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# Blender.Mesh module and the Mesh PyType object
"""
The Blender.Mesh submodule.
B{New}:
- L{transform()<Mesh.transform>}: apply transform matrix to mesh vertices
- L{getFromObject()<Mesh.getFromObject>}: get mesh data from other
geometry objects
- L{findEdges()<Mesh.findEdges>}: determine if and where edges exist in the
mesh's edge list
- delete methods for L{verts<MVertSeq.delete>}, L{edges<MEdgeSeq.delete>}
and L{faces<MFaceSeq.delete>}
- new experimental mesh tools:
L{fill()<Mesh.Mesh.fill>},
L{flipNormals()<Mesh.Mesh.flipNormals>},
L{recalcNormals()<Mesh.Mesh.recalcNormals>},
L{remDoubles()<Mesh.Mesh.remDoubles>},
L{smooth()<Mesh.Mesh.smooth>},
L{subdivide()<Mesh.Mesh.subdivide>} and
L{toSphere()<Mesh.Mesh.toSphere>}
- and if you're never used Mesh before, everything!
Mesh Data
=========
This module provides access to B{Mesh Data} objects in Blender. It differs
from the NMesh module by allowing direct access to the actual Blender data,
so that changes are done immediately without need to update or put the data
back into the original mesh. The result is faster operations with less memory
usage.
Example::
import Blender
from Blender import Mesh, Material, Window
editmode = Window.EditMode() # are we in edit mode? If so ...
if editmode: Window.EditMode(0) # leave edit mode before getting the mesh
me = Mesh.Get("Plane") # get the mesh data called "Plane"
if not me.materials: # if there are no materials ...
newmat = Material.New() # create one ...
me.materials=[newmat] # and set the mesh's list of mats
print me.materials # print the list of materials
mat = me.materials[0] # grab the first material in the list
mat.R = 1.0 # redefine its red component
for v in me.verts: # loop the list of vertices
v.co[0] *= 2.5 # multiply the coordinates
v.co[1] *= 5.0
v.co[2] *= 2.5
if editmode: Window.EditMode(1) # optional, just being nice
"""
def Get(name=None):
"""
Get the mesh data object called I{name} from Blender.
@type name: string
@param name: The name of the mesh data object.
@rtype: Mesh
@return: If a name is given, it returns either the requested mesh or None.
If no parameter is given, it returns all the meshs in the current scene.
"""
def New(name='Mesh'):
"""
Create a new mesh data object called I{name}.
@type name: string
@param name: The name of the mesh data object.
@rtype: Mesh
@return: a new Blender mesh.
"""
class MCol:
"""
The MCol object
===============
This object is four ints representing an RGBA color.
@ivar r: The Red component in [0, 255].
@type r: int
@ivar g: The Green component in [0, 255].
@type g: int
@ivar b: The Blue component in [0, 255].
@type b: int
@ivar a: The Alpha (transparency) component in [0, 255].
@type a: int
"""
class MVert:
"""
The MVert object
================
This object holds mesh vertex data.
@ivar co: The vertex coordinates (x, y, z).
@type co: vector
@ivar no: The vertex's unit normal vector (x, y, z). Read-only. B{Note}:
if vertex coordinates are changed, it may be necessary to use
L{Mesh.calcNormals()} to update the vertex normals.
@type no: vector
@ivar uvco: (MVerts only). The vertex texture "sticky" coordinates (x, y),
if present.
Use L{Mesh.vertexUV} to test for presence before trying to access;
otherwise an exception will may be thrown.
(Sticky coordinates can be set when the object is in the Edit mode;
from the Editing Panel (F9), look under the "Mesh" properties for the
"Sticky" button).
@type uvco: vector
@ivar index: (MVerts only). The vertex's index within the mesh. Read-only.
@type index: int
@ivar sel: The vertex's selection state (selected=1).
B{Note}: a Mesh will return the selection state of the mesh when EditMode
was last exited. A Python script operating in EditMode must exit EditMode
before getting the current selection state of the mesh.
