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-# Blender.Mesh module and the Mesh PyType object
-
-"""
-The Blender.Mesh submodule.
-
-B{New}:
-
-Mesh Data
-=========
-
-This module provides access to B{Mesh Data} objects in Blender. It differs
-from the NMesh module by allowing direct access to the actual Blender data,
-so that changes are done immediately without need to update or put the data
-back into the original mesh. The result is faster operations with less memory
-usage. The example below creates a simple pyramid, and sets some of the
-face's attributes (the vertex color):
-
-Example::
- from Blender import *
- import bpy
-
- editmode = Window.EditMode() # are we in edit mode? If so ...
- if editmode: Window.EditMode(0) # leave edit mode before getting the mesh
-
- # define vertices and faces for a pyramid
- coords=[ [-1,-1,-1], [1,-1,-1], [1,1,-1], [-1,1,-1], [0,0,1] ]
- faces= [ [3,2,1,0], [0,1,4], [1,2,4], [2,3,4], [3,0,4] ]
-
- me = bpy.data.meshes.new('myMesh') # create a new mesh
-
- me.verts.extend(coords) # add vertices to mesh
- me.faces.extend(faces) # add faces to the mesh (also adds edges)
-
- me.vertexColors = 1 # enable vertex colors
- me.faces[1].col[0].r = 255 # make each vertex a different color
- me.faces[1].col[1].g = 255
- me.faces[1].col[2].b = 255
-
- scn = bpy.data.scenes.active # link object to current scene
- ob = scn.objects.new(me, 'myObj')
-
- if editmode: Window.EditMode(1) # optional, just being nice
-
-Vertices, edges and faces are added to a mesh using the .extend() methods.
-For best speed and efficiency, gather all vertices, edges or faces into a
-list and call .extend() once as in the above example. Similarly, deleting
-from the mesh is done with the .delete() methods and are most efficient when
-done once.
-
-@type Modes: readonly dictionary
-@type FaceFlags: readonly dictionary
-@type FaceModes: readonly dictionary
-@type FaceTranspModes: readonly dictionary
-@var Modes: The available mesh modes.
- - NOVNORMALSFLIP - no flipping of vertex normals during render.
- - TWOSIDED - double sided mesh.
- - AUTOSMOOTH - turn auto smoothing of faces "on".
- - note: SUBSURF and OPTIMAL have been removed, use Modifiers to apply subsurf.
-@var FaceFlags: The available *texture face* (uv face select mode) selection
- flags. Note: these refer to TexFace faces, available if mesh.faceUV
- returns true.
- - SELECT - selected (deprecated in versions after 2.43, use face.sel).
- - HIDE - hidden (deprecated in versions after 2.43, use face.hide).
- - ACTIVE - the active face, read only - Use L{mesh.activeFace<Mesh.Mesh.activeFace>} to set.
-@var FaceModes: The available *texture face* modes. Note: these are only
- meaningful if mesh.faceUV 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.
- - DYNAMIC - respond to collisions.
- - INVISIBLE - invisible face.
- - LIGHT - dynamic lighting.
- - OBCOL - use object color instead of vertex colors.
- - SHADOW - shadow type.
- - SHAREDVERT - apparently unused in Blender.
- - SHAREDCOL - shared vertex colors (per vertex).
- - TEX - has texture image.
- - TILES - uses tiled image.
- - TWOSIDE - two-sided face.
-@var FaceTranspModes: The available face transparency modes. Note: these are
- enumerated values (enums), they can't be combined (ANDed, ORed, etc) like a bit vector.
- - SOLID - draw solid.
- - ADD - add to background (halo).
- - ALPHA - draw with transparency.
- - SUB - subtract from background.
-@var EdgeFlags: The available edge flags.
- - SELECT - selected (B{deprecated}). Use edge.sel attribute instead.
- - EDGEDRAW - edge is drawn out of edition mode.
- - EDGERENDER - edge is drawn out of edition mode.
- - SEAM - edge is a seam for UV unwrapping
- - FGON - edge is part of a F-Gon.
- - LOOSE - Edge is not a part of a face (only set on leaving editmode)
- - SHARP - Edge will be rendered sharp when used with the "Edge Split" modifier.
-@type AssignModes: readonly dictionary.
-@var AssignModes: The available vertex group assignment modes, used by
- L{mesh.assignVertsToGroup()<Mesh.Mesh.assignVertsToGroup>}.
- - ADD: if the vertex in the list is not assigned to the group
- already, this creates a new association between this vertex and the
- group with the weight specified, otherwise the weight given is added to
- the current weight of an existing association between the vertex and
- group.
- - SUBTRACT: will attempt to subtract the weight passed from a vertex
- already associated with a group, else it does nothing.\n
- - REPLACE: attempts to replace a weight with the new weight value
- for an already associated vertex/group, else it does nothing.
-@type SelectModes: readonly dictionary.
-@var SelectModes: The available edit select modes.
- - VERTEX: vertex select mode.
- - EDGE: edge select mode.
- - FACE: face select mode.
-"""
-
-AssignModes = {'REPLACE':1}
-
-def Get(name=None):
- """
- Get the mesh data object called I{name} from Blender.
- @type name: string
- @param name: The name of the mesh data object.
- @rtype: Mesh
- @return: If a name is given, it returns either the requested mesh or None.
- If no parameter is given, it returns all the meshes in the current scene.
- """
-
-def New(name='Mesh'):
- """
- Create a new mesh data object called I{name}.
- @type name: string
- @param name: The name of the mesh data object.
- @rtype: Mesh
- @return: a new Blender mesh.
- @note: if the mesh is not linked to an object, its datablock will be deleted
- when the object is deallocated.
