forked from bartvdbraak/blender
Cleanup: API docs
This commit is contained in:
parent
2cdfa3ea5b
commit
f184202a9a
@ -1,6 +1,7 @@
|
||||
"""
|
||||
Basic Sound Playback
|
||||
++++++++++++++++++++
|
||||
|
||||
This script shows how to use the classes: :class:`Device`, :class:`Factory` and
|
||||
:class:`Handle`.
|
||||
"""
|
||||
|
@ -1,6 +1,7 @@
|
||||
"""
|
||||
Texture Replacement
|
||||
+++++++++++++++++++
|
||||
|
||||
Example of how to replace a texture in game with an external image.
|
||||
``createTexture()`` and ``removeTexture()`` are to be called from a
|
||||
module Python Controller.
|
||||
|
@ -1,6 +1,7 @@
|
||||
"""
|
||||
Basic Handler Example
|
||||
+++++++++++++++++++++
|
||||
|
||||
This script shows the most simple example of adding a handler.
|
||||
"""
|
||||
|
||||
|
@ -7,8 +7,9 @@ act on specified rather than the selected or active data, or to execute an
|
||||
operator in the different part of the user interface.
|
||||
|
||||
The context overrides are passed as a dictionary, with keys matching the context
|
||||
member names in bpy.context. For example to override bpy.context.active_object,
|
||||
you would pass {'active_object': object}.
|
||||
member names in bpy.context.
|
||||
For example to override ``bpy.context.active_object``,
|
||||
you would pass ``{'active_object': object}``.
|
||||
"""
|
||||
|
||||
# remove all objects in scene rather than the selected ones
|
||||
|
@ -3,21 +3,21 @@ Calling Operators
|
||||
-----------------
|
||||
|
||||
Provides python access to calling operators, this includes operators written in
|
||||
C, Python or Macros.
|
||||
C, Python or macros.
|
||||
|
||||
Only keyword arguments can be used to pass operator properties.
|
||||
|
||||
Operators don't have return values as you might expect, instead they return a
|
||||
set() which is made up of: {'RUNNING_MODAL', 'CANCELLED', 'FINISHED',
|
||||
'PASS_THROUGH'}.
|
||||
Common return values are {'FINISHED'} and {'CANCELLED'}.
|
||||
Operators don't have return values as you might expect,
|
||||
instead they return a set() which is made up of:
|
||||
``{'RUNNING_MODAL', 'CANCELLED', 'FINISHED', 'PASS_THROUGH'}``.
|
||||
Common return values are ``{'FINISHED'}`` and ``{'CANCELLED'}``.
|
||||
|
||||
|
||||
Calling an operator in the wrong context will raise a RuntimeError,
|
||||
Calling an operator in the wrong context will raise a ``RuntimeError``,
|
||||
there is a poll() method to avoid this problem.
|
||||
|
||||
Note that the operator ID (bl_idname) in this example is 'mesh.subdivide',
|
||||
'bpy.ops' is just the access path for python.
|
||||
Note that the operator ID (bl_idname) in this example is ``mesh.subdivide``,
|
||||
``bpy.ops`` is just the access path for python.
|
||||
|
||||
|
||||
Keywords and Positional Arguments
|
||||
@ -32,9 +32,9 @@ There are 3 optional positional arguments (documented in detail below).
|
||||
|
||||
bpy.ops.test.operator(override_context, execution_context, undo)
|
||||
|
||||
* override_context - dict type
|
||||
* execution_context - string (enum)
|
||||
* undo - boolean
|
||||
- override_context - ``dict`` type.
|
||||
- execution_context - ``str`` (enum).
|
||||
- undo - ``bool`` type.
|
||||
|
||||
|
||||
Each of these arguments is optional, but must be given in the order above.
|
||||
|
@ -8,7 +8,8 @@ bl_info = {
|
||||
"warning": "",
|
||||
"wiki_url": "",
|
||||
"tracker_url": "",
|
||||
"category": "Object"}
|
||||
"category": "Object",
|
||||
}
|
||||
|
||||
|
||||
import bpy
|
||||
|
@ -1,6 +1,7 @@
|
||||
"""
|
||||
Submenus
|
||||
++++++++
|
||||
|
||||
This menu demonstrates some different functions.
|
||||
"""
|
||||
import bpy
|
||||
|
@ -1,6 +1,7 @@
|
||||
"""
|
||||
Extending Menus
|
||||
+++++++++++++++
|
||||
|
||||
When creating menus for addons you can't reference menus in Blender's default
|
||||
scripts.
|
||||
Instead, the addon can add menu items to existing menus.
|
||||
|
@ -1,6 +1,7 @@
|
||||
"""
|
||||
Basic Menu Example
|
||||
++++++++++++++++++
|
||||
|
||||
Here is an example of a simple menu. Menus differ from panels in that they must
|
||||
reference from a header, panel or another menu.
|
||||
|
||||
|
@ -7,10 +7,10 @@ for more flexible mesh editing from python see :mod:`bmesh`.
|
||||
|
||||
Blender stores 4 main arrays to define mesh geometry.
