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Object.py « doc « api2_2x « python « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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# Blender.Object module and the Object PyType object

"""
The Blender.Object submodule

B{New}:
  - Objects now increment the Blender user count when they are created and
    decremented it when they are destroyed.  This means Python scripts can
    keep the object "alive" if it is deleted in the Blender GUI.
  - L{Object.getData} now accepts two optional bool keyword argument to
      define (1) if the user wants the data object or just its name
      and (2) if a mesh object should use NMesh or Mesh.
  - L{Object.clearScriptLinks} accepts a parameter now.
  - Object attributes: renamed Layer to L{Layers<Object.Object.Layers>} and
    added the easier L{layers<Object.Object.layers>}.  The old form "Layer"
    will continue to work.


Object
======

This module provides access to the B{Objects} in Blender.

Example::

  import Blender
  scene = Blender.Scene.getCurrent ()   # get the current scene
  ob = Blender.Object.New ('Camera')    # make camera object
  cam = Blender.Camera.New ('ortho')    # make ortho camera data object
  ob.link (cam)                         # link camera data with the object
  scene.link (ob)                       # link the object into the scene
  ob.setLocation (0.0, -5.0, 1.0)       # position the object in the scene

  Blender.Redraw()                      # redraw the scene to show the updates.
"""

def New (type, name='type'):
  """
  Creates a new Object.
  @type type: string
  @param type: The Object type: 'Armature', 'Camera', 'Curve', 'Lamp', 'Lattice',
      'Mball', 'Mesh', 'Surf' or 'Empty'.
  @type name: string
  @param name: The name of the object. By default, the name will be the same
      as the object type.
      If the name is already in use, this new object will have a number at the end of the name.
  @return: The created Object.

  I{B{Example:}}

  The example below creates a new Lamp object and puts it at the default
  location (0, 0, 0) in the current scene::
    import Blender

    object = Blender.Object.New('Lamp')
    lamp = Blender.Lamp.New('Spot')
    object.link(lamp)
    scene = Blender.Scene.GetCurrent()
    scene.link(object)

    Blender.Redraw()
  """

def Get (name = None):
  """
  Get the Object from Blender.
  @type name: string
  @param name: The name of the requested Object.
  @return: It depends on the 'name' parameter:
      - (name): The Object with the given name;
      - ():     A list with all Objects in the current scene.

  I{B{Example 1:}}

  The example below works on the default scene. The script returns the plane object and prints the location of the plane::
    import Blender

    object = Blender.Object.Get ('plane')
    print object.getLocation()

  I{B{Example 2:}}

  The example below works on the default scene. The script returns all objects
  in the scene and prints the list of object names::
    import Blender

    objects = Blender.Object.Get ()
    print objects
  @note: Get will return objects from all scenes.
      Most user tools should only operate on objects from the current scene - Blender.Scene.GetCurrent().getChildren()
  """

def GetSelected ():
  """
  Get the user selection. If no objects are selected, an empty list will be returned.
  
  @return: A list of all selected Objects in the current scene.

  I{B{Example:}}

  The example below works on the default scene. Select one or more objects and
  the script will print the selected objects::
    import Blender

    objects = Blender.Object.GetSelected()
    print objects
  @note: The active object will always be the first object in the list (if selected).
  @note: The user selection is made up of selected objects from Blenders current scene only.
  @note: The user selection is limited to objects on visible layers,
      if the users last active 3d view is in localview then the selection will be limited to the objects in that localview.
  """


def Duplicate (mesh=0, surface=0, curve=0, text=0, metaball=0, armature=0, lamp=0, material=0, texture=0, ipo=0):
  """
  Duplicate selected objects on visible layers from Blenders current scene,
  de-selecting the currently visible, selected objects and making a copy where all new objects are selected.
  By default no data linked to the object is duplicated; use the keyword arguments to change this.
  L{Object.GetSelected()<GetSelected>} will return the list of objects resulting from duplication.
  
  @type mesh: bool
  @param mesh: When non-zero, mesh object data will be duplicated with the objects.
  @type surface: bool
  @param surface: When non-zero, surface object data will be duplicated with the objects.
  @type curve: bool
  @param curve: When non-zero, curve object data will be duplicated with the objects.
  @type text: bool
  @param text: When non-zero, text object data will be duplicated with the objects.
  @type metaball: bool
  @param metaball: When non-zero, metaball object data will be duplicated with the objects.
  @type armature: bool
  @param armature: When non-zero, armature object data will be duplicated with the objects.
  @type lamp: bool
  @param lamp: When non-zero, lamp object data will be duplicated with the objects.
  @type material: bool
  @param material: When non-zero, materials used by the object or its object data will be duplicated with the objects.
  @type texture: bool
  @param texture: When non-zero, texture data used by the object's materials will be duplicated with the objects.
  @type ipo: bool
  @param ipo: When non-zero, Ipo data linked to the object will be duplicated with the objects.

  I{B{Example:}}

  The example below creates duplicates the active object 10 times
  and moves each object 1.0 on the X axis::
    import Blender

    scn = Scene.GetCurrent()
    activeObject = scn.getActiveObject()
    
    # Unselect all
    for ob in Blender.Object.GetSelected():
        ob.sel = 0
    activeObject.sel = 1
    
    for x in xrange(10):
        Blender.Object.Duplicate() # Duplicate linked
        activeObject = scn.getActiveObject()
        activeObject.LocX += 1
    Blender.Redraw()
  """

class Object:
  """
  The Object object
  =================
    This object gives access to generic data from all objects in Blender. 