- """
-
-def Mode(mode=0):
- """
- Get and/or set the selection modes for mesh editing. These are the modes
- visible in the 3D window when a mesh is in Edit Mode.
- @type mode: int
- @param mode: The desired selection mode. See L{SelectModes} for values.
- Modes can be combined. If omitted, the selection mode is not changed.
- @rtype: int
- @return: the current selection mode.
- @note: The selection mode is an attribute of the current scene. If the
- scene is changed, the selection mode may not be the same.
- """
-
-def Unlink(name):
- """
- Delete an unused mesh from Blender's database. The mesh must not have
- any users (i.e., it must not be linked to any object).
- @type name: string
- @param name: The name of the mesh data object.
- @rtype: None
- @note: This function may be a temporary solution; it may be replaced
- in the future by a more general unlink function for many datablock types.
- Hopefully this will be decided prior to the 2.42 release of Blender.
- """
-
-class MCol:
- """
- The MCol object
- ===============
- This object is four ints representing an RGBA color.
- @ivar r: The Red component in [0, 255].
- @type r: int
- @ivar g: The Green component in [0, 255].
- @type g: int
- @ivar b: The Blue component in [0, 255].
- @type b: int
- @ivar a: The Alpha (transparency) component in [0, 255].
- @type a: int
- """
-
-class MVert:
- """
- The MVert object
- ================
- This object holds mesh vertex data.
- @ivar co: The vertex coordinates (x, y, z).
- @type co: vector (WRAPPED DATA)
- @ivar no: The vertex's unit normal vector (x, y, z).
- B{Note}: if vertex coordinates are changed, it may be necessary to use
- L{Mesh.calcNormals()} to update the vertex normals.
- B{Note}: Vertex normals can be set, but are not wrapped so modifying a normal
- vector will not effect the verts normal. The result is only visible
- when faces have the smooth option enabled.
- Example::
- # This won't work.
- for v in me.verts:
- v.no.x= 0
- v.no.y= 0
- v.no.z= 1
- # This will work
- no= Blender.Mathutils.Vector(0,0,1)
- for v in me.verts:
- v.no= no
- @type no: vector
- @ivar uvco: The vertex texture "sticky" coordinates (x, y),
- B{Note}: These are not seen in the UV editor and they are not a part of UV a UVLayer. Use face UV's for that.
- if present. Available for MVerts only.
- Use L{Mesh.vertexUV} to test for presence before trying to access;
- otherwise an exception will may be thrown.
- (Sticky coordinates can be set when the object is in the Edit mode;
- from the Editing Panel (F9), look under the "Mesh" properties for the
- "Sticky" button).
- @type uvco: vector (WRAPPED DATA)
- @ivar index: The vertex's index within the mesh (MVerts only). Read-only.
- @type index: int
- @ivar sel: The vertex's selection state (selected=1).
- B{Note}: a Mesh will return the selection state of the mesh when EditMode
- was last exited. A Python script operating in EditMode must exit EditMode
- before getting the current selection state of the mesh.
- @type sel: int
- @ivar hide: The face's B{edit mode} visibility state (hidden=1).
- @type hide: int
- @warn: There are two kinds of UV texture coordinates in Blender: per vertex
- ("sticky") and per face vertex (UV in L{MFace}). In the first, there's
- only one UV pair of coordinates for each vertex in the mesh. In the
- second, for each face it belongs to, a vertex can have different UV
- coordinates. This makes the per face option more flexible, since two
- adjacent faces won't have to be mapped to a continuous region in an image:
- each face can be independently mapped to any part of its texture.
- """
-
- def __init__(coord):
- """
- Create a new PVert object.
-
- @note: PVert-type objects are designed to be used for creating and
- modifying a mesh's vertex list, but since they do not "wrap" any Blender
- data there are some differences. The B{index} and B{uvco} attributes
- are not defined for PVerts, and the B{no} attribute contains valid
- data only if the PVert was created from an MVert (using a slice
- operation on the mesh's vertex list.) PVerts also cannot be used as an
- argument to any method which expects data wrapping a Blender mesh, such
- as L{MVertSeq.delete()}.
-
- Example::
- v = Blender.Mesh.MVert(1,0,0)
- v = Blender.Mesh.MVert(Blender.Mathutils.Vector([1,0,0]))
-
- m = Blender.Mesh.Get('Mesh')
- vlist = m.verts[:] # slice operation also returns PVerts
-
- @type coord: three floats or a Vector object
- @param coord: the coordinate values for the new vertex
- @rtype: PVert
- @return: a new PVert object
-
- """
-
-class MVertSeq:
- """
- The MVertSeq object
- ===================
- This object provides sequence and iterator access to the mesh's vertices.
- Access and assignment of single items and slices are also supported.
- When a single item in the vertex list is accessed, the operator[] returns
- a MVert object which "wraps" the actual vertex in the mesh; changing any
- of the vertex's attributes will immediately change the data in the mesh.
- When a slice of the vertex list is accessed, however, the operator[]
- returns a list of PVert objects which are copies of the mesh's vertex
- data. Changes to these objects have no effect on the mesh; they must be
- assigned back to the mesh's vertex list.
-
- Slice assignments cannot change the vertex list size. The size of the
- list being assigned must be the same as the specified slice; otherwise an
- exception is thrown.
-
- Example::
- import Blender
- from Blender import Mesh
-
- me = Mesh.Get("Plane") # get the mesh data called "Plane"
- vert = me.verts[0] # vert accesses actual mesh data
- vert.co[0] += 2 # change the vertex's X location
- pvert = me.verts[-2:] # pvert is COPY of mesh's last two verts
- pvert[0].co[0] += 2 # change the vertex's X location
- pvert[1].co[0] += 2 # change the vertex's X location
- me.verts[-1] = pvert[1] # put change to second vertex into mesh
-
- @note: The mesh can be "cleared" by assigning B{None} to the mesh's vertex
- list. This does not delete the Blender mesh object, it only deletes all
- the memory allocated to the mesh. The result is equivalent to calling
- Mesh.New(). The intent is to allow users writing exporters to free memory
- after it is used in a quick and simple way.
