1
2
3 """
4 The Blender.Mesh submodule.
5
6 B{New}:
7
8 Mesh Data
9 =========
10
11 This module provides access to B{Mesh Data} objects in Blender. It differs
12 from the NMesh module by allowing direct access to the actual Blender data,
13 so that changes are done immediately without need to update or put the data
14 back into the original mesh. The result is faster operations with less memory
15 usage. The example below creates a simple pyramid, and sets some of the
16 face's attributes (the vertex color):
17
18 Example::
19 from Blender import *
20 import bpy
21
22 editmode = Window.EditMode() # are we in edit mode? If so ...
23 if editmode: Window.EditMode(0) # leave edit mode before getting the mesh
24
25 # define vertices and faces for a pyramid
26 coords=[ [-1,-1,-1], [1,-1,-1], [1,1,-1], [-1,1,-1], [0,0,1] ]
27 faces= [ [3,2,1,0], [0,1,4], [1,2,4], [2,3,4], [3,0,4] ]
28
29 me = bpy.data.meshes.new('myMesh') # create a new mesh
30
31 me.verts.extend(coords) # add vertices to mesh
32 me.faces.extend(faces) # add faces to the mesh (also adds edges)
33
34 me.vertexColors = 1 # enable vertex colors
35 me.faces[1].col[0].r = 255 # make each vertex a different color
36 me.faces[1].col[1].g = 255
37 me.faces[1].col[2].b = 255
38
39 scn = bpy.data.scenes.active # link object to current scene
40 ob = scn.objects.new(me, 'myObj')
41
42 if editmode: Window.EditMode(1) # optional, just being nice
43
44 Vertices, edges and faces are added to a mesh using the .extend() methods.
45 For best speed and efficiency, gather all vertices, edges or faces into a
46 list and call .extend() once as in the above example. Similarly, deleting
47 from the mesh is done with the .delete() methods and are most efficient when
48 done once.
49
50 @type Modes: readonly dictionary
51 @type FaceFlags: readonly dictionary
52 @type FaceModes: readonly dictionary
53 @type FaceTranspModes: readonly dictionary
54 @var Modes: The available mesh modes.
55 - NOVNORMALSFLIP - no flipping of vertex normals during render.
56 - TWOSIDED - double sided mesh.
57 - AUTOSMOOTH - turn auto smoothing of faces "on".
58 - note: SUBSURF and OPTIMAL have been removed, use Modifiers to apply subsurf.
59 @var FaceFlags: The available *texture face* (uv face select mode) selection
60 flags. Note: these refer to TexFace faces, available if mesh.faceUV
61 returns true.
62 - SELECT - selected (deprecated in versions after 2.43, use face.sel).
63 - HIDE - hidden (deprecated in versions after 2.43, use face.hide).
64 - ACTIVE - the active face, read only - Use L{mesh.activeFace<Mesh.Mesh.activeFace>} to set.
65 @var FaceModes: The available *texture face* modes. Note: these are only
66 meaningful if mesh.faceUV returns true, since in Blender this info is
67 stored at the TexFace (TexFace button in Edit Mesh buttons) structure.
68 - ALL - set all modes at once.
69 - BILLBOARD - always orient after camera.
70 - HALO - halo face, always point to camera.
71 - DYNAMIC - respond to collisions.
72 - INVISIBLE - invisible face.
73 - LIGHT - dynamic lighting.
74 - OBCOL - use object color instead of vertex colors.
75 - SHADOW - shadow type.
76 - SHAREDVERT - apparently unused in Blender.
77 - SHAREDCOL - shared vertex colors (per vertex).
78 - TEX - has texture image.
79 - TILES - uses tiled image.
80 - TWOSIDE - two-sided face.
81 @var FaceTranspModes: The available face transparency modes. Note: these are
82 enumerated values (enums), they can't be combined (ANDed, ORed, etc) like a bit vector.
83 - SOLID - draw solid.
84 - ADD - add to background (halo).
85 - ALPHA - draw with transparency.
86 - SUB - subtract from background.
87 @var EdgeFlags: The available edge flags.
88 - SELECT - selected (B{deprecated}). Use edge.sel attribute instead.
89 - EDGEDRAW - edge is drawn out of edition mode.
90 - EDGERENDER - edge is drawn out of edition mode.
91 - SEAM - edge is a seam for UV unwrapping
92 - FGON - edge is part of a F-Gon.
93 - LOOSE - Edge is not a part of a face (only set on leaving editmode)
94 - SHARP - Edge will be rendered sharp when used with the "Edge Split" modifier.
95 @type AssignModes: readonly dictionary.
96 @var AssignModes: The available vertex group assignment modes, used by
97 L{mesh.assignVertsToGroup()<Mesh.Mesh.assignVertsToGroup>}.
98 - ADD: if the vertex in the list is not assigned to the group
99 already, this creates a new association between this vertex and the
100 group with the weight specified, otherwise the weight given is added to
101 the current weight of an existing association between the vertex and
102 group.
103 - SUBTRACT: will attempt to subtract the weight passed from a vertex
104 already associated with a group, else it does nothing.\n
105 - REPLACE: attempts to replace a weight with the new weight value
106 for an already associated vertex/group, else it does nothing.
107 @type SelectModes: readonly dictionary.
108 @var SelectModes: The available edit select modes.
109 - VERTEX: vertex select mode.
110 - EDGE: edge select mode.
111 - FACE: face select mode.
112 """
113
114 AssignModes = {'REPLACE':1}
115
117 """
118 Get the mesh data object called I{name} from Blender.
119 @type name: string
120 @param name: The name of the mesh data object.
121 @rtype: Mesh
122 @return: If a name is given, it returns either the requested mesh or None.
123 If no parameter is given, it returns all the meshes in the current scene.
124 """
125
126 -def New(name='Mesh'):
127 """
128 Create a new mesh data object called I{name}.
129 @type name: string
130 @param name: The name of the mesh data object.
