9f05cc59fa
- moved files in proper directories and adapted paths where needed - deleted doc/oldbugs.txt (asked confirmation to jesterking a week ago in irc) - still working on doxygen files, for now I'll leave them in doc/ - NOTE: while checking if other files were referring to these files, I noted that "GPL-license.txt" is also used in the files below: - release/windows/installer/00.sconsblender.nsi - release/windows/specific.sh but these files should't be affected by this commit, but please check :)
171 lines
7.4 KiB
Plaintext
171 lines
7.4 KiB
Plaintext
Simple Blender Python Developer's Guide
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This is an outline for a future guide yet to be written. It is meant for
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programmers wanting to understand and maybe help with the embedding of Python
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inside Blender.
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I - Introduction
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We could praise Python here for its many qualities, but it's probably better
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to just give some links:
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The main site is at www.python.org , with documentation at www.python.org/doc/
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Also worth of mention: it's an interpreted language and is available for
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many different systems. The download includes the interpreter, many modules
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(think libs), good documentation and some programs / examples. If you use
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linux, there's a high chance you already have Python installed, just try
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"man python".
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The reason for embedding a language environment inside Blender is to give
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users the ability to access the program's internal data and functionality.
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This can be used to import / export (from / to other 2d / 3d formats) or
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change the data (to create new objects procedurally, among many other
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interesting possibilities). Script writers (Blender Python programmers) can
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also expand Blender in new ways, adding new features on-the-fly, without having
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to recompile it. It is usually much easier and faster to write scripts in
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Python than to code the equivalent in C.
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II - Reference material:
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There are two important texts for us in the documentation that comes
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with Python ( docs also available online at www.python.org ):
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- Extending and Embedding (tutorial for C/C++ programmers)
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and specially
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- Python/C API.
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You can read the first one to get a feel for how things are done
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(reference counting is probably the most important part), but the second
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doc is a must. Specially useful as a fast reference is its Index, at letter
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P, where all commands are.
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Specially useful commands are Py_BuildValue and the family of parsing
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functions, PyArg_Parse* (PyArg_Parse(), PyArg_ParseTuple(),
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PyArg_ParseTupleAndKeywords()). Py_BuildValue is usually the best way to make
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Python Objects (the 'variables' that the Python Interpreter understands)
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out of C ones. The PyArg_Parse* functions do the opposite, they parse
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Python Objects to C variables.
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So, understand PyArg_Parse* functions, Py_BuildValue and reference
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counting. The first doc has a good discussion about them.
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- C knowledge is also necessary, of course, use your favorite resource.
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- The Blender 2.25 API documentation ( www.blender.org ) is, along with
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the source, our basic API ref.
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III - Directories
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The previous Blender Python API's are spread in blender/intern/python
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and the C part of the current one, bpython, is at
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blender/source/blender/bpython/, specially in intern/. The current
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solution is a Python wrapper on top of this bpython one, at
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blender/intern/python/modules/Blender/
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Note: since it's in Python, they needed the freeze Python utility, a
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process/program that creates stand-alone executables out of Python
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source files -- that is, it packs together an interpreter, the needed
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modules and the source of a Python program so that users of this program
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don't need to have the Python interpreter already installed in their
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machines to run the program -- Blender, in this case.
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The new implementation is pure C, so we won't need to "freeze" it.
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Another important dir for starters is blender/source/blender/makesdna,
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where the headers with Blender structs lie.
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IV - Experimental Python
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The new implementation, currently referred to as experimental python -
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exppython - was started by Michel Selten. He chose to solve the mess in
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Blender Python by starting over from scratch, in C, but keeping API
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compatibility with the current 2.25 API used by Blender.
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It is in blender/source/blender/python , more specifically inside
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api2_2x/
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To make it clear, exppython is the new implementation being worked on. It
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will possibly become the de-facto implementation in Blender 2.28, the next
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Blender version. Currently, Blender still comes with the same implementation
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found in the 2.25 version of the program. So we call that the 2.25
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implementation, or bpython.
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BPython had plenty of "macro magic", lot's of complicate #define's, etc.,
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since a lot of the embedding work is quite repetitive. But that makes it
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much harder for newbies to jump in and learn, so the new files in exppython
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avoid that.
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This means: Blender, Object, Camera, Lamp, Image, Text, Window modules
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(the files have the same names, ending obviously with .c and .h)
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To speed things up, some independent parts of bpython are being
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integrated directly into exppython. That already happened with Draw and
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BGL, both taken from opy_draw.c in the bpython/intern dir. The same is
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happening with NMesh (Mesh is written in Python and imports NMesh to
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extend / change its functionality).
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For a good example of dexterity with macros (cheers to the NaN
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programmer(s)!), look at BGL.[ch], the OpenGL API wrapper. The defines
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are in the header.
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Besides keeping compatibility with the 2.25 API, there are already some
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additions to exppython:
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- some modules have access to more variables than 2.25 had;
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- there are more method functions and the access is safer;
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- the file selector (or file browser, if you prefer) is back:
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It's now in the Window module, along with an image selector, too.
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- there are totally new modules, unavailable in 2.25:
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Fellow new developers joining our team are contributing new modules
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that have been requested by the community for a long time.
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V - Coding
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The Camera module is a good reference, since it is like most others, in
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terms of programming, but is smaller and simple. It's in Camera.c and
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Camera.h . To have it working, it was also necessary to include a line to
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the end of Blender.c (registering it as a Blender submodule) and another to
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modules.h (declaring its init and CreateObject method)
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Currently, one of our conventions is to prepend M_ to module functions,
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doc strings, etc. and C_ to the new types we had to create for Python,
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like C_Camera, C_Lamp, etc.
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If you look at Camera.[ch], you'll find code for creating the Camera
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module and the Camera "type", with all its methods and access policies.
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It's really a new type defined in Python, like PyInt or PyFloat,
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PyString, etc. In practice, it's a "thin" (because it doesn't make
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copies of the variables) wrapper for the Blender Camera Data Object.
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A note about Blender: objects in Blender share a common base, the
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Object, whose attributes are things like the matrix, the location, the
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rotation, the size, etc. A Camera is actually an Object of type Camera
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(which means that its "data" field points to a Camera Data obj) and a
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Camera Data object, which is the specific camera part of the object
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(attributes like lens, clip start, etc.). Same for other objects, like
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Lamp, Mesh, etc.
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That's why C_Camera is a wrapper for the Blender Camera **Data**
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object. The full wrapper is Object("Camera") linked with
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Camera("camera_name").
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How to write a new module for a simple object? Use Camera.[ch] as
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templates, check the specifics of your object in the makesdna dir
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(for example, the camera one is DNA_camera_types.h) and make the
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necessary changes.
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If you want to help exppython and in the process possibly learn more about
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embedding, the Python/C API and Blender internals, there's this mailing list:
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Bf-python mailing list
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Bf-python@blender.org
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http://www.blender.org/mailman/listinfo/bf-python
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There you can ask what hasn't been done yet, get help, make suggestions for
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new features we should consider, send bug reports, etc.
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