    B{Note}:
    When dealing with properties and functions such as LocX/RotY/getLocation(), getSize() and getEuler() 
    Keep in mind that these transformation properties are relative to the objects parent (if any).

    To get these values in worldspace (taking into account vertex parents, constraints etc)
    pass the argument 'worldspace' to these functions.

    @ivar LocX: The X location coordinate of the object.
    @ivar LocY: The Y location coordinate of the object.
    @ivar LocZ: The Z location coordinate of the object.
    @ivar loc: The (X,Y,Z) location coordinates of the object (vector).
    @ivar dLocX: The delta X location coordinate of the object.
        This variable applies to IPO Objects only.
    @ivar dLocY: The delta Y location coordinate of the object.
        This variable applies to IPO Objects only.
    @ivar dLocZ: The delta Z location coordinate of the object.
        This variable applies to IPO Objects only.
    @ivar dloc: The delta (X,Y,Z) location coordinates of the object (vector).
        This variable applies to IPO Objects only.
    @ivar RotX: The X rotation angle (in radians) of the object.
    @ivar RotY: The Y rotation angle (in radians) of the object.
    @ivar RotZ: The Z rotation angle (in radians) of the object.
    @ivar rot: The (X,Y,Z) rotation angles (in radians) of the object (vector).
    @ivar dRotX: The delta X rotation angle (in radians) of the object.
        This variable applies to IPO Objects only.
    @ivar dRotY: The delta Y rotation angle (in radians) of the object.
        This variable applies to IPO Objects only.
    @ivar dRotZ: The delta Z rotation angle (in radians) of the object.
        This variable applies to IPO Objects only.
    @ivar drot: The delta (X,Y,Z) rotation angles (in radians) of the object
        (vector).
        This variable applies to IPO Objects only.
    @ivar SizeX: The X size of the object.
    @ivar SizeY: The Y size of the object.
    @ivar SizeZ: The Z size of the object.
    @ivar size: The (X,Y,Z) size of the object (vector).
    @ivar dSizeX: The delta X size of the object.
    @ivar dSizeY: The delta Y size of the object.
    @ivar dSizeZ: The delta Z size of the object.
    @ivar dsize: The delta (X,Y,Z) size of the object.
    @type Layers: integer (bitmask)
    @ivar Layers: The object layers (also check the newer attribute
        L{layers<layers>}).  This value is a bitmask with at 
        least one position set for the 20 possible layers starting from the low
        order bit.  The easiest way to deal with these values in in hexadecimal
        notation.
        Example::
          ob.Layer = 0x04 # sets layer 3 ( bit pattern 0100 )
        After setting the Layer value, call Blender.Redraw( -1 ) to update
        the interface.
    @type layers: list of integers
    @ivar layers: The layers this object is visible in (also check the older
        attribute L{Layers<Layers>}).  This returns a list of
        integers in the range [1, 20], each number representing the respective
        layer.  Setting is done by passing a list of ints or an empty list for
        no layers.
        Example::
          ob.layers = []  # object won't be visible
          ob.layers = [1, 4] # object visible only in layers 1 and 4
          ls = o.layers
          ls.append([10])
          o.layers = ls
          print ob.layers # will print: [1, 4, 10]
        B{Note}: changes will only be visible after the screen (at least
        the 3d View and Buttons windows) is redrawn.
    @ivar parent: The parent object of the object. (Read-only)
    @ivar track: The object tracking this object. (Read-only)
    @ivar data: The data of the object. (Read-only)
    @ivar ipo: The ipo data associated with the object. (Read-only)
    @ivar mat: alias for L{matrix<Object.Object.matrix>}: the matrix of the object in world space. (Read-only)
    @ivar matrix: The matrix of the object in world space, same as L{matrixWorld<Object.Object.matrixWorld>}. (Read-only)
    @ivar matrixLocal: The matrix of the object relative to its parent (or L{matrixWorld<Object.Object.matrixWorld>} if there is no parent). (Read-only)
    @ivar matrixWorld: The matrix of the object in world space. (Read-only)
    @ivar colbits: The Material usage mask. A set bit #n means: the Material
        #n in the Object's material list is used. Otherwise, the Material #n
        of the Objects Data material list is displayed.
        Example::
            object.colbits = (1<<0) + (1<<5) # use mesh materials 0 (1<<0) and 5 (1<<5)
                                  # use object materials for all others
    @ivar drawType: The object's drawing type used. 1 - Bounding box,
        2 - wire, 3 - Solid, 4- Shaded, 5 - Textured.
    @ivar drawMode: The object's drawing mode used. The value can be a sum
        of: 2 - axis, 4 - texspace, 8 - drawname, 16 - drawimage,
        32 - drawwire, 64 - xray.
    @ivar name: The name of the object, 21 chars max.
    @ivar sel: The selection state of the object in the current scene, 1 is selected, 0 is unselected. (Selecting makes the object active)
    @ivar effects: The list of particle effects associated with the object.  (Read-only)
    @ivar parentbonename: The string name of the parent bone.
    @ivar users: The number of users of the object.  (Read-only)
    @type users: int
    @ivar protectFlags: The "transform locking" bitfield flags for the object.  
    Setting bits lock the following attributes:
       - bit 0: X location
       - bit 1: Y location
       - bit 2: Z location
       - bit 3: X rotation
       - bit 4: Y rotation
       - bit 5: Z rotation
       - bit 6: X size
       - bit 7: Y size
       - bit 8: Z size
    @type protectFlags: int
    @ivar DupGroup: The DupliGroup Animation Property.
        Assign a group to DupGroup to make this object an instance of that group.
        This does not enable or disable the DupliGroup option, for that use
        getDupliGroup and setDupliGroup.
        The dupliGroup is None when this object does not have a dupliGroup.
        (Use with L{enableDupGroup<enableDupGroup>})
    @type DupGroup: Group or None
    @ivar DupObjects: The Dupli object instances.  Read-only.
        Returns of list of tuples for object duplicated
        by dupliframe, dupliverts dupligroups and other animation properties.
        The first tuple item is the original object that is duplicated,
        the second is the 4x4 worldspace dupli-matrix.
        Example::
         import Blender
         from Blender import Object, Scene, Mathutils

