Module Library
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Source Code for Module Library

  1  # Blender.Library submodule 
  2   
  3  """ 
  4  The Blender.Library submodule. 
  5   
  6  Library 
  7  ======= 
  8   
  9  This module provides access to objects stored in .blend files.  With it scripts 
 10  can append from Blender files to the current scene, like the File->Append 
 11  menu entry in Blender does.  It allows programmers to use .blend files as 
 12  data files for their scripts. 
 13   
 14  @warn: This module is being considered for deprecation.  Users should 
 15  consider using the L{new Library<LibData>} module and stay tuned to see 
 16  which module is supported in the end. 
 17   
 18  Example:: 
 19    import Blender 
 20    from Blender import Library 
 21   
 22    def f(name): 
 23      open_library(name) 
 24   
 25    def open_library(name): 
 26      Library.Open(name) 
 27      groups = Library.LinkableGroups() 
 28   
 29      for db in groups: 
 30        print "DATABLOCK %s:" % db 
 31        for obname in Library.Datablocks(db): 
 32          print obname 
 33    
 34      if 'Object' in groups: 
 35        for obname in Library.Datablocks('Object'): 
 36          Library.Load(obname, 'Object', 0) # note the 0... 
 37        Library.Update() 
 38   
 39      Library.Close() 
 40      b.Redraw() 
 41   
 42    b.Window.FileSelector(f, "Choose Library", "*.blend") 
 43   
 44  """ 
 45   
46 -def Open (filename):
47 """ 48 Open an existing .blend file. If there was already one open file, it is 49 closed first. 50 @type filename: string 51 @param filename: The filename of a Blender file. Filenames starting with "//" will be loaded relative to the blend file's location. 52 @rtype: bool 53 @return: 1 if successful. An IOError exception is thrown if the file cannot be opened. 54 """
55
56 -def Close ():
57 """ 58 Close the currently open library file, if any. 59 """
60
61 -def getName ():
62 """ 63 Get the filename of the currently open library file. 64 @rtype: string 65 @return: The open library filename. 66 """
67
68 -def LinkableGroups ():
69 """ 70 Get all the linkable group names from the currently open library file. These 71 are the available groups for linking with the current scene. Ex: 'Object', 72 'Mesh', 'Material', 'Text', etc. 73 @rtype: list of strings 74 @return: the list of linkable groups. 75 """
76
77 -def Datablocks (group):
78 """ 79 Get all datablock objects of the given 'group' available in the currently 80 open library file. 81 @type group: string 82 @param group: datablock group, see L{LinkableGroups}. 83 """
84
85 -def Load (datablock, group, update = 1, linked = 0):
86 """ 87 Load the given datablock object from the current library file 88 @type datablock: string 89 @type group: string 90 @type update: bool 91 @type linked: bool 92 @param datablock: an available object name, as returned by L{Datablocks}. 93 @param group: an available group name, as returned by L{LinkableGroups}. 94 @param update: defines if Blender should be updated after loading this 95 object. This means linking all objects and remaking all display lists, 96 so it is potentially very slow. 97 @param linked: Will keep objects linked to their source blend file, the update option or later updating will unlink the data from the original blend and make it local. 98 99 @warn: If you plan to load more than one object in sequence, it is 100 B{definitely recommended} to set 'update' to 0 in all calls to this 101 function and after them call L{Update}. 102 """
103
104 -def Update ():
105 """ 106 Update all links and display lists in Blender. This function should be 107 called after a series of L{Load}(datablock, group, B{0}) calls to make 108 everything behave nicely. 109 @warn: to use this function, remember to set the third L{Load} parameter to 110 zero or each loading will automatically update Blender, which will slow 111 down your script and make you look like a lousy programmer. 112 Enough warnings :)? 113 """
114