Updates and corrections to the BPy doc. Patch #2975
A large chunk of documentation goodness from Campbell Barton (ideasman). Thanks! Note that any mispellings, errors, or inconsistencies are due to my ham-fisted editing.
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@@ -4,11 +4,11 @@
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The Blender.NMesh submodule.
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B{New}:
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- edges class (L{NMEdge}) and nmesh methods (L{NMesh.addEdge},
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L{NMesh.addEdgesData}, etc.);
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- new optional arguments to L{NMesh.update};
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- L{NMesh.transform};
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- L{GetNames}.
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- edges class (L{NMEdge}) and nmesh methods (L{NMesh.NMesh.addEdge},
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L{NMesh.NMesh.addEdgesData}, etc.);
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- new optional arguments to L{NMesh.NMesh.update};
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- L{NMesh.NMesh.transform};
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- L{GetNames};
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- L{GetRawFromObject} supports Surface/Curve/Text/Meta objects
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Mesh Data
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@@ -74,7 +74,7 @@ Example::
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- TILES - uses tiled image.
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- TWOSIDE - two-sided face.
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@var FaceTranspModes: The available face transparency modes. Note: these are
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ENUMS, they can't be combined (and'ed, or'ed, etc) like a bit vector.
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enumerated values (enums), they can't be combined (and'ed, or'ed, etc) like a bit vector.
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- SOLID - draw solid.
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- ADD - add to background (halo).
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- ALPHA - draw with transparency.
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@@ -161,7 +161,7 @@ def GetRawFromObject(name):
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matters, the rendering one is only processed at the rendering pre-stage
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and is not available for scripts. This is not a problem at all, since
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you can get and set the subdivision levels via scripting, too (see
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L{NMesh.getSubDivLevels}, L{NMesh.setSubDivLevels}).
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L{NMesh.NMesh.getSubDivLevels}, L{NMesh.NMesh.setSubDivLevels}).
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@note: Meshes extracted from curve based objects (Font/2D filled curves)
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contain both the filled surfaces and the outlines of the shapes.
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@warn: This function gets I{deformed} mesh data, already modified for
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@@ -296,12 +296,12 @@ class NMFace:
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@type sel: bool
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@ivar sel: The selection state (1: selected, 0: unselected) of this NMesh's
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faces *in edit mode*. This is not the same as the selection state of
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the textured faces (see L{NMesh.NMFace.flag}).
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the textured faces (see L{flag}).
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@type hide: bool
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@ivar hide: The visibility state (1: hidden, 0: visible) of this NMesh's
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faces *in edit mode*. This is not the same as the visibility state of
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the textured faces (see L{NMesh.NMFace.flag}).
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@ivar col: The list of vertex colours.
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the textured faces (see L{flag}).
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@ivar col: The list of vertex colors.
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@ivar mat: Same as I{materialIndex} below.
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@ivar materialIndex: The index of this face's material in its NMesh materials
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list.
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@@ -319,8 +319,8 @@ class NMFace:
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@note: there are normal faces and textured faces in Blender, both currently
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with their own selection and visibility states, due to a mix of old and new
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code. To (un)select or (un)hide normal faces (visible in editmode), use
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L{NMFace.sel} and L{NMFace.hide} vars. For textured faces (Face Select
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mode in Blender) use the old L{NMFace.flag} bitflag. Also check the
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L{sel} and L{hide} variables. For textured faces (Face Select
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mode in Blender) use the old L{flag} bitflag. Also check the
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example above and note L{Window.EditMode}.
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@note: Assigning uv textures to mesh faces in Blender works like this:
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1. Select your mesh.
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@@ -329,7 +329,7 @@ class NMFace:
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4. Play in both windows (better split the screen to see both at the same
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time) until the uv coordinates are where you want them. Hint: in the
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3d window, the 'u' key opens a menu of default uv choices and the 'r'
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key lets you rotate the uv coords.
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key lets you rotate the uv coordinates.
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5. Leave face select mode (press f).
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"""
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@@ -349,7 +349,7 @@ class NMesh:
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@ivar name: The NMesh name. It's common to use this field to store extra
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data about the mesh (to be exported to another program, for example).
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@ivar materials: The list of materials used by this NMesh. See
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L{NMesh.getMaterials} for important details.
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L{getMaterials} for important details.
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@ivar verts: The list of NMesh vertices (NMVerts).
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@ivar users: The number of Objects using (linked to) this mesh.
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@ivar faces: The list of NMesh faces (NMFaces).
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@@ -438,7 +438,7 @@ class NMesh:
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- -1: return the current nmesh's list;
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- 0: retrieve a fresh list from the Blender mesh -- eventual
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modifications made by the script not included, unless
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L{NMesh.update} is called before this method;
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L{update} is called before this method;
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- 1: like 0, but empty slots are not ignored, they are returned as
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None's.
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@note: what >= 0 also updates nmesh.materials attribute.
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@@ -461,22 +461,22 @@ class NMesh:
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def hasVertexColours(flag = None):
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"""
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Get (and optionally set) if this NMesh has vertex colours.
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Get (and optionally set) if this NMesh has vertex colors.
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@type flag: int
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@param flag: If given and non-zero, the "vertex colour" flag for this NMesh
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@param flag: If given and non-zero, the "vertex color" flag for this NMesh
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is turned I{on}.
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@rtype: bool
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@return: The current value of the "vertex colour" flag.
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@warn: If a mesh has both vertex colours and textured faces, this function
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@return: The current value of the "vertex color" flag.
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@warn: If a mesh has both vertex colors and textured faces, this function
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will return False. This is due to the way Blender deals internally with
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the vertex colours array (if there are textured faces, it is copied to
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the vertex colors array (if there are textured faces, it is copied to
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the textured face structure and the original array is freed/deleted).
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If you want to know if a mesh has both textured faces and vertex
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colours, set *in Blender* the "VCol Paint" flag for each material that
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colors, set *in Blender* the "VCol Paint" flag for each material that
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covers an area that was also vertex painted and then check in your
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Python script if that material flag is set. Of course also tell others
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who use your script to do the same. The "VCol Paint" material mode flag
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is the way to tell Blender itself to render with vertex colours, too, so
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is the way to tell Blender itself to render with vertex colors, too, so
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it's a natural solution.
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"""
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