000000
--- a/source/gameengine/PyDoc/how_to_build_win.txt
+++ /dev/null
@@ -1,16 +0,0 @@
-How To Build the BGE Documentation in Windows
--------------------------------------------------------------------------
-1) download and install Python 2.6 - http://www.python.org
-2) download and install Epydocs - http://epydoc.sourceforge.net
-
-* for the following lines we will assume that your installation of Python is in C:\Python26 and epydocs is installed in the default folder Scripts\epydoc.
-
-3) creates a epy_docgen.bat file in this folder (source\gameengine\PyDoc\) and paste the following line into it:
-
-::::::
-C:\Python26\python.exe C:\Python26\Scripts\epydoc.py --debug -v -o BPY_GE --url "http://www.blender.org" --top API_intro --name "Blender GameEngine" --no-private --no-sourcecode --inheritance=included *.py ../../../source/blender/python/api2_2x/doc/BGL.py ../../../source/blender/python/api2_2x/doc/Mathutils.py ../../../source/blender/python/api2_2x/doc/Geometry.py
-::::::
-
-4) run your created batch file. If everything goes well it creates a folder named BPY_GE with all the generated documentation.
-
-Documentation valid in March of 2010 - Blender 2.5alpha2