1
2
3 """
4 The Blender.Object submodule
5
6 B{New}:
7 - Addition of attributes for particle deflection, softbodies, and
8 rigidbodies.
9 - Objects now increment the Blender user count when they are created and
10 decremented it when they are destroyed. This means Python scripts can
11 keep the object "alive" if it is deleted in the Blender GUI.
12 - L{Object.getData} now accepts two optional bool keyword argument to
13 define (1) if the user wants the data object or just its name
14 and (2) if a mesh object should use NMesh or Mesh.
15 - L{Object.clearScriptLinks} accepts a parameter now.
16 - Object attributes: renamed Layer to L{Layers<Object.Object.Layers>} and
17 added the easier L{layers<Object.Object.layers>}. The old form "Layer"
18 will continue to work.
19
20
21 Object
22 ======
23
24 This module provides access to the B{Objects} in Blender.
25
26 Example::
27
28 import Blender
29 scn = Blender.Scene.GetCurrent() # get the current scene
30 cam = Blender.Camera.New('ortho') # make ortho camera data object
31 ob = scn.objects.new(cam) # make a new object in this scene using the camera data
32 ob.setLocation (0.0, -5.0, 1.0) # position the object in the scene
33
34 Blender.Redraw() # redraw the scene to show the updates.
35
36 @type DrawModes: readonly dictionary
37 @var DrawModes: Constant dict used for with L{Object.drawMode} bitfield
38 attribute. Values can be ORed together. Individual bits can also
39 be set/cleared with boolean attributes.
40 - AXIS: Enable display of active object's center and axis.
41 - TEXSPACE: Enable display of active object's texture space.
42 - NAME: Enable display of active object's name.
43 - WIRE: Enable the active object's wireframe over solid drawing.
44 - XRAY: Enable drawing the active object in front of others.
45 - TRANSP: Enable transparent materials for the active object (mesh only).
46
47 @type DrawTypes: readonly dictionary
48 @var DrawTypes: Constant dict used for with L{Object.drawType} attribute.
49 Only one type can be selected at a time.
50 - BOUNDBOX: Only draw object with bounding box
51 - WIRE: Draw object in wireframe
52 - SOLID: Draw object in solid
53 - SHADED: Draw object with shaded or textured
54
55 @type ParentTypes: readonly dictionary
56 @var ParentTypes: Constant dict used for with L{Object.parentType} attribute.
57 - OBJECT: Object parent type.
58 - CURVE: Curve deform parent type.
59 - LATTICE: Lattice deform parent type. Note: This is the same as ARMATURE, 2.43 was released with LATTICE as an invalid value.
60 - ARMATURE: Armature deform parent type.
61 - VERT1: 1 mesh vert parent type.
62 - VERT3: 1 mesh verts parent type.
63 - BONE: Armature bone parent type.
64
65
66 @type ProtectFlags: readonly dictionary
67 @var ProtectFlags: Constant dict used for with L{Object.protectFlags} attribute.
68 Values can be ORed together.
69 - LOCX, LOCY, LOCZ: lock x, y or z location individually
70 - ROTX, ROTY, ROTZ: lock x, y or z rotation individually
71 - SCALEX, SCALEY, SCALEZ: lock x, y or z scale individually
72 - LOC, ROT, SCALE: lock all 3 attributes for location, rotation or scale
73
74 @type PITypes: readonly dictionary
75 @var PITypes: Constant dict used for with L{Object.piType} attribute.
76 Only one type can be selected at a time.
77 - NONE: No force influence on particles
78 - FORCE: Object center attracts or repels particles ("Spherical")
79 - VORTEX: Particles swirl around Z-axis of the object
80 - WIND: Constant force applied in direction of object Z axis
81 - GUIDE: Use a Curve Path to guide particles
82
83 @type RBFlags: readonly dictionary
84 @var RBFlags: Constant dict used for with L{Object.rbFlags} attribute.
85 Values can be ORed together.
86 - SECTOR: All game elements should be in the Sector boundbox
87 - PROP: An Object fixed within a sector
88 - BOUNDS: Specify a bounds object for physics
89 - ACTOR: Enables objects that are evaluated by the engine
90 - DYNAMIC: Enables motion defined by laws of physics (requires ACTOR)
91 - GHOST: Enable objects that don't restitute collisions (requires ACTOR)
92 - MAINACTOR: Enables MainActor (requires ACTOR)
93 - RIGIDBODY: Enable rolling physics (requires ACTOR, DYNAMIC)
94 - COLLISION_RESPONSE: Disable auto (de)activation (requires ACTOR, DYNAMIC)
95 - USEFH: Use Fh settings in Materials (requires ACTOR, DYNAMIC)
96 - ROTFH: Use face normal to rotate Object (requires ACTOR, DYNAMIC)
97 - ANISOTROPIC: Enable anisotropic friction (requires ACTOR, DYNAMIC)
98 - CHILD: reserved
99
100 @type IpoKeyTypes: readonly dictionary
101 @var IpoKeyTypes: Constant dict used for with L{Object.insertIpoKey} attribute.
102 Values can be ORed together.
103 - LOC
104 - ROT
105 - SIZE
106 - LOCROT
107 - LOCROTSIZE
108 - LAYER
109 - PI_STRENGTH
110 - PI_FALLOFF
111 - PI_SURFACEDAMP
112 - PI_RANDOMDAMP
113 - PI_PERM
114
115 @type RBShapes: readonly dictionary
116 @var RBShapes: Constant dict used for with L{Object.rbShapeBoundType}
117 attribute. Only one type can be selected at a time. Values are
118 BOX, SPHERE, CYLINDER, CONE, and POLYHEDERON
119
120 @type EmptyShapes: readonly dictionary
121 @var EmptyShapes: Constant dict used for with L{Object.emptyShape} attribute.
122 Only one type can be selected at a time. Values are
123 ARROW, ARROWS, AXES, CIRCLE, CONE, CUBE AND SPHERE
124 """
125
126 -def New (type, name='type'):
127 """
128 Creates a new Object. Deprecated; instead use Scene.objects.new().
129 @type type: string
130 @param type: The Object type: 'Armature', 'Camera', 'Curve', 'Lamp', 'Lattice',
131 'Mball', 'Mesh', 'Surf' or 'Empty'.
132 @type name: string
133 @param name: The name of the object. By default, the name will be the same
134 as the object type.
135 If the name is already in use, this new object will have a number at the end of the name.
136 @return: The created Object.
137
138 I{B{Example:}}
139
140 The example below creates a new Lamp object and puts it at the default
141 location (0, 0, 0) in the current scene::
142 import Blender
143
144 object = Blender.Object.New('Lamp')
145 lamp = Blender.Lamp.New('Spot')
146 object.link(lamp)
147 sce = Blender.Scene.GetCurrent()
148 sce.link(object)
149
150 Blender.Redraw()
151 @Note: if an object is created but is not linked to object data, and the
152 object is not linked to a scene, it will be deleted when the Python
153 object is deallocated. This is because Blender does not allow objects
154 to exist without object data unless they are Empty objects. Scene.link()
155 will automatically create object data for an object if it has none.
156 """
157
158 -def Get (name = None):
159 """
160 Get the Object from Blender.
161 @type name: string
162 @param name: The name of the requested Object.
163 @return: It depends on the 'name' parameter:
164 - (name): The Object with the given name;
165 - (): A list with all Objects in the current scene.
166
167 I{B{Example 1:}}
168
169 The example below works on the default scene. The script returns the plane object and prints the location of the plane::
170 import Blender
171
172 object = Blender.Object.Get ('plane')
173 print object.getLocation()
174
175 I{B{Example 2:}}
176
177 The example below works on the default scene. The script returns all objects
178 in the scene and prints the list of object names::
179 import Blender
180
181 objects = Blender.Object.Get ()
182 print objects
183 @note: Get will return objects from all scenes.