-
- Example::
- import Blender
- from Blender import Mesh
-
- me = Mesh.Get("Plane") # get the mesh data called "Plane"
- me.verts = None # delete all the mesh's attributes
-
- """
-
- def extend(coords):
- """
- Append zero or more vertices to the mesh. Unlike L{MEdgeSeq.extend()} and
- L{MFaceSeq.extend()} no attempt is made to check for duplicate vertices in
- the parameter list, or for vertices already in the mesh.
- @note: Since Blender 2.44 all new verts are selected.
-
- Example::
- import Blender
- from Blender import Mesh
- from Blender.Mathutils import Vector
-
- me = Mesh.Get("Plane") # get the mesh data called "Plane"
- me.verts.extend(1,1,1) # add one vertex
- l=[(.1,.1,.1),Vector([2,2,.5])]
- me.verts.extend(l) # add multiple vertices
-
- @type coords: sequences(s) of floats or vectors
- @param coords: coords can be
- - a sequence of three floats,
- - a 3D vector, or
- - a sequence (list or tuple) of either of the above.
- """
-
- def delete(verts):
- """
- Deletes one or more vertices from the mesh. Any edge or face which
- uses the specified vertices are also deleted.
-
- @type verts: multiple ints or MVerts
- @param verts: can be
- - a single MVert belonging to the mesh (B{note:} will not work with
- PVerts)
- - a single integer, specifying an index into the mesh's vertex list
- - a sequence (list or tuple) containing two or more of either of
- the above.
- """
-
- def selected():
- """
- Get selected vertices.
- @return: a list of the indices for all vertices selected in edit mode.
- @rtype: list of ints
- """
-
-class MEdge:
- """
- The MEdge object
- ================
- This object holds mesh edge data.
- @ivar v1: The first vertex of the edge.
- @type v1: MVert
- @ivar v2: The second vertex of the edge.
- @type v2: MVert
- @ivar length: The length of the edge, same as (ed.v1.co-ed.v2.co).length where "ed" is an MEdge.
- @type length: float
- @ivar crease: The crease value of the edge. It is in the range [0,255].
- @type crease: int
- @ivar flag: The bitfield describing edge properties. See L{EdgeFlags}.
- Example::
- # This script counts fgon and non fgon edges
- from Blender import Scene, Mesh
- scn= Scene.GetCurrent() # Current scene, important to be scene aware
- ob= scn.objects.active # last selected object
- me= ob.getData(mesh=1) # thin wrapper doesn't copy mesh data like nmesh
-
- total_fgon_eds= total_nor_eds= 0
-
- # Look through the edges and find any fgon edges, then print the findings to the console
- for ed in me.edges: # all meshes have edge data now
- if ed.flag & Mesh.EdgeFlags.FGON:
- total_fgon_eds+=1
- else:
- total_nor_eds+=1
-
- print 'Blender has', total_fgon_eds, 'fgon edges and', total_nor_eds, 'non fgon edges'
- @type flag: int
- @ivar index: The edge's index within the mesh. Read-only.
- @type index: int
- @ivar sel: The edge's B{edit mode} selection state (selected=1). B{Note}:
- changing the select state of an edge changes the select state of the edge's
- vertices.
- @type sel: int
- @ivar key: The edge's vert indices in an ordered tuple, which can be used
- as a dictionary key. Read-only.
- This is the same as (min(ed.v1.index, ed.v2.index), max(ed.v1.index, ed.v2.index))
- @type key: tuple
- """
-
- def __iter__():
- """
- Iterator for MEdge. It iterates over the MVerts of the edge, returning
- v1 then v2.
- @return: one of the edge's vertices
- @rtype: MVert
- """
-
-class MEdgeSeq:
- """
- The MEdgeSeq object
- ===================
- This object provides sequence and iterator access to the mesh's edges.
- """
-
- def extend(vertseq):
- """
- Add zero or more edges to the mesh. Edges which already exist in the
- mesh or with both vertices the same are ignored. If three or four verts
- are specified in any sequence, an edge is also created between the first
- and last vertices (this is useful when adding faces).
- @note: Since Blender 2.44 all new edges are selected.
-
- Example::
- import Blender
- from Blender import Mesh
-
- me = Mesh.Get("Plane") # get the mesh data called "Plane"
- v = me.verts # get vertices
- if len(v) >= 6: # if there are enough vertices...
- me.edges.extend(v[0],v[1]) # add a single edge
- l=[(v[1],v[2],v[3]),[0,2,4,5]]
- me.edges.extend(l) # add multiple edges
-
- @type vertseq: sequence(s) of ints or MVerts
- @param vertseq: either two to four ints or MVerts, or sequence
- (list or tuple) of sequences each containing two to four ints or MVerts.
- """
-
- def delete(edges):
- """
- Deletes one or more edges from the mesh. In addition, also delete:
- - any faces which uses the specified edge(s)
- - any "orphan" vertices (belonging only to specified edge(s))
-
- @type edges: multiple ints or MEdges
- @param edges: can be
- - a single MEdge belonging to the mesh
- - a single integer, specifying an index into the mesh's edge list
- - a sequence (list or tuple) containing two or more of either of
- the above.
- """
-
- def selected():
- """
- Get selected edges.
- Selected edges are those for which both vertices are selected.
