API: Fix Links

Self-explanatory. to find broken links run `sphinx-build -b linkcheck sphinx-in sphinx-out`

Reviewers: mont29

Tags: #bf_blender, #python, #infrastructure:_websites

Differential Revision: https://developer.blender.org/D2297
This commit is contained in:
Aaron Carlisle 2016-10-25 17:32:58 +02:00 committed by Bastien Montagne
parent 42a91f7ad8
commit cf9a6b416c
24 changed files with 195 additions and 199 deletions

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@ -187,7 +187,7 @@ The next table describes the information in the file-header.
</table>
<p>
<a href="http://en.wikipedia.org/wiki/Endianness">Endianness</a> addresses the way values are ordered in a sequence of bytes(see the <a href="#example-endianess">example</a> below):
<a href="https://en.wikipedia.org/wiki/Endianness">Endianness</a> addresses the way values are ordered in a sequence of bytes(see the <a href="#example-endianess">example</a> below):
</p>
<ul>

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@ -699,7 +699,7 @@ LAYOUT_FILE =
# The CITE_BIB_FILES tag can be used to specify one or more bib files containing
# the reference definitions. This must be a list of .bib files. The .bib
# extension is automatically appended if omitted. This requires the bibtex tool
# to be installed. See also http://en.wikipedia.org/wiki/BibTeX for more info.
# to be installed. See also https://en.wikipedia.org/wiki/BibTeX for more info.
# For LaTeX the style of the bibliography can be controlled using
# LATEX_BIB_STYLE. To use this feature you need bibtex and perl available in the
# search path. See also \cite for info how to create references.
@ -1145,7 +1145,7 @@ HTML_EXTRA_FILES =
# The HTML_COLORSTYLE_HUE tag controls the color of the HTML output. Doxygen
# will adjust the colors in the style sheet and background images according to
# this color. Hue is specified as an angle on a colorwheel, see
# http://en.wikipedia.org/wiki/Hue for more information. For instance the value
# https://en.wikipedia.org/wiki/Hue for more information. For instance the value
# 0 represents red, 60 is yellow, 120 is green, 180 is cyan, 240 is blue, 300
# purple, and 360 is red again.
# Minimum value: 0, maximum value: 359, default value: 220.
@ -1752,7 +1752,7 @@ LATEX_SOURCE_CODE = NO
# The LATEX_BIB_STYLE tag can be used to specify the style to use for the
# bibliography, e.g. plainnat, or ieeetr. See
# http://en.wikipedia.org/wiki/BibTeX and \cite for more info.
# https://en.wikipedia.org/wiki/BibTeX and \cite for more info.
# The default value is: plain.
# This tag requires that the tag GENERATE_LATEX is set to YES.

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@ -24,8 +24,8 @@ Then, call ``bpy.app.translations.register(__name__, your_dict)`` in your ``regi
The ``Manage UI translations`` add-on has several functions to help you collect strings to translate, and
generate the needed python code (the translation dictionary), as well as optional intermediary po files
if you want some... See
`How to Translate Blender <http://wiki.blender.org/index.php/Dev:Doc/Process/Translate_Blender>`_ and
`Using i18n in Blender Code <http://wiki.blender.org/index.php/Dev:Source/Interface/Internationalization>`_
`How to Translate Blender <https://wiki.blender.org/index.php/Dev:Doc/Process/Translate_Blender>`_ and
`Using i18n in Blender Code <https://wiki.blender.org/index.php/Dev:Source/Interface/Internationalization>`_
for more info.
Module References

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@ -49,7 +49,7 @@ vec2d[:] = vec3d[:2]
# Vectors support 'swizzle' operations
# See http://en.wikipedia.org/wiki/Swizzling_(computer_graphics)
# See https://en.wikipedia.org/wiki/Swizzling_(computer_graphics)
vec.xyz = vec.zyx
vec.xy = vec4d.zw
vec.xyz = vec4d.wzz

File diff suppressed because it is too large Load Diff

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@ -23,7 +23,7 @@ The features exposed closely follow the C API,
giving python access to the functions used by blenders own mesh editing tools.
For an overview of BMesh data types and how they reference each other see:
`BMesh Design Document <http://wiki.blender.org/index.php/Dev:2.6/Source/Modeling/BMesh/Design>`_ .
`BMesh Design Document <https://wiki.blender.org/index.php/Dev:Source/Modeling/BMesh/Design>`_ .
.. note::
@ -31,13 +31,12 @@ For an overview of BMesh data types and how they reference each other see:
**Disk** and **Radial** data is not exposed by the python api since this is for internal use only.
.. warning::
TODO items are...
.. warning:: TODO items are...
* add access to BMesh **walkers**
* add custom-data manipulation functions add/remove/rename.
Example Script
--------------