184 Most user tools should only operate on objects from the current scene - Blender.Scene.GetCurrent().getChildren()
185 """
186
188 """
189 Get the user selection. If no objects are selected, an empty list will be returned.
190
191 @return: A list of all selected Objects in the current scene.
192
193 I{B{Example:}}
194
195 The example below works on the default scene. Select one or more objects and
196 the script will print the selected objects::
197 import Blender
198
199 objects = Blender.Object.GetSelected()
200 print objects
201 @note: The active object will always be the first object in the list (if selected).
202 @note: The user selection is made up of selected objects from Blender's current scene only.
203 @note: The user selection is limited to objects on visible layers;
204 if the user's last active 3d view is in localview then the selection will be limited to the objects in that localview.
205 """
206
207
208 -def Duplicate (mesh=0, surface=0, curve=0, text=0, metaball=0, armature=0, lamp=0, material=0, texture=0, ipo=0, psys=0):
209 """
210 Duplicate selected objects on visible layers from Blenders current scene,
211 de-selecting the currently visible, selected objects and making a copy where all new objects are selected.
212 By default no data linked to the object is duplicated; use the keyword arguments to change this.
213 L{Object.GetSelected()<GetSelected>} will return the list of objects resulting from duplication.
214
215 B{Note}: This command will raise an error if used from the command line (background mode) because it uses the 3D view context.
216
217 @type mesh: bool
218 @param mesh: When non-zero, mesh object data will be duplicated with the objects.
219 @type surface: bool
220 @param surface: When non-zero, surface object data will be duplicated with the objects.
221 @type curve: bool
222 @param curve: When non-zero, curve object data will be duplicated with the objects.
223 @type text: bool
224 @param text: When non-zero, text object data will be duplicated with the objects.
225 @type metaball: bool
226 @param metaball: When non-zero, metaball object data will be duplicated with the objects.
227 @type armature: bool
228 @param armature: When non-zero, armature object data will be duplicated with the objects.
229 @type lamp: bool
230 @param lamp: When non-zero, lamp object data will be duplicated with the objects.
231 @type material: bool
232 @param material: When non-zero, materials used by the object or its object data will be duplicated with the objects.
233 @type texture: bool
234 @param texture: When non-zero, texture data used by the object's materials will be duplicated with the objects.
235 @type ipo: bool
236 @param ipo: When non-zero, Ipo data linked to the object will be duplicated with the objects.
237 @type psys: bool
238 @param psys: When non-zero, particle systems used by the object or its object data will be duplicated with the objects.
239
240 I{B{Example:}}
241
242 The example below creates duplicates the active object 10 times
243 and moves each object 1.0 on the X axis::
244 import Blender
245
246 scn = Scene.GetCurrent()
247 ob_act = scn.objects.active
248
249 # Unselect all
250 scn.objects.selected = []
251 ob_act.sel = 1
252
253 for x in xrange(10):
254 Blender.Object.Duplicate() # Duplicate linked
255 ob_act = scn.objects.active
256 ob_act.LocX += 1
257 Blender.Redraw()
258 """
259
260 from IDProp import IDGroup, IDArray
262 """
263 The Object object
264 =================
265 This object gives access to generic data from all objects in Blender.
266
267 B{Note}:
268 When dealing with properties and functions such as LocX/RotY/getLocation(), getSize() and getEuler(),
269 keep in mind that these transformation properties are relative to the object itself, ignoring any other transformations.
270
271 To get these values in worldspace (taking into account vertex parents, constraints, etc.)
272 pass the argument 'worldspace' to these functions.
273
274 @ivar restrictDisplay: Don't display this object in the 3D view: disabled by default, use the outliner to toggle.
275 @type restrictDisplay: bool
276 @ivar restrictSelect: Don't select this object in the 3D view: disabled by default, use the outliner to toggle.
277 @type restrictSelect: bool
278 @ivar restrictRender: Don't render this object: disabled by default, use the outliner to toggle.
279 @type restrictRender: bool
280 @ivar LocX: The X location coordinate of the object.
281 @type LocX: float
282 @ivar LocY: The Y location coordinate of the object.
283 @type LocY: float
284 @ivar LocZ: The Z location coordinate of the object.
285 @type LocZ: float
286 @ivar loc: The (X,Y,Z) location coordinates of the object.
287 @type loc: tuple of 3 floats
288 @ivar dLocX: The delta X location coordinate of the object.
289 This variable applies to IPO Objects only.
290 @type dLocX: float
291 @ivar dLocY: The delta Y location coordinate of the object.
292 This variable applies to IPO Objects only.
293 @type dLocY: float
294 @ivar dLocZ: The delta Z location coordinate of the object.
295 This variable applies to IPO Objects only.
296 @type dLocZ: float
297 @ivar dloc: The delta (X,Y,Z) location coordinates of the object (vector).
298 This variable applies to IPO Objects only.
299 @type dloc: tuple of 3 floats
300 @ivar RotX: The X rotation angle (in radians) of the object.
301 @type RotX: float
302 @ivar RotY: The Y rotation angle (in radians) of the object.
303 @type RotY: float
304 @ivar RotZ: The Z rotation angle (in radians) of the object.
305 @type RotZ: float
306 @ivar rot: The (X,Y,Z) rotation angles (in radians) of the object.
307 @type rot: euler (Py_WRAPPED)
308 @ivar dRotX: The delta X rotation angle (in radians) of the object.
309 This variable applies to IPO Objects only.
310 @type dRotX: float
311 @ivar dRotY: The delta Y rotation angle (in radians) of the object.
312 This variable applies to IPO Objects only.
313 @type dRotY: float
314 @ivar dRotZ: The delta Z rotation angle (in radians) of the object.
315 This variable applies to IPO Objects only.
316 @type dRotZ: float
317 @ivar drot: The delta (X,Y,Z) rotation angles (in radians) of the object.
318 This variable applies to IPO Objects only.
319 @type drot: tuple of 3 floats
320 @ivar SizeX: The X size of the object.
321 @type SizeX: float
322 @ivar SizeY: The Y size of the object.
323 @type SizeY: float
324 @ivar SizeZ: The Z size of the object.
325 @type SizeZ: float
326 @ivar size: The (X,Y,Z) size of the object.
327 @type size: tuple of 3 floats
328 @ivar dSizeX: The delta X size of the object.
329 @type dSizeX: float
330 @ivar dSizeY: The delta Y size of the object.
331 @type dSizeY: float
332 @ivar dSizeZ: The delta Z size of the object.
333 @type dSizeZ: float
334 @ivar dsize: The delta (X,Y,Z) size of the object.
335 @type dsize: tuple of 3 floats
336 @ivar Layers: The object layers (also check the newer attribute
337 L{layers<layers>}). This value is a bitmask with at
338 least one position set for the 20 possible layers starting from the low
339 order bit. The easiest way to deal with these values in in hexadecimal
340 notation.
341 Example::
342 ob.Layer = 0x04 # sets layer 3 ( bit pattern 0100 )
343 After setting the Layer value, call Blender.Redraw( -1 ) to update
344 the interface.
345 @type Layers: integer (bitmask)
346 @type layers: list of integers
347 @ivar layers: The layers this object is visible in (also check the older
348 attribute L{Layers<Layers>}). This returns a list of
349 integers in the range [1, 20], each number representing the respective
350 layer. Setting is done by passing a list of ints or an empty list for
351 no layers.
352 Example::
353 ob.layers = [] # object won't be visible
354 ob.layers = [1, 4] # object visible only in layers 1 and 4
355 ls = o.layers
356 ls.append(10)
357 o.layers = ls
358 print ob.layers # will print: [1, 4, 10]
359 B{Note}: changes will only be visible after the screen (at least
360 the 3d View and Buttons windows) is redrawn.
