[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33991] trunk/blender/doc/python_api/epy: removing epydocs for mathutils and geometry mododules ( now they are in sphinx)

Campbell Barton ideasman42 at gmail.com
Sun Jan 2 00:53:48 CET 2011


Revision: 33991
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=33991
Author:   campbellbarton
Date:     2011-01-02 00:53:48 +0100 (Sun, 02 Jan 2011)

Log Message:
-----------
removing epydocs for mathutils and geometry mododules (now they are in sphinx)

Removed Paths:
-------------
    trunk/blender/doc/python_api/epy/Geometry.py
    trunk/blender/doc/python_api/epy/Mathutils.py

Deleted: trunk/blender/doc/python_api/epy/Geometry.py
===================================================================
--- trunk/blender/doc/python_api/epy/Geometry.py	2011-01-01 19:48:14 UTC (rev 33990)
+++ trunk/blender/doc/python_api/epy/Geometry.py	2011-01-01 23:53:48 UTC (rev 33991)
@@ -1,189 +0,0 @@
-# Blender.Geometry module and its subtypes
-
-"""
-The Blender.Geometry submodule.
-
-Geometry
-========
-(when accessing it from the Game Engine use Geometry instead of Blender.Geometry)
-
-This new module provides access to a geometry function.
-"""
-
-def Intersect(vec1, vec2, vec3, ray, orig, clip=1):
-  """
-  Return the intersection between a ray and a triangle, if possible, return None otherwise.
-  @type vec1: Vector object.
-  @param vec1: A 3d vector, one corner of the triangle.
-  @type vec2: Vector object.
-  @param vec2: A 3d vector, one corner of the triangle.
-  @type vec3: Vector object.
-  @param vec3: A 3d vector, one corner of the triangle.
-  @type ray: Vector object.
-  @param ray: A 3d vector, the orientation of the ray. the length of the ray is not used, only the direction.
-  @type orig: Vector object.
-  @param orig: A 3d vector, the origin of the ray.
-  @type clip: integer
-  @param clip: if 0, don't restrict the intersection to the area of the triangle, use the infinite plane defined by the triangle.
-  @rtype: Vector object
-  @return: The intersection between a ray and a triangle, if possible, None otherwise.
-  """
-
-def TriangleArea(vec1, vec2, vec3):
-  """
-  Return the area size of the 2D or 3D triangle defined.
-  @type vec1: Vector object.
-  @param vec1: A 2d or 3d vector, one corner of the triangle.
-  @type vec2: Vector object.
-  @param vec2: A 2d or 3d vector, one corner of the triangle.
-  @type vec3: Vector object.
-  @param vec3: A 2d or 3d vector, one corner of the triangle.
-  @rtype: float
-  @return: The area size of the 2D or 3D triangle defined.
-  """
-
-def TriangleNormal(vec1, vec2, vec3):
-  """
-  Return the normal of the 3D triangle defined.
-  @type vec1: Vector object.
-  @param vec1: A 3d vector, one corner of the triangle.
-  @type vec2: Vector object.
-  @param vec2: A 3d vector, one corner of the triangle.
-  @type vec3: Vector object.
-  @param vec3: A 3d vector, one corner of the triangle.
-  @rtype: float
-  @return: The normal of the 3D triangle defined.
-  """
-
-def QuadNormal(vec1, vec2, vec3, vec4):
-  """
-  Return the normal of the 3D quad defined.
-  @type vec1: Vector object.
-  @param vec1: A 3d vector, the first vertex of the quad.
-  @type vec2: Vector object.
-  @param vec2: A 3d vector, the second vertex of the quad.
-  @type vec3: Vector object.
-  @param vec3: A 3d vector, the third vertex of the quad.
-  @type vec4: Vector object.
-  @param vec4: A 3d vector, the fourth vertex of the quad.
-  @rtype: float
-  @return: The normal of the 3D quad defined.
-  """
-
-def LineIntersect(vec1, vec2, vec3, vec4):
-  """
-  Return a tuple with the points on each line respectively closest to the other
-  (when both lines intersect, both vector hold the same value).
-  The lines are evaluated as infinite lines in space, the values returned may not be between the 2 points given for each line.
-  @type vec1: Vector object.
-  @param vec1: A 3d vector, one point on the first line.
-  @type vec2: Vector object.
-  @param vec2: A 3d vector, another point on the first line.
-  @type vec3: Vector object.
-  @param vec3: A 3d vector, one point on the second line.
-  @type vec4: Vector object.
-  @param vec4: A 3d vector, another point on the second line.
-  @rtype: (Vector object, Vector object)
-  @return: A tuple with the points on each line respectively closest to the other.
