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-rw-r--r--CMakeLists.txt4
-rw-r--r--doc/python_api/rst/include__bmesh.rst103
-rw-r--r--doc/python_api/sphinx_doc_gen.py40
-rw-r--r--intern/ghost/GHOST_ISystem.h2
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_doubleEdgeMask.c2
-rw-r--r--source/blender/python/bmesh/bmesh_py_api.c5
-rw-r--r--source/blender/python/intern/bpy_rna.c2
-rw-r--r--source/blender/python/mathutils/mathutils_Matrix.c2
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.h2
10 files changed, 143 insertions, 21 deletions
diff --git a/CMakeLists.txt b/CMakeLists.txt
index 8a13851b8d4..c06567103f0 100644
--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -124,7 +124,7 @@ mark_as_advanced(WITH_PYTHON) # dont want people disabling this unless they rea
mark_as_advanced(WITH_PYTHON_SECURITY) # some distrobutions see this as a security issue, rather than have them patch it, make a build option.
option(WITH_PYTHON_SAFETY "Enable internal API error checking to track invalid data to prevent crash on access (at the expense of some effeciency, only enable for development)." OFF)
-option(WITH_PYTHON_MODULE "Enable building as a python module (experemental, only enable for development)" OFF)
+option(WITH_PYTHON_MODULE "Enable building as a python module (experimental, only enable for development)" OFF)
option(WITH_BUILDINFO "Include extra build details (only disable for development & faster builds)" ON)
option(WITH_IK_ITASC "Enable ITASC IK solver (only disable for development & for incompatible C++ compilers)" ON)
option(WITH_FFTW3 "Enable FFTW3 support (Used for smoke and audio effects)" OFF)
@@ -176,7 +176,7 @@ option(WITH_MOD_SMOKE "Enable Smoke Modifier (Smoke Simulation)" ON)
option(WITH_MOD_DECIMATE "Enable Decimate Modifier" ON)
option(WITH_MOD_BOOLEAN "Enable Boolean Modifier" ON)
option(WITH_MOD_REMESH "Enable Remesh Modifier" ON)
-option(WITH_MOD_CLOTH_ELTOPO "Enable Experemental cloth solver" OFF)
+option(WITH_MOD_CLOTH_ELTOPO "Enable Experimental cloth solver" OFF)
mark_as_advanced(WITH_MOD_CLOTH_ELTOPO)
option(WITH_MOD_OCEANSIM "Enable Ocean Modifier" OFF)
diff --git a/doc/python_api/rst/include__bmesh.rst b/doc/python_api/rst/include__bmesh.rst
new file mode 100644
index 00000000000..1c702275f62
--- /dev/null
+++ b/doc/python_api/rst/include__bmesh.rst
@@ -0,0 +1,103 @@
+..
+ This document is appended to the auto generated bmesh api doc to avoid clogging up the C files with details.
+ to test this run:
+ ./blender.bin -b -noaudio -P doc/python_api/sphinx_doc_gen.py -- --partial bmesh* ; cd doc/python_api ; sphinx-build sphinx-in sphinx-out ; cd ../../
+
+
+Intro
+-----
+
+This API gives access the blenders internal mesh editing api, featuring geometry connectivity data and
+access to editing operations such as split, separate, collapse and dissolve.
+
+The features exposed closely follow the C API,
+giving python access to the functions used by blenders own mesh editing tools.
+
+For an overview of BMesh data types and how they reference each other see:
+`BMesh Design Document <http://wiki.blender.org/index.php/Dev:2.6/Source/Modeling/BMesh/Design>`_ .
+
+
+.. note::
+
+ **Disk** and **Radial** data is not exposed by the python api since this is for internal use only.
+
+
+.. warning::
+
+ This API is still in development and experimental, while we don't expect to see large changes,
+ many areas are not well tested yet and so its possible changes will be made that break scripts.
