Previous commit broke faces.extend() and edges.extend() for single edges

and faces.
This commit is contained in:
Ken Hughes 2006-02-05 15:43:47 +00:00
parent e46de9feb5
commit 8c333c63a4
2 changed files with 13 additions and 27 deletions

@ -2461,7 +2461,7 @@ static PyObject *MEdgeSeq_extend( BPy_MEdgeSeq * self, PyObject *args )
case 1:
/* if a sequence... */
tmp = PyTuple_GET_ITEM( args, 0 );
if( PySequence_Check( tmp ) && PySequence_Size( tmp ) == 1 ) {
if( PySequence_Check( tmp ) && PySequence_Size( tmp ) > 0 ) {
/* if another sequence, use it */
PyObject *tmp2 = PySequence_ITEM( tmp, 0 );
if( PySequence_Check( tmp2 ) )
@ -4028,7 +4028,7 @@ static PyObject *MFaceSeq_extend( BPy_MEdgeSeq * self, PyObject *args )
case 1: /* better be a sequence or a tuple */
/* if a sequence... */
tmp = PyTuple_GET_ITEM( args, 0 );
if( PySequence_Check( tmp ) && PySequence_Size( tmp ) == 1 ) {
if( PySequence_Check( tmp ) && PySequence_Size( tmp ) > 0 ) {
/* if another sequence, use it */
PyObject *tmp2 = PySequence_ITEM( tmp, 0 );
if( PySequence_Check( tmp2 ) )

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