361 @ivar parent: The parent object of the object (if defined). Read-only.
362 @type parent: Object or None
363 @ivar data: The Datablock object linked to this object. Read-only.
364 @type data: varies
365 @ivar ipo: Contains the Ipo if one is assigned to the object, B{None}
366 otherwise. Setting to B{None} clears the current Ipo.
367 @type ipo: Ipo
368 @ivar mat: The matrix of the object in world space (absolute, takes vertex parents, tracking
369 and Ipos into account). Read-only.
370 @type mat: Matrix
371 @ivar matrix: Same as L{mat}. Read-only.
372 @type matrix: Matrix
373 @ivar matrixLocal: The matrix of the object relative to its parent; if there is no parent,
374 returns the world matrix (L{matrixWorld<Object.Object.matrixWorld>}).
375 @type matrixLocal: Matrix
376 @ivar matrixParentInverse: The inverse if the parents local matrix, set when the objects parent is set (wrapped).
377 @type matrixParentInverse: Matrix
378 @ivar matrixOldWorld: Old-type worldspace matrix (prior to Blender 2.34).
379 Read-only.
380 @type matrixOldWorld: Matrix
381 @ivar matrixWorld: Same as L{mat}. Read-only.
382 @type matrixWorld: Matrix
383 @ivar colbits: The Material usage mask. A set bit #n means: the Material
384 #n in the Object's material list is used. Otherwise, the Material #n
385 of the Objects Data material list is displayed.
386 Example::
387 object.colbits = (1<<0) + (1<<5) # use mesh materials 0 (1<<0) and 5 (1<<5)
388 # use object materials for all others
389 @ivar sel: The selection state of the object in the current scene.
390 True is selected, False is unselected. Setting makes the object active.
391 @type sel: boolean
392 @ivar effects: The list of particle effects associated with the object. (depricated, will always return an empty list)
393 Read-only.
394 @type effects: list of Effect objects
395 @ivar parentbonename: The string name of the parent bone (if defined).
396 This can be set to another bone in the armature if the object already has a bone parent.
397 @type parentbonename: string or None
398 @ivar parentVertexIndex: A list of vertex parent indicies, with a length of 0, 1 or 3. When there are 1 or 3 vertex parents, the indicies can be assigned to a sequence of the same length.
399 @type parentVertexIndex: list
400 @ivar protectFlags: The "transform locking" bitfield flags for the object.
401 See L{ProtectFlags} const dict for values.
402 @type protectFlags: int
403 @ivar DupGroup: The DupliGroup Animation Property. Assign a group to
404 DupGroup to make this object an instance of that group.
405 This does not enable or disable the DupliGroup option, for that use
406 L{enableDupGroup}.
407 The attribute returns None when this object does not have a dupliGroup,
408 and setting the attrbute to None deletes the object from the group.
409 @type DupGroup: Group or None
410 @ivar DupObjects: The Dupli object instances. Read-only.
411 Returns of list of tuples for object duplicated
412 by dupliframe, dupliverts dupligroups and other animation properties.
413 The first tuple item is the original object that is duplicated,
414 the second is the 4x4 worldspace dupli-matrix.
415 Example::
416 import Blender
417 from Blender import Object, Scene, Mathutils
418
419 ob= Object.Get('Cube')
420 dupe_obs= ob.DupObjects
421 scn= Scene.GetCurrent()
422 for dupe_ob, dupe_matrix in dupe_obs:
423 print dupe_ob.name
424 empty_ob = scn.objects.new('Empty')
425 empty_ob.setMatrix(dupe_matrix)
426 Blender.Redraw()
427 @type DupObjects: list of tuples containing (object, matrix)
428 @ivar enableNLAOverride: Whether the object uses NLA or active Action for animation. When True the NLA is used.
429 @type enableNLAOverride: boolean
430 @ivar enableDupVerts: The DupliVerts status of the object.
431 Does not indicate that this object has any dupliVerts,
432 (as returned by L{DupObjects}) just that dupliVerts are enabled.
433 @type enableDupVerts: boolean
434 @ivar enableDupFaces: The DupliFaces status of the object.
435 Does not indicate that this object has any dupliFaces,
436 (as returned by L{DupObjects}) just that dupliFaces are enabled.
437 @type enableDupFaces: boolean
438 @ivar enableDupFacesScale: The DupliFacesScale status of the object.
439 @type enableDupFacesScale: boolean
440 @ivar dupFacesScaleFac: Scale factor for dupliface instance, 1.0 by default.
441 @type dupFacesScaleFac: float
442 @ivar enableDupFrames: The DupliFrames status of the object.
443 Does not indicate that this object has any dupliFrames,
444 (as returned by L{DupObjects}) just that dupliFrames are enabled.
445 @type enableDupFrames: boolean
446 @ivar enableDupGroup: The DupliGroup status of the object.
447 Set True to make this object an instance of the object's L{DupGroup},
448 and set L{DupGroup} to a group for this to take effect,
449 Use L{DupObjects} to get the object data from this instance.
450 @type enableDupGroup: boolean
451 @ivar enableDupRot: The DupliRot status of the object.
452 Use with L{enableDupVerts} to rotate each instance
453 by the vertex normal.
454 @type enableDupRot: boolean
455 @ivar enableDupNoSpeed: The DupliNoSpeed status of the object.
456 Use with L{enableDupFrames} to ignore dupliFrame speed.
457 @type enableDupNoSpeed: boolean
458 @ivar DupSta: The DupliFrame starting frame. Use with L{enableDupFrames}.
459 Value clamped to [1,32767].
460 @type DupSta: int
461 @ivar DupEnd: The DupliFrame end frame. Use with L{enableDupFrames}.
462 Value clamped to [1,32767].
463 @type DupEnd: int
464 @ivar DupOn: The DupliFrames in succession between DupOff frames.
465 Value is clamped to [1,1500].
466 Use with L{enableDupFrames} and L{DupOff} > 0.
467 @type DupOn: int
468 @ivar DupOff: The DupliFrame removal of every Nth frame for this object.
469 Use with L{enableDupFrames}. Value is clamped to [0,1500].
470 @type DupOff: int
471 @ivar passIndex: Index # for the IndexOB render pass.
472 Value is clamped to [0,1000].
473 @type passIndex: int
474 @ivar activeMaterial: The active material index for this object.
475
476 The active index is used to select the material to edit in the material buttons,
477 new data created will also use the active material.
478
479 Value is clamped to [1,len(ob.materials)]. - [0,0] when there is no materials applied to the object.
480 @type activeMaterial: int
481 @ivar activeShape: The active shape key index for this object.
482
483 The active index is used to select the material to edit in the material buttons,
484 new data created will also use the active material.
485
486 Value is clamped to [1,len(ob.data.key.blocks)]. - [0,0] when there are no keys.
487
488 @type activeShape: int
489
490 @ivar pinShape: If True, only the activeShape will be displayed.
491 @type pinShape: bool
492 @ivar drawSize: The size to display the Empty.
493 Value clamped to [0.01,10.0].
494 @type drawSize: float
495 @ivar modifiers: The modifiers associated with the object.
496 Example::
497 # copy the active objects modifiers to all other visible selected objects
498 from Blender import *
499 scn = Scene.GetCurrent()
500 ob_act = scn.objects.active
501 for ob in scn.objects.context:
502 # Cannot copy modifiers to an object of a different type
503 if ob.type == ob_act.type:
504 ob.modifiers = ob_act.modifiers
505 @type modifiers: L{Modifier Sequence<Modifier.ModSeq>}
506 @ivar constraints: a L{sequence<Constraint.Constraints>} of
507 L{constraints<Constraint.Constraint>} for the object. Read-only.
508 @type constraints: Constraint Sequence
509 @ivar actionStrips: a L{sequence<NLA.ActionStrips>} of
510 L{action strips<NLA.ActionStrip>} for the object. Read-only.
511 @type actionStrips: BPy_ActionStrips
512 @ivar action: The action associated with this object (if defined).
