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authorBastien Montagne <montagne29@wanadoo.fr>2014-10-07 18:25:55 +0400
committerBastien Montagne <montagne29@wanadoo.fr>2014-10-07 18:25:55 +0400
commit755af06fd32d5737b0b6f3bb2a70dd78f510cba9 (patch)
tree358d6dd55398f569196d88a638c481a2b67c351f /io_mesh_stl
parente6b174a3b618907ed189c1fe95df7c9b19fc62ca (diff)
STL import: Better to transform whole mesh at once, rather than each point in py.
Thanks Campbell for the headup.
Diffstat (limited to 'io_mesh_stl')
-rw-r--r--io_mesh_stl/blender_utils.py3
1 files changed, 1 insertions, 2 deletions
diff --git a/io_mesh_stl/blender_utils.py b/io_mesh_stl/blender_utils.py
index 6c22cf57..c4e73747 100644
--- a/io_mesh_stl/blender_utils.py
+++ b/io_mesh_stl/blender_utils.py
@@ -28,10 +28,9 @@ def create_and_link_mesh(name, faces, points, global_matrix):
"""
from mathutils import Vector
- points = tuple(global_matrix * Vector(p) for p in points)
-
mesh = bpy.data.meshes.new(name)
mesh.from_pydata(points, [], faces)
+ mesh.transform(global_matrix)
# update mesh to allow proper display
mesh.validate()