-  """
-
-def PolyFill(polylines):
-	"""
-	Takes a list of polylines and calculates triangles that would fill in the polylines.
-	Multiple lines can be used to make holes inside a polyline, or fill in 2 separate lines at once.
-	@type polylines: List of lists containing vectors, each representing a closed polyline.
-	@rtype: list
-	@return: a list if tuples each a tuple of 3 ints representing a triangle indexing the points given.
-	@note: 2D Vectors will have an assumed Z axis of zero, 4D Vectors W axis is ignored.
-	@note: The order of points in a polyline effect the direction returned triangles face, reverse the order of a polyline to flip the normal of returned faces.
-
-	I{B{Example:}}
-
-	The example below creates 2 polylines and fills them in with faces, then makes a mesh in the current scene::
-		import Blender
-		Vector= Blender.mathutils.Vector
-
-		# Outline of 5 points
-		polyline1= [Vector(-2.0, 1.0, 1.0), Vector(-1.0, 2.0, 1.0), Vector(1.0, 2.0, 1.0), Vector(1.0, -1.0, 1.0), Vector(-1.0, -1.0, 1.0)]
-		polyline2= [Vector(-1, 1, 1.0), Vector(0, 1, 1.0), Vector(0, 0, 1.0), Vector(-1.0, 0.0, 1.0)]
-		fill= Blender.Geometry.PolyFill([polyline1, polyline2])
-
-		# Make a new mesh and add the truangles into it
-		me= Blender.Mesh.New()
-		me.verts.extend(polyline1)
-		me.verts.extend(polyline2)
-		me.faces.extend(fill) # Add the faces, they reference the verts in polyline 1 and 2
-
-		scn = Blender.Scene.GetCurrent()
-		ob = scn.objects.new(me)
-		Blender.Redraw()
-	"""
-
-def LineIntersect2D(vec1, vec2, vec3, vec4):
-	"""
-	Takes 2 lines vec1, vec2 for the 2 points of the first line and vec2, vec3 for the 2 points of the second line.
-	@rtype: Vector
-	@return: a 2D Vector for the intersection or None where there is no intersection.
-	"""
-
-def ClosestPointOnLine(pt, vec1, vec2):
-	"""
-	Takes 2 lines vec1, vec2 for the 2 points of the first line and vec2, vec3 for the 2 points of the second line.
-	@rtype: tuple
-	@return: a tuple containing a vector and a float, the vector is the closest point on the line, the float is the position on the line, between 0 and 1 the point is on the line.
-	"""
-
-def PointInTriangle2D(pt, tri_pt1, tri_pt2, tri_pt3):
-	"""
-	Takes 4 vectors (one for the test point and 3 for the triangle)
-	This is a 2d function so only X and Y are used, Z and W will be ignored.
-	@rtype: int
-	@return: 1 for a clockwise intersection, -1 for counter clockwise intersection, 0 when there is no intersection.
-	"""
-
-def PointInQuad2D(pt, quad_pt1, quad_pt2, quad_pt3):
-	"""
-	Takes 5 vectors (one for the test point and 5 for the quad)
-	This is a 2d function so only X and Y are used, Z and W will be ignored.
-	@rtype: int
-	@return: 1 for a clockwise intersection, -1 for counter clockwise intersection, 0 when there is no intersection.
-	"""
-
-def BoxPack2D(boxlist):
-	"""
-	Takes a list of 2D boxes and packs them into a square.
-	Each box in boxlist must be a list of at least 4 items - [x,y,w,h], after running this script,
-	the X and Y values in each box will be moved to packed, non overlapping locations.
-	
-	Example::
-
-		# Make 500 random boxes, pack them and make a mesh from it
-		from Blender import Geometry, Scene, Mesh
-		import random
-		boxes = []
-		for i in xrange(500):
-			boxes.append( [0,0, random.random()+0.1, random.random()+0.1] )
-		boxsize = Geometry.BoxPack2D(boxes)
-		print 'BoxSize', boxsize
-		me = Mesh.New()
-		for x in boxes:
-			me.verts.extend([(x[0],x[1], 0), (x[0],x[1]+x[3], 0), (x[0]+x[2],x[1]+x[3], 0), (x[0]+x[2],x[1], 0) ])
-			v1= me.verts[-1]
-			v2= me.verts[-2]
-			v3= me.verts[-3]
-			v4= me.verts[-4]
-			me.faces.extend([(v1,v2,v3,v4)])
-		scn = Scene.GetCurrent()
-		scn.objects.new(me)
-	
-	@note: Each boxlist item can be longer then 4, the extra items are ignored and stay untouched.
-	@rtype: tuple
-	@return: a tuple pair - (width, height) of all the packed boxes.
-	"""
-def BezierInterp(vec_knot_1, vec_handle_1, vec_handle_2, vec_knot_2, resolution):
-	"""
-	Takes 4 vectors representing a bezier curve and returns a list of vector points.
-	@note: any vector size is supported, the largest dimension from the input will be used for all returned vectors/
-	@rtype: list
-	@return: a list of vectors the size of resolution including the start and end points (vec_knot_1 and vec_knot_2)
-	"""

