Module Mesh :: Class MFace
[frames | no frames]

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 = 1 - 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()

Notes:

Method Summary
MVert __iter__()
Iterator for MVert.

Instance Variable Summary
list of MCols col: The face's vertex colors, if defined.
  flag: The face's texture mode flags; indicates the selection, active , and visibility states of a textured face (see FaceFlags for values).
int hide: The face's edit mode visibility state (hidden=1).
Image image: The Image used as a texture for this face.
int index: The face's index within the mesh.
int mat: The face's index into the mesh's materials list.
int mode: The texture mode bitfield (see FaceModes).
vector no: The face's normal vector (x, y, z).
int sel: The face's edit mode selection state (selected=1).
int smooth: If set, the vertex normals are averaged to make this face look smooth.
int transp: Transparency mode.
list of vectors (WRAPPED DATA) uv: The face's UV coordinates.
list of ints uvSel: The face's UV coordinates seletion state; a 1 indicates the vertex is selected.
  v: Same as verts.
list of MVerts verts: The face's vertices.

Method Details

__iter__()

Iterator for MVert. It iterates over the MVerts of the face, returning v1, v2, v3 (and optionally v4);
Returns:
one of the face's vertices
           (type=MVert)

Instance Variable Details

col

The face's vertex colors, if defined. Each vertex has its own color. Will throw an exception if the mesh does not have UV faces or vertex colors; use Mesh.faceUV and Mesh.vertexColors to test. Note: if a mesh has i{both} UV faces and vertex colors, the colors stored in the UV faces will be used here.
Type:
list of MCols

flag

The face's texture mode flags; indicates the selection, active , and visibility states of a textured face (see FaceFlags for values). This is not the same as the selection or visibility states of the faces in edit mode (see sel and hide). To set the active face, use the Mesh.activeFace attribute instead. Will throw an exception if the mesh does not have UV faces; use Mesh.faceUV to test.

hide

The face's edit mode visibility state (hidden=1). This is not the same as the visibility state of the textured faces (see flag).
Type:
int

image

The Image used as a texture for this face. Will throw an exception if the mesh does not have UV faces; use Mesh.faceUV to test.
Type:
Image

index

The face's index within the mesh. Read-only.
Type:
int

mat

The face's index into the mesh's materials list. It is in the range [0,15].
Type:
int

mode

The texture mode bitfield (see FaceModes). Will throw an exception if the mesh does not have UV faces; use Mesh.faceUV to test.
Type:
int

no

The face's normal vector (x, y, z). Read-only.
Type:
vector

sel

The face's edit mode selection state (selected=1). This is not the same as the selection state of the textured faces (see flag).
Type:
int

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:
int

transp

Transparency mode. It is one of the values in FaceTranspModes). Will throw an exception if the mesh does not have UV faces; use Mesh.faceUV to test.
Type:
int

uv

The face's UV coordinates. Each vertex has its own UV coordinate. Will throw an exception if the mesh does not have UV faces; use Mesh.faceUV to test.
Type:
list of vectors (WRAPPED DATA)

uvSel

The face's UV coordinates seletion 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). Will throw an exception if the mesh does not have UV faces; use Mesh.faceUV to test.
Type:
list of ints

v

Same as verts. This attribute is only for compatibility with NMesh scripts and will probably be deprecated in the future.

verts

The face's vertices. Each face has 3 or 4 vertices.
Type:
list of MVerts

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