- Stephane Soppera added long missed support for edge data in Blender.NMesh + related doc; - Michael Reimpell improved script registration (fixes bug report #2160) and the file and image selectors in Blender.Window (improved with suggestions from Yann Vernier). They now suppport methods as callbacks; - World.get/setMode were not registered, so could not be directly called (reported by Ken Hughes). Still needs some work to improve things, including docs. Scripts: - Jean-Michel Soler updated his texture baker based on input from Appolux; - Campbell and Jean-Michel improved the bvh importer: faster, better float units scaling (by Campbell); supports Poser 3.01 files (by jms). Thanks guys!
		
			
				
	
	
		
			684 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			684 lines
		
	
	
		
			25 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| # Blender.NMesh module and the NMesh PyType object
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| 
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| """
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| The Blender.NMesh submodule.
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| 
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| B{New}: L{NMesh.getMaterials}, L{NMesh.setMaterials}.
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| 
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| Mesh Data
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| =========
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| 
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| This module provides access to B{Mesh Data} objects in Blender.
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| 
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| Example::
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| 
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|   import Blender
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|   from Blender import NMesh, Material
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|   #
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|   me = NMesh.GetRaw("Plane")       # get the mesh data called "Plane"
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| 
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|   if not me.materials:             # if there are no materials ...
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|     newmat = Material.New()        # create one ...
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|     me.materials.append(newmat)    # and append it to the mesh's list of mats
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| 
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|   print me.materials               # print the list of materials
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|   mat = me.materials[0]            # grab the first material in the list
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|   mat.R = 1.0                      # redefine its red component
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|   for v in me.verts:               # loop the list of vertices
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|     v.co[0] *= 2.5                 # multiply the coordinates
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|     v.co[1] *= 5.0
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|     v.co[2] *= 2.5
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|   me.update()                      # update the real mesh in Blender
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| 
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| @type Modes: readonly dictionary
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| @type FaceFlags: readonly dictionary
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| @type FaceModes: readonly dictionary
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| @type FaceTranspModes: readonly dictionary
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| @var Modes: The available mesh modes.
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|     - NOVNORMALSFLIP - no flipping of vertex normals during render.
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|     - TWOSIDED - double sided mesh.
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|     - AUTOSMOOTH - turn auto smoothing of faces "on".
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|     - SUBSURF - turn Catmull-Clark subdivision of surfaces "on".
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|     - OPTIMAL - optimal drawing of edges when "SubSurf" is "on".
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| @var FaceFlags: The available face selection flags.
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|     - SELECT - selected.
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|     - HIDE - hidden.
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|     - ACTIVE - the active face.
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| @var FaceModes: The available face modes. Note: these are only meaninful if
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|   nmesh.hasFaceUV() returns true, since in Blender this info is stored at the
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|   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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|     - 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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|     - 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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|     - TEX - has texture image.
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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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|     - SOLID - draw solid.
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|     - ADD - add to background (halo).
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|     - ALPHA - draw with transparency.
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|     - SUB - subtract from background.
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| @var EdgeFlags: The available edge flags.
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|     - SELECT - selected.
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|     - EDGEDRAW - edge is drawn out of edition mode.
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|     - SEAM - edge is a seam for LSCM UV unwrapping
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|     - FGON - edge is part of a F-Gon.
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| """
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| 
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| 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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|   @rtype: NMCol
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|   @return:  A new NMCol (mesh rgba color) object.
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|   """
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| 
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| def Vert(x = 0, y = 0, z = 0):
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|   """
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|   Get a new vertex object.
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|   @type x: float
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|   @type y: float
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|   @type z: float
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|   @param x: The x coordinate of the vertex.
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|   @param y: The y coordinate of the vertex.
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|   @param z: The z coordinate of the vertex.
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|   @rtype: NMVert
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|   @return: A new NMVert object.
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|   """
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| 
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| def Face(vertexList = None):
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|   """
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|   Get a new face object.
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|   @type vertexList: list
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|   @param vertexList: A list of B{up to 4} NMVerts (mesh vertex
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|       objects).
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|   @rtype: NMFace
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|   @return: A new NMFace object.
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|   """
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| 
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| def New(name = 'Mesh'):
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|   """
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|   Create a new mesh object.
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|   @type name: string
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|   @param name: An optional name for the created mesh.