- @return: a list of the indices for all edges selected in edit mode.
- @rtype: list of ints
- """
-
-class MFace:
- """
- The MFace object
- ================
- This object holds mesh face data.
-
- Example::
- import Blender
- from Blender import Mesh, Window
-
- in_emode = Window.EditMode()
- if in_emode: Window.EditMode(0)
-
- me = Mesh.Get("Mesh")
- faces = me.faces
-
- ## Example for editmode faces selection:
- selected_faces = []
- for f in faces:
- if f.sel:
- selected_faces.append(f)
- # ... unselect selected and select all the others:
- for f in faces:
- f.sel = not f.sel # 1 becomes 0, 0 becomes 1
-
- ## Example for UV textured faces selection:
- selected_faces = []
- SEL = Mesh.FaceFlags['SELECT']
- # get selected faces:
- for f in faces:
- if f.flag & SEL:
- selected_faces.append(f)
- # ... unselect selected and select all the others:
- for f in faces:
- if f.flag & SEL:
- f.flag &= ~SEL # unselect these
- else:
- f.flag |= SEL # and select these
-
- if in_emode: Window.EditMode(1)
- Blender.Redraw()
-
- @ivar verts: The face's vertices. Each face has 3 or 4 vertices.
- @type verts: list of MVerts
- @ivar v: Same as L{verts}. This attribute is only for compatibility with
- NMesh scripts and will probably be deprecated in the future.
- @ivar sel: The face's B{edit mode} selection state (selected=1).
- This is not the same as the selection state of the textured faces
- (see L{flag}). B{Note}: changing the select state of a face changes
- the select state of the face's vertices.
- @type sel: int
- @ivar hide: The face's B{edit mode} visibility state (hidden=1).
- This is not the same as the visibility state of
- the textured faces (see L{flag}).
- @type hide: int
- @ivar smooth: If set, the vertex normals are averaged to make this
- face look smooth. (This is the same as choosing "Set Smooth" in the
- Editing Panel (F9) under "Link and Material" properties).
- @type smooth: int
- @ivar col: The face's vertex colors, if defined. Each vertex has its own
- color.
- Will throw an exception if L{Mesh.vertexColors} is False.
-
- Example::
- # This example uses vertex normals to apply normal colors to each face.
- import bpy
- from Blender import Window
- scn= bpy.scenes.active # Current scene, important to be scene aware
- ob= scn.objects.active # last selected object
- me= ob.getData(mesh=1) # thin wrapper doesn't copy mesh data like nmesh
- me.vertexColors= True # Enable face, vertex colors
- for f in me.faces:
- for i, v in enumerate(f):
- no= v.no
- col= f.col[i]
- col.r= int((no.x+1)*128)
- col.g= int((no.y+1)*128)
- col.b= int((no.z+1)*128)
- Window.RedrawAll()
- @type col: tuple of MCols
- @ivar mat: The face's index into the mesh's materials
- list. It is in the range [0,15].
- @type mat: int
- @ivar image: The Image used as a texture for this face.
- Setting this attribute will create UV faces if they do not exist.
- Getting this attribute throw an exception if the mesh does not have
- UV faces; use L{Mesh.faceUV} to test.
- Assigning an image will automatically set the TEX attribute of the
- L{mode} bitfield. Use "del f.image" or "f.image = None" to clear the
- image assigned to the face.
- @type image: Image
- @ivar mode: The texture mode bitfield (see L{FaceModes}).
- Will throw an exception if the mesh does not have UV faces; use
- L{Mesh.faceUV} to test.
- @type mode: int
- @ivar index: The face's index within the mesh. Read-only.
- @type index: int
-
- @ivar flag: The face's B{texture mode} flags; indicates the selection,
- active , and visibility states of a textured face (see
- L{FaceFlags} for values).
- This is not the same as the selection or visibility states of
- the faces in edit mode (see L{sel} and L{hide}).
- To set the active face, use
- the L{Mesh.activeFace} attribute instead.
- Will throw an exception if the mesh does not have UV faces; use
- L{Mesh.faceUV} to test.
-
- @ivar transp: Transparency mode. It is one of the values in
- L{FaceTranspModes}).
- Will throw an exception if the mesh does not have UV faces; use
- L{Mesh.faceUV} to test.
- @type transp: int
-
- @ivar uv: The face's UV coordinates. Each vertex has its own UV coordinate.
- Setting this attribute will create UV faces if they do not exist.
- Getting this attribute throw an exception if the mesh does not have
- UV faces; use L{Mesh.faceUV} to test.
- @type uv: tuple of vectors (WRAPPED DATA)
- @ivar uvSel: The face's UV coordinates selection state; a 1 indicates the
- vertex is selected. Each vertex has its own UV coordinate select state
- (this is not the same as the vertex's edit mode selection state).
- Setting this attribute will create UV faces if they do not exist.
- Getting this attribute throw an exception if the mesh does not have
- UV faces; use L{Mesh.faceUV} to test.
- @type uvSel: tuple of ints
- @ivar no: The face's normal vector (x, y, z). Read-only.
- @type no: vector
- @ivar cent: The center of the face. Read-only.
- @type cent: vector
- @ivar area: The area of the face. Read-only.
- @type area: float
- @ivar edge_keys: A tuple, each item a key that can reference an edge by its
- ordered indices. Read-only. This is useful for building connectivity data.
