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Diffstat (limited to 'source/blender/python/api2_2x/doc/NMesh.py')
-rw-r--r--source/blender/python/api2_2x/doc/NMesh.py70
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):