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											2005-10-03 18:23:04 +00:00
										 |  |  | # Blender.Mesh module and the Mesh PyType object | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | """
 | 
					
						
							|  |  |  | The Blender.Mesh submodule. | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 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): | 
					
						
							|  |  |  |   """
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							|  |  |  |   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. | 
					
						
							|  |  |  |   """
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							|  |  |  | 
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							| 
									
										
										
										
											2005-10-04 15:17:27 +00:00
										 |  |  | 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. | 
					
						
							|  |  |  |   """
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							|  |  |  | 
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							| 
									
										
										
										
											2005-10-03 18:23:04 +00:00
										 |  |  | 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: 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: 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. | 
					
						
							|  |  |  |   """
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							|  |  |  | 
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							|  |  |  | class MVertSeq: | 
					
						
							|  |  |  |   """
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							|  |  |  |   The MVertSeq object | 
					
						
							|  |  |  |   =================== | 
					
						
							|  |  |  |     This object provides sequence and iterator access to the mesh's vertices. | 
					
						
							|  |  |  |   """
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							|  |  |  | 
 | 
					
						
							|  |  |  |   def extend(coords): | 
					
						
							|  |  |  |     """
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							|  |  |  |     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. | 
					
						
							|  |  |  |     """
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 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 | 
					
						
							|  |  |  |   """
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							|  |  |  | 
 | 
					
						
							|  |  |  |   def __iter__(): | 
					
						
							|  |  |  |     """
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							|  |  |  |     Iterator for MEdge.  It iterates over the MVerts of the edge, returning | 
					
						
							|  |  |  |     v1 then v2. | 
					
						
							|  |  |  |     @return: one of the edge's vertices | 
					
						
							|  |  |  |     @rtype: MVert | 
					
						
							|  |  |  |     """
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							|  |  |  | 
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							|  |  |  | class MEdgeSeq: | 
					
						
							|  |  |  |   """
 | 
					
						
							|  |  |  |   The MEdgeSeq object | 
					
						
							|  |  |  |   =================== | 
					
						
							|  |  |  |     This object provides sequence and iterator access to the mesh's edges. | 
					
						
							|  |  |  |   """
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							|  |  |  | 
 | 
					
						
							|  |  |  |   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. | 
					
						
							|  |  |  |     """
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							|  |  |  | 
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							|  |  |  | class MFace: | 
					
						
							|  |  |  |   """
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							|  |  |  |   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: | 
					
						
							|  |  |  |   """
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							|  |  |  |   The MFaceSeq object | 
					
						
							|  |  |  |   =================== | 
					
						
							|  |  |  |     This object provides sequence and iterator access to the mesh's faces. | 
					
						
							|  |  |  |   """
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							|  |  |  |   def extend(vertseq): | 
					
						
							|  |  |  |     """
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							|  |  |  |     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. | 
					
						
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							|  |  |  |     Example:: | 
					
						
							|  |  |  |       import Blender | 
					
						
							|  |  |  |       from Blender import Mesh | 
					
						
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							|  |  |  |       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 | 
					
						
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							|  |  |  |     @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. | 
					
						
							|  |  |  |     """
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							|  |  |  | class Mesh: | 
					
						
							|  |  |  |   """
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							|  |  |  |   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 | 
					
						
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							|  |  |  |   @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 | 
					
						
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							|  |  |  |   @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 | 
					
						
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							|  |  |  |   @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 | 
					
						
							|  |  |  |   """
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							|  |  |  |   def calcNormals(): | 
					
						
							|  |  |  |     """
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							|  |  |  |     Recalculates the vertex normals using face data. | 
					
						
							|  |  |  |     """
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							|  |  |  |   def vertexShade(object): | 
					
						
							|  |  |  |     """
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							|  |  |  |     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. | 
					
						
							|  |  |  |     """
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