         ob= Object.Get('Cube')
         dupe_obs= ob.DupObjects
         scn= Scene.GetCurrent()
         for dupe_ob, dupe_matrix in dupe_obs:
           print dupe_ob.name
           empty_ob= Object.New('Empty')
           scn.link(empty_ob)
           empty_ob.setMatrix(dupe_matrix)
         Blender.Redraw()
    @type DupObjects: list of tuples containing (object, matrix)
    @ivar enableDupVerts: The DupliVerts status of the object.
        True/False - does not indicate that this object has any dupliVerts,
        (as returned by DupObjects) just that dupliVerts are enabled.
    @type enableDupVerts: bool (True/False)
    @ivar enableDupFrames: The DupliFrames status of the object.
        True/False - does not indicate that this object has any dupliFrames,
        (as returned by DupObjects) just that dupliFrames are enabled.
    @type enableDupFrames: bool (True/False)
    @ivar enableDupGroup: The DupliGroup status of the object.
        True/False - Set DupGroup to a group for this to take effect,
        Use DupObjects to get the object data from this instance. (Use with L{DupObjects<DupObjects>})
    @type enableDupGroup: bool (True/False)
        Set True to make this object an instance of the objects DupGroup.
    @ivar enableDupRot: The DupliRot status of the object.
        True/False - Use with enableDupVerts to rotate each instance
        by the vertex normal. (Use with L{enableDupVerts<enableDupVerts>})
    @type enableDupRot: bool (True/False)
    @ivar enableDupNoSpeed: The DupliNoSpeed status of the object.
        True/False - Use with enableDupFrames to ignore
        dupliFrame speed. (Use with L{enableDupFrames<enableDupFrames>})
    @type enableDupNoSpeed: bool (True/False)
    @ivar DupSta: The DupliFrame starting frame. (Use with L{enableDupFrames<enableDupFrames>})
    @type DupSta: int
    @ivar DupEnd: The DupliFrame end frame. (Use with L{enableDupFrames<enableDupFrames>})
    @type DupEnd: int
    @ivar DupOn: The DupliFrames in succession between DupOff frames.
        (Use with L{enableDupFrames<enableDupFrames>} and L{DupOff<DupOff>} > 0)
    @type DupOn: int
    @ivar DupOff: The DupliFrame removal of every Nth frame for this object. (Use with L{enableDupFrames<enableDupFrames>})
    @type DupOff: int
    @ivar drawSize: The drawsize for empty objects. 1.0. is default.
    @type drawSize: float
    @type modifiers: BPy_Modifiers
    @ivar modifiers: a L{sequence<Modifier.Modifiers>} of
    L{modifiers<Modifier.Modifier>} for the object.
    @type constraints: BPy_Constraints
    @ivar constraints: a L{sequence<Constraint.Constraints>} of
    L{constraints<Constraint.Constraint>} for the object.
    @type rbMass: float
    @ivar rbMass: Rigid body mass.  Must be a positive value.
    @type rbFlags: int
    @ivar rbFlags: Rigid body flags.
    @type rbShapeBoundType: int
    @ivar rbShapeBoundType: Rigid body shape bound type.
    @type actionStrips: BPy_ActionStrips
    @ivar actionStrips: a L{sequence<NLA.ActionStrips>} of
    L{action strips<NLA.ActionStrip>} for the object.
  """

  def buildParts():
    """
    Recomputes the particle system. This method only applies to an Object of
    the type Effect.
    """

  def insertShapeKey():
    """
    Insert a Shape Key in the current object.  It applies to Objects of
    the type Mesh, Lattice, or Curve.
    """

  def getPose():
    """
    Gets the current Pose of the object.
    @rtype: Pose object
    @return: the current pose object
    """

  def evaluatePose(framenumber):
    """
    Evaluates the Pose based on its currently bound action at a certain frame.
    @type framenumber: Int
    @param framenumber: The frame number to evaluate to.
    """

  def clearIpo():
    """
    Unlinks the ipo from this object.
    @return: True if there was an ipo linked or False otherwise.
    """

  def clrParent(mode = 0, fast = 0):
    """
    Clears parent object.
    @type mode: Integer
    @type fast: Integer
    @param mode: A mode flag. If mode flag is 2, then the object transform will
        be kept. Any other value, or no value at all will update the object
        transform.
    @param fast: If the value is 0, the scene hierarchy will not be updated. Any
        other value, or no value at all will update the scene hierarchy.
    """