131 @rtype: Mesh
132 @return: a new Blender mesh.
133 @note: if the mesh is not linked to an object, its datablock will be deleted
134 when the object is deallocated.
135 """
136
138 """
139 Get and/or set the selection modes for mesh editing. These are the modes
140 visible in the 3D window when a mesh is in Edit Mode.
141 @type mode: int
142 @param mode: The desired selection mode. See L{SelectModes} for values.
143 Modes can be combined. If omitted, the selection mode is not changed.
144 @rtype: int
145 @return: the current selection mode.
146 @note: The selection mode is an attribute of the current scene. If the
147 scene is changed, the selection mode may not be the same.
148 """
149
151 """
152 Delete an unused mesh from Blender's database. The mesh must not have
153 any users (i.e., it must not be linked to any object).
154 @type name: string
155 @param name: The name of the mesh data object.
156 @rtype: None
157 @note: This function may be a temporary solution; it may be replaced
158 in the future by a more general unlink function for many datablock types.
159 Hopefully this will be decided prior to the 2.42 release of Blender.
160 """
161
163 """
164 The MCol object
165 ===============
166 This object is four ints representing an RGBA color.
167 @ivar r: The Red component in [0, 255].
168 @type r: int
169 @ivar g: The Green component in [0, 255].
170 @type g: int
171 @ivar b: The Blue component in [0, 255].
172 @type b: int
173 @ivar a: The Alpha (transparency) component in [0, 255].
174 @type a: int
175 """
176
178 """
179 The MVert object
180 ================
181 This object holds mesh vertex data.
182 @ivar co: The vertex coordinates (x, y, z).
183 @type co: vector (WRAPPED DATA)
184 @ivar no: The vertex's unit normal vector (x, y, z).
185 B{Note}: if vertex coordinates are changed, it may be necessary to use
186 L{Mesh.calcNormals()} to update the vertex normals.
187 B{Note}: Vertex normals can be set, but are not wrapped so modifying a normal
188 vector will not effect the verts normal. The result is only visible
189 when faces have the smooth option enabled.
190 Example::
191 # This won't work.
192 for v in me.verts:
193 v.no.x= 0
194 v.no.y= 0
195 v.no.z= 1
196 # This will work
197 no= Blender.Mathutils.Vector(0,0,1)
198 for v in me.verts:
199 v.no= no
200 @type no: vector
201 @ivar uvco: The vertex texture "sticky" coordinates (x, y),
202 B{Note}: These are not seen in the UV editor and they are not a part of UV a UVLayer. Use face UV's for that.
203 if present. Available for MVerts only.
204 Use L{Mesh.vertexUV} to test for presence before trying to access;
205 otherwise an exception will may be thrown.
206 (Sticky coordinates can be set when the object is in the Edit mode;
207 from the Editing Panel (F9), look under the "Mesh" properties for the
208 "Sticky" button).
209 @type uvco: vector (WRAPPED DATA)
210 @ivar index: The vertex's index within the mesh (MVerts only). Read-only.
211 @type index: int
212 @ivar sel: The vertex's selection state (selected=1).
213 B{Note}: a Mesh will return the selection state of the mesh when EditMode
214 was last exited. A Python script operating in EditMode must exit EditMode
215 before getting the current selection state of the mesh.
216 @type sel: int
217 @ivar hide: The face's B{edit mode} visibility state (hidden=1).
218 @type hide: int
219 @warn: There are two kinds of UV texture coordinates in Blender: per vertex
220 ("sticky") and per face vertex (UV in L{MFace}). In the first, there's
221 only one UV pair of coordinates for each vertex in the mesh. In the
222 second, for each face it belongs to, a vertex can have different UV
223 coordinates. This makes the per face option more flexible, since two
224 adjacent faces won't have to be mapped to a continuous region in an image:
225 each face can be independently mapped to any part of its texture.
226 """
227
229 """
230 Create a new PVert object.
231
232 @note: PVert-type objects are designed to be used for creating and
233 modifying a mesh's vertex list, but since they do not "wrap" any Blender
234 data there are some differences. The B{index} and B{uvco} attributes
235 are not defined for PVerts, and the B{no} attribute contains valid
236 data only if the PVert was created from an MVert (using a slice
237 operation on the mesh's vertex list.) PVerts also cannot be used as an
238 argument to any method which expects data wrapping a Blender mesh, such
239 as L{MVertSeq.delete()}.
240
241 Example::
242 v = Blender.Mesh.MVert(1,0,0)
243 v = Blender.Mesh.MVert(Blender.Mathutils.Vector([1,0,0]))
244
245 m = Blender.Mesh.Get('Mesh')
246 vlist = m.verts[:] # slice operation also returns PVerts
247
248 @type coord: three floats or a Vector object
249 @param coord: the coordinate values for the new vertex
250 @rtype: PVert
251 @return: a new PVert object
252
253 """
254
256 """
257 The MVertSeq object
258 ===================
259 This object provides sequence and iterator access to the mesh's vertices.
260 Access and assignment of single items and slices are also supported.
261 When a single item in the vertex list is accessed, the operator[] returns
262 a MVert object which "wraps" the actual vertex in the mesh; changing any
263 of the vertex's attributes will immediately change the data in the mesh.
264 When a slice of the vertex list is accessed, however, the operator[]
265 returns a list of PVert objects which are copies of the mesh's vertex
266 data. Changes to these objects have no effect on the mesh; they must be
267 assigned back to the mesh's vertex list.
268
269 Slice assignments cannot change the vertex list size. The size of the
270 list being assigned must be the same as the specified slice; otherwise an
271 exception is thrown.