@type sel: int
@warn: There are two kinds of UV texture coordinates in Blender: per vertex
("sticky") and per face vertex (UV in L{MFace}). In the first, there's
only one UV pair of coordinates for each vertex in the mesh. In the
second, for each face it belongs to, a vertex can have different UV
coordinates. This makes the per face option more flexible, since two
adjacent faces won't have to be mapped to a continuous region in an image:
each face can be independently mapped to any part of its texture.
"""
def __init__(coord):
"""
Create a new PVert object.
@note: PVert-type objects are designed to be used for creating and
modifying a mesh's vertex list, but since they do not "wrap" any Blender
data there are some differences. The B{index} and B{uvco} attributes
are not defined for PVerts, and the B{no} attribute contains valid
data only if the PVert was created from an MVert (using a slice
operation on the mesh's vertex list.) PVerts also cannot be used as an
argument to any method which expects data wrapping a Blender mesh, such
as L{MVertSeq.delete()}.
Example::
v = Blender.Mesh.MVert(1,0,0)
v = Blender.Mesh.MVert(Blender.Mathutils.Vector([1,0,0]))
m = Blender.Mesh.Get('Mesh')
vlist = m.verts[:] # slice operation also returns PVerts
@type coord: three floats or a Vector object
@param coord: the coordinate values for the new vertex
@rtype: PVert
@return: a new PVert object
"""
class MVertSeq:
"""
The MVertSeq object
===================
This object provides sequence and iterator access to the mesh's vertices.
Access and assignment of single items and slices are also supported.
When a single item in the vertex list is accessed, the operator[] returns
a MVert object which "wraps" the actual vertex in the mesh; changing any
of the vertex's attributes will immediately change the data in the mesh.
When a slice of the vertex list is accessed, however, the operator[]
returns a list of PVert objects which are copies of the mesh's vertex
data. Changes to these objects have no effect on the mesh; they must be
assigned back to the mesh's vertex list.
Slice assignments cannot change the vertex list size. The size of the
list being assigned must be the same as the specified slice; otherwise an
exception is thrown.
Example::
import Blender
from Blender import Mesh
me = Mesh.Get("Plane") # get the mesh data called "Plane"
vert = me.verts[0] # vert accesses actual mesh data
vert.co[0] += 2 # change the vertex's X location
pvert = me.verts[-2:] # pvert is COPY of mesh's last two verts
pvert[0].co[0] += 2 # change the vertex's X location
pvert[1].co[0] += 2 # change the vertex's X location
me.verts[-1] = pvert[1] # put change to second vertex into mesh
"""
def extend(coords):
"""
Append one or more vertices to the mesh. Unlike L{MEdgeSeq.extend()} and
L{MFaceSeq.extend()} no attempt is made to check for duplicate vertices in
the parameter list, or for vertices already in the mesh.
Example::
import Blender
from Blender import Mesh
from Blender.Mathutils import Vector
me = Mesh.Get("Plane") # get the mesh data called "Plane"
me.verts.extend(1,1,1) # add one vertex
l=[(.1,.1,.1),Vector([2,2,.5])]
me.verts.extend(l) # add multiple vertices
@type coords: tuple(s) of floats or vectors
@param coords: coords can be
- a tuple of three floats,
- a 3D vector, or
- a sequence (list or tuple) of either of the above.
"""
def delete(verts):
"""
Deletes one or more vertices from the mesh. Any edge or face which
uses the specified vertices are also deleted.
@type verts: multiple ints or MVerts
@param verts: can be
- a single MVert belonging to the mesh (B{note:} will not work with
PVerts)
- a single integer, specifying an index into the mesh's vertex list
- a sequence (list or tuple) containing two or more of either of
the above.
"""
class MEdge:
"""
The MEdge object
================
This object holds mesh edge data.
@ivar v1: The first vertex of the edge.
@type v1: MVert
@ivar v2: The second vertex of the edge.
@type v2: MVert
@ivar crease: The crease value of the edge. It is in the range [0,255].
@type crease: int
@ivar flag: The bitfield describing edge properties. See L{NMesh.EdgeFlags}.
@type flag: int
@ivar index: The edge's index within the mesh. Read-only.
@type index: int
"""
def __iter__():
"""
Iterator for MEdge. It iterates over the MVerts of the edge, returning
v1 then v2.