513 @type action: L{Action<NLA.Action>} or None
514 @ivar oopsLoc: Object's (X,Y) OOPs location. Returns None if object
515 is not found in list.
516 @type oopsLoc: tuple of 2 floats
517 @ivar oopsSel: Object OOPs selection flag.
518 @type oopsSel: boolean
519 @ivar game_properties: The object's properties. Read-only.
520 @type game_properties: list of Properties.
521 @ivar timeOffset: The time offset of the object's animation.
522 Value clamped to [-300000.0,300000.0].
523 @type timeOffset: float
524 @ivar track: The object's tracked object. B{None} is returned if no
525 object is tracked. Also, assigning B{None} clear the tracked object.
526 @type track: Object or None
527 @ivar type: The object's type. Read-only.
528 @type type: string
529 @ivar boundingBox: The bounding box of this object. Read-only.
530 @type boundingBox: list of 8 3D vectors
531 @ivar drawType: The object's drawing type.
532 See L{DrawTypes} constant dict for values.
533 @type drawType: int
534 @ivar emptyShape: The empty drawing shape.
535 See L{EmptyShapes} constant dict for values.
536 @ivar parentType: The object's parent type. Read-only.
537 See L{ParentTypes} constant dict for values.
538 @type parentType: int
539 @ivar axis: Enable display of active object's center and axis.
540 Also see B{AXIS} bit in L{drawMode} attribute.
541 @type axis: boolean
542 @ivar texSpace: Enable display of active object's texture space.
543 Also see B{TEXSPACE} bit in L{drawMode} attribute.
544 @type texSpace: boolean
545 @ivar nameMode: Enable display of active object's name.
546 Also see B{NAME} bit in L{drawMode} attribute.
547 @type nameMode: boolean
548 @ivar wireMode: Enable the active object's wireframe over solid drawing.
549 Also see B{WIRE} bit in L{drawMode} attribute.
550 @type wireMode: boolean
551 @ivar xRay: Enable drawing the active object in front of others.
552 Also see B{XRAY} bit in L{drawMode} attribute.
553 @type xRay: boolean
554 @ivar transp: Enable transparent materials for the active object
555 (mesh only). Also see B{TRANSP} bit in L{drawMode} attribute.
556 @type transp: boolean
557 @ivar color: Object color used by the game engine and optionally for materials, 4 floats for RGBA object color.
558 @type color: tuple of 4 floats between 0 and 1
559 @ivar drawMode: The object's drawing mode bitfield.
560 See L{DrawModes} constant dict for values.
561 @type drawMode: int
562
563 @ivar piType: Type of particle interaction.
564 See L{PITypes} constant dict for values.
565 @type piType: int
566 @ivar piFalloff: The particle interaction falloff power.
567 Value clamped to [0.0,10.0].
568 @type piFalloff: float
569 @ivar piMaxDist: Max distance for the particle interaction field to work.
570 Value clamped to [0.0,1000.0].
571 @type piMaxDist: float
572 @ivar piPermeability: Probability that a particle will pass through the
573 mesh. Value clamped to [0.0,1.0].
574 @type piPermeability: float
575 @ivar piRandomDamp: Random variation of particle interaction damping.
576 Value clamped to [0.0,1.0].
577 @type piRandomDamp: float
578 @ivar piSoftbodyDamp: Damping factor for softbody deflection.
579 Value clamped to [0.0,1.0].
580 @type piSoftbodyDamp: float
581 @ivar piSoftbodyIThick: Inner face thickness for softbody deflection.
582 Value clamped to [0.001,1.0].
583 @type piSoftbodyIThick: float
584 @ivar piSoftbodyOThick: Outer face thickness for softbody deflection.
585 Value clamped to [0.001,1.0].
586 @type piSoftbodyOThick: float
587 @ivar piStrength: Particle interaction force field strength.
588 Value clamped to [0.0,1000.0].
589 @type piStrength: float
590 @ivar piSurfaceDamp: Amount of damping during particle collision.
591 Value clamped to [0.0,1.0].
592 @type piSurfaceDamp: float
593 @ivar piUseMaxDist: Use a maximum distance for the field to work.
594 @type piUseMaxDist: boolean
595
596 @ivar isSoftBody: True if object is a soft body. Read-only.
597 @type isSoftBody: boolean
598 @ivar SBDefaultGoal: Default softbody goal value, when no vertex group used.
599 Value clamped to [0.0,1.0].
600 @type SBDefaultGoal: float
601 @ivar SBErrorLimit: Softbody Runge-Kutta ODE solver error limit (low values give more precision).
602 Value clamped to [0.01,1.0].
603 @type SBErrorLimit: float
604 @ivar SBFriction: General media friction for softbody point movements.
605 Value clamped to [0.0,10.0].
606 @type SBFriction: float
607 @ivar SBGoalFriction: Softbody goal (vertex target position) friction.
608 Value clamped to [0.0,10.0].
609 @type SBGoalFriction: float
610 @ivar SBGoalSpring: Softbody goal (vertex target position) spring stiffness.
611 Value clamped to [0.0,0.999].
612 @type SBGoalSpring: float
613 @ivar SBGrav: Apply gravitation to softbody point movement.
614 Value clamped to [0.0,10.0].
615 @type SBGrav: float
616 @ivar SBInnerSpring: Softbody edge spring stiffness.
617 Value clamped to [0.0,0.999].
618 @type SBInnerSpring: float
619 @ivar SBInnerSpringFrict: Softbody edge spring friction.
620 Value clamped to [0.0,10.0].
621 @type SBInnerSpringFrict: float
622 @ivar SBMass: Softbody point mass (heavier is slower).
623 Value clamped to [0.001,50.0].
624 @type SBMass: float
625 @ivar SBMaxGoal: Softbody goal maximum (vertex group weights scaled to
626 match this range). Value clamped to [0.0,1.0].
627 @type SBMaxGoal: float
628 @ivar SBMinGoal: Softbody goal minimum (vertex group weights scaled to
629 match this range). Value clamped to [0.0,1.0].
630 @type SBMinGoal: float
631 @ivar SBSpeed: Tweak timing for physics to control softbody frequency and
632 speed. Value clamped to [0.0,10.0].
633 @type SBSpeed: float
634 @ivar SBStiffQuads: Softbody adds diagonal springs on 4-gons enabled.
635 @type SBStiffQuads: boolean
636 @ivar SBUseEdges: Softbody use edges as springs enabled.
637 @type SBUseEdges: boolean
638 @ivar SBUseGoal: Softbody forces for vertices to stick to animated position enabled.
639 @type SBUseGoal: boolean
640
641 @ivar rbFlags: Rigid body bitfield. See L{RBFlags} for valid values.
642 @type rbFlags: int
643 @ivar rbMass: Rigid body mass. Must be a positive value.
644 @type rbMass: float
645 @ivar rbRadius: Rigid body bounding sphere size. Must be a positive
646 value.
647 @type rbRadius: float
648 @ivar rbShapeBoundType: Rigid body shape bound type. See L{RBShapes}
649 const dict for values.
650 @type rbShapeBoundType: int
651 @ivar trackAxis: Track axis. Return string 'X' | 'Y' | 'Z' | '-X' | '-Y' | '-Z' (readonly)
652 @type trackAxis: string
653 @ivar upAxis: Up axis. Return string 'Y' | 'Y' | 'Z' (readonly)
654 @type upAxis: string
655 """
657 """
658 Return a list of particle systems linked to this object (see Blender.Particle).
659 """
660
661 - def newParticleSystem(name = None):
662 """
663 Link a particle system (see Blender.Particle). If no name is
664 given, a new particle system is created. If a name is given and a
665 particle system with that name exists, it is linked to the object.