- Example::
- from Blender import Mesh
- me = Mesh.Get('Cube')
- # a dictionary where the edge is the key, and a list of faces that use it are the value
- edge_faces = dict([(ed.key, []) for ed in me.edges])
-
- # Add the faces to the dict
- for f in me.faces:
- for key in f.edge_keys:
- edge_faces[key].append(f) # add this face to the edge as a user
-
- # Print the edges and the number of face users
- for key, face_users in edge_faces.iteritems():
- print 'Edge:', key, 'uses:', len(face_users),'faces'
-
- @type edge_keys: tuple
- @note: there are regular faces and textured faces in Blender, both currently
- with their own selection and visibility states, due to a mix of old and new
- code. To (un)select or (un)hide regular faces (visible in EditMode), use
- L{MFace.sel} and L{MFace.hide} attributes. For textured faces (UV Face
- Select and Paint modes in Blender) use the L{MFace.flag} attribute.
- Check the example above and note L{Window.EditMode}.
- @note: Assigning UV textures to mesh faces in Blender works like this:
- 1. Select your mesh.
- 2. Enter face select mode (press f) and select at least some face(s).
- 3. In the UV/Image Editor window, load / select an image.
- 4. Play in both windows (better split the screen to see both at the same
- time) until the UV coordinates are where you want them. Hint: in the
- 3D window, the 'u' key opens a menu of default UV choices and the 'r'
- key lets you rotate the UV coords.
- 5. Leave face select mode (press f).
- """
-
- def __iter__():
- """
- Iterator for MVert. It iterates over the MVerts of the face, returning
- v1, v2, v3 (and optionally v4);
- @return: one of the face's vertices
- @rtype: MVert
- """
-
- def __len__():
- """
- len for MVert. It returns the number of vertices in the face.
- @rtype: int
- """
-
-class MFaceSeq:
- """
- The MFaceSeq object
- ===================
- This object provides sequence and iterator access to the mesh's faces.
- """
-
- def extend(vertseq,ignoreDups=True,indexList=True):
- """
- Add zero or more faces and edges to the mesh. Faces which already exist
- in the mesh, or faces which contain the same vertex multiple times are
- ignored. Sequences of two vertices are accepted, but no face will be
- created.
- @note: Since Blender 2.44 all new faces are selected.
-
- Example::
- import Blender
- from Blender import Mesh
-
- me = Mesh.Get("Plane") # get the mesh data called "Plane"
- v = me.verts # get vertices
- if len(v) >= 6: # if there are enough vertices...
- me.faces.extend(v[1],v[2],v[3]) # add a single edge
- l=[(v[0],v[1]),[0,2,4,5]]
- me.faces.extend(l) # add another face
-
- @type vertseq: sequence(s) of MVerts
- @param vertseq: either two to four ints or MVerts, or sequence (list or
- tuple) of sequences each containing two to four ints or MVerts.
- @type ignoreDups: boolean
- @param ignoreDups: keyword parameter (default is False). If supplied and
- True, do not check the input list or mesh for duplicate faces. This can
- speed up scripts but can prossibly produce undesirable effects. Only
- use if you know what you're doing.
- @type indexList: boolean
- @param indexList: keyword parameter (default is False). If supplied and
- True, the method will return a list representing the new index for each
- face in the input list. If faces are removed as duplicates, None is
- inserted in place of the index.
- @warning: Faces using the first vertex at the 3rd or 4th location in the
- face's vertex list will have their order rotated so that the zero index
- on in the first or second location in the face. When creating face data
- with UVs or vertex colors, you may need to work around this, either by
- checking for zero indices yourself or by adding a dummy first vertex to
- the mesh that can be removed when your script has finished.
- """
-
- def delete(deledges, faces):
- """
- Deletes one or more faces (and optionally the edges associated with
- the face(s)) from the mesh.
-
- @type deledges: int
- @param deledges: controls whether just the faces (deledges=0)
- or the faces and edges (deledges=1) are deleted. These correspond to the
- "Only Faces" and "Edges & Faces" options in the Edit Mode pop-up menu
- @type faces: multiple ints or MFaces
- @param faces: a sequence (list or tuple) containing one or more of:
- - an MEdge belonging to the mesh
- - a integer, specifying an index into the mesh's face list
- """
-
- def sort():
- """
- Sorts the faces using exactly the same syntax as pythons own list sorting function.
-
- Example::
- import Blender
- from Blender import Mesh
- me = Mesh.Get('mymesh')
-
- me.faces.sort(key=lambda f: f.area)
-
- me.faces.sort(key=lambda f: f.cent)
-
- @note: Internally faces only refer to their index, so after sorting, faces you alredy have will not have their index changed to match the new sorted order.
- """
-
- def selected():
- """
- Get selected faces.
- @return: a list of the indices for all faces selected in edit mode.
- @rtype: list of ints
- """
-
-from IDProp import IDGroup, IDArray
-class Mesh:
- """
- The Mesh Data object
- ====================
- This object gives access to mesh data in Blender.
-
- @note: the verts, edges and faces attributes are implemented as sequences.
- The operator[] and len() are defined for these sequences. You cannot
- assign to an item in the sequence, but you can assign to most of the
- attributes of individual items.
- @ivar edges: The mesh's edges.
- @type edges: sequence of MEdges
- @ivar faces: The mesh's faces.
- @type faces: sequence of MFaces
- @ivar verts: The mesh's vertices.
- @type verts: sequence of MVerts
-
- @ivar materials: The mesh's materials. Each mesh can reference up to
- 16 materials. Empty slots in the mesh's list are represented by B{None}.
- B{Note}: L{Object.colbits<Object.Object.colbits>} needs to be set correctly
- for each object in order for these materials to be used instead of
- the object's materials.
- B{Note}: Making the material list shorter does not change the face's material indices.
- Take care when using the face's material indices to reference a material in this list.
- B{Note}: The list that's returned is I{not} linked to the original mesh.
- mesh.materials.append(material) won't do anything.
- Use mesh.materials += [material] instead.