272
273 Example::
274 import Blender
275 from Blender import Mesh
276
277 me = Mesh.Get("Plane") # get the mesh data called "Plane"
278 vert = me.verts[0] # vert accesses actual mesh data
279 vert.co[0] += 2 # change the vertex's X location
280 pvert = me.verts[-2:] # pvert is COPY of mesh's last two verts
281 pvert[0].co[0] += 2 # change the vertex's X location
282 pvert[1].co[0] += 2 # change the vertex's X location
283 me.verts[-1] = pvert[1] # put change to second vertex into mesh
284
285 @note: The mesh can be "cleared" by assigning B{None} to the mesh's vertex
286 list. This does not delete the Blender mesh object, it only deletes all
287 the memory allocated to the mesh. The result is equivalent to calling
288 Mesh.New(). The intent is to allow users writing exporters to free memory
289 after it is used in a quick and simple way.
290
291 Example::
292 import Blender
293 from Blender import Mesh
294
295 me = Mesh.Get("Plane") # get the mesh data called "Plane"
296 me.verts = None # delete all the mesh's attributes
297
298 """
299
301 """
302 Append zero or more vertices to the mesh. Unlike L{MEdgeSeq.extend()} and
303 L{MFaceSeq.extend()} no attempt is made to check for duplicate vertices in
304 the parameter list, or for vertices already in the mesh.
305 @note: Since Blender 2.44 all new verts are selected.
306
307 Example::
308 import Blender
309 from Blender import Mesh
310 from Blender.Mathutils import Vector
311
312 me = Mesh.Get("Plane") # get the mesh data called "Plane"
313 me.verts.extend(1,1,1) # add one vertex
314 l=[(.1,.1,.1),Vector([2,2,.5])]
315 me.verts.extend(l) # add multiple vertices
316
317 @type coords: sequences(s) of floats or vectors
318 @param coords: coords can be
319 - a sequence of three floats,
320 - a 3D vector, or
321 - a sequence (list or tuple) of either of the above.
322 """
323
325 """
326 Deletes one or more vertices from the mesh. Any edge or face which
327 uses the specified vertices are also deleted.
328
329 @type verts: multiple ints or MVerts
330 @param verts: can be
331 - a single MVert belonging to the mesh (B{note:} will not work with
332 PVerts)
333 - a single integer, specifying an index into the mesh's vertex list
334 - a sequence (list or tuple) containing two or more of either of
335 the above.
336 """
337
339 """
340 Get selected vertices.
341 @return: a list of the indices for all vertices selected in edit mode.
342 @rtype: list of ints
343 """
344
346 """
347 The MEdge object
348 ================
349 This object holds mesh edge data.
350 @ivar v1: The first vertex of the edge.
351 @type v1: MVert
352 @ivar v2: The second vertex of the edge.
353 @type v2: MVert
354 @ivar length: The length of the edge, same as (ed.v1.co-ed.v2.co).length where "ed" is an MEdge.
355 @type length: float
356 @ivar crease: The crease value of the edge. It is in the range [0,255].
357 @type crease: int
358 @ivar flag: The bitfield describing edge properties. See L{EdgeFlags}.
359 Example::
360 # This script counts fgon and non fgon edges
361 from Blender import Scene, Mesh
362 scn= Scene.GetCurrent() # Current scene, important to be scene aware
363 ob= scn.objects.active # last selected object
364 me= ob.getData(mesh=1) # thin wrapper doesn't copy mesh data like nmesh
365
366 total_fgon_eds= total_nor_eds= 0
367
368 # Look through the edges and find any fgon edges, then print the findings to the console
369 for ed in me.edges: # all meshes have edge data now
370 if ed.flag & Mesh.EdgeFlags.FGON:
371 total_fgon_eds+=1
372 else:
373 total_nor_eds+=1
374
375 print 'Blender has', total_fgon_eds, 'fgon edges and', total_nor_eds, 'non fgon edges'
376 @type flag: int
377 @ivar index: The edge's index within the mesh. Read-only.
378 @type index: int
379 @ivar sel: The edge's B{edit mode} selection state (selected=1). B{Note}:
380 changing the select state of an edge changes the select state of the edge's
381 vertices.
382 @type sel: int
383 @ivar key: The edge's vert indices in an ordered tuple, which can be used
384 as a dictionary key. Read-only.
385 This is the same as (min(ed.v1.index, ed.v2.index), max(ed.v1.index, ed.v2.index))
386 @type key: tuple
387 """
388
390 """
391 Iterator for MEdge. It iterates over the MVerts of the edge, returning
392 v1 then v2.
393 @return: one of the edge's vertices
394 @rtype: MVert
395 """
396
398 """
399 The MEdgeSeq object
400 ===================
401 This object provides sequence and iterator access to the mesh's edges.
402 """
403
405 """
406 Add zero or more edges to the mesh. Edges which already exist in the
407 mesh or with both vertices the same are ignored. If three or four verts
408 are specified in any sequence, an edge is also created between the first
409 and last vertices (this is useful when adding faces).
410 @note: Since Blender 2.44 all new edges are selected.
411
412 Example::
413 import Blender
414 from Blender import Mesh
415
416 me = Mesh.Get("Plane") # get the mesh data called "Plane"
417 v = me.verts # get vertices
418 if len(v) >= 6: # if there are enough vertices...
419 me.edges.extend(v[0],v[1]) # add a single edge
420 l=[(v[1],v[2],v[3]),[0,2,4,5]]
421 me.edges.extend(l) # add multiple edges
422
423 @type vertseq: sequence(s) of ints or MVerts
424 @param vertseq: either two to four ints or MVerts, or sequence
425 (list or tuple) of sequences each containing two to four ints or MVerts.
426 """
427
429 """
430 Deletes one or more edges from the mesh. In addition, also delete:
431 - any faces which uses the specified edge(s)
432 - any "orphan" vertices (belonging only to specified edge(s))
433
434 @type edges: multiple ints or MEdges
435 @param edges: can be
436 - a single MEdge belonging to the mesh
437 - a single integer, specifying an index into the mesh's edge list
438 - a sequence (list or tuple) containing two or more of either of
439 the above.