+
+ *Campbell Barton, 13, March 2012*
+
+
+.. todo::
+
+ * add access to BMesh **walkers**
+ * add access selection history (readonly access done)
+ * add a way to re-tessellate an editmode bmesh.
+
+
+Stand-Alone Module
+^^^^^^^^^^^^^^^^^^
+
+The bmesh module is written to be standalone except for :mod:`mathutils`
+which is used for vertex locations and normals.
+
+The only other exception to this are when converting mesh data to and from :class:`bpy.types.Mesh`.
+
+
+Mesh Access
+-----------
+
+There are 2 ways to access BMesh data, you can create a new BMesh by converting a mesh from
+:class:`bpy.types.BlendData.meshes` or by accessing the current edit mode mesh.
+see: :class:`bmesh.types.BMesh.from_mesh` and :mod:`bmesh.from_edit_mesh` respectively.
+
+When explicitly converting from mesh data python **owns** the data, that is to say - that the mesh only exists while
+python holds a reference to it, and the script is responsible for putting it back into a mesh data-block when the edits
+are done.
+
+Note that unlike :mod:`bpy`, a BMesh does not necessarily correspond to data in the currently open blend file,
+a BMesh can be created, edited and freed without the user ever seeing or having access to it.
+Unlike edit mode, the bmesh module can use multiple BMesh instances at once.
+
+Take care when dealing with multiple BMesh instances since the mesh data can use a lot of memory, while a mesh that
+python owns will be freed in when the script holds no references to it,
+its good practice to call :class:`bmesh.types.BMesh.free` which will remove all the mesh data immediately and disable
+further access.
+
+
+Keeping a Correct State
+-----------------------
+
+When modeling in blender there are certain assumptions made about the state of the mesh.
+
+* hidden geometry isn't selected.
+* when an edge is selected, its vertices's are selected too.
+* when a face is selected, its edges and vertices's are selected.
+* duplicate edges / faces don't exist.
+* faces have at least 3 vertices's.
+
+To give developers flexibility these conventions are not enforced,
+however tools must leave the mesh in a valid state else other tools may behave incorrectly.
+
+Any errors that arise from not following these conventions is considered a bug in the script,
+not a bug in blender.
+
+
+Selection / Flushing
+^^^^^^^^^^^^^^^^^^^^
+
+As mentioned above, it is possible to create an invalid selection state
+(by selecting a state and then de-selecting one of its vertices's for example), mostly the best way to solve this is to
+flush the selection after performing a series of edits. this validates the selection state.
+
+
+Example Script
+--------------
+
+.. literalinclude:: ../../../release/scripts/templates/bmesh_simple.py
+
+
+Module Functions
+----------------
diff --git a/doc/python_api/sphinx_doc_gen.py b/doc/python_api/sphinx_doc_gen.py
index d8407121ae1..49193ad8f22 100644
--- a/doc/python_api/sphinx_doc_gen.py
+++ b/doc/python_api/sphinx_doc_gen.py
@@ -37,6 +37,7 @@ API dump in RST files
For quick builds:
./blender.bin -b -P doc/python_api/sphinx_doc_gen.py -- -q
+
Sphinx: HTML generation
-----------------------
After you have built doc/python_api/sphinx-in (see above),
@@ -47,6 +48,7 @@ Sphinx: HTML generation
This requires sphinx 1.0.7 to be installed.