- @type materials: list of L{Material}s
- @ivar degr: The max angle for auto smoothing in [1,80].
- @type degr: int
- @ivar maxSmoothAngle: Same as L{degr}. This attribute is only for
- compatibility with NMesh scripts and will probably be deprecated in
- the future.
- @ivar mode: The mesh's mode bitfield. See L{Modes}.
- @type mode: int
- @ivar sel: Sets selection status for all vertices, edges and faces in the
- mesh (write only).
- @type sel: boolean
- @ivar hide: Sets hidden status for all vertices, edges and faces in the
- mesh (write only).
- @type hide: boolean
- @ivar subDivLevels: The [display, rendering] subdivision levels in [1, 6].
- @type subDivLevels: list of 2 ints
- @ivar faceUV: The mesh contains UV-mapped textured faces.
- @type faceUV: bool
- @ivar vertexColors: The mesh contains vertex colors. Set True to add vertex colors.
- @type vertexColors: bool
- @ivar vertexUV: The mesh contains "sticky" per-vertex UV coordinates.
- @type vertexUV: bool
- @ivar activeFace: Index of the mesh's active face in UV Face Select and
- Paint modes. Only one face can be active at a time. Note that this is
- independent of the selected faces in Face Select and Edit modes.
- Will throw an exception if the mesh does not have UV faces; use
- L{faceUV} to test.
- @type activeFace: int
- @ivar activeGroup: The mesh's active vertex group. The mesh must be
- linked to an object (read the comment in L{addVertGroup} for more info).
- @type activeGroup: string or None
- @ivar texMesh: The mesh's texMesh setting, used so coordinates from another
- mesh can be used for rendering textures.
- @type texMesh: Mesh or None
- @ivar key: The L{Key<Key.Key>} object containing the keyframes for this mesh, if any.
- @type key: Key or None
- @ivar activeUVLayer: The mesh's active UV/Image layer. None if there is no UV/Image layers.
-
- B{Note}: After setting this value, call L{update} so the result can be seen the the 3d view.
- @type activeUVLayer: string
- @ivar activeColorLayer: The mesh's active Vertex Color layer. None if there is no UV/Image layers.
-
- B{Note}: After setting this value, call L{update} so the result can be seen the the 3d view.
- @type activeColorLayer: string
-
- @ivar renderUVLayer: The mesh's rendered UV/Image layer. None if there is no UV/Image layers.
- @type renderUVLayer: string
- @ivar renderColorLayer: The mesh's rendered Vertex Color layer. None if there is no UV/Image layers.
- @type renderColorLayer: string
-
- @ivar multires: The mesh has multires data, set True to add multires data.
- Will throw an exception if the mesh has shape keys; use L{key} to test.
- @type multires: bool
- @ivar multiresLevelCount: The mesh has multires data. (read only)
- @type multiresLevelCount: int
- @ivar multiresDrawLevel: The multires level to display in the 3dview in [1 - multiresLevelCount].
- @type multiresDrawLevel: int
- @ivar multiresEdgeLevel: The multires level edge display in the 3dview [1 - multiresLevelCount].
- @type multiresEdgeLevel: int
- @ivar multiresPinLevel: The multires pin level, used for applying modifiers [1 - multiresLevelCount].
- @type multiresPinLevel: int
- @ivar multiresRenderLevel: The multires level to render [1 - multiresLevelCount].
- @type multiresRenderLevel: int
-
-
- """
-
- def getFromObject(object, cage=0, render=0):
- """
- Replace the mesh's existing data with the raw mesh data from a Blender
- Object. This method supports all the geometry based objects (mesh, text,
- curve, surface, and meta). If the object has modifiers, they will be
- applied before to the object before extracting the vertex data unless
- the B{cage} parameter is 1.
- @note: The mesh coordinates are in I{local space}, not the world space of
- its object. For world space vertex coordinates, each vertex location must
- be multiplied by the object's 4x4 transform matrix (see L{transform}).
- @note: The objects materials will not be copied into the existing mesh,
- however the face material indices will match the material list of the original data.
- @type object: blender object or string
- @param object: The Blender object or its name, which contains the geometry data.
- @type cage: int
- @param cage: determines whether the original vertices or derived vertices
- @type render: int
- @param render: determines whether the render setting for modifiers will be used or not.
- (for objects with modifiers) are used. The default is derived vertices.
- """
-
- def calcNormals():
- """
- Recalculates the vertex normals using face data.
- """
-
- def pointInside(point, selected_only=False):
- """
- @type point: vector
- @param point: Test if this point is inside the mesh
- @type selected_only: bool
- @param selected_only: if True or 1, only the selected faces are taken into account.
- Returns true if vector is inside the mesh.
- @note: Only returns a valid result for mesh data that has no holes.
- @note: Bubbles in the mesh work as expect.
- """
-
- def transform(matrix, recalc_normals = False, selected_only=False):
- """
- Transforms the mesh by the specified 4x4 matrix (such as returned by
- L{Object.Object.getMatrix}). The matrix should be invertible.
- Ideal usage for this is exporting to an external file where
- global vertex locations are required for each object.
- Sometimes external renderers or file formats do not use vertex normals.
- In this case, you can skip transforming the vertex normals by leaving
- the optional parameter recalc_normals as False or 0 (the default value).
-
- Example::
- # This script outputs deformed meshes worldspace vertex locations
- # for a selected object without changing the object
- import Blender
- from Blender import Mesh, Object
-
- ob = Object.GetSelected()[0] # Get the first selected object
- me = Mesh.New() # Create a new mesh
- me.getFromObject(ob.name) # Get the object's mesh data
- verts = me.verts[:] # Save a copy of the vertices
- me.transform(ob.matrix) # Convert verts to world space
- for v in me.verts:
- print 'worldspace vert', v.co
- me.verts = verts # Restore the original verts
-
- @type matrix: Py_Matrix
- @param matrix: 4x4 Matrix which can contain location, scale and rotation.