440 """
441
443 """
444 Get selected edges.
445 Selected edges are those for which both vertices are selected.
446 @return: a list of the indices for all edges selected in edit mode.
447 @rtype: list of ints
448 """
449
451 """
452 The MFace object
453 ================
454 This object holds mesh face data.
455
456 Example::
457 import Blender
458 from Blender import Mesh, Window
459
460 in_emode = Window.EditMode()
461 if in_emode: Window.EditMode(0)
462
463 me = Mesh.Get("Mesh")
464 faces = me.faces
465
466 ## Example for editmode faces selection:
467 selected_faces = []
468 for f in faces:
469 if f.sel:
470 selected_faces.append(f)
471 # ... unselect selected and select all the others:
472 for f in faces:
473 f.sel = not f.sel # 1 becomes 0, 0 becomes 1
474
475 ## Example for UV textured faces selection:
476 selected_faces = []
477 SEL = Mesh.FaceFlags['SELECT']
478 # get selected faces:
479 for f in faces:
480 if f.flag & SEL:
481 selected_faces.append(f)
482 # ... unselect selected and select all the others:
483 for f in faces:
484 if f.flag & SEL:
485 f.flag &= ~SEL # unselect these
486 else:
487 f.flag |= SEL # and select these
488
489 if in_emode: Window.EditMode(1)
490 Blender.Redraw()
491
492 @ivar verts: The face's vertices. Each face has 3 or 4 vertices.
493 @type verts: list of MVerts
494 @ivar v: Same as L{verts}. This attribute is only for compatibility with
495 NMesh scripts and will probably be deprecated in the future.
496 @ivar sel: The face's B{edit mode} selection state (selected=1).
497 This is not the same as the selection state of the textured faces
498 (see L{flag}). B{Note}: changing the select state of a face changes
499 the select state of the face's vertices.
500 @type sel: int
501 @ivar hide: The face's B{edit mode} visibility state (hidden=1).
502 This is not the same as the visibility state of
503 the textured faces (see L{flag}).
504 @type hide: int
505 @ivar smooth: If set, the vertex normals are averaged to make this
506 face look smooth. (This is the same as choosing "Set Smooth" in the
507 Editing Panel (F9) under "Link and Material" properties).
508 @type smooth: int
509 @ivar col: The face's vertex colors, if defined. Each vertex has its own
510 color.
511 Will throw an exception if L{Mesh.vertexColors} is False.
512
513 Example::
514 # This example uses vertex normals to apply normal colors to each face.
515 import bpy
516 from Blender import Window
517 scn= bpy.scenes.active # Current scene, important to be scene aware
518 ob= scn.objects.active # last selected object
519 me= ob.getData(mesh=1) # thin wrapper doesn't copy mesh data like nmesh
520 me.vertexColors= True # Enable face, vertex colors
521 for f in me.faces:
522 for i, v in enumerate(f):
523 no= v.no
524 col= f.col[i]
525 col.r= int((no.x+1)*128)
526 col.g= int((no.y+1)*128)
527 col.b= int((no.z+1)*128)
528 Window.RedrawAll()
529 @type col: tuple of MCols
530 @ivar mat: The face's index into the mesh's materials
531 list. It is in the range [0,15].
532 @type mat: int
533 @ivar image: The Image used as a texture for this face.
534 Setting this attribute will create UV faces if they do not exist.
535 Getting this attribute throw an exception if the mesh does not have
536 UV faces; use L{Mesh.faceUV} to test.
537 Assigning an image will automatically set the TEX attribute of the
538 L{mode} bitfield. Use "del f.image" or "f.image = None" to clear the
539 image assigned to the face.
540 @type image: Image
541 @ivar mode: The texture mode bitfield (see L{FaceModes}).
542 Will throw an exception if the mesh does not have UV faces; use
543 L{Mesh.faceUV} to test.
544 @type mode: int
545 @ivar index: The face's index within the mesh. Read-only.
546 @type index: int
547
548 @ivar flag: The face's B{texture mode} flags; indicates the selection,
549 active , and visibility states of a textured face (see
550 L{FaceFlags} for values).
551 This is not the same as the selection or visibility states of
552 the faces in edit mode (see L{sel} and L{hide}).
553 To set the active face, use
554 the L{Mesh.activeFace} attribute instead.
555 Will throw an exception if the mesh does not have UV faces; use
556 L{Mesh.faceUV} to test.
557
558 @ivar transp: Transparency mode. It is one of the values in
559 L{FaceTranspModes}).
560 Will throw an exception if the mesh does not have UV faces; use
561 L{Mesh.faceUV} to test.
562 @type transp: int
563
564 @ivar uv: The face's UV coordinates. Each vertex has its own UV coordinate.
565 Setting this attribute will create UV faces if they do not exist.
566 Getting this attribute throw an exception if the mesh does not have
567 UV faces; use L{Mesh.faceUV} to test.
568 @type uv: tuple of vectors (WRAPPED DATA)
569 @ivar uvSel: The face's UV coordinates selection state; a 1 indicates the
570 vertex is selected. Each vertex has its own UV coordinate select state
571 (this is not the same as the vertex's edit mode selection state).
572 Setting this attribute will create UV faces if they do not exist.
573 Getting this attribute throw an exception if the mesh does not have
574 UV faces; use L{Mesh.faceUV} to test.
575 @type uvSel: tuple of ints
576 @ivar no: The face's normal vector (x, y, z). Read-only.
577 @type no: vector
578 @ivar cent: The center of the face. Read-only.
579 @type cent: vector
580 @ivar area: The area of the face. Read-only.