  def getData(name_only=False, mesh=False):
    """
    Returns the Datablock object (Mesh, Lamp, Camera, etc.) linked to this 
    Object.
    If the keyword parameter 'name_only' is True, only the Datablock
    name is returned as a string.  It the object is of type Mesh, then the
    'mesh' keyword can also be used; if True the data return is a Mesh object,
    otherwise it is an NMesh object (the default).
    Using the mesh keyword is ignored for non mesh objects.
    @type name_only: bool
    @param name_only: This is a keyword parameter.  If True (or nonzero),
    only the name of the data object is returned. 
    @type mesh: bool
    @param mesh: This is a keyword parameter.  If True (or nonzero), 
    a Mesh data object is returned.
    @rtype: specific Object type or string
    @return: Depends on the type of Datablock linked to the Object.  If name_only is True, it returns a string.
    @note: For Mesh objects Mesh is faster then NMesh because Mesh is a thin wrapper.
    @note: This function is different from L{NMesh.GetRaw} and L{Mesh.Get}
    because it keeps a link to the original mesh which it needed if your dealing with Mesh weight groups.
    """

  def getParentBoneName():
    """
    Returns None, or the 'sub-name' of the parent (eg. Bone name)
    @return: string
    """

  def getDeltaLocation():
    """
    Returns the object's delta location in a list (x, y, z)
    @rtype: A vector triple
    @return: (x, y, z)
    """

  def getDrawMode():
    """
    Returns the object draw mode.
    @rtype: Integer
    @return: a sum of the following:
        - 2  - axis
        - 4  - texspace
        - 8  - drawname
        - 16 - drawimage
        - 32 - drawwire
        - 64 - xray
    """

  def getDrawType():
    """
    Returns the object draw type
    @rtype: Integer
    @return: One of the following:
        - 1 - Bounding box
        - 2 - Wire
        - 3 - Solid
        - 4 - Shaded
        - 5 - Textured
    """

  def getEuler(space):
    """
    @type space: string
    @param space: The desired space for the size:
      - localspace: (default) relative to the object's parent;
      - worldspace: absolute, taking vertex parents, tracking and
          Ipo's into account;
    Returns the object's localspace rotation as Euler rotation vector (rotX, rotY, rotZ).  Angles are in radians.
    @rtype: Py_Euler
    @return: A python Euler. Data is wrapped when euler is present.
    """

  def getInverseMatrix():
    """
    Returns the object's inverse matrix.
    @rtype: Py_Matrix
    @return: A python matrix 4x4
    """

  def getIpo():
    """
    Returns the Ipo associated to this object or None if there's no linked ipo.
    @rtype: Ipo
    @return: the wrapped ipo or None.
    """
  def isSelected():
    """
    Returns the objects selection state in the current scene as a boolean value True or False.
    @rtype: Boolean
    @return: Selection state as True or False
    """
  
  def getLocation(space):
    """
    @type space: string
    @param space: The desired space for the location:
      - localspace: (default) relative to the object's parent;
      - worldspace: absolute, taking vertex parents, tracking and
          Ipo's into account;
    Returns the object's location (x, y, z).
    @return: (x, y, z)

    I{B{Example:}}

    The example below works on the default scene. It retrieves all objects in
    the scene and prints the name and location of each object::
      import Blender

      objects = Blender.Object.Get()

      for obj in objects:
          print obj.getName()
          print obj.getLocation()
    @note: the worldspace location is the same as ob.matrixWorld[3][0:3]
    """

  def getAction():
    """
    Returns an action if one is associated with this object (only useful for armature types).
    @rtype: Py_Action
    @return: a python action.
    """

  def getMaterials(what = 0):
    """
    Returns a list of materials assigned to the object.
    @type what: int
    @param what: if nonzero, empty slots will be returned as None's instead
        of being ignored (default way). See L{NMesh.NMesh.getMaterials}.
    @rtype: list of Material Objects
    @return: list of Material Objects assigned to the object.
    """

  def getMatrix(space = 'worldspace'):
    """
    Returns the object matrix.
    @type space: string
    @param space: The desired matrix:
      - worldspace (default): absolute, taking vertex parents, tracking and
          Ipo's into account;
      - localspace: relative to the object's parent (returns worldspace
          matrix if the object doesn't have a parent);
      - old_worldspace: old behavior, prior to Blender 2.34, where eventual
          changes made by the script itself were not taken into account until
          a redraw happened, either called by the script or upon its exit.
    Returns the object matrix.
    @rtype: Py_Matrix (WRAPPED DATA)
    @return: a python 4x4 matrix object. Data is wrapped for 'worldspace'
    """

  def getName():
    """
    Returns the name of the object
    @return: The name of the object

    I{B{Example:}}

    The example below works on the default scene. It retrieves all objects in
    the scene and prints the name of each object::
      import Blender

      objects = Blender.Object.Get()

      for obj in objects:
          print obj.getName()
    """

  def getParent():
    """
    Returns the object's parent object.
    @rtype: Object
    @return: The parent object of the object. If not available, None will be
    returned.
    """

  def getSize(space):
    """
    @type space: string
    @param space: The desired space for the size:
      - localspace: (default) relative to the object's parent;
      - worldspace: absolute, taking vertex parents, tracking and
          Ipo's into account;
    Returns the object's size.
    @return: (SizeX, SizeY, SizeZ)
    @note: the worldspace size will not return negative (flipped) scale values.
    """

  def getParentBoneName():
    """
    Returns the object's parent object's sub name, or None.
    For objects parented to bones, this is the name of the bone.
    @rtype: String
    @return: The parent object sub-name of the object.
      If not available, None will be returned.
    """

  def getTimeOffset():
    """
    Returns the time offset of the object's animation.
    @return: TimeOffset
    """

  def getTracked():
    """
    Returns the object's tracked object.
    @rtype: Object
    @return: The tracked object of the object. If not available, None will be
    returned.
    """

  def getType():
    """
    Returns the type of the object in 'Armature', 'Camera', 'Curve', 'Lamp', 'Lattice',
    'MBall', 'Mesh', 'Surf', 'Empty', 'Wave' (deprecated) or 'unknown' in exceptional cases.
    @return: The type of object.