|
||||
|
||||
* :class:`Mesh.vertices` (3 points in space)
|
||||
* :class:`Mesh.edges` (reference 2 vertices)
|
||||
* :class:`Mesh.loops` (reference a single vertex and edge)
|
||||
* :class:`Mesh.polygons`: (reference a range of loops)
|
||||
- :class:`Mesh.vertices` (3 points in space)
|
||||
- :class:`Mesh.edges` (reference 2 vertices)
|
||||
- :class:`Mesh.loops` (reference a single vertex and edge)
|
||||
- :class:`Mesh.polygons`: (reference a range of loops)
|
||||
|
||||
|
||||
Each polygon reference a slice in the loop array, this way, polygons do not store vertices or corner data such as UV's directly,
|
||||
|
@ -1,6 +1,7 @@
|
||||
"""
|
||||
Poll Function
|
||||
+++++++++++++++
|
||||
|
||||
The :class:`NodeTree.poll` function determines if a node tree is visible
|
||||
in the given context (similar to how :class:`Panel.poll`
|
||||
and :class:`Menu.poll` define visibility). If it returns False,
|
||||
|
@ -1,6 +1,7 @@
|
||||
"""
|
||||
Basic Object Operations Example
|
||||
+++++++++++++++++++++++++++++++
|
||||
|
||||
This script demonstrates basic operations on object like creating new
|
||||
object, placing it into scene, selecting it and making it active.
|
||||
"""
|
||||
|
@ -1,6 +1,7 @@
|
||||
"""
|
||||
Invoke Function
|
||||
+++++++++++++++
|
||||
|
||||
:class:`Operator.invoke` is used to initialize the operator from the context
|
||||
at the moment the operator is called.
|
||||
invoke() is typically used to assign properties which are then used by
|
||||
|
@ -4,7 +4,7 @@ Calling a File Selector
|
||||
This example shows how an operator can use the file selector.
|
||||
|
||||
Notice the invoke function calls a window manager method and returns
|
||||
RUNNING_MODAL, this means the file selector stays open and the operator does not
|
||||
``{'RUNNING_MODAL'}``, this means the file selector stays open and the operator does not
|
||||
exit immediately after invoke finishes.
|
||||
|
||||
The file selector runs the operator, calling :class:`Operator.execute` when the
|
||||
|
@ -1,6 +1,7 @@
|
||||
"""
|
||||
Dialog Box
|
||||
++++++++++
|
||||
|
||||
This operator uses its :class:`Operator.invoke` function to call a popup.
|
||||
"""
|
||||
import bpy
|
||||
|
@ -1,6 +1,7 @@
|
||||
"""
|
||||
Custom Drawing
|
||||
++++++++++++++
|
||||
|
||||
By default operator properties use an automatic user interface layout.
|
||||
If you need more control you can create your own layout with a
|
||||
:class:`Operator.draw` function.
|
||||
|
@ -1,8 +1,9 @@
|
||||
"""
|
||||
Modal Execution
|
||||
+++++++++++++++
|
||||
|
||||
This operator defines a :class:`Operator.modal` function which running,
|
||||
handling events until it returns {'FINISHED'} or {'CANCELLED'}.
|
||||
handling events until it returns ``{'FINISHED'}`` or ``{'CANCELLED'}``.
|
||||
|
||||
Grab, Rotate, Scale and Fly-Mode are examples of modal operators.
|
||||
They are especially useful for interactive tools,
|
||||
@ -10,9 +11,9 @@ your operator can have its own state where keys toggle options as the operator
|
||||
runs.
|
||||
|
||||
:class:`Operator.invoke` is used to initialize the operator as being by
|
||||
returning {'RUNNING_MODAL'}, initializing the modal loop.
|
||||
returning ``{'RUNNING_MODAL'}``, initializing the modal loop.
|
||||
|
||||
Notice __init__() and __del__() are declared.
|
||||
Notice ``__init__()`` and ``__del__()`` are declared.
|
||||
For other operator types they are not useful but for modal operators they will
|
||||
be called before the :class:`Operator.invoke` and after the operator finishes.
|
||||
"""
|
||||
|
@ -1,6 +1,7 @@
|
||||
"""
|
||||
Basic Operator Example
|
||||
++++++++++++++++++++++
|
||||
|
||||
This script shows simple operator which prints a message.
|
||||
|
||||
Since the operator only has an :class:`Operator.execute` function it takes no
|
||||
|
@ -1,6 +1,7 @@
|
||||
"""
|
||||
Simple Object Panel
|
||||
+++++++++++++++++++
|
||||
|
||||
This panel has a :class:`Panel.poll` and :class:`Panel.draw_header` function,
|
||||
even though the contents is basic this closely resembles blenders panels.
|
||||
"""
|
||||
|
@ -1,6 +1,7 @@
|
||||
"""
|
||||
Basic Panel Example
|
||||
+++++++++++++++++++
|
||||
|
||||
This script is a simple panel which will draw into the object properties
|
||||
section.
|
||||
|
||||
|
@ -1,7 +1,8 @@
|
||||
"""
|
||||
Advanced UIList Example - Filtering and Reordering
|
||||
++++++++++++++++++++++++++++++++++++++++++++++++++
|
||||
This script is an extended version of the UIList subclass used to show vertex groups. It is not used 'as is',
|
||||
|
||||
This script is an extended version of the ``UIList`` subclass used to show vertex groups. It is not used 'as is',
|
||||
because iterating over all vertices in a 'draw' function is a very bad idea for UI performances! However, it's a good
|
||||
example of how to create/use filtering/reordering callbacks.
|
||||
"""
|
||||
|
Loading…
Reference in New Issue
Block a user