581 @type area: float
582 @ivar edge_keys: A tuple, each item a key that can reference an edge by its
583 ordered indices. Read-only. This is useful for building connectivity data.
584 Example::
585 from Blender import Mesh
586 me = Mesh.Get('Cube')
587 # a dictionary where the edge is the key, and a list of faces that use it are the value
588 edge_faces = dict([(ed.key, []) for ed in me.edges])
589
590 # Add the faces to the dict
591 for f in me.faces:
592 for key in f.edge_keys:
593 edge_faces[key].append(f) # add this face to the edge as a user
594
595 # Print the edges and the number of face users
596 for key, face_users in edge_faces.iteritems():
597 print 'Edge:', key, 'uses:', len(face_users),'faces'
598
599 @type edge_keys: tuple
600 @note: there are regular faces and textured faces in Blender, both currently
601 with their own selection and visibility states, due to a mix of old and new
602 code. To (un)select or (un)hide regular faces (visible in EditMode), use
603 L{MFace.sel} and L{MFace.hide} attributes. For textured faces (UV Face
604 Select and Paint modes in Blender) use the L{MFace.flag} attribute.
605 Check the example above and note L{Window.EditMode}.
606 @note: Assigning UV textures to mesh faces in Blender works like this:
607 1. Select your mesh.
608 2. Enter face select mode (press f) and select at least some face(s).
609 3. In the UV/Image Editor window, load / select an image.
610 4. Play in both windows (better split the screen to see both at the same
611 time) until the UV coordinates are where you want them. Hint: in the
612 3D window, the 'u' key opens a menu of default UV choices and the 'r'
613 key lets you rotate the UV coords.
614 5. Leave face select mode (press f).
615 """
616
618 """
619 Iterator for MVert. It iterates over the MVerts of the face, returning
620 v1, v2, v3 (and optionally v4);
621 @return: one of the face's vertices
622 @rtype: MVert
623 """
624
626 """
627 len for MVert. It returns the number of vertices in the face.
628 @rtype: int
629 """
630
632 """
633 The MFaceSeq object
634 ===================
635 This object provides sequence and iterator access to the mesh's faces.
636 """
637
638 - def extend(vertseq,ignoreDups=True,indexList=True):
639 """
640 Add zero or more faces and edges to the mesh. Faces which already exist
641 in the mesh, or faces which contain the same vertex multiple times are
642 ignored. Sequences of two vertices are accepted, but no face will be
643 created.
644 @note: Since Blender 2.44 all new faces are selected.
645
646 Example::
647 import Blender
648 from Blender import Mesh
649
650 me = Mesh.Get("Plane") # get the mesh data called "Plane"
651 v = me.verts # get vertices
652 if len(v) >= 6: # if there are enough vertices...
653 me.faces.extend(v[1],v[2],v[3]) # add a single edge
654 l=[(v[0],v[1]),[0,2,4,5]]
655 me.faces.extend(l) # add another face
656
657 @type vertseq: sequence(s) of MVerts
658 @param vertseq: either two to four ints or MVerts, or sequence (list or
659 tuple) of sequences each containing two to four ints or MVerts.
660 @type ignoreDups: boolean
661 @param ignoreDups: keyword parameter (default is False). If supplied and
662 True, do not check the input list or mesh for duplicate faces. This can
663 speed up scripts but can prossibly produce undesirable effects. Only
664 use if you know what you're doing.
665 @type indexList: boolean
666 @param indexList: keyword parameter (default is False). If supplied and
667 True, the method will return a list representing the new index for each
668 face in the input list. If faces are removed as duplicates, None is
669 inserted in place of the index.
670 @type smooth: boolean
671 @param smooth: keyword parameter (default is False). If supplied new faces will have smooth enabled.
672 @warning: Faces using the first vertex at the 3rd or 4th location in the
673 face's vertex list will have their order rotated so that the zero index
674 on in the first or second location in the face. When creating face data
675 with UVs or vertex colors, you may need to work around this, either by
676 checking for zero indices yourself or by adding a dummy first vertex to
677 the mesh that can be removed when your script has finished.
678 """
679
681 """
682 Deletes one or more faces (and optionally the edges associated with
683 the face(s)) from the mesh.
684
685 @type deledges: int
686 @param deledges: controls whether just the faces (deledges=0)
687 or the faces and edges (deledges=1) are deleted. These correspond to the
688 "Only Faces" and "Edges & Faces" options in the Edit Mode pop-up menu
689 @type faces: multiple ints or MFaces
690 @param faces: a sequence (list or tuple) containing one or more of:
691 - an MEdge belonging to the mesh
692 - a integer, specifying an index into the mesh's face list
693 """
694
696 """
697 Sorts the faces using exactly the same syntax as pythons own list sorting function.
698
699 Example::
700 import Blender
701 from Blender import Mesh
702 me = Mesh.Get('mymesh')
703
704 me.faces.sort(key=lambda f: f.area)
705
706 me.faces.sort(key=lambda f: f.cent)
707
708 @note: Internally faces only refer to their index, so after sorting, faces you alredy have will not have their index changed to match the new sorted order.
709 """
710
712 """
713 Get selected faces.
714 @return: a list of the indices for all faces selected in edit mode.
715 @rtype: list of ints
716 """
717
718 from IDProp import IDGroup, IDArray
720 """
721 The Mesh Data object
722 ====================
723 This object gives access to mesh data in Blender.
724
725 @note: the verts, edges and faces attributes are implemented as sequences.
726 The operator[] and len() are defined for these sequences. You cannot
727 assign to an item in the sequence, but you can assign to most of the
728 attributes of individual items.
729 @ivar edges: The mesh's edges.
730 @type edges: sequence of MEdges
731 @ivar faces: The mesh's faces.
732 @type faces: sequence of MFaces
733 @ivar verts: The mesh's vertices.