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|   rtype: NMesh
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|   @return: A new (B{empty}) NMesh object.
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|   """
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| 
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| def GetRaw(name = None):
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|   """
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|   Get the mesh data object called I{name} from Blender.
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|   @type name: string
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|   @param name: The name of the mesh data object.
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|   @rtype: NMesh
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|   @return: It depends on the 'name' parameter:
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|       - (name) - The NMesh wrapper of the mesh called I{name},
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|         None if not found.
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|       - () - A new (empty) NMesh object.
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|   """
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| 
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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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|   @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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|   @return: The NMesh wrapper of the mesh data from the Object called I{name}.
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|   @note: For "subsurfed" meshes, it's the B{display} level of subdivision that
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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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|   @warn: This function gets I{deformed} mesh data, already modified for
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|       displaying (think "display list").  It also doesn't let you overwrite the
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|       original mesh in Blender, so if you try to update it, a new mesh will
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|       be created.
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|   """
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| 
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| def PutRaw(nmesh, name = None, recalculate_normals = 1, store_edges = 0):
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|   """
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|   Put an NMesh object back in Blender.
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|   @type nmesh: NMesh
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|   @type name: string
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|   @type recalculate_normals: int
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|   @type store_edges: int
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|   @param name: The name of the mesh data object in Blender which will receive
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|      this nmesh data.  It can be an existing mesh data object or a new one.
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|   @param recalculate_normals: If non-zero, the vertex normals for the mesh will
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|      be recalculated.
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|   @param store_edges: if non-zero, the edges data are stored
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|   @rtype: None or Object
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|   @return: It depends on the 'name' parameter:
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|       - I{name} refers to an existing mesh data obj already linked to an
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|            object: return None.
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|       - I{name} refers to a new mesh data obj or an unlinked (no users) one:
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|            return the created Blender Object wrapper.
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|   """
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| 
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| class NMCol:
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|   """
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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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|   @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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|   @cvar a: The Alpha (transparency) component in [0, 255].
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|   """
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| 
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| class NMVert:
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|   """
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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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|   @cvar co: The vertex coordinates (x, y, z).
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|   @type no: list of three floats
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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 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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|   @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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|      second, for each face it belongs to, a vertex can have different uv
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|      coordinates.  This makes the per face option more flexible, since two
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|      adjacent faces won't have to be mapped to a continuous region in an image:
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|      each face can be independently mapped to any part of its texture.
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|   """
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| 
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| class NMEdge:
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|   """
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|   The NMEdge object
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|   =================
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|     This object holds mesh edge data.
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|   @type v1: NMVert
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|   @cvar v1: The first vertex of the edge.
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|   @type v2: NMVert
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|   @cvar v2: The second vertex of the edge.
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|   @type crease: int
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|   @cvar crease: The crease value of the edge. It is in the range [0,255].
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|   @type flag: int
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|   @cvar flag: The bitmask describing edge properties. See L{NMesh.EdgeFlags<EdgeFlags>}.
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|   """
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| 
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| class NMFace:
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|   """
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|   The NMFace object
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|   =================
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|   This object holds mesh face data.
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| 
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|   Example::
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|    import Blender
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|    from Blender import NMesh
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| 
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|    me = NMesh.GetRaw("Mesh")
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|    faces = me.faces
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|    selected_faces = []
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|    SEL = NMesh.FaceFlags['SELECT']
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|    # get selected faces:
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|    for f in faces:
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|      if f.flag & SEL:
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|      selected_faces.append(f)
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|    # ... unselect selected and select all the others:
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|    for f in faces:
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|      if f.flag & SEL:
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|        f.flag &=~SEL # unselect these
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|      else: f.flag |= SEL # and select these
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| 
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|   @type v: list
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|   @cvar v: The list of face vertices (B{up to 4}).
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|   @cvar col: The list of vertex colours.
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|   @cvar mat: Same as I{materialIndex} below.
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|   @cvar materialIndex: The index of this face's material in its NMesh materials
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|       list.
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|   @cvar smooth: If non-zero, the vertex normals are averaged to make this
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|      face look smooth.
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|   @cvar image: The Image used as a texture for this face.
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|   @cvar mode: The display mode (see L{Mesh.FaceModes<FaceModes>})
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|   @cvar flag: Bit vector specifying selection flags
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|      (see L{NMesh.FaceFlags<FaceFlags>}).
