cloning
link-mesh-array.py
link-mesh.py

mesh fabrication
staircase.py
triangle-donut.py
vertexAccumulator.py
randomSquareArray.py
meshFromBathymetry.py
cylinders-from-list-of-radii.py
binary-image-to-mesh.py
sphere-minecraft-schematic.py
spikify.py
add-to-mesh.py
mobius-strip.py
split-copy-mesh.py

fabricating other objects
create-text.py
text-from-file.py
create-camera.py
create-bezier.py
helix-bezier.py

material slots
cube-copy-blue.py
cube-turns-red.py
red-blue-per-object.py

animation and fcurves
csv-to-fcurve-loc-rot.py
csv-to-fcurve.py
pop-in-material.py
spike-wiggle-2.py
spike-wiggle.py
sweep-animate-size.py
animate-cycles-lamp-strength.py

incorporating python libraries
exec-text-library.py
exec-external-python.py
import-python.py

constraints
camera-track-object.py
text-track-camera.py

shape keys
explore-shape-keys.py
shape-key-fin.py
docking-tube.py

animating curve bevel
data-graph.py

drivers
scan-drivers.py
copy-drivers.py
driver-fin.py
driver-multi-chain.py

UV layers
barber-pole.py
expand-uv-to-fit.py
uv-from-geometry-cubic.py
flip-texture-v-coordinate.py

modifiers
hook-modifier-curve.py
rounded-prisms.py
make-tile.py
remove-action-modifiers.py

NLAs
explore-NLAs.py
spinning-frogs.py

video sequence editor (VSE)
create-vse-image-strips.py
slide-show.py
vse-strip-gap.py

images and textures
image-on-mesh.py
image-to-material-node.py
load-image-texture.py
texture-one-cube-face.py
condense-duplicate-images.py

analytic geometry
animate-random-spin.py
camera-cone-exp-2.py
camera-cone-exp.py
compute-circle-center.py
dihedral-angle-from-xy.py
extrude-edge-along-custom-axis.py
orientation-matrix.py
two-spheres.py
bezier-interpolate.py
rotate-to-match.py

node trees
change-diffuse-to-emission-node.py

etc
add-plane-from-selected-vertices.py
adjust-all-materials.py
all-nodes-cycles-materials.py
bit_shift.py
bone-orientation-demo.py
cannonball-packing.py
comb.py
convert-quaternion-keyframes-to-euler.py
copy-location-from-vertex-group.py
create-cycles-material.py
demonstrate-decomposition-instability.py
dump-point-cache.py
dump-screen-layout-info.py
expand-nla-strips.py
explore-edge-bevel-weight.py
find-action-users.py
find-green-rectangle.py
find-new-objects.py
fix-scene-layers.py
generate-makefile.py
link-external-data-blocks.py
list-referenced-files.py
material-readout.py
movie-card-stack.py
movies-on-faces.py
next-file-name.py
object-font-from-regular-font.py
operator-mesh-gridify.py
particle-animator.py
particle_loop.py
pose-match.py
pose-sequence-to-fbx.py
prepare-texture-bake.py
raining-physics.py
random-pebble-material.py
reverse-keyframes.py
scale-parallelogram.py
screenshot-sequence.py
select-objects-in-modifiers.py
select-vertices.py
shift-layers.py
snapshot-keyframes-as-mesh.py
sphere-project-texture.py
squish-mesh-axis.py
subdivide-fcurve.py
thicken-texture.py
transform-selected.py
voronoi-madness.py

__author__ = 'thoth'

import bpy
from mathutils import *

#
# this script creates several planes perpendicular to the camera to
#  "experimentally" verify my math about camera field-of-view
#

def create_planes(scn):
    cam = scn.camera

    lens = cam.data.lens
    ss = cam.data.sensor_width
    for i in range(5):
        name ="test plane %d"%i

        obj = bpy.data.objects.get(name)

        if obj is not None:
            obj.name = "discard"
            try:
                scn.objects.unlink(obj)
            except:
                pass

        mesh = bpy.data.meshes.new(name)

        z=-i*2
        w = z*ss/lens
        x = w/2
        y = w/2 * scn.render.resolution_y / scn.render.resolution_x


        verts = [
                cam.matrix_world * Vector([x,y,z]),
                cam.matrix_world * Vector([-x,y,z]),
                cam.matrix_world * Vector([-x,-y,z]),
                cam.matrix_world * Vector([x,-y,z]),
                ]
        faces = [ [0,1,2,3] ]

        mesh.from_pydata(verts, [], faces)

        obj = bpy.data.objects.new(name, mesh)

        scn.objects.link(obj)

def make_cubes(scn):
    r=10
    for x in range(-r,r,2):
        for y in range(-r,r,2):
            for z in range(-r,r,2):
                name = "cube at %d,%d,%d"%(x,y,z)
                obj = bpy.data.objects.get(name)
                if obj is None:
                    mesh = bpy.data.meshes['Cube']
                    obj = bpy.data.objects.new(name, mesh)
                    scn.objects.link(obj)
                    obj.location = (x,y,z)

def cubes(scn):
    return [ obj for obj in scn.objects if obj.name[:8]=='cube at ']

def visible_from_camera(cam_obj, loc):

    lens = cam_obj.data.lens
    ss = cam_obj.data.sensor_width

    v2 = cam_obj.matrix_world.inverted()*loc

    if v2.z >=0:
        return False

    x2 = v2.x / v2.z
    y2 = v2.y / v2.z

    w = ss/lens

    x3 = w/2
    y3 = w/2 * scn.render.resolution_y / scn.render.resolution_x

    print( "%f %f ;\t%f %f"%(x2, x3, y2, y3) )

    return abs(x2) <= x3 and abs(y2) <= y3

def adjust_visibility(scn):
    for obj in cubes(scn):
        obj.hide = visible_from_camera(scn.camera, obj.location)

#
#

scn = bpy.context.scene

make_cubes(scn)

create_planes(scn)

adjust_visibility(scn)

Blender python API quick-start

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