@return: one of the edge's vertices
@rtype: MVert
"""
class MEdgeSeq:
"""
The MEdgeSeq object
===================
This object provides sequence and iterator access to the mesh's edges.
"""
def extend(vertseq):
"""
Add one or more edges to the mesh. Edges which already exist in the
mesh are ignored. If three or four verts are specified in any tuple,
an edge is also created between the first and last vertices (this is
useful when adding faces).
Example::
import Blender
from Blender import Mesh
me = Mesh.Get("Plane") # get the mesh data called "Plane"
v = me.verts # get vertices
if len(v) >= 6: # if there are enough vertices...
me.edges.extend(v[0],v[1]) # add a single edge
l=[(v[1],v[2],v[3]),(v[0],v[2],v[4],v[5])]
me.edges.extend(l) # add multiple edges
@type vertseq: tuple(s) of MVerts
@param vertseq: either two to four MVerts, or sequence (list or tuple)
of tuples each containing two to four MVerts.
"""
def delete(edges):
"""
Deletes one or more edges from the mesh. In addition, also delete:
- any faces which uses the specified edge(s)
- any "orphan" vertices (belonging only to specified edge(s))
@type edges: multiple ints or MEdges
@param edges: can be
- a single MEdge belonging to the mesh
- a single integer, specifying an index into the mesh's edge list
- a sequence (list or tuple) containing two or more of either of
the above.
"""
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 = NMesh.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()
@ivar verts: The face's vertices. Each face has 3 or 4 vertices.
@type verts: list of MVerts
@ivar v: Same as L{verts}. This attribute is only for compatibility with
NMesh scripts and will probably be deprecated in the future.
@ivar sel: The face's B{edit mode} selection state (selected=1).
This is not the same as the selection state of
the textured faces (see L{flag}).
@type sel: int
@ivar hide: The face's B{edit mode} visibility state (hidden=1).
This is not the same as the visibility state of
the textured faces (see L{flag}).
@type hide: int
@ivar 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 smooth: int
@ivar 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 L{Mesh.faceUV} and L{Mesh.vertexColors} to test. B{Note}:
if a mesh has i{both} UV faces and vertex colors, the colors stored in
the UV faces will be used here.
@type col: list of MCols
@ivar mat: The face's index into the mesh's materials
list. It is in the range [0,15].
@type mat: int
@ivar image: The Image used as a texture for this face.
Will throw an exception if the mesh does not have UV faces; use
L{Mesh.faceUV} to test.
@type image: Image
@ivar mode: The texture mode bitfield (see L{NMesh.FaceModes}).
Will throw an exception if the mesh does not have UV faces; use
L{Mesh.faceUV} to test.
@type mode: int
@ivar index: The face's index within the mesh. Read-only.
@type index: int
@ivar flag: The face's B{texture mode} flags; indicates the selection,
active , and visibility states of a textured face (see
L{NMesh.FaceFlags} for values).
This is not the same as the selection or visibility states of
the faces in edit mode (see L{sel} and L{hide}).
To set the active face, use
the L{Mesh.activeFace} attribute instead.
Will throw an exception if the mesh does not have UV faces; use
L{Mesh.faceUV} to test.
@ivar transp: Transparency mode. It is one of the values in
L{NMesh.FaceTranspModes}).
Will throw an exception if the mesh does not have UV faces; use
L{Mesh.faceUV} to test.
@type transp: int
@ivar 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
L{Mesh.faceUV} to test.
@type uv: list of vectors
@ivar no: The face's normal vector (x, y, z). Read-only.
@type no: vector
@note: there are regular faces and textured faces in Blender, both currently
with their own selection and visibility states, due to a mix of old and new
code. To (un)select or (un)hide regular faces (visible in EditMode), use
L{MFace.sel} and L{MFace.hide} attributes. For textured faces (UV Face
Select and Paint modes in Blender) use the L{MFace.flag} attribute.
Check the example above and note L{Window.EditMode}.
@note: Assigning UV textures to mesh faces in Blender works like this:
1. Select your mesh.
2. Enter face select mode (press f) and select at least some face(s).
3. In the UV/Image Editor window, load / select an image.
4. Play in both windows (better split the screen to see both at the same
time) until the UV coordinates are where you want them. Hint: in the
3D window, the 'u' key opens a menu of default UV choices and the 'r'
key lets you rotate the UV coords.