666 @type name: string
667 @param name: The name of the requested Particle system (optional).
668 @return: The particle system linked.
669 """
670
672 """
673 Add vertex groups from armature using the bone heat method
674 This method can be only used with an Object of the type Mesh when NOT in edit mode.
675 @type object: a bpy armature
676 """
677
679 """
680 Recomputes the particle system. This method only applies to an Object of
681 the type Effect. (depricated, does nothing now, use makeDisplayList instead to update the modifier stack)
682 """
683
685 """
686 Insert a Shape Key in the current object. It applies to Objects of
687 the type Mesh, Lattice, or Curve.
688 """
689
691 """
692 Gets the current Pose of the object.
693 @rtype: Pose object
694 @return: the current pose object
695 """
696
698 """
699 Evaluates the Pose based on its currently bound action at a certain frame.
700 @type framenumber: Int
701 @param framenumber: The frame number to evaluate to.
702 """
703
705 """
706 Unlinks the ipo from this object.
707 @return: True if there was an ipo linked or False otherwise.
708 """
709
711 """
712 Clears parent object.
713 @type mode: Integer
714 @type fast: Integer
715 @param mode: A mode flag. If mode flag is 2, then the object transform will
716 be kept. Any other value, or no value at all will update the object
717 transform.
718 @param fast: If the value is 0, the scene hierarchy will not be updated. Any
719 other value, or no value at all will update the scene hierarchy.
720 """
721
722 - def getData(name_only=False, mesh=False):
723 """
724 Returns the Datablock object (Mesh, Lamp, Camera, etc.) linked to this
725 Object. If the keyword parameter B{name_only} is True, only the Datablock
726 name is returned as a string. It the object is of type Mesh, then the
727 B{mesh} keyword can also be used; the data return is a Mesh object if
728 True, otherwise it is an NMesh object (the default).
729 The B{mesh} keyword is ignored for non-mesh objects.
730 @type name_only: bool
731 @param name_only: This is a keyword parameter. If True (or nonzero),
732 only the name of the data object is returned.
733 @type mesh: bool
734 @param mesh: This is a keyword parameter. If True (or nonzero),
735 a Mesh data object is returned.
736 @rtype: specific Object type or string
737 @return: Depends on the type of Datablock linked to the Object. If
738 B{name_only} is True, it returns a string.
739 @note: Mesh is faster than NMesh because Mesh is a thin wrapper.
740 @note: This function is different from L{NMesh.GetRaw} and L{Mesh.Get}
741 because it keeps a link to the original mesh, which is needed if you are
742 dealing with Mesh weight groups.
743 @note: Make sure the object you are getting the data from isn't in
744 EditMode before calling this function; otherwise you'll get the data
745 before entering EditMode. See L{Window.EditMode}.
746 """
747
749 """
750 Returns None, or the 'sub-name' of the parent (eg. Bone name)
751 @return: string
752 """
753
755 """
756 Returns the object's delta location in a list (x, y, z)
757 @rtype: A vector triple
758 @return: (x, y, z)
759 """
760
762 """
763 Returns the object draw mode.
764 @rtype: Integer
765 @return: a sum of the following:
766 - 2 - axis
767 - 4 - texspace
768 - 8 - drawname
769 - 16 - drawimage
770 - 32 - drawwire
771 - 64 - xray
772 """
773
775 """
776 Returns the object draw type
777 @rtype: Integer
778 @return: One of the following:
779 - 1 - Bounding box
780 - 2 - Wire
781 - 3 - Solid
782 - 4 - Shaded
783 - 5 - Textured
784 """
785
787 """
788 @type space: string
789 @param space: The desired space for the size:
790 - localspace: (default) location without other transformations
791 - worldspace: location taking vertex parents, tracking and
792 Ipos into account
793 Returns the object's localspace rotation as Euler rotation vector (rotX, rotY, rotZ). Angles are in radians.
794 @rtype: Py_Euler
795 @return: A python Euler. Data is wrapped when euler is present.
796 """
797
799 """
800 Returns the object's inverse matrix.
801 @rtype: Py_Matrix
802 @return: A python matrix 4x4
803 """
804
806 """
807 Returns the Ipo associated to this object or None if there's no linked ipo.
808 @rtype: Ipo
809 @return: the wrapped ipo or None.
810 """
812 """
813 Returns the objects selection state in the current scene as a boolean value True or False.
814 @rtype: Boolean
815 @return: Selection state as True or False
816 """
817
819 """
820 @type space: string
821 @param space: The desired space for the location:
822 - localspace: (default) location without other transformations
823 - worldspace: location taking vertex parents, tracking and
824 Ipos into account
825 Returns the object's location (x, y, z).
826 @return: (x, y, z)
827
828 I{B{Example:}}
829
830 The example below works on the default scene. It retrieves all objects in
831 the scene and prints the name and location of each object::
832 import Blender
833
834 sce = Blender.Scene.GetCurrent()
835
836 for ob in sce.objects:
837 print obj.name
838 print obj.loc
839 @note: the worldspace location is the same as ob.matrixWorld[3][0:3]
840 """
841
843 """
844 Returns an action if one is associated with this object (only useful for armature types).
845 @rtype: Py_Action
846 @return: a python action.
847 """
848
850 """
851 Returns a list of materials assigned to the object.
852 @type what: int
853 @param what: if nonzero, empty slots will be returned as None's instead
854 of being ignored (default way). See L{NMesh.NMesh.getMaterials}.
855 @rtype: list of Material Objects
856 @return: list of Material Objects assigned to the object.
857 @warn. Not used much. To get a list of the materials assigned to the object,
858 use mat=ob.getData(mesh=1).materials instead
859 """
860
862 """
863 Returns the object matrix.
864 @type space: string
865 @param space: The desired matrix:
866 - worldspace (default): absolute, taking vertex parents, tracking and
867 Ipo's into account;
868 - localspace: relative to the object's parent (returns worldspace
869 matrix if the object doesn't have a parent);
870 - old_worldspace: old behavior, prior to Blender 2.34, where eventual
871 changes made by the script itself were not taken into account until
872 a redraw happened, either called by the script or upon its exit.
873 Returns the object matrix.
874 @rtype: Py_Matrix (WRAPPED DATA)
875 @return: a python 4x4 matrix object. Data is wrapped for 'worldspace'
876 """
877
879 """
880 Returns the name of the object
881 @return: The name of the object
882
883 I{B{Example:}}
884
885 The example below works on the default scene. It retrieves all objects in
886 the scene and prints the name of each object::
887 import Blender
888
889 sce= Blender.Scene.GetCurrent()
890
891 for ob in sce.objects:
892 print ob.getName()
893 """
894
896 """
897 Returns the object's parent object.
898 @rtype: Object
899 @return: The parent object of the object. If not available, None will be
900 returned.
901 """
902
904 """
905 @type space: string
906 @param space: The desired space for the size:
907 - localspace: (default) location without other transformations
908 - worldspace: location taking vertex parents, tracking and
909 Ipos into account
910 Returns the object's size.
911 @return: (SizeX, SizeY, SizeZ)
912 @note: the worldspace size will not return negative (flipped) scale values.
913 """
914
916 """
917 Returns the object's parent object's sub name, or None.
918 For objects parented to bones, this is the name of the bone.
919 @rtype: String
920 @return: The parent object sub-name of the object.
921 If not available, None will be returned.
922 """
923
925 """
926 Returns the time offset of the object's animation.
927 @return: TimeOffset
928 """
929
931 """
932 Returns the object's tracked object.
933 @rtype: Object
934 @return: The tracked object of the object. If not available, None will be
935 returned.