734 @type verts: sequence of MVerts
735
736 @ivar materials: The mesh's materials. Each mesh can reference up to
737 16 materials. Empty slots in the mesh's list are represented by B{None}.
738 B{Note}: L{Object.colbits<Object.Object.colbits>} needs to be set correctly
739 for each object in order for these materials to be used instead of
740 the object's materials.
741 B{Note}: Making the material list shorter does not change the face's material indices.
742 Take care when using the face's material indices to reference a material in this list.
743 B{Note}: The list that's returned is I{not} linked to the original mesh.
744 mesh.materials.append(material) won't do anything.
745 Use mesh.materials += [material] instead.
746 @type materials: list of L{Material}s
747 @ivar degr: The max angle for auto smoothing in [1,80].
748 @type degr: int
749 @ivar maxSmoothAngle: Same as L{degr}. This attribute is only for
750 compatibility with NMesh scripts and will probably be deprecated in
751 the future.
752 @ivar mode: The mesh's mode bitfield. See L{Modes}.
753 @type mode: int
754 @ivar sel: Sets selection status for all vertices, edges and faces in the
755 mesh (write only).
756 @type sel: boolean
757 @ivar hide: Sets hidden status for all vertices, edges and faces in the
758 mesh (write only).
759 @type hide: boolean
760 @ivar subDivLevels: The [display, rendering] subdivision levels in [1, 6].
761 @type subDivLevels: list of 2 ints
762 @ivar faceUV: The mesh contains UV-mapped textured faces.
763 @type faceUV: bool
764 @ivar vertexColors: The mesh contains vertex colors. Set True to add vertex colors.
765 @type vertexColors: bool
766 @ivar vertexUV: The mesh contains "sticky" per-vertex UV coordinates.
767 @type vertexUV: bool
768 @ivar activeFace: Index of the mesh's active face in UV Face Select and
769 Paint modes. Only one face can be active at a time. Note that this is
770 independent of the selected faces in Face Select and Edit modes.
771 Will throw an exception if the mesh does not have UV faces; use
772 L{faceUV} to test.
773 @type activeFace: int
774 @ivar activeGroup: The mesh's active vertex group. The mesh must be
775 linked to an object (read the comment in L{addVertGroup} for more info).
776 @type activeGroup: string or None
777 @ivar texMesh: The mesh's texMesh setting, used so coordinates from another
778 mesh can be used for rendering textures.
779 @type texMesh: Mesh or None
780 @ivar key: The L{Key<Key.Key>} object containing the keyframes for this mesh, if any.
781 @type key: Key or None
782 @ivar activeUVLayer: The mesh's active UV/Image layer. None if there is no UV/Image layers.
783
784 B{Note}: After setting this value, call L{update} so the result can be seen the the 3d view.
785 @type activeUVLayer: string
786 @ivar activeColorLayer: The mesh's active Vertex Color layer. None if there is no UV/Image layers.
787
788 B{Note}: After setting this value, call L{update} so the result can be seen the the 3d view.
789 @type activeColorLayer: string
790
791 @ivar renderUVLayer: The mesh's rendered UV/Image layer. None if there is no UV/Image layers.
792 @type renderUVLayer: string
793 @ivar renderColorLayer: The mesh's rendered Vertex Color layer. None if there is no UV/Image layers.
794 @type renderColorLayer: string
795
796 @ivar multires: The mesh has multires data, set True to add multires data.
797 Will throw an exception if the mesh has shape keys; use L{key} to test.
798 @type multires: bool
799 @ivar multiresLevelCount: The mesh has multires data. (read only)
800 @type multiresLevelCount: int
801 @ivar multiresDrawLevel: The multires level to display in the 3dview in [1 - multiresLevelCount].
802 @type multiresDrawLevel: int
803 @ivar multiresEdgeLevel: The multires level edge display in the 3dview [1 - multiresLevelCount].
804 @type multiresEdgeLevel: int
805 @ivar multiresPinLevel: The multires pin level, used for applying modifiers [1 - multiresLevelCount].
806 @type multiresPinLevel: int
807 @ivar multiresRenderLevel: The multires level to render [1 - multiresLevelCount].
808 @type multiresRenderLevel: int
809
810
811 """
812
814 """
815 Replace the mesh's existing data with the raw mesh data from a Blender
816 Object. This method supports all the geometry based objects (mesh, text,
817 curve, surface, and meta). If the object has modifiers, they will be
818 applied before to the object before extracting the vertex data unless
819 the B{cage} parameter is 1.
820 @note: The mesh coordinates are in I{local space}, not the world space of
821 its object. For world space vertex coordinates, each vertex location must
822 be multiplied by the object's 4x4 transform matrix (see L{transform}).
823 @note: The objects materials will not be copied into the existing mesh,
824 however the face material indices will match the material list of the original data.
825 @type object: blender object or string
826 @param object: The Blender object or its name, which contains the geometry data.
827 @type cage: int
828 @param cage: determines whether the original vertices or derived vertices
829 @type render: int
830 @param render: determines whether the render setting for modifiers will be used or not.
831 (for objects with modifiers) are used. The default is derived vertices.
832 """
833
835 """
836 Recalculates the vertex normals using face data.
837 """
838
840 """
841 @type point: vector
842 @param point: Test if this point is inside the mesh
843 @type selected_only: bool
844 @param selected_only: if True or 1, only the selected faces are taken into account.
845 Returns true if vector is inside the mesh.
846 @note: Only returns a valid result for mesh data that has no holes.
847 @note: Bubbles in the mesh work as expect.
848 """
850 """
851 Calculates tangents for this mesh, returning a list of tuples,
852 each with 3 or 4 tangent vectors, these are alligned with the meshes faces.