- @type recalc_normals: int
- @param recalc_normals: if True or 1, also transform vertex normals.
- @type selected_only: bool
- @param selected_only: if True or 1, only the selected verts will be transformed.
- @warn: unlike L{NMesh.transform()<NMesh.NMesh.transform>}, this method
- I{will immediately modify the mesh data} when it is used. If you
- transform the mesh using the object's matrix to get the vertices'
- world positions, the result will be a "double transform". To avoid
- this you either need to set the object's matrix to the identity
- matrix, perform the inverse transform after outputting the transformed
- vertices, or make a copy of the vertices prior to using this method
- and restore them after outputting the transformed vertices (as shown
- in the example).
- """
-
- def vertexShade(object):
- """
- Colors vertices based on the current lighting setup, like when there
- are no vertex colors and no textured faces and a user enters Vertex Paint
- Mode in Blender (only lamps in visible layers account). An exception is
- thrown if called while in EditMode.
- @type object: Object
- @param object: The Blender Object linked to the mesh.
- """
-
- def update(key=None):
- """
- Update display lists after changes to mesh. B{Note}: with changes taking
- place for using a directed acyclic graph (DAG) for scene and object
- updating, this method may be only temporary and may be removed in future
- releases.
- @type key: string
- @param key: Use this optional argument to write the current vertex
- locations to the a shape key. the name must match an existing shape key for this mesh
- See L{Mesh.Mesh.key} and L{Key.Key.blocks} to get a list of the named shape keys, setting the active keys is
- done from the object with L{Object.Object.pinShape}, L{Object.Object.activeShape}.
-
-
-
- @warn: Since Blender 2.42 this function has changed; now it won't recalculate
- vertex normals (seen when faces are smooth). See L{Mesh.calcNormals()}.
- """
-
- def findEdges(edges):
- """
- Quickly search for the location of an edges.
- @type edges: sequence(s) of ints or MVerts
- @param edges: can be tuples of MVerts or integer indexes (B{note:} will
- not work with PVerts) or a sequence (list or tuple) containing two or
- more sequences.
- @rtype: int, None or list
- @return: if an edge is found, its index is returned; otherwise None is
- returned. If a sequence of edges is passed, a list is returned.
- """
-
- def addVertGroup(group):
- """
- Add a named and empty vertex (deform) group to the object this mesh is
- linked to. The mesh must first be linked to an object (with object.link()
- or object.getData() ) so the method knows which object to update.
- This is because vertex groups in Blender are stored in I{the object} --
- not in the mesh, which may be linked to more than one object.
- @type group: string
- @param group: the name for the new group.
- """
-
- def removeVertGroup(group):
- """
- Remove a named vertex (deform) group from the object linked to this mesh.
- All vertices assigned to the group will be removed (just from the group,
- not deleted from the mesh), if any. If this mesh was newly created, it
- must first be linked to an object (read the comment in L{addVertGroup} for
- more info).
- @type group: string
- @param group: the name of a vertex group.
- """
-
- def assignVertsToGroup(group, vertList, weight, assignmode = AssignModes['REPLACE']):
- """
- Adds an array (a Python list) of vertex points to a named vertex group
- associated with a mesh. The vertex list is a list of vertex indices from
- the mesh. You should assign vertex points to groups only when the mesh has
- all its vertex points added to it and is already linked to an object.
-
- I{B{Example:}}
- The example here adds a new set of vertex indices to a sphere primitive::
- import Blender
- sphere = Blender.Object.Get('Sphere')
- replace = Blender.Mesh.AssignModes.REPLACE
- mesh = sphere.getData(mesh=True)
- mesh.addVertGroup('firstGroup')
- vertList = []
- for x in range(300):
- if x % 3 == 0:
- vertList.append(x)
- mesh.assignVertsToGroup('firstGroup', vertList, 0.5, replace)
-
- @type group: string
- @param group: the name of the group.
- @type vertList: list of ints
- @param vertList: a list of vertex indices.
- @type weight: float
- @param weight: the deform weight for (which means: the amount of influence
- the group has over) the given vertices. It should be in the range
- [0.0, 1.0]. If weight <= 0, the given vertices are removed from the
- group. If weight > 1, it is clamped.
- @type assignmode: module constant
- @param assignmode: Three choices: REPLACE, ADD or SUBTRACT.
- See L{AssignModes} for a complete description.
- """
-
- def removeVertsFromGroup(group, vertList = None):
- """
- Remove a list of vertices from the given group. If this mesh was newly
- created, it must first be linked to an object (check L{addVertGroup}).
- @type group: string
- @param group: the name of a vertex group
- @type vertList: list of ints
- @param vertList: a list of vertex indices to be removed from I{group}.
- If None, all vertices are removed -- the group is emptied.
- """
-
- def getVertsFromGroup(group, weightsFlag = 0, vertList = None):
- """
- Return a list of vertex indices associated with the passed group. This
- method can be used to test whether a vertex index is part of a group and
- if so, what its weight is.
-
- I{B{Example:}}
- Append this to the example from L{assignVertsToGroup}::
- # ...
- print "Vertex indices from group %s :" % groupName
- print mesh.getVertsFromGroup('firstGroup')
- print "Again, with weights:"
- print mesh.getVertsFromGroup('firstGroup',1)
- print "Again, with weights and restricted to the given indices:"
- print mesh.getVertsFromGroup('firstGroup',1,[1,2,3,4,5,6])
-
- @type group: string
- @param group: the group name.