936 """
937
939 """
940 Returns the type of the object in 'Armature', 'Camera', 'Curve', 'Lamp', 'Lattice',
941 'Mball', 'Mesh', 'Surf', 'Empty', 'Wave' (deprecated) or 'unknown' in exceptional cases.
942
943 I{B{Example:}}
944
945 The example below works on the default scene. It retrieves all objects in
946 the scene and updates the location and rotation of the camera. When run,
947 the camera will rotate 180 degrees and moved to the opposite side of the X
948 axis. Note that the number 'pi' in the example is an approximation of the
949 true number 'pi'. A better, less error-prone value of pi is math.pi from the python math module.::
950 import Blender
951
952 sce = Blender.Scene.GetCurrent()
953
954 for obj in sce.objects:
955 if obj.type == 'Camera':
956 obj.LocY = -obj.LocY
957 obj.RotZ = 3.141592 - obj.RotZ
958
959 Blender.Redraw()
960
961 @return: The type of object.
962 @rtype: String
963 """
964
966 """
967 Inserts keytype values in object ipo at curframe.
968 @type keytype: int
969 @param keytype: A constant from L{IpoKeyTypes<Object.IpoKeyTypes>}
970 @return: None
971 """
972
973 - def link(datablock):
974 """
975 Links Object with ObData datablock provided in the argument. The data must match the
976 Object's type, so you cannot link a Lamp to a Mesh type object.
977 @type datablock: Blender ObData datablock
978 @param datablock: A Blender datablock matching the objects type.
979 """
980
981 - def makeParent(objects, noninverse = 0, fast = 0):
982 """
983 Makes the object the parent of the objects provided in the argument which
984 must be a list of valid Objects.
985 @type objects: Sequence of Blender Object
986 @param objects: The children of the parent
987 @type noninverse: Integer
988 @param noninverse:
989 0 - make parent with inverse
990 1 - make parent without inverse
991 @type fast: Integer
992 @param fast:
993 0 - update scene hierarchy automatically
994 1 - don't update scene hierarchy (faster). In this case, you must
995 explicitely update the Scene hierarchy.
996 @warn: objects must first be linked to a scene before they can become
997 parents of other objects. Calling this makeParent method for an
998 unlinked object will result in an error.
999 """
1000
1001 - def join(objects):
1002 """
1003 Uses the object as a base for all of the objects in the provided list to join into.
1004
1005 @type objects: Sequence of Blender Object
1006 @param objects: A list of objects matching the object's type.
1007 @note: Objects in the list will not be removed from the scene.
1008 To avoid overlapping data you may want to remove them manually after joining.
1009 @note: Join modifies the base object's data in place so that
1010 other objects are joined into it. No new object or data is created.
1011 @note: Join will only work for object types Mesh, Armature, Curve and Surface;
1012 an excption will be raised if the object is not of these types.
1013 @note: Objects in the list will be ignored if they to not match the base object.
1014 @note: The base object must be in the current scene to be joined.
1015 @note: This function will not work in background mode (no user interface).
1016 @note: An error in the function input will raise a TypeError or AttributeError,
1017 otherwise an error in the data input will raise a RuntimeError.
1018 For situations where you don't have tight control on the data that is being joined,
1019 you should handle the RuntimeError error, letting the user know the data can't be joined.
1020 """
1021
1044
1046 """
1047 Makes the object the vertex parent of the objects provided in the argument
1048 which must be a list of valid Objects.
1049 The parent object must be a Mesh, Curve or Surface.
1050 @type objects: Sequence of Blender Object
1051 @param objects: The children of the parent
1052 @type indices: Tuple of Integers
1053 @param indices: The indices of the vertices you want to parent to (1 or 3 values)
1054 @type noninverse: Integer
1055 @param noninverse:
1056 0 - make parent with inverse
1057 1 - make parent without inverse
1058 @type fast: Integer
1059 @param fast:
1060 0 - update scene hierarchy automatically
1061 1 - don't update scene hierarchy (faster). In this case, you must
1062 explicitely update the Scene hierarchy.
1063 @warn: objects must first be linked to a scene before they can become
1064 parents of other objects. Calling this makeParent method for an
1065 unlinked object will result in an error.
1066 """
1068 """
1069 Makes one of the object's bones the parent of the objects provided in the argument
1070 which must be a list of valid objects. The parent object must be an Armature.
1071 @type objects: Sequence of Blender Object
1072 @param objects: The children of the parent
1073 @type bonename: string
1074 @param bonename: a valid bone name from the armature
1075 @type noninverse: integer
1076 @param noninverse:
1077 0 - make parent with inverse
1078 1 - make parent without inverse
1079 @type fast: integer
1080 @param fast:
1081 0 - update scene hierarchy automatically
1082 1 - don't update scene hierarchy (faster). In this case, you must
1083 explicitly update the Scene hierarchy.
1084 @warn: Objects must first be linked to a scene before they can become
1085 parents of other objects. Calling this method for an
1086 unlinked object will result in an exception.
1087 """
1088
1090 """
1091 Sets the object's delta location which must be a vector triple.
1092 @type delta_location: A vector triple
1093 @param delta_location: A vector triple (x, y, z) specifying the new
1094 location.
1095 """
1096
1098 """
1099 Sets the object's drawing mode. The drawing mode can be a mix of modes. To
1100 enable these, add up the values.
1101 @type drawmode: Integer
1102 @param drawmode: A sum of the following:
1103 - 2 - axis
1104 - 4 - texspace
1105 - 8 - drawname
1106 - 16 - drawimage
1107 - 32 - drawwire
1108 - 64 - xray
1109 """
1110
1112 """
1113 Sets the object's drawing type.
1114 @type drawtype: Integer
1115 @param drawtype: One of the following:
1116 - 1 - Bounding box
1117 - 2 - Wire
1118 - 3 - Solid
1119 - 4 - Shaded
1120 - 5 - Textured
1121 """
1122
1124 """
1125 Sets the object's localspace rotation according to the specified Euler angles.
1126 @type euler: Py_Euler or a list of floats
1127 @param euler: a python Euler or x,y,z rotations as floats
1128 """
1129
1131 """
1132 Links an ipo to this object.
1133 @type ipo: Blender Ipo
1134 @param ipo: an object type ipo.
1135 """
1136
1138 """
1139 Sets the object's location relative to the parent object (if any).
1140 @type x: float
1141 @param x: The X coordinate of the new location.
1142 @type y: float
1143 @param y: The Y coordinate of the new location.
1144 @type z: float
1145 @param z: The Z coordinate of the new location.
1146 """
1147
1149 """
1150 Sets the materials. The argument must be a list 16 items or less. Each
1151 list element is either a Material or None. Also see L{colbits}.
1152 @type materials: Materials list
1153 @param materials: A list of Blender material objects.
1154 @note: Materials are assigned to the object's data by default. Unless
1155 you know the material is applied to the object or are changing the
1156 object's L{colbits}, you need to look at the object data's materials.
1157 """
1158
1160 """
1161 Sets the object's matrix and updates its transformation. If the object
1162 has a parent, the matrix transform is relative to the parent.
1163 @type matrix: Py_Matrix 3x3 or 4x4
1164 @param matrix: a 3x3 or 4x4 Python matrix. If a 3x3 matrix is given,
1165 it is extended to a 4x4 matrix.
1166 @Note: This method is "bad": when called it changes the location,
1167 rotation and size attributes of the object (since Blender uses these
1168 values to calculate the object's transformation matrix). Ton is
1169 not happy having a method which "pretends" to do a matrix operation.
1170 In the future, this method may be replaced with other methods which
1171 make it easier for the user to determine the correct loc/rot/size values
1172 for necessary for the object.