853
854 Example::
855 # Display the tangents as edges over a the active mesh object
856 from Blender import *
857 sce = Scene.GetCurrent()
858 ob = sce.objects.active
859
860 me = ob.getData(mesh=1)
861 ts = me.getTangents()
862 me_disp = Mesh.New()
863
864 verts = []
865 edges = []
866 for i, f in enumerate(me.faces):
867 ft = ts[i]
868 for j, v in enumerate(f):
869 tan = ft[j]
870 print tan
871 co = v.co
872
873 verts.append(co)
874 verts.append(co+tan)
875
876 i = len(verts)
877 edges.append((i-1, i-2))
878
879 me_disp.verts.extend( verts )
880 me_disp.edges.extend( edges )
881
882 sce.objects.new( me_disp )
883
884 @note: The tangents are computed using the active UV layer, if there are no UV layers, orco coords are used.
885 """
886
887
929
931 """
932 Colors vertices based on the current lighting setup, like when there
933 are no vertex colors and no textured faces and a user enters Vertex Paint
934 Mode in Blender (only lamps in visible layers account). An exception is
935 thrown if called while in EditMode.
936 @type object: Object
937 @param object: The Blender Object linked to the mesh.
938 """
939
941 """
942 Update display lists after changes to mesh. B{Note}: with changes taking
943 place for using a directed acyclic graph (DAG) for scene and object
944 updating, this method may be only temporary and may be removed in future
945 releases.
946 @type key: string
947 @param key: Use this optional argument to write the current vertex
948 locations to the a shape key. the name must match an existing shape key for this mesh
949 See L{Mesh.Mesh.key} and L{Key.Key.blocks} to get a list of the named shape keys, setting the active keys is
950 done from the object with L{Object.Object.pinShape}, L{Object.Object.activeShape}.
951
952
953
954 @warn: Since Blender 2.42 this function has changed; now it won't recalculate
955 vertex normals (seen when faces are smooth). See L{Mesh.calcNormals()}.
956 """
957
959 """
960 Quickly search for the location of an edges.
961 @type edges: sequence(s) of ints or MVerts
962 @param edges: can be tuples of MVerts or integer indexes (B{note:} will
963 not work with PVerts) or a sequence (list or tuple) containing two or
964 more sequences.
965 @rtype: int, None or list
966 @return: if an edge is found, its index is returned; otherwise None is
967 returned. If a sequence of edges is passed, a list is returned.
968 """
969
971 """
972 Add a named and empty vertex (deform) group to the object this mesh is
973 linked to. The mesh must first be linked to an object (with object.link()
974 or object.getData() ) so the method knows which object to update.
975 This is because vertex groups in Blender are stored in I{the object} --
976 not in the mesh, which may be linked to more than one object.
977 @type group: string
978 @param group: the name for the new group.
979 """
980
982 """
983 Remove a named vertex (deform) group from the object linked to this mesh.
984 All vertices assigned to the group will be removed (just from the group,
985 not deleted from the mesh), if any. If this mesh was newly created, it
986 must first be linked to an object (read the comment in L{addVertGroup} for
987 more info).
988 @type group: string
989 @param group: the name of a vertex group.
990 """
991
993 """
994 Adds an array (a Python list) of vertex points to a named vertex group
995 associated with a mesh. The vertex list is a list of vertex indices from
996 the mesh. You should assign vertex points to groups only when the mesh has
997 all its vertex points added to it and is already linked to an object.
998
999 I{B{Example:}}
1000 The example here adds a new set of vertex indices to a sphere primitive::
1001 import Blender
1002 sphere = Blender.Object.Get('Sphere')
1003 replace = Blender.Mesh.AssignModes.REPLACE
1004 mesh = sphere.getData(mesh=True)
1005 mesh.addVertGroup('firstGroup')
1006 vertList = []
1007 for x in range(300):
1008 if x % 3 == 0:
1009 vertList.append(x)
1010 mesh.assignVertsToGroup('firstGroup', vertList, 0.5, replace)
1011
1012 @type group: string
1013 @param group: the name of the group.
1014 @type vertList: list of ints
1015 @param vertList: a list of vertex indices.
1016 @type weight: float
1017 @param weight: the deform weight for (which means: the amount of influence
1018 the group has over) the given vertices. It should be in the range
1019 [0.0, 1.0]. If weight <= 0, the given vertices are removed from the
1020 group. If weight > 1, it is clamped.
1021 @type assignmode: module constant
1022 @param assignmode: Three choices: REPLACE, ADD or SUBTRACT.
1023 See L{AssignModes} for a complete description.
1024 """
1025
1027 """
1028 Remove a list of vertices from the given group. If this mesh was newly
1029 created, it must first be linked to an object (check L{addVertGroup}).
1030 @type group: string
1031 @param group: the name of a vertex group
1032 @type vertList: list of ints
1033 @param vertList: a list of vertex indices to be removed from I{group}.
1034 If None, all vertices are removed -- the group is emptied.
1035 """
1036
1038 """
1039 Return a list of vertex indices associated with the passed group. This
1040 method can be used to test whether a vertex index is part of a group and
1041 if so, what its weight is.
1042
1043 I{B{Example:}}
1044 Append this to the example from L{assignVertsToGroup}::
1045 # ...
1046 print "Vertex indices from group %s :" % groupName
1047 print mesh.getVertsFromGroup('firstGroup')
1048 print "Again, with weights:"
1049 print mesh.getVertsFromGroup('firstGroup',1)
1050 print "Again, with weights and restricted to the given indices:"
1051 print mesh.getVertsFromGroup('firstGroup',1,[1,2,3,4,5,6])
1052
1053 @type group: string
1054 @param group: the group name.
1055 @type weightsFlag: bool
1056 @param weightsFlag: if 1, each item in the list returned contains a
1057 tuple pair (index, weight), the weight is a float between 0.0 and 1.0.
1058 @type vertList: list of ints
1059 @param vertList: if given, only those vertex points that are both in the
1060 list and group passed in are returned.