    I{B{Example:}}

    The example below works on the default scene. It retrieves all objects in
    the scene and updates the location and rotation of the camera. When run,
    the camera will rotate 180 degrees and moved to the opposite side of the X
    axis. Note that the number 'pi' in the example is an approximation of the
    true number 'pi'.  A better, less error-prone value of pi is math.pi from the python math module.::
        import Blender

        objects = Blender.Object.Get()

        for obj in objects:
            if obj.getType() == 'Camera':
                obj.LocY = -obj.LocY
                obj.RotZ = 3.141592 - obj.RotZ

        Blender.Redraw()
    """

  def insertIpoKey(keytype):
    """
    Inserts keytype values in object ipo at curframe. Uses module constants.
    @type keytype: Integer
    @param keytype:
           -LOC
           -ROT
           -SIZE
           -LOCROT
           -LOCROTSIZE
           -PI_STRENGTH
           -PI_FALLOFF
           -PI_PERM
           -PI_SURFACEDAMP
           -PI_RANDOMDAMP
    @return: py_none
    """

  def link(datablock):
    """
    Links Object with ObData datablock provided in the argument. The data must match the
    Object's type, so you cannot link a Lamp to a Mesh type object.
    @type datablock: Blender ObData datablock
    @param datablock: A Blender datablock matching the objects type.
    """

  def makeParent(objects, noninverse = 0, fast = 0):
    """
    Makes the object the parent of the objects provided in the argument which
    must be a list of valid Objects.
    @type objects: Sequence of Blender Object
    @param objects: The children of the parent
    @type noninverse: Integer
    @param noninverse:
        0 - make parent with inverse
        1 - make parent without inverse
    @type fast: Integer
    @param fast:
        0 - update scene hierarchy automatically
        1 - don't update scene hierarchy (faster). In this case, you must
        explicitely update the Scene hierarchy.
    @warn: objects must first be linked to a scene before they can become
        parents of other objects.  Calling this makeParent method for an
        unlinked object will result in an error.
    """

  def join(objects):
    """
    Uses the object as a base for all of the objects in the provided list to join into.
    
    @type objects: Sequence of Blender Object
    @param objects: A list of objects matching the objects type.
    @note: Objects in the list will not be removed from the scene,
        to avoid overlapping data you may want to remove them manually after joining.
    @note: Join modifies the base objects data in place so that
        other objects are joined into it. no new object or data is created.
    @note: Join will only work for object types Mesh, Armature, Curve and Surface,
        an error will be raised if the object is not of this type.
    @note: objects in the list will be ignored if they to not match the base object.
    @note: objects must be in the current scene to be joined.
    @note: this function will not work in background mode (no user interface)
    @note: An error in the join function input will raise a TypeError,
        otherwise an error in the data input will raise a RuntimeError,
        for situations where you don't have tight control on the data that is being joined,
        you should handle the RuntimeError error, letting the user know the data cant be joined.
        This an happen if the data is too large or one of the objects data has a shape key.
    """

  def makeParentDeform(objects, noninverse = 0, fast = 0):
    """
    Makes the object the deformation parent of the objects provided in the argument
    which must be a list of valid Objects.
    The parent object must be a Curve or Armature.
    @type objects: Sequence of Blender Object
    @param objects: The children of the parent
    @type noninverse: Integer
    @param noninverse:
        0 - make parent with inverse
        1 - make parent without inverse
    @type fast: Integer
    @param fast:
        0 - update scene hierarchy automatically
        1 - don't update scene hierarchy (faster). In this case, you must
        explicitely update the Scene hierarchy.
    @warn: objects must first be linked to a scene before they can become
        parents of other objects.  Calling this makeParent method for an
        unlinked object will result in an error.
    @warn: child objects must be of mesh type to deform correctly. Other object
        types will fall back to normal parenting silently.
    """

  def makeParentVertex(objects, indices, noninverse = 0, fast = 0):
    """
    Makes the object the vertex parent of the objects provided in the argument
    which must be a list of valid Objects.
    The parent object must be a Mesh, Curve or Surface.
    @type objects: Sequence of Blender Object
    @param objects: The children of the parent
    @type indices: Tuple of Integers
    @param indices: The indices of the vertices you want to parent to (1 or 3 values)
    @type noninverse: Integer
    @param noninverse:
        0 - make parent with inverse
        1 - make parent without inverse
    @type fast: Integer
    @param fast:
        0 - update scene hierarchy automatically
        1 - don't update scene hierarchy (faster). In this case, you must
        explicitely update the Scene hierarchy.
    @warn: objects must first be linked to a scene before they can become
        parents of other objects.  Calling this makeParent method for an
        unlinked object will result in an error.
    """

  def setDeltaLocation(delta_location):
    """
    Sets the object's delta location which must be a vector triple.
    @type delta_location: A vector triple
    @param delta_location: A vector triple (x, y, z) specifying the new
    location.
    """

  def setDrawMode(drawmode):
    """
    Sets the object's drawing mode. The drawing mode can be a mix of modes. To
    enable these, add up the values.
    @type drawmode: Integer
    @param drawmode: A sum of the following:
        - 2  - axis
        - 4  - texspace
        - 8  - drawname
        - 16 - drawimage
        - 32 - drawwire
        - 64 - xray
    """

  def setDrawType(drawtype):
    """
    Sets the object's drawing type.
    @type drawtype: Integer
    @param drawtype: One of the following:
        - 1 - Bounding box
        - 2 - Wire
        - 3 - Solid
        - 4 - Shaded
        - 5 - Textured
    """

