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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 = not 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()
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MVert |
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int |
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float |
area The area of the face. |
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vector |
cent The center of the face. |
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tuple of MCols |
col The face's vertex colors, if defined. |
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tuple |
edge_keys A tuple, each item a key that can reference an edge by its ordered indices. |
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flag The face's texture mode flags; indicates the selection, active , and visibility states of a textured face (see FaceFlags for values). |
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int |
hide The face's edit mode visibility state (hidden=1). |
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Image |
image The Image used as a texture for this face. |
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int |
index The face's index within the mesh. |
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int |
mat The face's index into the mesh's materials list. |
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int |
mode The texture mode bitfield (see FaceModes). |
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vector |
no The face's normal vector (x, y, z). |
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int |
sel The face's edit mode selection state (selected=1). |
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int |
smooth If set, the vertex normals are averaged to make this face look smooth. |
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int |
transp Transparency mode. |
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tuple of vectors (WRAPPED DATA) |
uv The face's UV coordinates. |
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tuple of ints |
uvSel The face's UV coordinates selection state; a 1 indicates the vertex is selected. |
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v Same as verts. |
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list of MVerts |
verts The face's vertices. |
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Iterator for MVert. It iterates over the MVerts of the face, returning v1, v2, v3 (and optionally v4);
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len for MVert. It returns the number of vertices in the face.
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areaThe area of the face. Read-only.
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centThe center of the face. Read-only.
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colThe face's vertex colors, if defined. Each vertex has its own color. Will throw an exception if Mesh.vertexColors is False.Example: # This example uses vertex normals to apply normal colors to each face. import bpy from Blender import Window scn= bpy.scenes.active # Current scene, important to be scene aware ob= scn.objects.active # last selected object me= ob.getData(mesh=1) # thin wrapper doesn't copy mesh data like nmesh me.vertexColors= True # Enable face, vertex colors for f in me.faces: for i, v in enumerate(f): no= v.no col= f.col[i] col.r= int((no.x+1)*128) col.g= int((no.y+1)*128) col.b= int((no.z+1)*128) Window.RedrawAll()
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edge_keysA tuple, each item a key that can reference an edge by its ordered indices. Read-only. This is useful for building connectivity data. Example:from Blender import Mesh me = Mesh.Get('Cube') # a dictionary where the edge is the key, and a list of faces that use it are the value edge_faces = dict([(ed.key, []) for ed in me.edges]) # Add the faces to the dict for f in me.faces: for key in f.edge_keys: edge_faces[key].append(f) # add this face to the edge as a user # Print the edges and the number of face users for key, face_users in edge_faces.iteritems(): print 'Edge:', key, 'uses:', len(face_users),'faces'
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flagThe 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. |
hideThe face's edit mode visibility state (hidden=1). This is not the same as the visibility state of the textured faces (see flag).
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imageThe Image used as a texture for this face. Setting this attribute will create UV faces if they do not exist. Getting this attribute throw an exception if the mesh does not have UV faces; use Mesh.faceUV to test. Assigning an image will automatically set the TEX attribute of the mode bitfield. Use "del f.image" or "f.image = None" to clear the image assigned to the face.
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indexThe face's index within the mesh. Read-only.
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matThe face's index into the mesh's materials list. It is in the range [0,15].
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modeThe texture mode bitfield (see FaceModes). Will throw an exception if the mesh does not have UV faces; use Mesh.faceUV to test.
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noThe face's normal vector (x, y, z). Read-only.
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selThe face's edit mode selection state (selected=1). This is not the same as the selection state of the textured faces (see flag). Note: changing the select state of a face changes the select state of the face's vertices.
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smoothIf 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).
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transpTransparency 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.
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uvThe face's UV coordinates. Each vertex has its own UV coordinate. Setting this attribute will create UV faces if they do not exist. Getting this attribute throw an exception if the mesh does not have UV faces; use Mesh.faceUV to test.
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uvSelThe face's UV coordinates selection 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). Setting this attribute will create UV faces if they do not exist. Getting this attribute throw an exception if the mesh does not have UV faces; use Mesh.faceUV to test.
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vSame as verts. This attribute is only for compatibility with NMesh scripts and will probably be deprecated in the future. |
vertsThe face's vertices. Each face has 3 or 4 vertices.
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