5. Leave face select mode (press f).
"""
def __iter__():
"""
Iterator for MVert. It iterates over the MVerts of the face, returning
v1, v2, v3 (and optionally v4);
@return: one of the face's vertices
@rtype: MVert
"""
class MFaceSeq:
"""
The MFaceSeq object
===================
This object provides sequence and iterator access to the mesh's faces.
"""
def extend(vertseq):
"""
Add one or more faces to the mesh. Faces which already exist in the
mesh are ignored. Tuples of two vertices are accepted, but no face
will be created.
Example::
import Blender
from Blender import Mesh
me = Mesh.Get("Plane") # get the mesh data called "Plane"
v = me.verts # get vertices
if len(v) >= 6: # if there are enough vertices...
me.face.extend(v[1],v[2],v[3]) # add a single edge
l=[(v[0],v[1]),(v[0],v[2],v[4],v[5])]
me.face.extend(l) # add another face
@type vertseq: tuple(s) of MVerts
@param vertseq: either two to four MVerts, or sequence (list or tuple)
of tuples each containing two to four MVerts.
"""
def delete(deledges, faces):
"""
Deletes one or more faces (and optionally the edges associated with
the face(s)) from the mesh.
@type deledges: int
@param deledges: controls whether just the faces (deledges=0)
or the faces and edges (deledges=1) are deleted. These correspond to the
"Only Faces" and "Edges & Faces" options in the Edit Mode pop-up menu
@type faces: multiple ints or MFaces
@param faces: a sequence (list or tuple) containing one or more of:
- an MEdge belonging to the mesh
- a integer, specifying an index into the mesh's face list
"""
class Mesh:
"""
The Mesh Data object
====================
This object gives access to mesh data in Blender.
@note: the verts, edges and faces attributes are implemented as sequences.
The operator[] and len() are defined for these sequences. You cannot
assign to an item in the sequence, but you can assign to most of the
attributes of individual items.
@ivar edges: The mesh's edges.
@type edges: sequence of MEdges
@ivar faces: The mesh's faces.
@type faces: sequence of MFaces
@ivar verts: The mesh's vertices.
@type verts: sequence of MVerts
@ivar materials: The mesh's materials. Each mesh can reference up to
16 materials. Empty slots in the mesh's list are represented by B{None}.
@type materials: list of Materials
@ivar degr: The max angle for auto smoothing in [1,80].
@type degr: int
@ivar maxSmoothAngle: Same as L{degr}. This attribute is only for
compatibility with NMesh scripts and will probably be deprecated in
the future.
@ivar mode: The mesh's mode bitfield. See L{NMesh.Modes}.
@type mode: int
@ivar name: The Mesh name. It's common to use this field to store extra
data about the mesh (to be exported to another program, for example).
@type name: str
@ivar subDivLevels: The [display, rendering] subdivision levels in [1, 6].
@type subDivLevels: list of 2 ints
@ivar users: The number of Objects using (linked to) this mesh.
@type users: int
@ivar faceUV: The mesh contains UV-mapped textured faces. Read-only.
@type faceUV: bool
@ivar vertexColors: The mesh contains vertex colors. Read-only.
@type vertexColors: bool
@ivar vertexUV: The mesh contains "sticky" per-vertex UV coordinates. Read-only.
@type vertexUV: bool
@ivar activeFace: Index of the mesh's active face in UV Face Select and
Paint modes. Only one face can be active at a time. Note that this is
independent of the selected faces in Face Select and Edit modes.
Will throw an exception if the mesh does not have UV faces; use
L{faceUV} to test.
@type activeFace: int
"""
def getFromObject(name):
"""
Replace the mesh's existing data with the raw mesh data from a Blender
Object. This method support all the geometry based objects (mesh, text,
curve, surface, and meta).
@note: The mesh coordinates are in i{local space}, not the world space of
its object. For world space vertex coordinates, each vertex location must
be multiplied by the object's 4x4 transform matrix (see L{transform}).