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@ -18,7 +18,7 @@ amongst our own scripts and make it easier to use python scripts from other proj
Using our style guide for your own scripts makes it easier if you eventually want to contribute them to blender.
This style guide is known as pep8 and can be found `here <http://www.python.org/dev/peps/pep-0008>`_
This style guide is known as pep8 and can be found `here <https://www.python.org/dev/peps/pep-0008/>`_
A brief listing of pep8 criteria.
@ -316,7 +316,7 @@ use to join a list of strings (the list may be temporary). In the following exam
Join is fastest on many strings,
`string formatting <http://docs.python.org/py3k/library/string.html#string-formatting>`__
`string formatting <https://wiki.blender.org/index.php/Dev:Source/Modeling/BMesh/Design>`__
is quite fast too (better for converting data types). String arithmetic is slowest.

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@ -1,3 +1,4 @@
*******
Gotchas
*******
@ -38,7 +39,6 @@ but some operators are more picky about when they run.
In most cases you can figure out what context an operator needs
simply be seeing how it's used in Blender and thinking about what it does.
Unfortunately if you're still stuck - the only way to **really** know
whats going on is to read the source code for the poll function and see what its checking.
@ -82,7 +82,6 @@ it should be reported to the bug tracker.
Stale Data
==========
No updates after setting values
-------------------------------
@ -174,8 +173,8 @@ In this situation you can...
.. _info_gotcha_mesh_faces:
NGons and Tessellation Faces
============================
N-Gons and Tessellation Faces
=============================
Since 2.63 NGons are supported, this adds some complexity
since in some cases you need to access triangles/quads still (some exporters for example).
@ -509,7 +508,7 @@ Unicode Problems
Python supports many different encodings so there is nothing stopping you from
writing a script in ``latin1`` or ``iso-8859-15``.
See `pep-0263 <http://www.python.org/dev/peps/pep-0263/>`_
See `pep-0263 <https://www.python.org/dev/peps/pep-0263/>`_
However this complicates matters for Blender's Python API because ``.blend`` files don't have an explicit encoding.
@ -657,7 +656,7 @@ Here are some general hints to avoid running into these problems.
.. note::
To find the line of your script that crashes you can use the ``faulthandler`` module.
See `faulthandler docs <http://docs.python.org/dev/library/faulthandler.html>`_.
See the `faulthandler docs <https://docs.python.org/dev/library/faulthandler.html>`_.
While the crash may be in Blenders C/C++ code,
this can help a lot to track down the area of the script that causes the crash.

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@ -43,8 +43,7 @@ scene manipulation, automation, defining your own toolset and customization.
On startup Blender scans the ``scripts/startup/`` directory for Python modules and imports them.
The exact location of this directory depends on your installation.
`See the directory layout docs
<https://www.blender.org/manual/getting_started/installing_blender/directorylayout.html>`__
See the :ref:`directory layout docs <blender_manual:getting-started_installing-config-directories>`.
Script Loading
@ -92,7 +91,7 @@ variable which Blender uses to read metadata such as name, author, category and
The User Preferences add-on listing uses **bl_info** to display information about each add-on.
`See Add-ons <http://wiki.blender.org/index.php/Dev:2.5/Py/Scripts/Guidelines/Addons>`__
`See Add-ons <https://wiki.blender.org/index.php/Dev:Py/Scripts/Guidelines/Addons>`__
for details on the ``bl_info`` dictionary.

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@ -51,8 +51,7 @@ A quick list of helpful things to know before starting:
| ``scripts/startup/bl_operators`` for operators.
Exact location depends on platform, see:
`Configuration and Data Paths
<https://www.blender.org/manual/getting_started/installing_blender/directorylayout.html>`__.
:ref:`Configuration and Data Paths <blender_manual:getting-started_installing-config-directories>`.
Running Scripts

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@ -27,7 +27,7 @@ There are 3 main uses for the terminal, these are:
.. note::
For Linux and OSX users this means starting the terminal first, then running Blender from within it.
For Linux and macOS users this means starting the terminal first, then running Blender from within it.
On Windows the terminal can be enabled from the help menu.
@ -306,7 +306,7 @@ Advantages include:
This is marked advanced because to run Blender as a Python module requires a special build option.
For instructions on building see
`Building Blender as a Python module <http://wiki.blender.org/index.php/User:Ideasman42/BlenderAsPyModule>`_
`Building Blender as a Python module <https://wiki.blender.org/index.php/User:Ideasman42/BlenderAsPyModule>`_
Python Safety (Build Option)