- @type weightsFlag: bool
- @param weightsFlag: if 1, each item in the list returned contains a
- tuple pair (index, weight), the weight is a float between 0.0 and 1.0.
- @type vertList: list of ints
- @param vertList: if given, only those vertex points that are both in the
- list and group passed in are returned.
- """
-
- def renameVertGroup(groupName, newName):
- """
- Renames a vertex group.
- @type groupName: string
- @param groupName: the vertex group name to be renamed.
- @type newName: string
- @param newName: the name to replace the old name.
- """
-
- def getVertGroupNames():
- """
- Return a list of all vertex group names.
- @rtype: list of strings
- @return: returns a list of strings representing all vertex group
- associated with the mesh's object
- """
-
- def getUVLayerNames():
- """
- Return a list of all UV layer names
- @rtype: list of strings
- @return: returns a list of strings representing all UV layers
- associated with the mesh's object
- """
-
- def getColorLayerNames():
- """
- Return a list of all color layer names
- @rtype: list of strings
- @return: returns a list of strings representing all color layers
- associated with the mesh's object
- """
-
- def getVertexInfluences(index):
- """
- Get the bone influences for a specific vertex.
- @type index: int
- @param index: The index of a vertex.
- @rtype: list of lists
- @return: List of pairs [name, weight], where name is the bone name (string)
- and weight is a float value.
- """
-
- def removeAllKeys():
- """
- Remove all mesh keys stored in this mesh.
- @rtype: bool
- @return: True if successful or False if the Mesh has no keys.
- """
-
- def insertKey(frame = None, type = 'relative'):
- """
- Insert a mesh key at the given frame.
- @type frame: int
- @type type: string
- @param frame: The Scene frame where the mesh key should be inserted. If
- None or the arg is not given, the current frame is used.
- @param type: The mesh key type: 'relative' or 'absolute'. This is only
- relevant on meshes with no keys.
- @warn: This and L{removeAllKeys} were included in this release only to
- make accessing vertex keys possible, but may not be a proper solution
- and may be substituted by something better later. For example, it
- seems that 'frame' should be kept in the range [1, 100]
- (the curves can be manually tweaked in the Ipo Curve Editor window in
- Blender itself later).
- @warn: Will throw an error if the mesh has multires. use L{multires} to check.
- """
-
- def addUVLayer(name):
- """
- Adds a new UV/Image layer to this mesh, it will always be the last layer but not made active.
- @type name: string
- @param name: The name of the new UV layer, 31 characters max.
- """
-
- def addColorLayer(name):
- """
- Adds a new Vertex Color layer to this mesh, it will always be the last layer but not made active.
- @type name: string
- @param name: The name of the new Color layer, 31 characters max.
- """
-
- def removeUVLayer(name):
- """
- Removes the active UV/Image layer.
- @type name: string
- @param name: The name of the UV layer to remove.
- """
-
- def removeColorLayer(name):
- """
- Removes the active Vertex Color layer.
- @type name: string
- @param name: The name of the Color layer to remove.
- """
-
- def renameUVLayer(name, newname):
- """
- Renames the UV layer called name to newname.
- @type name: string
- @param name: The UV layer to rename.
- @type newname: string
- @param newname: The new name of the UV layer, will be made unique.
- """
-
- def renameColorLayer(name, newname):
- """
- Renames the color layer called name to newname.
- @type name: string
- @param name: The Color layer to rename.
- @type newname: string
- @param newname: The new name of the Color layer, will be made unique.
- """
-
- def smooth():
- """
- Flattens angle of selected faces. Experimental mesh tool.
- An exception is thrown if called while in EditMode.
- """
-
- def flipNormals():
- """
- Toggles the direction of selected face's normals. Experimental mesh tool.
- An exception is thrown if called while in EditMode.
- """
-
- def toSphere():
- """
- Moves selected vertices outward in a spherical shape. Experimental mesh
- tool.
- An exception is thrown if called while in EditMode.
- """
-
- def fill():
- """
- Scan fill a closed selected edge loop. Experimental mesh tool.
- An exception is thrown if called while in EditMode.
- """
-
- def triangleToQuad():
- """
- Convert selected triangles to quads. Experimental mesh tool.
- An exception is thrown if called while in EditMode.
- """
-
- def quadToTriangle(mode=0):
- """
- Convert selected quads to triangles. Experimental mesh tool.
- An exception is thrown if called while in EditMode.
- @type mode: int
- @param mode: specifies whether a to add the new edge between the
- closest (=0) or farthest(=1) vertices.
- """
-
- def subdivide(beauty=0):
- """
- Subdivide selected edges in a mesh. Experimental mesh tool.
- An exception is thrown if called while in EditMode.
- @type beauty: int
- @param beauty: specifies whether a "beauty" subdivide should be
- enabled (disabled is default). Value must be in the range [0,1].
- """
-
- def remDoubles(limit):
- """
- Removes duplicates from selected vertices. Experimental mesh tool.
- An exception is thrown if called while in EditMode.
- @type limit: float
- @param limit: specifies the maximum distance considered for vertices
- to be "doubles". Value is clamped to the range [0.0,1.0].
- @rtype: int
- @return: the number of vertices deleted
- """
-
- def recalcNormals(direction=0):
- """
- Recalculates inside or outside normals for selected faces. Experimental
- mesh tool.
- An exception is thrown if called while in EditMode.
- @type direction: int
- @param direction: specifies outward (0) or inward (1) normals. Outward
- is the default. Value must be in the range [0,1].
- """
-
- def __copy__ ():
- """
- Make a copy of this mesh
- @rtype: Mesh
- @return: a copy of this mesh
- """
-
-import id_generics
-Mesh.__doc__ += id_generics.attributes