+
Sphinx: PDF generation
----------------------
After you have built doc/python_api/sphinx-in (see above),
@@ -139,11 +141,11 @@ def handle_args():
help="Rewrite all rst files in sphinx-in/ (default=False)",
required=False)
- parser.add_argument("-t", "--testdump",
- dest="test_dump",
- default=False,
- action='store_true',
- help="Dumps a small part of the API (default=False)",
+ parser.add_argument("-p", "--partial",
+ dest="partial",
+ type=str,
+ default="",
+ help="Use a wildcard to only build spesific module(s)",
required=False)
parser.add_argument("-b", "--bpy",
@@ -173,7 +175,7 @@ sphinx-build doc/python_api/sphinx-in doc/python_api/sphinx-out
"""
# Switch for quick testing so doc-builds don't take so long
-if not ARGS.test_dump:
+if not ARGS.partial:
# full build
FILTER_BPY_OPS = None
FILTER_BPY_TYPES = None
@@ -181,6 +183,7 @@ if not ARGS.test_dump:
EXCLUDE_MODULES = ()
else:
+ # can manually edit this too:
FILTER_BPY_OPS = ("import.scene", ) # allow
FILTER_BPY_TYPES = ("bpy_struct", "Operator", "ID") # allow
EXCLUDE_INFO_DOCS = True
@@ -195,9 +198,9 @@ else:
"bge.types",
"bgl",
"blf",
- #"bmesh",
- #"bmesh.types",
- #"bmesh.utils",
+ "bmesh",
+ "bmesh.types",
+ "bmesh.utils",
"bpy.app",
"bpy.app.handlers",
"bpy.context",
@@ -214,6 +217,22 @@ else:
"mathutils.noise",
)
+ # ------
+ # Filter
+ #
+ # TODO, support bpy.ops and bpy.types filtering
+ import fnmatch
+ m = None
+ EXCLUDE_MODULES = tuple([m for m in EXCLUDE_MODULES if not fnmatch.fnmatchcase(m, ARGS.partial)])
+ del m
+ del fnmatch
+
+ print("Partial Doc Build, Skipping: %s\n" % "\n ".join(sorted(EXCLUDE_MODULES)))
+
+ #
+ # done filtering
+ # --------------
+
try:
__import__("aud")
except ImportError:
@@ -1527,6 +1546,9 @@ def copy_handwritten_rsts(basepath):
"bge.constraints",
"bgl", # "Blender OpenGl wrapper"
"gpu", # "GPU Shader Module"
+
+ # includes...
+ "include__bmesh",
]
for mod_name in handwritten_modules:
if mod_name not in EXCLUDE_MODULES:
diff --git a/intern/ghost/GHOST_ISystem.h b/intern/ghost/GHOST_ISystem.h
index be44bbee99a..eeee8c0477b 100644
--- a/intern/ghost/GHOST_ISystem.h
+++ b/intern/ghost/GHOST_ISystem.h
@@ -82,7 +82,7 @@ class GHOST_IEventConsumer;
* <li> OSX Carbon.</li>
* <li> Windows.</li>
* <li> X11.</li>
- * <li> SDL1.3 (experemental).</li>
+ * <li> SDL1.3 (experimental).</li>
* <li> NULL (headless mode).</li>
* </ul>
*
diff --git a/source/blender/nodes/composite/nodes/node_composite_doubleEdgeMask.c b/source/blender/nodes/composite/nodes/node_composite_doubleEdgeMask.c
index 7b2e682e968..d3c6561ac34 100644
--- a/source/blender/nodes/composite/nodes/node_composite_doubleEdgeMask.c
+++ b/source/blender/nodes/composite/nodes/node_composite_doubleEdgeMask.c
@@ -998,7 +998,7 @@ static void do_fillGradientBuffer(unsigned int rw, float *res, unsigned short *g
purpose of GO for the proportion calculation.
For the purposes of the minimun distance comparisons, we only check
- the sums-of-squares against eachother, since they are in the same
+ the sums-of-squares against each other, since they are in the same
mathematical sort-order as if we did go ahead and take square roots
Loop through all gradient pixels.