1061 """
1062
1064 """
1065 Renames a vertex group.
1066 @type groupName: string
1067 @param groupName: the vertex group name to be renamed.
1068 @type newName: string
1069 @param newName: the name to replace the old name.
1070 """
1071
1073 """
1074 Return a list of all vertex group names.
1075 @rtype: list of strings
1076 @return: returns a list of strings representing all vertex group
1077 associated with the mesh's object
1078 """
1079
1081 """
1082 Return a list of all UV layer names
1083 @rtype: list of strings
1084 @return: returns a list of strings representing all UV layers
1085 associated with the mesh's object
1086 """
1087
1089 """
1090 Return a list of all color layer names
1091 @rtype: list of strings
1092 @return: returns a list of strings representing all color layers
1093 associated with the mesh's object
1094 """
1095
1097 """
1098 Get the bone influences for a specific vertex.
1099 @type index: int
1100 @param index: The index of a vertex.
1101 @rtype: list of lists
1102 @return: List of pairs [name, weight], where name is the bone name (string)
1103 and weight is a float value.
1104 """
1105
1107 """
1108 Remove all mesh keys stored in this mesh.
1109 @rtype: bool
1110 @return: True if successful or False if the Mesh has no keys.
1111 """
1112
1113 - def insertKey(frame = None, type = 'relative'):
1114 """
1115 Insert a mesh key at the given frame.
1116 @type frame: int
1117 @type type: string
1118 @param frame: The Scene frame where the mesh key should be inserted. If
1119 None or the arg is not given, the current frame is used.
1120 @param type: The mesh key type: 'relative' or 'absolute'. This is only
1121 relevant on meshes with no keys.
1122 @warn: This and L{removeAllKeys} were included in this release only to
1123 make accessing vertex keys possible, but may not be a proper solution
1124 and may be substituted by something better later. For example, it
1125 seems that 'frame' should be kept in the range [1, 100]
1126 (the curves can be manually tweaked in the Ipo Curve Editor window in
1127 Blender itself later).
1128 @warn: Will throw an error if the mesh has multires. use L{multires} to check.
1129 """
1130
1132 """
1133 Adds a new UV/Image layer to this mesh, it will always be the last layer but not made active.
1134 @type name: string
1135 @param name: The name of the new UV layer, 31 characters max.
1136 """
1137
1139 """
1140 Adds a new Vertex Color layer to this mesh, it will always be the last layer but not made active.
1141 @type name: string
1142 @param name: The name of the new Color layer, 31 characters max.
1143 """
1144
1146 """
1147 Adds multires levels to this mesh.
1148 @type levels: int
1149 @param levels: The number of levels to add
1150 @type type: string
1151 @param type: The type of multires level, 'catmull-clark' or 'simple'.
1152 """
1153
1155 """
1156 Removes the active UV/Image layer.
1157 @type name: string
1158 @param name: The name of the UV layer to remove.
1159 """
1160
1162 """
1163 Removes the active Vertex Color layer.
1164 @type name: string
1165 @param name: The name of the Color layer to remove.
1166 """
1167
1169 """
1170 Renames the UV layer called name to newname.
1171 @type name: string
1172 @param name: The UV layer to rename.
1173 @type newname: string
1174 @param newname: The new name of the UV layer, will be made unique.
1175 """
1176
1178 """
1179 Renames the color layer called name to newname.
1180 @type name: string
1181 @param name: The Color layer to rename.
1182 @type newname: string
1183 @param newname: The new name of the Color layer, will be made unique.
1184 """
1185
1187 """
1188 Flattens angle of selected faces. Experimental mesh tool.
1189 An exception is thrown if called while in EditMode.
1190 """
1191
1193 """
1194 Toggles the direction of selected face's normals. Experimental mesh tool.
1195 An exception is thrown if called while in EditMode.
1196 """
1197
1199 """
1200 Moves selected vertices outward in a spherical shape. Experimental mesh
1201 tool.
1202 An exception is thrown if called while in EditMode.
1203 """
1204
1206 """
1207 Scan fill a closed selected edge loop. Experimental mesh tool.
1208 An exception is thrown if called while in EditMode.
1209 """
1210
1212 """
1213 Convert selected triangles to quads. Experimental mesh tool.
1214 An exception is thrown if called while in EditMode.
1215 """
1216
1218 """
1219 Convert selected quads to triangles. Experimental mesh tool.
1220 An exception is thrown if called while in EditMode.
1221 @type mode: int
1222 @param mode: specifies whether a to add the new edge between the
1223 closest (=0) or farthest(=1) vertices.
1224 """
1225
1227 """
1228 Subdivide selected edges in a mesh. Experimental mesh tool.
1229 An exception is thrown if called while in EditMode.
1230 @type beauty: int
1231 @param beauty: specifies whether a "beauty" subdivide should be
1232 enabled (disabled is default). Value must be in the range [0,1].
1233 """
1234
1236 """
1237 Removes duplicates from selected vertices. Experimental mesh tool.
1238 An exception is thrown if called while in EditMode.
1239 @type limit: float
1240 @param limit: specifies the maximum distance considered for vertices
1241 to be "doubles". Value is clamped to the range [0.0,1.0].
1242 @rtype: int
1243 @return: the number of vertices deleted
1244 """
1245
1247 """
1248 Recalculates inside or outside normals for selected faces. Experimental
1249 mesh tool.
1250 An exception is thrown if called while in EditMode.
1251 @type direction: int
1252 @param direction: specifies outward (0) or inward (1) normals. Outward
1253 is the default. Value must be in the range [0,1].
1254 """
1255
1257 """
1258 Make a copy of this mesh
1259 @rtype: Mesh
1260 @return: a copy of this mesh
1261 """
1262
1263 import id_generics
1264 Mesh.__doc__ += id_generics.attributes
1265