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|   @cvar transp: Transparency mode bit vector
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|      (see L{NMesh.FaceTranspModes<FaceTranspModes>}).
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|   @cvar uv: List of per-face UV coordinates: [(u0, v0), (u1, v1), ...].
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|   @cvar normal: (or just B{no}) The normal vector for this face: [x,y,z].
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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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|     2. Enter face select mode (press f) and select at least some face(s).
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|     3. In the UV/Image Editor window, load / select an image.
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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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|     5. Leave face select mode (press f).
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|   """
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| 
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|   def append(vertex):
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|     """
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|     Append a vertex to this face's vertex list.
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|     @type vertex: NMVert
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|     @param vertex: An NMVert object.
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|     """
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| 
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| class NMesh:
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|   """
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|   The NMesh Data object
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|   =====================
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|     This object gives access to mesh data in Blender.  We refer to mesh as the
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|     object in Blender and NMesh as its Python counterpart.
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|   @cvar 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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|   @cvar materials: The list of materials used by this NMesh.  See
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|      L{NMesh.getMaterials} for important details.
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|   @cvar verts: The list of NMesh vertices (NMVerts).
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|   @cvar users: The number of Objects using (linked to) this mesh.
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|   @cvar faces: The list of NMesh faces (NMFaces).
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|   @cvar edges: None if mesh has no edge data, else a list of L{NMEdge} edges. Use L{addEdgesData} to create edge data if it do not exist.
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|   @cvar mode:  The mode flags for this mesh.  See L{setMode}.
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|   @cvar subDivLevels: The [display, rendering] subdivision levels in [1, 6].
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|   @cvar maxSmoothAngle: The max angle for auto smoothing.  See L{setMode}.
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|   """
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| 
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|   def addEdge(v1, v2):
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|     """
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|     Create an edge between two vertices.
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|     If an edge already exists between those vertices, it is returned. (in blender, only zero or one edge can link two vertices).
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|     Created edge is automatically added to edges list.
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|     You can only call this method if mesh has edge data.
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|     @type v1: NMVert
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|     @param v1: the first vertex of the edge.
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|     @type v2: NMVert
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|     @param v2: the second vertex of the edge.
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|     @rtype: NMEdge
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|     @return: The created or already existing edge.
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|     """
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| 
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|   def findEdge(v1, v2):
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|     """
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|     Try to find an edge between two vertices.
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|     If no edge exists between v1 and v2, None is returned.
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|     You can only call this method if mesh has edge data.
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|     @type v1: NMVert
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|     @param v1: the first vertex of the edge.
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|     @type v2: NMVert
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|     @param v2: the second vertex of the edge.
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|     @rtype: NMEdge
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|     @return: The found edge. None if no edge was found.
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|     """
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| 
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|   def removeEdge():
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|     """
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|     remove an edge between two vertices.
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|     All faces using this edge are removed from faces list.
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|     You can only call this method if mesh has edge data.
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|     @type v1: NMVert
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|     @param v1: the first vertex of the edge.
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|     @type v2: NMVert
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|     @param v2: the second vertex of the edge.
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|     """
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| 
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|   def addFace(face):
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|     """
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|     Add a face to face list and add to edge list (if edge data exists) necessary edges.
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|     @type face: NMFace
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|     @param face: the face to add to the mesh.
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|     @rtype: list of NMEdge
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|     @return: If mesh has edge data, return the list of face edges.
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|     """
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| 
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|   def removeFace():
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|     """
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|     Remove a face for face list and remove edges no more used by any other face (if edge data exists).
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|     @type face: NMFace
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|     @param face: the face to add to the mesh.
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|     """
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| 
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|   def addEdgesData():
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|     """
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|     If edge data does not exist for the mesh (ie L{edges}==None), then create them.
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|     """
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|     
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|   def addMaterial(material):
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|     """
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|     Add a new material to this NMesh's list of materials.  This method is the
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|     slower but safer way to add materials, since it checks if the argument
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|     given is really a material, imposes a limit of 16 materials and only adds
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|     the material if it wasn't already in the list.
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|     @type material: Blender Material
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|     @param material: A Blender Material.
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|     """
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| 
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|   def getMaterials(what = -1):
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|     """
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|     Get this NMesh's list of materials.
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|     @type what: int
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|     @param what: determines the list's contents:
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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}d 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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|     @rtype: list of materials
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|     @return: the requested list of materials.