  def setEuler(euler):
    """
    Sets the object's localspace rotation according to the specified Euler angles.
    @type euler: Py_Euler or a list of floats
    @param euler: a python Euler or x,y,z rotations as floats
    """

  def setIpo(ipo):
    """
    Links an ipo to this object.
    @type ipo: Blender Ipo
    @param ipo: an object type ipo.
    """

  def setLocation(x, y, z):
    """
    Sets the object's location relative to the parent object (if any).
    @type x: float
    @param x: The X coordinate of the new location.
    @type y: float
    @param y: The Y coordinate of the new location.
    @type z: float
    @param z: The Z coordinate of the new location.
    """

  def setMaterials(materials):
    """
    Sets the materials. The argument must be a list 16 items or less.  Each
    list element is either a Material or None.  Also see L{colbits}.
    @type materials: Materials list
    @param materials: A list of Blender material objects.
    @note: Blender materials are assigned to the objects data by default.
    So unless you know the material is applied to the object or are changing the
    objects colbits then you need to look at the object datas materials.
    """

  def setMatrix(matrix):
    """
    Sets the object's matrix and updates its transformation. 
    @type matrix: Py_Matrix 3x3 or 4x4
    @param matrix: a 3x3 or 4x4 Python matrix.  If a 3x3 matrix is given,
    it is extended to a 4x4 matrix.
    """

  def setName(name):
    """
    Sets the name of the object. A string longer then 20 characters will be shortened.
    @type name: String
    @param name: The new name for the object.
    """

  def setSize(x, y, z):
    """
    Sets the object's size, relative to the parent object (if any), clamped 
    @type x: float
    @param x: The X size multiplier.
    @type y: float
    @param y: The Y size multiplier.
    @type z: float
    @param z: The Z size multiplier.
    """

  def setTimeOffset(timeOffset):
    """
    Sets the time offset of the object's animation.
    @type timeOffset: float
    @param timeOffset: The new time offset for the object's animation.
    """
  
  def shareFrom(object):
    """
    Link data of object specified in the argument with self. This works only
    if self and the object specified are of the same type.
    @type object: Blender Object
    @param object: A Blender Object of the same type.
    @note: This function is faster then using getData() and setData()
    because it skips making a python object from the objects data.
    """
  
  def select(boolean):
    """
    Sets the object's selection state in the current scene.
    setting the selection will make this object the active object of this scene.
    @type boolean: Integer
    @param boolean:
        - 0  - unselected
        - 1  - selected
    """
  
  def getBoundBox():
    """
    Returns the worldspace bounding box of this object.  This works for meshes (out of
    edit mode) and curves.
    @rtype: list of 8 (x,y,z) float coordinate vectors (WRAPPED DATA)
    @return: The coordinates of the 8 corners of the bounding box. Data is wrapped when
    bounding box is present.
    """

  def makeDisplayList():
    """
    Updates this object's display list.  Blender uses display lists to store
    already transformed data (like a mesh with its vertices already modified
    by coordinate transformations and armature deformation).  If the object
    isn't modified, there's no need to recalculate this data.  This method is
    here for the *few cases* where a script may need it, like when toggling
    the "SubSurf" mode for a mesh:

    Example::
     import Blender
     scene= Blender.Scene.GetCurrent()
     object= scene.getActiveObject()
     object.modifiers.append(Blender.Modifier.Type.SUBSURF)
     object.makeDisplayList()
     Blender.Window.RedrawAll()

    If you try this example without the line to update the display list, the
    object will disappear from the screen until you press "SubSurf".
    @warn: If after running your script objects disappear from the screen or
       are not displayed correctly, try this method function.  But if the script
       works properly without it, there's no reason to use it.
    """

  def getScriptLinks (event):
    """
    Get a list with this Object's script links of type 'event'.
    @type event: string
    @param event: "FrameChanged", "Redraw" or "Render".
    @rtype: list
    @return: a list with Blender L{Text} names (the script links of the given
        'event' type) or None if there are no script links at all.
    """

  def clearScriptLinks (links = None):
    """
    Delete script links from this Object.  If no list is specified, all
    script links are deleted.
    @type links: list of strings
    @param links: None (default) or a list of Blender L{Text} names.
    """

  def addScriptLink (text, event):
    """
    Add a new script link to this Object.
    @type text: string
    @param text: the name of an existing Blender L{Text}.
    @type event: string
    @param event: "FrameChanged", "Redraw" or "Render".
    """

  def makeTrack (tracked, fast = 0):
    """
    Make this Object track another.
    @type tracked: Blender Object
    @param tracked: the object to be tracked.
    @type fast: int (bool)
    @param fast: if zero, the scene hierarchy is updated automatically.  If
        you set 'fast' to a nonzero value, don't forget to update the scene
        yourself (see L{Scene.Scene.update}).
    @note: you also need to clear the rotation (L{setEuler}) of this object
       if it was not (0,0,0) already.
    """

  def clearTrack (mode = 0, fast = 0):
    """
    Make this Object not track another anymore.
    @type mode: int (bool)
    @param mode: if nonzero the matrix transformation used for tracking is kept.
    @type fast: int (bool)
    @param fast: if zero, the scene hierarchy is updated automatically.  If
        you set 'fast' to a nonzero value, don't forget to update the scene
        yourself (see L{Scene.Scene.update}).
    """

  def getAllProperties ():
    """
    Return a list of properties from this object.
    @rtype: PyList
    @return: List of Property objects.
    """