1173 """
1174
1176 """
1177 Sets the name of the object. A string longer than 20 characters will be shortened.
1178 @type name: String
1179 @param name: The new name for the object.
1180 """
1181
1183 """
1184 Sets the object's size, relative to the parent object (if any), clamped
1185 @type x: float
1186 @param x: The X size multiplier.
1187 @type y: float
1188 @param y: The Y size multiplier.
1189 @type z: float
1190 @param z: The Z size multiplier.
1191 """
1192
1194 """
1195 Sets the time offset of the object's animation.
1196 @type timeOffset: float
1197 @param timeOffset: The new time offset for the object's animation.
1198 """
1199
1201 """
1202 Link data of a specified argument with this object. This works only
1203 if both objects are of the same type.
1204 @type object: Blender Object
1205 @param object: A Blender Object of the same type.
1206 @note: This function is faster than using L{getData()} and setData()
1207 because it skips making a Python object from the object's data.
1208 """
1209
1211 """
1212 Sets the object's selection state in the current scene.
1213 setting the selection will make this object the active object of this scene.
1214 @type boolean: Integer
1215 @param boolean:
1216 - 0 - unselected
1217 - 1 - selected
1218 """
1219
1221 """
1222 Returns the worldspace bounding box of this object. This works for meshes (out of
1223 edit mode) and curves.
1224 @type worldspace: int
1225 @param worldspace: An optional argument. When zero, the bounding values will be localspace.
1226 @rtype: list of 8 (x,y,z) float coordinate vectors (WRAPPED DATA)
1227 @return: The coordinates of the 8 corners of the bounding box. Data is wrapped when
1228 bounding box is present.
1229 """
1230
1232 """
1233 Forces an update to the objects display data. If the object isn't modified,
1234 there's no need to recalculate this data.
1235 This method is here for the *few cases* where it is needed.
1236
1237 Example::
1238 import Blender
1239
1240 scn = Blender.Scene.GetCurrent()
1241 object = scn.objects.active
1242 object.modifiers.append(Blender.Modifier.Type.SUBSURF)
1243 object.makeDisplayList()
1244 Blender.Window.RedrawAll()
1245
1246 If you try this example without the line to update the display list, the
1247 object will disappear from the screen until you press "SubSurf".
1248 @warn: If after running your script objects disappear from the screen or
1249 are not displayed correctly, try this method function. But if the script
1250 works properly without it, there's no reason to use it.
1251 """
1252
1254 """
1255 Get a list with this Object's script links of type 'event'.
1256 @type event: string
1257 @param event: "FrameChanged", "Redraw" or "Render".
1258 @rtype: list
1259 @return: a list with Blender L{Text} names (the script links of the given
1260 'event' type) or None if there are no script links at all.
1261 """
1262
1264 """
1265 Delete script links from this Object. If no list is specified, all
1266 script links are deleted.
1267 @type links: list of strings
1268 @param links: None (default) or a list of Blender L{Text} names.
1269 """
1270
1272 """
1273 Add a new script link to this Object.
1274 @type text: string
1275 @param text: the name of an existing Blender L{Text}.
1276 @type event: string
1277 @param event: "FrameChanged", "Redraw" or "Render".
1278 """
1279
1281 """
1282 Make this Object track another.
1283 @type tracked: Blender Object
1284 @param tracked: the object to be tracked.
1285 @type fast: int (bool)
1286 @param fast: if zero, the scene hierarchy is updated automatically. If
1287 you set 'fast' to a nonzero value, don't forget to update the scene
1288 yourself (see L{Scene.Scene.update}).
1289 @note: you also need to clear the rotation (L{setEuler}) of this object
1290 if it was not (0,0,0) already.
1291 """
1292
1294 """
1295 Make this Object not track another anymore.
1296 @type mode: int (bool)
1297 @param mode: if nonzero the matrix transformation used for tracking is kept.
1298 @type fast: int (bool)
1299 @param fast: if zero, the scene hierarchy is updated automatically. If
1300 you set 'fast' to a nonzero value, don't forget to update the scene
1301 yourself (see L{Scene.Scene.update}).
1302 """
1303
1305 """
1306 Return a list of all game properties from this object.
1307 @rtype: PyList
1308 @return: List of Property objects.
1309 """
1310
1312 """
1313 Return a game property from this object matching the name argument.
1314 @type name: string
1315 @param name: the name of the property to get.
1316 @rtype: Property object
1317 @return: The first property that matches name.
1318 """
1319
1321 """
1322 Add or create a game property for an object. If called with only a
1323 property object, the property is assigned to the object. If called
1324 with a property name string and data object, a new property is
1325 created and added to the object.
1326 @type name_or_property: string or Property object
1327 @param name_or_property: the property name, or a property object.
1328 @type data: string, int or float
1329 @param data: Only valid when I{name_or_property} is a string.
1330 Value depends on what is passed in:
1331 - string: string type property
1332 - int: integer type property
1333 - float: float type property
1334 @type type: string (optional)
1335 @param type: Only valid when I{name_or_property} is a string.
1336 Can be the following:
1337 - 'BOOL'
1338 - 'INT'
1339 - 'FLOAT'
1340 - 'TIME'
1341 - 'STRING'
1342 @warn: If a type is not declared string data will
1343 become string type, int data will become int type
1344 and float data will become float type. Override type
1345 to declare bool type, and time type.
1346 @warn: A property object can be added only once to an object;
1347 you must remove the property from an object to add it elsewhere.
1348 """
1349
1351 """
1352 Remove a game property from an object.
1353 @type property: Property object or string
1354 @param property: Property object or property name to be removed.
1355 """
1356
1358 """
1359 Removes all game properties from an object.
1360 """
1361
1363 """
1364 Copies all game properties from one object to another.
1365 @type object: Object object
1366 @param object: Object that will receive the properties.
1367 """
1368
1370 """
1371 Get the Object's Particle Interaction Strength.
1372 @rtype: float
1373 """
1374
1376 """
1377 Set the Object's Particle Interaction Strength.
1378 Values between -1000.0 to 1000.0
1379 @rtype: None
1380 @type strength: float
1381 @param strength: the Object's Particle Interaction New Strength.
1382 """
1383
1385 """
1386 Get the Object's Particle Interaction falloff.
1387 @rtype: float
1388 """
1389
1391 """
1392 Set the Object's Particle Interaction falloff.
1393 Values between 0 to 10.0
1394 @rtype: None
1395 @type falloff: float
1396 @param falloff: the Object's Particle Interaction New falloff.
1397 """
1398
1400 """
1401 Get the Object's Particle Interaction MaxDist.
1402 @rtype: float
1403 """
1404
1406 """
1407 Set the Object's Particle Interaction MaxDist.
1408 Values between 0 to 1000.0
1409 @rtype: None
1410 @type MaxDist: float
1411 @param MaxDist: the Object's Particle Interaction New MaxDist.
1412 """
1413
1415 """
1416 Get the Object's Particle Interaction Type.
1417 @rtype: int
1418 """
1419
1421 """
1422 Set the Object's Particle Interaction type.
1423 Use Module Constants
1424 - NONE
1425 - WIND
1426 - FORCE
1427 - VORTEX
1428 - MAGNET
1429 @rtype: None
1430 @type type: int
1431 @param type: the Object's Particle Interaction Type.
1432 """
1433
1435 """
1436 Get the Object's Particle Interaction if using MaxDist.
1437 @rtype: int
1438 """
1439
1441 """
1442 Set the Object's Particle Interaction MaxDist.
1443 0 = Off, 1 = on
1444 @rtype: None
1445 @type status: int
1446 @param status: the new status
1447 """
1448
1450 """
1451 Get the Object's Particle Interaction Deflection Setting.
1452 @rtype: int
1453 """
1454
1456 """
1457 Set the Object's Particle Interaction Deflection Setting.
1458 0 = Off, 1 = on
1459 @rtype: None
1460 @type status: int
1461 @param status: the new status
1462 """
1463
1465 """
1466 Get the Object's Particle Interaction Permeability.
1467 @rtype: float
1468 """
1469
1471 """
1472 Set the Object's Particle Interaction Permeability.
1473 Values between 0 to 10.0
1474 @rtype: None
1475 @type perm: float
1476 @param perm: the Object's Particle Interaction New Permeability.
