forked from bartvdbraak/blender
Previous commit broke faces.extend() and edges.extend() for single edges
and faces.
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e46de9feb5
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@ -2461,7 +2461,7 @@ static PyObject *MEdgeSeq_extend( BPy_MEdgeSeq * self, PyObject *args )
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case 1:
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/* if a sequence... */
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tmp = PyTuple_GET_ITEM( args, 0 );
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if( PySequence_Check( tmp ) && PySequence_Size( tmp ) == 1 ) {
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if( PySequence_Check( tmp ) && PySequence_Size( tmp ) > 0 ) {
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/* if another sequence, use it */
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PyObject *tmp2 = PySequence_ITEM( tmp, 0 );
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if( PySequence_Check( tmp2 ) )
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@ -4028,7 +4028,7 @@ static PyObject *MFaceSeq_extend( BPy_MEdgeSeq * self, PyObject *args )
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case 1: /* better be a sequence or a tuple */
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/* if a sequence... */
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tmp = PyTuple_GET_ITEM( args, 0 );
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if( PySequence_Check( tmp ) && PySequence_Size( tmp ) == 1 ) {
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if( PySequence_Check( tmp ) && PySequence_Size( tmp ) > 0 ) {
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/* if another sequence, use it */
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PyObject *tmp2 = PySequence_ITEM( tmp, 0 );
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if( PySequence_Check( tmp2 ) )
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@ -4,25 +4,6 @@
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The Blender.Mesh submodule.
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B{New}:
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- L{transform()<Mesh.transform>}: apply transform matrix to mesh vertices
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- L{getFromObject()<Mesh.getFromObject>}: get mesh data from other
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geometry objects
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- L{findEdges()<Mesh.findEdges>}: determine if and where edges exist in the
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mesh's edge list
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- delete methods for L{verts<MVertSeq.delete>}, L{edges<MEdgeSeq.delete>}
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and L{faces<MFaceSeq.delete>}
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- new experimental mesh tools:
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L{mesh.fill()<Mesh.Mesh.fill>},
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L{mesh.flipNormals()<Mesh.Mesh.flipNormals>},
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L{mesh.recalcNormals()<Mesh.Mesh.recalcNormals>},
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L{mesh.remDoubles()<Mesh.Mesh.remDoubles>},
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L{mesh.smooth()<Mesh.Mesh.smooth>},
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L{mesh.subdivide()<Mesh.Mesh.subdivide>},
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L{mesh.toSphere()<Mesh.Mesh.toSphere>},
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L{mesh.quadToTriangle()<Mesh.Mesh.quadToTriangle>},
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L{mesh.triangleToQuad()<Mesh.Mesh.triangleToQuad>}
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- methods for accessing and modifying vertex groups
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- and if you're never used Mesh before, everything!
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Mesh Data
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=========
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@ -465,8 +446,11 @@ class MFace:
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list. It is in the range [0,15].
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@type mat: int
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@ivar image: The Image used as a texture for this face.
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Will throw an exception if the mesh does not have UV faces; use
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L{Mesh.faceUV} to test.
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Setting this attribute will create UV faces if they do not exist.
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Getting this attribute throw an exception if the mesh does not have
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UV faces; use L{Mesh.faceUV} to test.
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Assigning an image will automatically set the TEX attribute of the
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L{mode} bitfield.
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@type image: Image
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@ivar mode: The texture mode bitfield (see L{FaceModes}).
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Will throw an exception if the mesh does not have UV faces; use
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@ -492,14 +476,16 @@ class MFace:
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@type transp: int
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@ivar uv: The face's UV coordinates. Each vertex has its own UV coordinate.
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Will throw an exception if the mesh does not have UV faces; use
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L{Mesh.faceUV} to test.
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Setting this attribute will create UV faces if they do not exist.
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Getting this attribute throw an exception if the mesh does not have
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UV faces; use L{Mesh.faceUV} to test.
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@type uv: list of vectors (WRAPPED DATA)
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@ivar uvSel: The face's UV coordinates seletion state; a 1 indicates the
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vertex is selected. Each vertex has its own UV coordinate select state
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(this is not the same as the vertex's edit mode selection state).
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Will throw an exception if the mesh does not have UV faces; use
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L{Mesh.faceUV} to test.
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Setting this attribute will create UV faces if they do not exist.
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Getting this attribute throw an exception if the mesh does not have
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UV faces; use L{Mesh.faceUV} to test.
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@type uvSel: list of ints
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@ivar no: The face's normal vector (x, y, z). Read-only.
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@type no: vector
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