  def getProperty (name):
    """
    Return a properties from this object based on name.
    @type name: string
    @param name: the name of the property to get.
    @rtype: Property object
    @return: The first property that matches name.
    """

  def addProperty (name_or_property, data, type):
    """
    Add or create a property for an object.  If called with only a
    property object, the property is assigned to the object.  If called
    with a property name string and data object, a new property is
    created and added to the object.
    @type name_or_property: string or Property object
    @param name_or_property: the property name, or a property object.
    @type data: string, int or float
    @param data: Only valid when I{name_or_property} is a string. 
    Value depends on what is passed in:
      - string:  string type property
      - int:  integer type property
      - float:  float type property
    @type type: string (optional)
    @param type: Only valid when I{name_or_property} is a string.
    Can be the following:
      - 'BOOL'
      - 'INT'
      - 'FLOAT'
      - 'TIME'
      - 'STRING'
    @warn: If a type is not declared string data will
    become string type, int data will become int type
    and float data will become float type. Override type
    to declare bool type, and time type.
    @warn:  A property object can be added only once to an object;
    you must remove the property from an object to add it elsewhere.
    """

  def removeProperty (property):
    """
    Remove a property from an object.
    @type property: Property object or string
    @param property: Property object or property name to be removed.
    """

  def removeAllProperties():
    """
    Removes all properties from an object. 
    """

  def copyAllPropertiesTo (object):
    """
    Copies all properties from one object to another.
    @type object: Object object
    @param object: Object that will receive the properties.
    """

  def getPIStregth():
    """
    Get the Object's Particle Interaction Strength.
    @rtype: float
    """

  def setPIStrength(strength):
    """
    Set the the Object's Particle Interaction Strength.
    Values between -1000.0 to 1000.0
    @rtype: None
    @type strength: float
    @param strength: the Object's Particle Interaction New Strength.
    """

  def getPIFalloff():
    """
    Get the Object's Particle Interaction falloff.
    @rtype: float
    """

  def setPIFalloff(falloff):
    """
    Set the the Object's Particle Interaction falloff.
    Values between 0 to 10.0
    @rtype: None
    @type falloff: float
    @param falloff: the Object's Particle Interaction New falloff.
    """    
    
  def getPIMaxDist():
    """
    Get the Object's Particle Interaction MaxDist.
    @rtype: float
    """

  def setPIMaxDist(MaxDist):
    """
    Set the the Object's Particle Interaction MaxDist.
    Values between 0 to 1000.0
    @rtype: None
    @type MaxDist: float
    @param MaxDist: the Object's Particle Interaction New MaxDist.
    """    
    
  def getPIType():
    """
    Get the Object's Particle Interaction Type.
    @rtype: int
    """

  def setPIType(type):
    """
    Set the the Object's Particle Interaction type.
    Use Module Constants
      - NONE
      - WIND
      - FORCE
      - VORTEX
      - MAGNET
    @rtype: None
    @type type: int
    @param type: the Object's Particle Interaction Type.
    """   
 
  def getPIUseMaxDist():
    """
    Get the Object's Particle Interaction if using MaxDist.
    @rtype: int
    """

  def setPIUseMaxDist(status):
    """
    Set the the Object's Particle Interaction MaxDist.
    0 = Off, 1 = on
    @rtype: None
    @type status: int
    @param status: the new status
    """ 

  def getPIDeflection():
    """
    Get the Object's Particle Interaction Deflection Setting.
    @rtype: int
    """

  def setPIDeflection(status):
    """
    Set the the Object's Particle Interaction Deflection Setting.
    0 = Off, 1 = on
    @rtype: None
    @type status: int
    @param status: the new status
    """ 

  def getPIPermf():
    """
    Get the Object's Particle Interaction Permeability.
    @rtype: float
    """

  def setPIPerm(perm):
    """
    Set the the Object's Particle Interaction Permeability.
    Values between 0 to 10.0
    @rtype: None
    @type perm: float
    @param perm: the Object's Particle Interaction New Permeability.
    """    

  def getPIRandomDamp():
    """
    Get the Object's Particle Interaction RandomDamp.
    @rtype: float
    """

  def setPIRandomDamp(damp):
    """
    Set the the Object's Particle Interaction RandomDamp.
    Values between 0 to 10.0
    @rtype: None
    @type damp: float
    @param damp: the Object's Particle Interaction New RandomDamp.
    """    

  def getPISurfaceDamp():
    """
    Get the Object's Particle Interaction SurfaceDamp.
    @rtype: float
    """

  def setPISurfaceDamp(damp):
    """
    Set the the Object's Particle Interaction SurfaceDamp.
    Values between 0 to 10.0
    @rtype: None
    @type damp: float
    @param damp: the Object's Particle Interaction New SurfaceDamp.
    """    

  def getSBMass():
    """
    Get the Object's SoftBody Mass.
    @rtype: float
    """

  def setSBMass(mass):
    """
    Set the the Object's SoftBody Mass.
    Values between 0 to 50.0
    @rtype: None
    @type mass: float
    @param mass: the Object's SoftBody New mass.
    """  
  
  def getSBGravity():
    """
    Get the Object's SoftBody Gravity.
    @rtype: float
    """

  def setSBGravity(grav):
    """
    Set the the Object's SoftBody Gravity.
    Values between 0 to 10.0
    @rtype: None
    @type grav: float
    @param grav: the Object's SoftBody New Gravity.
    """ 
    
  def getSBFriction():
    """
    Get the Object's SoftBody Friction.
    @rtype: float
    """

