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"""
Mesh Data
+++++++++
The mesh data is accessed in object mode and intended for compact storage,
for more flexible mesh editing from python see :mod:`bmesh`.
Blender stores 4 main arrays to define mesh geometry.
* :class:`Mesh.vertices` (3 points in space)
* :class:`Mesh.edges` (reference 2 vertices)
* :class:`Mesh.loops` (reference a single vertex and edge)
* :class:`Mesh.polygons`: (reference a range of loops)
Each polygon reference a slice in the loop array, this way, polygons do not store vertices or corner data such as UV's directly,
only a reference to loops that the polygon uses.
:class:`Mesh.loops`, :class:`Mesh.uv_layers` :class:`Mesh.vertex_colors` are all aligned so the same polygon loop
indicies can be used to find the UV's and vertex colors as with as the vertices.
To compare mesh API options see: :ref:`NGons and Tessellation Faces <info_gotcha_mesh_faces>`
This example script prints the vertices and UV's for each polygon, assumes the active object is a mesh with UVs.
"""
import bpy
me = bpy.context.object.data
uv_layer = me.uv.layers.active.data
for poly in me.polygons:
print("Polygon index: %d, length: %d" % (poly.index, poly.loop_total))
# range is used here to show how the polygons reference loops,
# for convenience 'poly.loop_indices' can be used instead.
for loop_index in range(poly.loop_start, poly.loop_start + poly.loop_total):
print(" Vertex: %d" % me.loops[loop_index].vertex_index)
print(" UV: %r" % uv_layer[loop_index].uv)
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