From fa5d910f93c0cb279f5a41af9cc3d36d53f8c94f Mon Sep 17 00:00:00 2001 From: Willian Padovani Germano Date: Sat, 16 Apr 2005 18:25:42 +0000 Subject: Updating build systems: folder release/bpydata/ moved to release/scripts/bpydata/ It seemed trivial enough, so I updated all systems (makefiles, xcode, scons, scons win installer), please complain if something went wrong. Mostly it was just removing release/bpydata references, since the release/scripts dir is already worked on recursevely, handling dirs inside it. For the scons nsi file writer script I had to write code for each new dir, but it can be recoded recursively, too (in fact joining all release stuff in a single dir tree with nothing else would be a good idea, making installation code simpler). Since it's just python and I have a little more time now, I can help scons managers if they still need. Thanks Campbell Barton for reporting. --- source/blender/python/api2_2x/doc/NMesh.py | 18 +++++++++++++++--- 1 file changed, 15 insertions(+), 3 deletions(-) (limited to 'source/blender/python') diff --git a/source/blender/python/api2_2x/doc/NMesh.py b/source/blender/python/api2_2x/doc/NMesh.py index 8b5be59b38f..fb7b1a8e735 100644 --- a/source/blender/python/api2_2x/doc/NMesh.py +++ b/source/blender/python/api2_2x/doc/NMesh.py @@ -157,7 +157,12 @@ def GetRawFromObject(name): def PutRaw(nmesh, name = None, recalc_normals = 1, store_edges = 0): """ - Put an NMesh object back in Blender. + Put a BPython NMesh object as a mesh data object in Blender. + @note: if there is already a mesh with the given 'name', its contents are + freed and the new data is put in it. Also, if this mesh is not linked to any + object, a new object for it is created. Reminder: in Blender an object is + composed of the base object and linked object data (mesh, metaball, camera, + etc. etc). @type nmesh: NMesh @type name: string @type recalc_normals: int @@ -546,8 +551,8 @@ class NMesh: def update(recalc_normals = 0, store_edges = 0, vertex_shade = 0): """ Update the mesh in Blender. The changes made are put back to the mesh in - Blender, if available, or put in a newly created mesh object if this NMesh - wasn't already linked to one. + Blender, if available, or put in a newly created mesh if this NMesh wasn't + already linked to one. @type recalc_normals: int (bool) @param recalc_normals: if nonzero the vertex normals are recalculated. @type store_edges: int (bool) @@ -565,6 +570,13 @@ class NMesh: programmers should leave EditMode B{before} getting a mesh, or changes made to the editmesh in Blender may not be visible to your script (check the example at the top of NMesh module doc). + @warn: unlike the L{PutRaw} function, this method doesn't check validity of + vertex, face and material lists, because it is meant to be as fast as + possible (and already performs many tasks). So programmers should make + sure they only feed proper data to the nmesh -- a good general + recommendation, of course. It's also trivial to write code to check + all data before updating, for example by comparing each item's type + with the actual L{Types}, if you need to. @note: this method also redraws the 3d view and -- if 'vertex_shade' is nonzero -- the edit buttons window. @note: if your mesh disappears after it's updated, try -- cgit v1.2.3