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author | Campbell Barton <ideasman42@gmail.com> | 2012-03-13 10:22:43 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2012-03-13 10:22:43 +0400 |
commit | 2fbb5ce8338838a58f7cf518ceaa40580d290791 (patch) | |
tree | 88929234cb13bdeb45fc911d4bad9daa2a598747 /doc/python_api/rst/include__bmesh.rst | |
parent | a69585573e460ca96af340800d4d8534bdece9f6 (diff) |
bmesh py api: more comprehensive intro page, also fix some spelling errors.
Diffstat (limited to 'doc/python_api/rst/include__bmesh.rst')
-rw-r--r-- | doc/python_api/rst/include__bmesh.rst | 103 |
1 files changed, 103 insertions, 0 deletions
diff --git a/doc/python_api/rst/include__bmesh.rst b/doc/python_api/rst/include__bmesh.rst new file mode 100644 index 00000000000..1c702275f62 --- /dev/null +++ b/doc/python_api/rst/include__bmesh.rst @@ -0,0 +1,103 @@ +.. + This document is appended to the auto generated bmesh api doc to avoid clogging up the C files with details. + to test this run: + ./blender.bin -b -noaudio -P doc/python_api/sphinx_doc_gen.py -- --partial bmesh* ; cd doc/python_api ; sphinx-build sphinx-in sphinx-out ; cd ../../ + + +Intro +----- + +This API gives access the blenders internal mesh editing api, featuring geometry connectivity data and +access to editing operations such as split, separate, collapse and dissolve. + +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>`_ . + + +.. note:: + + **Disk** and **Radial** data is not exposed by the python api since this is for internal use only. + + +.. warning:: + + This API is still in development and experimental, while we don't expect to see large changes, + many areas are not well tested yet and so its possible changes will be made that break scripts. + + *Campbell Barton, 13, March 2012* + + +.. todo:: + + * add access to BMesh **walkers** + * add access selection history (readonly access done) + * add a way to re-tessellate an editmode bmesh. + + +Stand-Alone Module +^^^^^^^^^^^^^^^^^^ + +The bmesh module is written to be standalone except for :mod:`mathutils` +which is used for vertex locations and normals. + +The only other exception to this are when converting mesh data to and from :class:`bpy.types.Mesh`. + + +Mesh Access +----------- + +There are 2 ways to access BMesh data, you can create a new BMesh by converting a mesh from +:class:`bpy.types.BlendData.meshes` or by accessing the current edit mode mesh. +see: :class:`bmesh.types.BMesh.from_mesh` and :mod:`bmesh.from_edit_mesh` respectively. + +When explicitly converting from mesh data python **owns** the data, that is to say - that the mesh only exists while +python holds a reference to it, and the script is responsible for putting it back into a mesh data-block when the edits +are done. + +Note that unlike :mod:`bpy`, a BMesh does not necessarily correspond to data in the currently open blend file, +a BMesh can be created, edited and freed without the user ever seeing or having access to it. +Unlike edit mode, the bmesh module can use multiple BMesh instances at once. + +Take care when dealing with multiple BMesh instances since the mesh data can use a lot of memory, while a mesh that +python owns will be freed in when the script holds no references to it, +its good practice to call :class:`bmesh.types.BMesh.free` which will remove all the mesh data immediately and disable +further access. + + +Keeping a Correct State +----------------------- + +When modeling in blender there are certain assumptions made about the state of the mesh. + +* hidden geometry isn't selected. +* when an edge is selected, its vertices's are selected too. +* when a face is selected, its edges and vertices's are selected. +* duplicate edges / faces don't exist. +* faces have at least 3 vertices's. + +To give developers flexibility these conventions are not enforced, +however tools must leave the mesh in a valid state else other tools may behave incorrectly. + +Any errors that arise from not following these conventions is considered a bug in the script, +not a bug in blender. + + +Selection / Flushing +^^^^^^^^^^^^^^^^^^^^ + +As mentioned above, it is possible to create an invalid selection state +(by selecting a state and then de-selecting one of its vertices's for example), mostly the best way to solve this is to +flush the selection after performing a series of edits. this validates the selection state. + + +Example Script +-------------- + +.. literalinclude:: ../../../release/scripts/templates/bmesh_simple.py + + +Module Functions +---------------- |