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@ -232,7 +232,7 @@ if you want it to be enabled on restart, press *Save as Default*.
print(addon_utils.paths())
More is written on this topic here:
`Directory Layout <https://www.blender.org/manual/getting_started/installing_blender/directorylayout.html>`_
:ref:`Directory Layout <blender_manual:getting-started_installing-config-directories>`.
Your Second Add-on
@ -630,6 +630,6 @@ Here are some sites you might like to check on after completing this tutorial.
*Great info for those who are still learning Python.*
- `Blender Development (Wiki) <https://wiki.blender.org/index.php/Dev:Contents>`_ -
*Blender Development, general information and helpful links.*
- `Blender Artists (Coding Section) <http://blenderartists.org/forum/forumdisplay.php?47-Coding>`_ -
- `Blender Artists (Coding Section) <https://blenderartists.org/forum/forumdisplay.php?47-Coding>`_ -
*forum where people ask Python development questions*

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@ -2698,7 +2698,7 @@ Device_set_doppler_factor(Device *self, PyObject *args, void* nothing)
PyDoc_STRVAR(M_aud_Device_distance_model_doc,
"The distance model of the device.\n\n"
".. seealso:: http://connect.creativelabs.com/openal/Documentation/OpenAL%201.1%20Specification.htm#_Toc199835864");
".. seealso:: `OpenAL documentation <https://www.openal.org/documentation>`");
static PyObject *
Device_get_distance_model(Device *self, void* nothing)

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@ -136,7 +136,7 @@ static void do_kink_spiral_deform(ParticleKey *state, const float dir[3], const
*
* The "density" parameter b is defined by the shape parameter
* and goes up to the Golden Spiral for 1.0
* http://en.wikipedia.org/wiki/Golden_spiral
* https://en.wikipedia.org/wiki/Golden_spiral
*/
const float b = shape * (1.0f + sqrtf(5.0f)) / (float)M_PI * 0.25f;
/* angle of the spiral against the curve (rotated opposite to make a smooth transition) */

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@ -2180,7 +2180,7 @@ static void basic_rotate(ParticleSettings *part, ParticleData *pa, float dfra, f
* The algorithm is roughly:
* 1. Use a BVH tree to search for faces that a particle may collide with.
* 2. Use Newton's method to find the exact time at which the collision occurs.
* http://en.wikipedia.org/wiki/Newton's_method
* https://en.wikipedia.org/wiki/Newton's_method
*
************************************************/
#define COLLISION_MIN_RADIUS 0.001f

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@ -1588,7 +1588,7 @@ double BLI_ghash_calc_quality_ex(
if (r_variance) {
/* We already know our mean (i.e. load factor), easy to compute variance.
* See http://en.wikipedia.org/wiki/Algorithms_for_calculating_variance#Two-pass_algorithm
* See https://en.wikipedia.org/wiki/Algorithms_for_calculating_variance#Two-pass_algorithm
*/
double sum = 0.0;
for (i = 0; i < gh->nbuckets; i++) {

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@ -35,7 +35,7 @@
* in addition to distance already walked. This heuristic allows more efficiency
* in finding optimal path.
*
* Implementation based on Wikipedia A* page [http://en.wikipedia.org/wiki/A*_search_algorithm].
* Implementation based on Wikipedia A* page [https://en.wikipedia.org/wiki/A*_search_algorithm].
*
* Note that most memory handling here is done through two different MemArena's. Those should also be used to allocate
* custom data needed to a specific use of A*.

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@ -269,7 +269,7 @@ MINLINE void cpack_cpy_3ub(unsigned char r_col[3], const unsigned int pack)
/**
* ITU-R BT.709 primaries
* http://en.wikipedia.org/wiki/Relative_luminance
* https://en.wikipedia.org/wiki/Relative_luminance
*
* Real values are:
* ``Y = 0.2126390059(R) + 0.7151686788(G) + 0.0721923154(B)``

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@ -430,7 +430,7 @@ void BLI_cleanup_file(const char *relabase, char *path)
* \return true if \a fname was changed, false otherwise.
*
* For now, simply replaces reserved chars (as listed in
* http://en.wikipedia.org/wiki/Filename#Reserved_characters_and_words )
* https://en.wikipedia.org/wiki/Filename#Reserved_characters_and_words )
* by underscores ('_').
*
* \note Space case ' ' is a bit of an edge case here - in theory it is allowed, but again can be an issue

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@ -34,7 +34,7 @@
* based on a doubling hashing approach (non-chaining) which uses more buckets then entries
* stepping over buckets when two keys share the same hash so any key can find a free bucket.
*
* See: http://en.wikipedia.org/wiki/Double_hashing
* See: https://en.wikipedia.org/wiki/Double_hashing
*
* \warning This should _only_ be used for small hashes where allocating a hash every time is unacceptable.
* Otherwise #GHash should be used instead.