diff --git a/source/blender/python/bmesh/bmesh_py_api.c b/source/blender/python/bmesh/bmesh_py_api.c
index d3dcc979015..5526926ec8e 100644
--- a/source/blender/python/bmesh/bmesh_py_api.c
+++ b/source/blender/python/bmesh/bmesh_py_api.c
@@ -108,10 +108,7 @@ PyDoc_STRVAR(BPy_BM_doc,
"* :mod:`bmesh.types`\n"
"\n"
"\n"
-"Example Script\n"
-"--------------\n"
-"\n"
-".. literalinclude:: ../../../release/scripts/templates/bmesh_simple.py\n"
+".. include:: include__bmesh.rst\n"
);
static struct PyModuleDef BPy_BM_module_def = {
PyModuleDef_HEAD_INIT,
diff --git a/source/blender/python/intern/bpy_rna.c b/source/blender/python/intern/bpy_rna.c
index b543f426751..1af1f8fc9e4 100644
--- a/source/blender/python/intern/bpy_rna.c
+++ b/source/blender/python/intern/bpy_rna.c
@@ -4524,7 +4524,7 @@ static struct PyMethodDef pyrna_struct_methods[] = {
{"type_recast", (PyCFunction)pyrna_struct_type_recast, METH_NOARGS, pyrna_struct_type_recast_doc},
{"__dir__", (PyCFunction)pyrna_struct_dir, METH_NOARGS, NULL},
- /* experemental */
+ /* experimental */
{"callback_add", (PyCFunction)pyrna_callback_add, METH_VARARGS, NULL},
{"callback_remove", (PyCFunction)pyrna_callback_remove, METH_VARARGS, NULL},
{NULL, NULL, 0, NULL}
diff --git a/source/blender/python/mathutils/mathutils_Matrix.c b/source/blender/python/mathutils/mathutils_Matrix.c
index ea329b17013..1d9bda02311 100644
--- a/source/blender/python/mathutils/mathutils_Matrix.c
+++ b/source/blender/python/mathutils/mathutils_Matrix.c
@@ -780,7 +780,7 @@ PyDoc_STRVAR(C_Matrix_Shear_doc,
" :arg size: The size of the shear matrix to construct [2, 4].\n"
" :type size: int\n"
" :arg factor: The factor of shear to apply. For a 3 or 4 *size* matrix\n"
-" pass a pair of floats corrasponding with the *plane* axis.\n"
+" pass a pair of floats corresponding with the *plane* axis.\n"
" :type factor: float or float pair\n"
" :return: A new shear matrix.\n"
" :rtype: :class:`Matrix`\n"
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 5db9958f269..11129248338 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -1662,7 +1662,7 @@ PyAttributeDef KX_GameObject::Attributes[] = {
KX_PYATTRIBUTE_RO_FUNCTION("attrDict", KX_GameObject, pyattr_get_attrDict),
KX_PYATTRIBUTE_RW_FUNCTION("color", KX_GameObject, pyattr_get_obcolor, pyattr_set_obcolor),
- /* Experemental, dont rely on these yet */
+ /* experimental, don't rely on these yet */
KX_PYATTRIBUTE_RO_FUNCTION("sensors", KX_GameObject, pyattr_get_sensors),
KX_PYATTRIBUTE_RO_FUNCTION("controllers", KX_GameObject, pyattr_get_controllers),
KX_PYATTRIBUTE_RO_FUNCTION("actuators", KX_GameObject, pyattr_get_actuators),
diff --git a/source/gameengine/Ketsji/KX_GameObject.h b/source/gameengine/Ketsji/KX_GameObject.h
index cf3aae2bc90..a173ef1ed8f 100644
--- a/source/gameengine/Ketsji/KX_GameObject.h
+++ b/source/gameengine/Ketsji/KX_GameObject.h
@@ -995,7 +995,7 @@ public:
static PyObject* pyattr_get_obcolor(void *selv_v, const KX_PYATTRIBUTE_DEF *attrdef);
static int pyattr_set_obcolor(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef, PyObject *value);
- /* Experemental! */
+ /* Experimental! */
static PyObject* pyattr_get_sensors(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_controllers(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);
static PyObject* pyattr_get_actuators(void *self_v, const KX_PYATTRIBUTE_DEF *attrdef);