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|     @note: if a user goes to the material buttons window and removes some
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|         mesh's link to a material, that material slot becomes empty.
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|         Previously such materials were ignored.
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|     """
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| 
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|   def setMaterials(matlist):
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|     """
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|     Set this NMesh's list of materials.  This method checks the consistency of
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|     the passed list: must only have materials or None's and can't contain more
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|     than 16 entries.
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|     @type matlist: list of materials
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|     @param matlist: a list with materials, None's also accepted (they become
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|         empty material slots in Blender.
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|     """
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| 
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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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|     @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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|         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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|        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 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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|        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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|        it's a natural solution.
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|     """
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| 
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|   def hasFaceUV(flag = None):
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|     """
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|     Get (and optionally set) if this NMesh has UV-mapped textured faces.
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|     @type flag: int
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|     @param flag: If given and non-zero, the "textured faces" flag for this
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|         NMesh is turned I{on}.
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|     @rtype: bool
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|     @return: The current value of the "textured faces" flag.
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|     """
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| 
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|   def hasVertexUV(flag = None):
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|     """
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|     Get (and optionally set) the "sticky" flag that controls if a mesh has
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|     per vertex UV coordinates.
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|     @type flag: int
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|     @param flag: If given and non-zero, the "sticky" flag for this NMesh is
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|         turned I{on}.
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|     @rtype: bool
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|     @return: The current value of the "sticky" flag.
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|     """
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| 
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|   def getActiveFace():
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|     """
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|     Get the index of the active face.
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|     @rtype: int
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|     @return: The index of the active face.
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|     """
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| 
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|   def getSelectedFaces(flag = None):
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|     """
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|     Get list of selected faces.
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|     @type flag: int
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|     @param flag: If given and non-zero, the list will have indices instead of
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|         the NMFace objects themselves.
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|     @rtype: list
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|     @return:  It depends on the I{flag} parameter:
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|         - if None or zero: List of NMFace objects.
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|         - if non-zero: List of indices to NMFace objects.
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|     """
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| 
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|   def getVertexInfluences(index):
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|     """
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|     Get influences of bones in a specific vertex.
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|     @type index: int
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|     @param index: The index of a vertex.
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|     @rtype: list of lists
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|     @return: List of pairs (name, weight), where name is the bone name (string)
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|         and its weight is a float value.
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|     """
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| 
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|   def insertKey(frame = None, type = 'relative'):
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|     """
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|     Insert a mesh key at the given frame.  Remember to L{update} the nmesh
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|     before doing this, or changes in the vertices won't be updated in the
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|     Blender mesh.
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|     @type frame: int
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|     @type type: string
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|     @param frame: The Scene frame where the mesh key should be inserted.  If
 | |
|         None, the current frame is used.
 | |
|     @param type: The mesh key type: 'relative' or 'absolute'.  This is only
 | |
|         relevant on the first call to insertKey for each nmesh (and after all
 | |
|         keys were removed with L{removeAllKeys}, of course).
 | |
|     @warn: This and L{removeAllKeys} were included in this release only to
 | |
|         make accessing vertex keys possible, but may not be a proper solution
 | |
|         and may be substituted by something better later.  For example, it
 | |
|         seems that 'frame' should be kept in the range [1, 100]
 | |
|         (the curves can be manually tweaked in the Ipo Curve Editor window in
 | |
|         Blender itself later).
 | |
|     """
 | |
| 
 | |
|   def removeAllKeys():
 | |
|     """
 | |
|     Remove all mesh keys stored in this mesh.
 | |
|     @rtype: bool
 | |
|     @return: True if successful or False if this NMesh wasn't linked to a real
 | |
|        Blender Mesh yet (or was, but the Mesh had no keys).
 | |
|     @warn: Currently the mesh keys from meshes that are grabbed with
 | |
|        NMesh.GetRaw() or .GetRawFromObject() are preserved, so if you want to
 | |
|        clear them or don't want them at all, remember to call this method.  Of
 | |
|        course NMeshes created with NMesh.New() don't have mesh keys until you
 | |
|        add them.
 | |
|     """
 | |
| 
 | |
|   def update(recalc_normals = 0, store_edges = 0):
 | |
|     """
 | |
|     Update the mesh in Blender.  The changes made are put back to the mesh in
 | |
|     Blender, if available, or put in a newly created mesh object if this NMesh
 | |
|     wasn't already linked to one.