Deleted: trunk/blender/doc/python_api/epy/Mathutils.py
===================================================================
--- trunk/blender/doc/python_api/epy/Mathutils.py	2011-01-01 19:48:14 UTC (rev 33990)
+++ trunk/blender/doc/python_api/epy/Mathutils.py	2011-01-01 23:53:48 UTC (rev 33991)
@@ -1,156 +0,0 @@
-# Blender.mathutils module and its subtypes
-
-
-
-class Vector:
-  """
-  
-  @attention: Vector data can be wrapped or non-wrapped. When a object is wrapped it
-  means that the object will give you direct access to the data inside of blender. Modification
-  of this object will directly change the data inside of blender. To copy a wrapped object
-  you need to use the object's constructor. If you copy and object by assignment you will not get
-  a second copy but a second reference to the same data. Only certain functions will return 
-  wrapped data. This will be indicated in the method description.
-  """
-
-  def __init__(list = None):
-    """
-    Create a new 2d, 3d, or 4d Vector object from a list of floating point numbers.
-    @note: that python uses higher precission floating point numbers, so values assigned to a vector may have some rounding error.
-    
-
-    Example::
-      v = Vector(1,0,0)
-      v = Vector(myVec)
-      v = Vector(list)
-    @type list: PyList of float or int
-    @param list: The list of values for the Vector object. Can be a sequence or raw numbers.
-    Must be 2, 3, or 4 values. The list is mapped to the parameters as [x,y,z,w].
-    @rtype: Vector object.
-    @return: It depends wheter a parameter was passed:
-        - (list): Vector object initialized with the given values;
-        - ():     An empty 3 dimensional vector.
-    """
-
-class Euler:
-  """
-  The Euler object
-  ================
-    This object gives access to Eulers in Blender.
-  @note: You can access a euler object like a sequence
-      - x = euler[0]
-  @note: Comparison operators can be done:
-      - ==, != test numeric values within epsilon
-  @attention: Euler data can be wrapped or non-wrapped. When a object is wrapped it
-  means that the object will give you direct access to the data inside of blender. Modification
-  of this object will directly change the data inside of blender. To copy a wrapped object
-  you need to use the object's constructor. If you copy and object by assignment you will not get

@@ Diff output truncated at 10240 characters. @@




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