@type name: string
@param name: name of the Blender object which contains the geometry data.
"""
def calcNormals():
"""
Recalculates the vertex normals using face data.
"""
def transform(matrix, recalc_normals = False):
"""
Transforms the mesh by the specified 4x4 matrix (such as returned by
L{Object.Object.getMatrix}). The matrix should be invertible.
Ideal usage for this is exporting to an external file where
global vertex locations are required for each object.
Sometimes external renderers or file formats do not use vertex normals.
In this case, you can skip transforming the vertex normals by leaving
the optional parameter recalc_normals as False or 0 (the default value).
Example::
# This script outputs deformed meshes worldspace vertex locations
# for a selected object without changing the object
import Blender
from Blender import Mesh, Object
ob = Object.GetSelected()[0] # Get the first selected object
me = Mesh.New() # Create a new mesh
me.getFromObject(ob.name) # Get the object's mesh data
verts = me.verts[:] # Save a copy of the vertices
me.transform(ob.matrix) # Convert verts to world space
for v in me.verts:
print 'worldspace vert', v.co
me.verts = verts # Restore the original verts
@type matrix: Py_Matrix
@param matrix: 4x4 Matrix which can contain location, scale and rotation.
@type recalc_normals: int
@param recalc_normals: if True or 1, also transform vertex normals.
@warn: unlike L{NMesh.transform()<NMesh.NMesh.transform>}, this method
I{will immediately modify the mesh data} when it is used. If you
transform the mesh using the object's matrix to get the vertices'
world positions, the result will be a "double transform". To avoid
this you either need to set the object's matrix to the identity
matrix, perform the inverse transform after outputting the transformed
vertices, or make a copy of the vertices prior to using this method
and restore them after outputting the transformed vertices (as shown
in the example).
"""
def vertexShade(object):
"""
Colors vertices based on the current lighting setup, like when there
are no vertex colors and no textured faces and a user enters Vertex Paint
Mode in Blender (only lamps in visible layers account). An exception is
thrown if called while in EditMode.
@type object: Object
@param object: The Blender Object linked to the mesh.
"""
def update():
"""
Update display lists after changes to mesh. B{Note}: with changes taking
place for using a directed acyclic graph (DAG) for scene and object
updating, this method may be only temporary and may be removed in future
releases.
"""
def findEdges(edges):
"""
Quickly search for the location of an edge.
@type edges: tuple(s) of ints or MVerts
@param edges: can be tuples of MVerts or integer indexes (B{note:} will
not work with PVerts) or a sequence (list or tuple) containing two or
tuples.
@rtype: int, None or list
@return: if an edge is found, its index is returned; otherwise None is
returned. If a sequence of edges is passed, a list is returned.
"""
def smooth():
"""
Flattens angle of selected faces. Experimental mesh tool.
An exception is thrown if called while in EditMode.
"""
def flipNormals():
"""
Toggles the direction of selected face's normals. Experimental mesh tool.
An exception is thrown if called while in EditMode.
"""
def toSphere():
"""
Moves selected vertices outward in a spherical shape. Experimental mesh
tool.
An exception is thrown if called while in EditMode.
"""
def subdivide(beauty=0):
"""
Subdivide selected edges in a mesh. Experimental mesh tool.
An exception is thrown if called while in EditMode.
@type beauty: int
@param beauty: specifies whether a "beauty" subdivide should be
enabled (disabled is default). Value must be in the range [0,1].
"""
def remDoubles(limit):
"""
Removes duplicates from selected vertices. Experimental mesh tool.
An exception is thrown if called while in EditMode.
@type limit: float
@param limit: specifies the maximum distance considered for vertices
to be "doubles". Value is clamped to the range [0.0,1.0].
@rtype: int
@return: the number of vertices deleted
"""
def fill():
"""
Scan fill a closed selected edge loop. Experimental mesh tool.
An exception is thrown if called while in EditMode.
"""
def recalcNormals(direction=0):
"""
Recalculates inside or outside normals for selected faces. Experimental
mesh tool.
An exception is thrown if called while in EditMode.
@type direction: int
@param direction: specifies outward (0) or inward (1) normals. Outward
is the default. Value must be in the range [0,1].
"""