 | |
|     @type recalc_normals: int
 | |
|     @param recalc_normals: If given and equal to 1, the vertex normals are
 | |
|         recalculated.
 | |
|     @type store_edges: int
 | |
|     @param store_edges: if not 0, then edge data are stored.
 | |
|     @note: if your mesh disappears after it's updated, try
 | |
|         L{Object.Object.makeDisplayList}.  'Subsurf' meshes (see L{getMode},
 | |
|         L{setMode}) need their display lists updated, too.
 | |
|     """
 | |
| 
 | |
|   def getMode():
 | |
|     """
 | |
|     Get this mesh's mode flags.
 | |
|     @rtype: int
 | |
|     @return: Or'ed value.  See L{Modes}.
 | |
|     """
 | |
| 
 | |
|   def setMode(m = None, m1=None, m2=None, m3=None):
 | |
|     """
 | |
|     Set the mode flags for this mesh.  Given mode strings turn the mode "on".
 | |
|     Modes not passed in are turned "off", so setMode() (without arguments)
 | |
|     unsets all mode flags.
 | |
|     @type m: string
 | |
|     @param m: mode string.  From none to 5 can be given:
 | |
|        - "NoVNormalsFlip"
 | |
|        - "TwoSided"
 | |
|        - "AutoSmooth"
 | |
|        - "SubSurf"
 | |
|        - "Optimal"
 | |
|     """
 | |
| 
 | |
|   def addVertGroup(group):
 | |
|     """
 | |
|     Add a named and empty vertex (deform) group to the object this nmesh is
 | |
|     linked to. If this nmesh was newly created or accessed with GetRaw, it must
 | |
|     first be linked to an object (with object.link or NMesh.PutRaw) so the
 | |
|     method knows which object to update.\n
 | |
|     This is because vertex groups in Blender are stored in I{the object} --
 | |
|     not in the mesh, which may be linked to more than one object. For this
 | |
|     reason, it's better to use "mesh = object.getData()" than
 | |
|     "mesh = NMesh.GetRaw(meshName)" to access an existing mesh.
 | |
|     @type group: string
 | |
|     @param group: the name for the new group.
 | |
|     """
 | |
| 
 | |
|   def removeVertGroup(group):
 | |
|     """
 | |
|     Remove a named vertex (deform) group from the object linked to this nmesh.
 | |
|     All vertices assigned to the group will be removed (just from the group,
 | |
|     not deleted from the mesh), if any. If this nmesh was newly created, it
 | |
|     must first be linked to an object (read the comment in L{addVertGroup} for
 | |
|     more info).
 | |
|     @type group: string
 | |
|     @param group: the name of a vertex group.
 | |
|     """
 | |
| 
 | |
|   def assignVertsToGroup(group, vertList, weight, assignmode = 'replace'):
 | |
|     """
 | |
|     Adds an array (a python list) of vertex points to a named vertex group
 | |
|     associated with a mesh. The vertex list is a list of vertex indices from
 | |
|     the mesh. You should assign vertex points to groups only when the mesh has
 | |
|     all its vertex points added to it and is already linked to an object.
 | |
| 
 | |
|     I{B{Example:}}
 | |
|     The example here adds a new set of vertex indices to a sphere primitive::
 | |
|      import Blender
 | |
|      sphere = Blender.Object.Get('Sphere')
 | |
|      mesh = sphere.getData()
 | |
|      mesh.addVertGroup('firstGroup')
 | |
|      vertList = []
 | |
|      for x in range(300):
 | |
|          if x % 3 == 0:
 | |
|              vertList.append(x)
 | |
|      mesh.assignVertsToGroup('firstGroup', vertList, 0.5, 'add')
 | |
| 
 | |
|     @type group: string
 | |
|     @param group: the name of the group.
 | |
|     @type vertList: list of ints
 | |
|     @param vertList: a list of vertex indices.
 | |
|     @type weight: float
 | |
|     @param weight: the deform weight for (which means: the amount of influence
 | |
|         the group has over) the given vertices. It should be in the range
 | |
|         [0.0, 1.0]. If weight <= 0, the given vertices are removed from the
 | |
|         group.  If weight > 1, it is clamped.
