diff options
Diffstat (limited to 'source/blender/python/api2_2x/doc/NMesh.py')
-rw-r--r-- | source/blender/python/api2_2x/doc/NMesh.py | 70 |
1 files changed, 35 insertions, 35 deletions
diff --git a/source/blender/python/api2_2x/doc/NMesh.py b/source/blender/python/api2_2x/doc/NMesh.py index 212feb24a2b..c2f7df2a311 100644 --- a/source/blender/python/api2_2x/doc/NMesh.py +++ b/source/blender/python/api2_2x/doc/NMesh.py @@ -197,10 +197,10 @@ class NMCol: ================ This object is a list of ints: [r, g, b, a] representing an 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]. - @cvar a: The Alpha (transparency) component in [0, 255]. + @ivar r: The Red component in [0, 255]. + @ivar g: The Green component in [0, 255]. + @ivar b: The Blue component in [0, 255]. + @ivar a: The Alpha (transparency) component in [0, 255]. """ class NMVert: @@ -209,15 +209,15 @@ class NMVert: ================= This object holds mesh vertex data. @type co: 3D Vector object. - @cvar co: The vertex coordinates (x, y, z). + @ivar co: The vertex coordinates (x, y, z). @type no: 3D Vector object. (unit length) - @cvar no: The vertex normal vector (x, y, z). + @ivar no: The vertex normal vector (x, y, z). @type uvco: 3D Vector object. - @cvar uvco: The vertex texture "sticky" coordinates. The Z value of the Vector is ignored. + @ivar 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. + @ivar index: The vertex index, if owned by a mesh. @type sel: int - @cvar sel: The selection state (selected:1, unselected:0) of this vertex.\n + @ivar 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 @@ -234,13 +234,13 @@ class NMEdge: ================= This object holds mesh edge data. @type v1: NMVert - @cvar v1: The first vertex of the edge. + @ivar v1: The first vertex of the edge. @type v2: NMVert - @cvar v2: The second vertex of the edge. + @ivar v2: The second vertex of the edge. @type crease: int - @cvar crease: The crease value of the edge. It is in the range [0,255]. + @ivar crease: The crease value of the edge. It is in the range [0,255]. @type flag: int - @cvar flag: The bitmask describing edge properties. See L{NMesh.EdgeFlags<EdgeFlags>}. + @ivar flag: The bitmask describing edge properties. See L{NMesh.EdgeFlags<EdgeFlags>}. """ class NMFace: @@ -286,30 +286,30 @@ class NMFace: Blender.Redraw() @type v: list - @cvar v: The list of face vertices (B{up to 4}). + @ivar v: The list of face vertices (B{up to 4}). @type sel: bool - @cvar sel: The selection state (1: selected, 0: unselected) of this NMesh's + @ivar sel: The selection state (1: selected, 0: unselected) of this NMesh's faces *in edit mode*. This is not the same as the selection state of the textured faces (see L{NMesh.NMFace.flag}). @type hide: bool - @cvar hide: The visibility state (1: hidden, 0: visible) of this NMesh's + @ivar hide: The visibility state (1: hidden, 0: visible) of this NMesh's faces *in edit mode*. This is not the same as the visibility state of the textured faces (see L{NMesh.NMFace.flag}). - @cvar col: The list of vertex colours. - @cvar mat: Same as I{materialIndex} below. - @cvar materialIndex: The index of this face's material in its NMesh materials + @ivar col: The list of vertex colours. + @ivar mat: Same as I{materialIndex} below. + @ivar materialIndex: The index of this face's material in its NMesh materials list. - @cvar smooth: If non-zero, the vertex normals are averaged to make this + @ivar smooth: If non-zero, the vertex normals are averaged to make this face look smooth. - @cvar image: The Image used as a texture for this face. - @cvar mode: The display mode (see L{Mesh.FaceModes<FaceModes>}) - @cvar flag: Bit vector specifying selection / visibility flags for uv + @ivar image: The Image used as a texture for this face. + @ivar mode: The display mode (see L{Mesh.FaceModes<FaceModes>}) + @ivar flag: Bit vector specifying selection / visibility flags for uv textured faces (visible in Face Select mode, see L{NMesh.FaceFlags<FaceFlags>}). - @cvar transp: Transparency mode bit vector + @ivar transp: Transparency mode bit vector (see L{NMesh.FaceTranspModes<FaceTranspModes>}). - @cvar uv: List of per-face UV coordinates: [(u0, v0), (u1, v1), ...]. - @cvar normal: (or just B{no}) The normal vector for this face: [x,y,z]. + @ivar uv: List of per-face UV coordinates: [(u0, v0), (u1, v1), ...]. + @ivar normal: (or just B{no}) The normal vector for this face: [x,y,z]. @note: there are normal 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 normal faces (visible in editmode), use @@ -340,17 +340,17 @@ class NMesh: ===================== This object gives access to mesh data in Blender. We refer to mesh as the object in Blender and NMesh as its Python counterpart. - @cvar name: The NMesh name. It's common to use this field to store extra + @ivar name: The NMesh name. It's common to use this field to store extra data about the mesh (to be exported to another program, for example). - @cvar materials: The list of materials used by this NMesh. See + @ivar materials: The list of materials used by this NMesh. See L{NMesh.getMaterials} for important details. - @cvar verts: The list of NMesh vertices (NMVerts). - @cvar users: The number of Objects using (linked to) this mesh. - @cvar faces: The list of NMesh faces (NMFaces). - @cvar edges: None if mesh has no edge data, else a list of L{NMEdge} edges. Use L{addEdgesData} to create edge data if it do not exist. - @cvar mode: The mode flags for this mesh. See L{setMode}. - @cvar subDivLevels: The [display, rendering] subdivision levels in [1, 6]. - @cvar maxSmoothAngle: The max angle for auto smoothing. See L{setMode}. + @ivar verts: The list of NMesh vertices (NMVerts). + @ivar users: The number of Objects using (linked to) this mesh. + @ivar faces: The list of NMesh faces (NMFaces). + @ivar edges: None if mesh has no edge data, else a list of L{NMEdge} edges. Use L{addEdgesData} to create edge data if it do not exist. + @ivar mode: The mode flags for this mesh. See L{setMode}. + @ivar subDivLevels: The [display, rendering] subdivision levels in [1, 6]. + @ivar maxSmoothAngle: The max angle for auto smoothing. See L{setMode}. """ def addEdge(v1, v2): |