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@ -186,8 +186,8 @@ struct BufferLineAccumulator {
}
/* TODO implement proper filtering here, see
* http://en.wikipedia.org/wiki/Lanczos_resampling
* http://en.wikipedia.org/wiki/Sinc_function
* https://en.wikipedia.org/wiki/Lanczos_resampling
* https://en.wikipedia.org/wiki/Sinc_function
*
* using lanczos with x = distance from the line segment,
* normalized to a == 0.5f, could give a good result

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@ -47,7 +47,7 @@ namespace DEG {
/* -------------------------------------------------- */
/* Performs a transitive reduction to remove redundant relations.
* http://en.wikipedia.org/wiki/Transitive_reduction
* https://en.wikipedia.org/wiki/Transitive_reduction
*
* XXX The current implementation is somewhat naive and has O(V*E) worst case
* runtime.

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@ -710,7 +710,7 @@ bool BPH_hair_volume_solve_divergence(HairGrid *grid, float /*dt*/, float target
* div(grad(p)) = div(v)
*
* The finite difference approximation yields the linear equation system described here:
* http://en.wikipedia.org/wiki/Discrete_Poisson_equation
* https://en.wikipedia.org/wiki/Discrete_Poisson_equation
*/
lMatrix A(num_cellsA, num_cellsA);
/* Reserve space for the base equation system (without boundary conditions).
@ -888,7 +888,7 @@ bool BPH_hair_volume_solve_divergence(HairGrid *grid, float /*dt*/, float target
#if 0 /* XXX weighting is incorrect, disabled for now */
/* Velocity filter kernel
* See http://en.wikipedia.org/wiki/Filter_%28large_eddy_simulation%29
* See https://en.wikipedia.org/wiki/Filter_%28large_eddy_simulation%29
*/
BLI_INLINE void hair_volume_filter_box_convolute(HairVertexGrid *grid, float invD, const int kernel_size[3], int i, int j, int k)

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@ -1394,7 +1394,7 @@ PyDoc_STRVAR(Matrix_invert_doc,
" (instead of raising a :exc:`ValueError` exception).\n"
" :type fallback: :class:`Matrix`\n"
"\n"
" .. seealso:: <http://en.wikipedia.org/wiki/Inverse_matrix>\n"
" .. seealso:: <https://en.wikipedia.org/wiki/Inverse_matrix>\n"
);
static PyObject *Matrix_invert(MatrixObject *self, PyObject *args)
{
@ -1505,7 +1505,7 @@ PyDoc_STRVAR(Matrix_invert_safe_doc,
" If degenerated (e.g. zero scale on an axis), add some epsilon to its diagonal, to get an invertible one.\n"
" If tweaked matrix is still degenerated, set to the identity matrix instead.\n"
"\n"
" .. seealso:: <http://en.wikipedia.org/wiki/Inverse_matrix>\n"
" .. seealso:: <https://en.wikipedia.org/wiki/Inverse_matrix>\n"
);
static PyObject *Matrix_invert_safe(MatrixObject *self)
{
@ -1556,7 +1556,7 @@ PyDoc_STRVAR(Matrix_adjugate_doc,
"\n"
" .. note:: When the matrix cant be adjugated a :exc:`ValueError` exception is raised.\n"
"\n"
" .. seealso:: <http://en.wikipedia.org/wiki/Adjugate_matrix>\n"
" .. seealso:: <https://en.wikipedia.org/wiki/Adjugate_matrix>\n"
);
static PyObject *Matrix_adjugate(MatrixObject *self)
{
@ -1733,7 +1733,7 @@ PyDoc_STRVAR(Matrix_determinant_doc,
" :return: Return the determinant of a matrix.\n"
" :rtype: float\n"
"\n"
" .. seealso:: <http://en.wikipedia.org/wiki/Determinant>\n"
" .. seealso:: <https://en.wikipedia.org/wiki/Determinant>\n"
);
static PyObject *Matrix_determinant(MatrixObject *self)
{
@ -1755,7 +1755,7 @@ PyDoc_STRVAR(Matrix_transpose_doc,
"\n"
" Set the matrix to its transpose.\n"
"\n"
" .. seealso:: <http://en.wikipedia.org/wiki/Transpose>\n"
" .. seealso:: <https://en.wikipedia.org/wiki/Transpose>\n"
);
static PyObject *Matrix_transpose(MatrixObject *self)
{
@ -1890,7 +1890,7 @@ PyDoc_STRVAR(Matrix_identity_doc,
" .. note:: An object with zero location and rotation, a scale of one,\n"
" will have an identity matrix.\n"
"\n"
" .. seealso:: <http://en.wikipedia.org/wiki/Identity_matrix>\n"
" .. seealso:: <https://en.wikipedia.org/wiki/Identity_matrix>\n"
);
static PyObject *Matrix_identity(MatrixObject *self)
{