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authorStephen Swaney <sswaney@centurytel.net>2005-02-27 18:15:39 +0300
committerStephen Swaney <sswaney@centurytel.net>2005-02-27 18:15:39 +0300
commitdb892de35fb7f20f93cccf5287d69a9090ec4555 (patch)
treec6db91017de3f9619e60ebdcdc07983452dec1bd /source/blender/python/api2_2x/doc/NMesh.py
parentf45ef42736b2d853d6df9181c85008db665e83e2 (diff)
Updates to NMesh doc contributed by Campbell Barton.
Corrections and useful user-oriented hints.
Diffstat (limited to 'source/blender/python/api2_2x/doc/NMesh.py')
-rw-r--r--source/blender/python/api2_2x/doc/NMesh.py31
1 files changed, 18 insertions, 13 deletions
diff --git a/source/blender/python/api2_2x/doc/NMesh.py b/source/blender/python/api2_2x/doc/NMesh.py
index 4683efe1e67..3f06d2bbe89 100644
--- a/source/blender/python/api2_2x/doc/NMesh.py
+++ b/source/blender/python/api2_2x/doc/NMesh.py
@@ -53,18 +53,18 @@ Example::
- HIDE - hidden.
- ACTIVE - the active face.
@var FaceModes: The available *texture face* modes. Note: these are only
- meaninful if nmesh.hasFaceUV() returns true, since in Blender this info is
+ meaningful if nmesh.hasFaceUV() returns true, since in Blender this info is
stored at the TexFace (TexFace button in Edit Mesh buttons) structure.
- ALL - set all modes at once.
- BILLBOARD - always orient after camera.
- HALO - halo face, always point to camera.
- - DINAMYC - respond to collisions.
+ - DYNAMIC - respond to collisions.
- INVISIBLE - invisible face.
- - LIGHT - dinamyc lighting.
- - OBCOL - use object colour instead of vertex colours.
+ - LIGHT - dynamic lighting.
+ - OBCOL - use object color instead of vertex colors.
- SHADOW - shadow type.
- SHAREDVERT - apparently unused in Blender.
- - SHAREDCOL - shared vertex colours (per vertex).
+ - SHAREDCOL - shared vertex colors (per vertex).
- TEX - has texture image.
- TILES - uses tiled image.
- TWOSIDE - two-sided face.
@@ -85,7 +85,7 @@ def Col(col = [255, 255, 255, 255]):
"""
Get a new mesh rgba color.
@type col: list
- @param col: A list [red, green, blue, alpha] of int values in [0, 255].
+ @param col: A list [red, green, blue, alpha] of integer values in [0, 255].
@rtype: NMCol
@return: A new NMCol (mesh rgba color) object.
"""
@@ -136,7 +136,9 @@ def GetRaw(name = None):
def GetRawFromObject(name):
"""
- Get the raw mesh data object from the Object in Blender called I{name}.
+ Get the raw mesh data object from the Object in Blender called I{name}.\n
+ Note: The mesh coordinates are in local space, not the world space of its Object.\n
+ For world space vertex coordinates, each vertex location must be multiplied by the object's 4x4 matrix.
@type name: string
@param name: The name of an Object of type "Mesh".
@rtype: NMesh
@@ -177,7 +179,7 @@ class NMCol:
The NMCol object
================
This object is a list of ints: [r, g, b, a] representing an
- rgba colour.
+ rgba color.
@cvar r: The Red component in [0, 255].
@cvar g: The Green component in [0, 255].
@cvar b: The Blue component in [0, 255].
@@ -189,16 +191,17 @@ class NMVert:
The NMVert object
=================
This object holds mesh vertex data.
- @type co: list of three floats
+ @type co: 3D Vector object.
@cvar co: The vertex coordinates (x, y, z).
- @type no: list of three floats
+ @type no: 3D Vector object. (unit length)
@cvar no: The vertex normal vector (x, y, z).
- @type uvco: list of two floats
- @cvar uvco: The vertex texture "sticky" coordinates.
+ @type uvco: 3D Vector object.
+ @cvar uvco: The vertex texture "sticky" coordinates. The Z value of the Vector is ignored.
@type index: int
@cvar index: The vertex index, if owned by a mesh.
@type sel: int
- @cvar sel: The selection state (selected:1, unselected:0) of this vertex.
+ @cvar sel: The selection state (selected:1, unselected:0) of this vertex.\n
+ Note: An NMesh will return the selection state of the mesh when EditMod was last exited. A python script operating in EditMode must exit edit mode, before getting the current selection state of the mesh.
@warn: There are two kinds of uv texture coordinates in Blender: per vertex
("sticky") and per face vertex (uv in L{NMFace}). In the first, there's
only one uv pair of coordinates for each vertex in the mesh. In the
@@ -712,6 +715,8 @@ class NMesh:
def getMaxSmoothAngle():
"""
Get the max angle for auto smoothing.
+ Note: This will only affect smoothing generated at render time.
+ Smoothing can also be set per face which is visible in Blenders 3D View.
@return: The value in degrees.
"""