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Mesh::Mesh Class Reference

List of all members.


Detailed Description

The Mesh Data object
====================
      This object gives access to mesh data in Blender.

@note: the verts, edges and faces attributes are implemented as sequences.
The operator[] and len() are defined for these sequences.  You cannot
assign to an item in the sequence, but you can assign to most of the
attributes of individual items.
@ivar edges: The mesh's edges.
@type edges: sequence of MEdges
@ivar faces: The mesh's faces.
@type faces: sequence of MFaces
@ivar verts: The mesh's vertices.
@type verts: sequence of MVerts

@ivar materials: The mesh's materials.  Each mesh can reference up to
      16 materials.  Empty slots in the mesh's list are represented by B{None}.
      B{Note}: L{Object.colbits<Object.Object.colbits>} needs to be set correctly
      for each object in order for these materials to be used instead of
      the object's materials.
      B{Note}: Making the material list shorter does not change the face's material indices.
      Take care when using the face's material indices to reference a material in this list.
      B{Note}: The list that's returned is I{not} linked to the original mesh.
      mesh.materials.append(material) won't do anything.
      Use mesh.materials += [material] instead.
@type materials: list of L{Material}s
@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{Modes}.
@type mode: int
@ivar sel: Sets selection status for all vertices, edges and faces in the
      mesh (write only).
@type sel: boolean
@ivar hide: Sets hidden status for all vertices, edges and faces in the
      mesh (write only).
@type hide: boolean
@ivar subDivLevels: The [display, rendering] subdivision levels in [1, 6].
@type subDivLevels: list of 2 ints
@ivar faceUV: The mesh contains UV-mapped textured faces.
@type faceUV: bool
@ivar vertexColors: The mesh contains vertex colors. Set True to add vertex colors.
@type vertexColors: bool
@ivar vertexUV: The mesh contains "sticky" per-vertex UV coordinates.
@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
@ivar activeGroup: The mesh's active vertex group.  The mesh must be
      linked to an object (read the comment in L{addVertGroup} for more info).
@type activeGroup: string or None
@ivar texMesh: The mesh's texMesh setting, used so coordinates from another
      mesh can be used for rendering textures.
@type texMesh: Mesh or None
@ivar key: The L{Key<Key.Key>} object containing the keyframes for this mesh, if any.
@type key: Key or None
@ivar activeUVLayer: The mesh's active UV/Image layer. None if there is no UV/Image layers.

      B{Note}: After setting this value, call L{update} so the result can be seen the the 3d view.
@type activeUVLayer: string
@ivar activeColorLayer: The mesh's active Vertex Color layer. None if there is no UV/Image layers.

      B{Note}: After setting this value, call L{update} so the result can be seen the the 3d view.
@type activeColorLayer: string

@ivar renderUVLayer: The mesh's rendered UV/Image layer. None if there is no UV/Image layers.
@type renderUVLayer: string
@ivar renderColorLayer: The mesh's rendered Vertex Color layer. None if there is no UV/Image layers.
@type renderColorLayer: string

@ivar multires: The mesh has multires data, set True to add multires data.
      Will throw an exception if the mesh has shape keys; use L{key} to test.
@type multires: bool
@ivar multiresLevelCount: The mesh has multires data. (read only)
@type multiresLevelCount: int
@ivar multiresDrawLevel: The multires level to display in the 3dview in [1 - multiresLevelCount].
@type multiresDrawLevel: int
@ivar multiresEdgeLevel: The multires level edge display in the 3dview [1 - multiresLevelCount].
@type multiresEdgeLevel: int
@ivar multiresPinLevel: The multires pin level, used for applying modifiers [1 - multiresLevelCount].
@type multiresPinLevel: int
@ivar multiresRenderLevel: The multires level to render [1 - multiresLevelCount].
@type multiresRenderLevel: int


Definition at line 719 of file Mesh.py.


Public Member Functions

def __copy__
def addColorLayer
def addMultiresLevel
def addUVLayer
def addVertGroup
def assignVertsToGroup
def calcNormals
def fill
def findEdges
def flipNormals
def getColorLayerNames
def getFromObject
def getTangents
def getUVLayerNames
def getVertexInfluences
def getVertGroupNames
def getVertsFromGroup
def insertKey
def pointInside
def quadToTriangle
def recalcNormals
def remDoubles
def removeAllKeys
def removeColorLayer
def removeUVLayer
def removeVertGroup
def removeVertsFromGroup
def renameColorLayer
def renameUVLayer
def renameVertGroup
def smooth
def subdivide
def toSphere
def transform
def triangleToQuad
def update
def vertexShade

The documentation for this class was generated from the following file:

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