Updates to NMesh doc contributed by Campbell Barton.
Corrections and useful user-oriented hints.
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@@ -53,18 +53,18 @@ Example::
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- HIDE - hidden.
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- ACTIVE - the active face.
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@var FaceModes: The available *texture face* modes. Note: these are only
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meaninful if nmesh.hasFaceUV() returns true, since in Blender this info is
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meaningful if nmesh.hasFaceUV() returns true, since in Blender this info is
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stored at the TexFace (TexFace button in Edit Mesh buttons) structure.
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- ALL - set all modes at once.
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- BILLBOARD - always orient after camera.
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- HALO - halo face, always point to camera.
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- DINAMYC - respond to collisions.
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- DYNAMIC - respond to collisions.
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- INVISIBLE - invisible face.
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- LIGHT - dinamyc lighting.
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- OBCOL - use object colour instead of vertex colours.
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- LIGHT - dynamic lighting.
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- OBCOL - use object color instead of vertex colors.
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- SHADOW - shadow type.
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- SHAREDVERT - apparently unused in Blender.
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- SHAREDCOL - shared vertex colours (per vertex).
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- SHAREDCOL - shared vertex colors (per vertex).
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- TEX - has texture image.
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- TILES - uses tiled image.
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- TWOSIDE - two-sided face.
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@@ -85,7 +85,7 @@ def Col(col = [255, 255, 255, 255]):
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"""
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Get a new mesh rgba color.
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@type col: list
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@param col: A list [red, green, blue, alpha] of int values in [0, 255].
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@param col: A list [red, green, blue, alpha] of integer values in [0, 255].
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@rtype: NMCol
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@return: A new NMCol (mesh rgba color) object.
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"""
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@@ -136,7 +136,9 @@ def GetRaw(name = None):
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def GetRawFromObject(name):
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"""
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Get the raw mesh data object from the Object in Blender called I{name}.
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Get the raw mesh data object from the Object in Blender called I{name}.\n
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Note: The mesh coordinates are in local space, not the world space of its Object.\n
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For world space vertex coordinates, each vertex location must be multiplied by the object's 4x4 matrix.
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@type name: string
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@param name: The name of an Object of type "Mesh".
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@rtype: NMesh
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@@ -177,7 +179,7 @@ class NMCol:
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The NMCol object
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================
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This object is a list of ints: [r, g, b, a] representing an
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rgba colour.
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rgba color.
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@cvar r: The Red component in [0, 255].
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@cvar g: The Green component in [0, 255].
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@cvar b: The Blue component in [0, 255].
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@@ -189,16 +191,17 @@ class NMVert:
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The NMVert object
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=================
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This object holds mesh vertex data.
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@type co: list of three floats
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@type co: 3D Vector object.
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@cvar co: The vertex coordinates (x, y, z).
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@type no: list of three floats
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@type no: 3D Vector object. (unit length)
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@cvar no: The vertex normal vector (x, y, z).
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@type uvco: list of two floats
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@cvar uvco: The vertex texture "sticky" coordinates.
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@type uvco: 3D Vector object.
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@cvar uvco: The vertex texture "sticky" coordinates. The Z value of the Vector is ignored.
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@type index: int
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@cvar index: The vertex index, if owned by a mesh.
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@type sel: int
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@cvar sel: The selection state (selected:1, unselected:0) of this vertex.
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@cvar sel: The selection state (selected:1, unselected:0) of this vertex.\n
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Note: An NMesh will return the selection state of the mesh when EditMod was last exited. A python script operating in EditMode must exit edit mode, before getting the current selection state of the mesh.
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@warn: There are two kinds of uv texture coordinates in Blender: per vertex
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("sticky") and per face vertex (uv in L{NMFace}). In the first, there's
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only one uv pair of coordinates for each vertex in the mesh. In the
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@@ -712,6 +715,8 @@ class NMesh:
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def getMaxSmoothAngle():
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"""
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Get the max angle for auto smoothing.
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Note: This will only affect smoothing generated at render time.
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Smoothing can also be set per face which is visible in Blenders 3D View.
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@return: The value in degrees.
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"""
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