  def setSBFriction(frict):
    """
    Set the the Object's SoftBody Friction.
    Values between 0 to 10.0
    @rtype: None
    @type frict: float
    @param frict: the Object's SoftBody New Friction.
    """ 

  def getSBErrorLimit():
    """
    Get the Object's SoftBody ErrorLimit.
    @rtype: float
    """

  def setSBErrorLimit(err):
    """
    Set the the Object's SoftBody ErrorLimit.
    Values between 0 to 1.0
    @rtype: None
    @type err: float
    @param err: the Object's SoftBody New ErrorLimit.
    """ 
    
  def getSBGoalSpring():
    """
    Get the Object's SoftBody GoalSpring.
    @rtype: float
    """

  def setSBGoalSpring(gs):
    """
    Set the the Object's SoftBody GoalSpring.
    Values between 0 to 0.999
    @rtype: None
    @type gs: float
    @param gs: the Object's SoftBody New GoalSpring.
    """ 
    
  def getSBGoalFriction():
    """
    Get the Object's SoftBody GoalFriction.
    @rtype: float
    """

  def setSBGoalFriction(gf):
    """
    Set the the Object's SoftBody GoalFriction.
    Values between 0 to 10.0
    @rtype: None
    @type gf: float
    @param gf: the Object's SoftBody New GoalFriction.
    """ 
    
  def getSBMinGoal():
    """
    Get the Object's SoftBody MinGoal.
    @rtype: float
    """

  def setSBMinGoal(mg):
    """
    Set the the Object's SoftBody MinGoal.
    Values between 0 to 1.0
    @rtype: None
    @type mg: float
    @param mg: the Object's SoftBody New MinGoal.
    """ 
    
  def getSBMaxGoal():
    """
    Get the Object's SoftBody MaxGoal.
    @rtype: float
    """

  def setSBMaxGoal(mg):
    """
    Set the the Object's SoftBody MaxGoal.
    Values between 0 to 1.0
    @rtype: None
    @type mg: float
    @param mg: the Object's SoftBody New MaxGoal.
    """ 
    
  def getSBInnerSpring():
    """
    Get the Object's SoftBody InnerSpring.
    @rtype: float
    """

  def setSBInnerSpring(sprr):
    """
    Set the the Object's SoftBody InnerSpring.
    Values between 0 to 0.999
    @rtype: None
    @type sprr: float
    @param sprr: the Object's SoftBody New InnerSpring.
    """ 
    
  def getSBInnerSpringFriction():
    """
    Get the Object's SoftBody InnerSpringFriction.
    @rtype: float
    """

  def setSBInnerSpringFriction(sprf):
    """
    Set the the Object's SoftBody InnerSpringFriction.
    Values between 0 to 10.0
    @rtype: None
    @type sprf: float
    @param sprf: the Object's SoftBody New InnerSpringFriction.
    """ 
    
  def getSBDefaultGoal():
    """
    Get the Object's SoftBody DefaultGoal.
    @rtype: float
    """

  def setSBDefaultGoal(goal):
    """
    Set the the Object's SoftBody DefaultGoal.
    Values between 0 to 1.0
    @rtype: None
    @type goal: float
    @param goal: the Object's SoftBody New DefaultGoal.
    """   

  def isSB():
    """
    Get if the Object's SoftBody is Enabled.
    @rtype: int
    """

  def getSBPostDef():
    """
    get SoftBodies PostDef option
    @rtype: int
    """

  def setSBPostDef(switch):
    """
    Enable / Disable SoftBodies PostDef option
    1: on
    0: off
    @rtype: None
    @type switch: int
    @param switch: the Object's SoftBody New PostDef Value.
    """ 

  def getSBUseGoal():
    """
    get SoftBodies UseGoal option
    @rtype: int
    """

  def setSBUseGoal(switch):
    """
    Enable / Disable SoftBodies UseGoal option
    1: on
    0: off
    @rtype: None
    @type switch: int
    @param switch: the Object's SoftBody New UseGoal Value.
    """ 
  def getSBUseEdges():
    """
    get SoftBodies UseEdges option
    @rtype: int
    """

  def setSBUseEdges(switch):
    """
    Enable / Disable SoftBodies UseEdges option
    1: on
    0: off
    @rtype: None
    @type switch: int
    @param switch: the Object's SoftBody New UseEdges Value.
    """ 
    
  def getSBStiffQuads():
    """
    get SoftBodies StiffQuads option
    @rtype: int
    """

  def setSBStiffQuads(switch):
    """
    Enable / Disable SoftBodies StiffQuads option
    1: on
    0: off
    @rtype: None
    @type switch: int
    @param switch: the Object's SoftBody New StiffQuads Value.
    """     


class Property:
  """
  The Property object
  ===================
    This property gives access to object property data in Blender.
    @ivar name: The property name.
    @ivar data: Data for this property. Depends on property type.
    @ivar type: The property type.
    @warn:  Comparisons between properties will only be true when
    both the name and data pairs are the same.
  """

  def getName ():
    """
    Get the name of this property.
    @rtype: string
    @return: The property name.
    """

  def setName (name):
    """
    Set the name of this property.
    @type name: string
    @param name: The new name of the property
    """

  def getData ():
    """
    Get the data for this property.
    @rtype: string, int, or float
    """

  def setData (data):
    """
    Set the data for this property.
    @type data: string, int, or float
    @param data: The data to set for this property.
    @warn:  See object.setProperty().  Changing data
    which is of a different type then the property is 
    set to (i.e. setting an int value to a float type'
    property) will change the type of the property 
    automatically.
    """

  def getType ():
    """
    Get the type for this property.
    @rtype: string
    """