 | |
|     @type assignmode: string
 | |
|     @param assignmode: Three choices:
 | |
|         - 'add'
 | |
|         - 'substract'
 | |
|         - 'replace'\n
 | |
| 	
 | |
|         'B{add}': if the vertex in the list is not assigned to the group
 | |
|         already, this creates a new association between this vertex and the
 | |
|         group with the weight specified, otherwise the weight given is added to
 | |
|         the current weight of an existing association between the vertex and
 | |
|         group.\n
 | |
|         'B{subtract}' will attempt to subtract the weight passed from a vertex
 | |
|         already associated with a group, else it does nothing.\n
 | |
|         'B{replace}' attempts to replace a weight with the new weight value
 | |
|         for an already associated vertex/group, else it does nothing. 
 | |
|        """
 | |
| 
 | |
|   def removeVertsFromGroup(group, vertList = None):
 | |
|     """
 | |
|     Remove a list of vertices from the given group.  If this nmesh was newly
 | |
|     created, it must first be linked to an object (check L{addVertGroup}).
 | |
|     @type group: string
 | |
|     @param group: the name of a vertex group
 | |
|     @type vertList: list of ints
 | |
|     @param vertList: a list of vertex indices to be removed from the given
 | |
|         'group'.  If None, all vertices are removed -- the group is emptied.
 | |
|     """
 | |
| 
 | |
|   def getVertsFromGroup(group, weightsFlag = 0, vertList = None):
 | |
|     """
 | |
|     Return a list of vertex indices associated with the passed group. This
 | |
|     method can be used to test whether a vertex index is part of a group and
 | |
|     if so, what its weight is. 
 | |
| 
 | |
|     I{B{Example:}}
 | |
|     Append this to the example from L{assignVertsToGroup}::
 | |
|      # ...
 | |
|      print "Vertex indices from group %s :" % groupName
 | |
|      print mesh.getVertsFromGroup('firstGroup')
 | |
|      print "Again, with weights:"
 | |
|      print mesh.getVertsFromGroup('firstGroup',1)
 | |
|      print "Again, with weights and restricted to the given indices:"
 | |
|      print mesh.getVertsFromGroup('firstGroup',1,[1,2,3,4,5,6])     
 | |
| 
 | |
|     @type group: string
 | |
|     @param group: the group name.
 | |
|     @type weightsFlag: bool
 | |
|     @param weightsFlag: if 1, the weight is returned along with the index. 
 | |
|     @type vertList: list of ints
 | |
|     @param vertList: if given, only those vertex points that are both in the
 | |
|         list and group passed in are returned.
 | |
|     """
 | |
| 
 | |
|   def renameVertGroup(groupName, newName):
 | |
|     """
 | |
|     Renames a vertex group.
 | |
|     @type groupName: string
 | |
|     @param groupName: the vertex group name to be renamed.
 | |
|     @type newName: string
 | |
|     @param newName: the name to replace the old name.
 | |
|     """
 | |
| 
 | |
|   def getVertGroupNames():
 | |
|     """
 | |
|     Return a list of all vertex group names.
 | |
|     @rtype: list of strings
 | |
|     @return: returns a list of strings representing all vertex group
 | |
|     associated with the mesh's object
 | |
|     """
 | |
| 
 | |
|   def getMaxSmoothAngle():
 | |
|     """
 | |
|     Get the max angle for auto smoothing.
 | |
|     @return: The value in degrees.
 | |
|     """
 | |
| 
 | |
|   def setMaxSmoothAngle(angle):
 | |
|     """
 | |
|     Set the max angle for auto smoothing.
 | |
|     @type angle: int
 | |
|     @param angle: The new value in degrees -- it's clamped to [1, 80].
 | |
|     """
 | |
| 
 | |
|   def getSubDivLevels():
 | |
|     """
 | |
|     Get the mesh subdivision levels for realtime display and rendering.
 | |
|     @return: list of ints: [display, render].
 | |
|     """
 | |
| 
 | |
|   def setSubDivLevels(subdiv):
 | |
|     """
 | |
|     Set the mesh subdivision levels for realtime display and rendering.
 | |
|     @type subdiv: list of 2 ints
 | |
|     @param subdiv: new subdiv levels: [display, render].  Both are clamped to
 | |
|         lie in the range [1, 6].
 | |
|     """
 | |
| 
 | |
| 
 |