1477 """
1478
1480 """
1481 Get the Object's Particle Interaction RandomDamp.
1482 @rtype: float
1483 """
1484
1486 """
1487 Set the Object's Particle Interaction RandomDamp.
1488 Values between 0 to 10.0
1489 @rtype: None
1490 @type damp: float
1491 @param damp: the Object's Particle Interaction New RandomDamp.
1492 """
1493
1495 """
1496 Get the Object's Particle Interaction SurfaceDamp.
1497 @rtype: float
1498 """
1499
1501 """
1502 Set the Object's Particle Interaction SurfaceDamp.
1503 Values between 0 to 10.0
1504 @rtype: None
1505 @type damp: float
1506 @param damp: the Object's Particle Interaction New SurfaceDamp.
1507 """
1508
1510 """
1511 Get the Object's SoftBody Mass.
1512 @rtype: float
1513 """
1514
1516 """
1517 Set the Object's SoftBody Mass.
1518 Values between 0 to 50.0
1519 @rtype: None
1520 @type mass: float
1521 @param mass: the Object's SoftBody New mass.
1522 """
1523
1525 """
1526 Get the Object's SoftBody Gravity.
1527 @rtype: float
1528 """
1529
1531 """
1532 Set the Object's SoftBody Gravity.
1533 Values between 0 to 10.0
1534 @rtype: None
1535 @type grav: float
1536 @param grav: the Object's SoftBody New Gravity.
1537 """
1538
1540 """
1541 Get the Object's SoftBody Friction.
1542 @rtype: float
1543 """
1544
1546 """
1547 Set the Object's SoftBody Friction.
1548 Values between 0 to 10.0
1549 @rtype: None
1550 @type frict: float
1551 @param frict: the Object's SoftBody New Friction.
1552 """
1553
1555 """
1556 Get the Object's SoftBody ErrorLimit.
1557 @rtype: float
1558 """
1559
1561 """
1562 Set the Object's SoftBody ErrorLimit.
1563 Values between 0 to 1.0
1564 @rtype: None
1565 @type err: float
1566 @param err: the Object's SoftBody New ErrorLimit.
1567 """
1568
1570 """
1571 Get the Object's SoftBody GoalSpring.
1572 @rtype: float
1573 """
1574
1576 """
1577 Set the Object's SoftBody GoalSpring.
1578 Values between 0 to 0.999
1579 @rtype: None
1580 @type gs: float
1581 @param gs: the Object's SoftBody New GoalSpring.
1582 """
1583
1585 """
1586 Get the Object's SoftBody GoalFriction.
1587 @rtype: float
1588 """
1589
1591 """
1592 Set the Object's SoftBody GoalFriction.
1593 Values between 0 to 10.0
1594 @rtype: None
1595 @type gf: float
1596 @param gf: the Object's SoftBody New GoalFriction.
1597 """
1598
1600 """
1601 Get the Object's SoftBody MinGoal.
1602 @rtype: float
1603 """
1604
1606 """
1607 Set the Object's SoftBody MinGoal.
1608 Values between 0 to 1.0
1609 @rtype: None
1610 @type mg: float
1611 @param mg: the Object's SoftBody New MinGoal.
1612 """
1613
1615 """
1616 Get the Object's SoftBody MaxGoal.
1617 @rtype: float
1618 """
1619
1621 """
1622 Set the Object's SoftBody MaxGoal.
1623 Values between 0 to 1.0
1624 @rtype: None
1625 @type mg: float
1626 @param mg: the Object's SoftBody New MaxGoal.
1627 """
1628
1630 """
1631 Get the Object's SoftBody InnerSpring.
1632 @rtype: float
1633 """
1634
1636 """
1637 Set the Object's SoftBody InnerSpring.
1638 Values between 0 to 0.999
1639 @rtype: None
1640 @type sprr: float
1641 @param sprr: the Object's SoftBody New InnerSpring.
1642 """
1643
1645 """
1646 Get the Object's SoftBody InnerSpringFriction.
1647 @rtype: float
1648 """
1649
1651 """
1652 Set the Object's SoftBody InnerSpringFriction.
1653 Values between 0 to 10.0
1654 @rtype: None
1655 @type sprf: float
1656 @param sprf: the Object's SoftBody New InnerSpringFriction.
1657 """
1658
1660 """
1661 Get the Object's SoftBody DefaultGoal.
1662 @rtype: float
1663 """
1664
1666 """
1667 Set the Object's SoftBody DefaultGoal.
1668 Values between 0 to 1.0
1669 @rtype: None
1670 @type goal: float
1671 @param goal: the Object's SoftBody New DefaultGoal.
1672 """
1673
1675 """
1676 Returns the Object's SoftBody enabled state.
1677 @rtype: boolean
1678 """
1679
1680 - def getSBPostDef():
1681 """
1682 get SoftBodies PostDef option
1683 @rtype: int
1684 """
1685
1686 - def setSBPostDef(switch):
1687 """
1688 Enable / Disable SoftBodies PostDef option
1689 1: on
1690 0: off
1691 @rtype: None
1692 @type switch: int
1693 @param switch: the Object's SoftBody New PostDef Value.
1694 """
1695
1697 """
1698 get SoftBodies UseGoal option
1699 @rtype: int
1700 """
1701
1703 """
1704 Enable / Disable SoftBodies UseGoal option
1705 1: on
1706 0: off
1707 @rtype: None
1708 @type switch: int
1709 @param switch: the Object's SoftBody New UseGoal Value.
1710 """
1712 """
1713 get SoftBodies UseEdges option
1714 @rtype: int
1715 """
1716
1718 """
1719 Enable / Disable SoftBodies UseEdges option
1720 1: on
1721 0: off
1722 @rtype: None
1723 @type switch: int
1724 @param switch: the Object's SoftBody New UseEdges Value.
1725 """
1726
1728 """
1729 get SoftBodies StiffQuads option
1730 @rtype: int
1731 """
1732
1734 """
1735 Enable / Disable SoftBodies StiffQuads option
1736 1: on
1737 0: off
1738 @rtype: None
1739 @type switch: int
1740 @param switch: the Object's SoftBody New StiffQuads Value.
1741 """
1742
1743
1745 """
1746 The Property object
1747 ===================
1748 This property gives access to object property data in Blender, used by the game engine.
1749 @ivar name: The property name.
1750 @ivar data: Data for this property. Depends on property type.
1751 @ivar type: The property type.
1752 @warn: Comparisons between properties will only be true when
1753 both the name and data pairs are the same.
1754 """
1755
1757 """
1758 Get the name of this property.
1759 @rtype: string
1760 @return: The property name.
1761 """
1762
1764 """
1765 Set the name of this property.
1766 @type name: string
1767 @param name: The new name of the property
1768 """
1769
1771 """
1772 Get the data for this property.
1773 @rtype: string, int, or float
1774 """
1775
1777 """
1778 Set the data for this property.
1779 @type data: string, int, or float
1780 @param data: The data to set for this property.
1781 @warn: See object.setProperty(). Changing data
1782 which is of a different type then the property is
1783 set to (i.e. setting an int value to a float type'
1784 property) will change the type of the property
1785 automatically.
1786 """
1787
1789 """
1790 Get the type for this property.
1791 @rtype: string
1792 """
1793
1794 import id_generics
1795 Object.__doc__ += id_generics.attributes
1796