blender/intern/python/modules/Blender/Mesh.py
2002-10-12 11:37:38 +00:00

251 lines
6.8 KiB
Python

"""The Blender Mesh module
This module provides routines for more extensive mesh manipulation.
Later, this Mesh type will also allow interactive access (like in
EditMode).
In the Publisher, Ngons will also be supported (and converted to
triangles on mesh.update(). The following code demonstrates
creation of an Ngon.
Example::
from Blender import Mesh, Object, Scene
m = Mesh.New() # new empty mesh
vlist = []
vlist.append(m.addVert((-0.0, -1.0, 0.0)))
vlist.append(m.addVert((1.0, 0.0, 0.0)))
vlist.append(m.addVert((1.0, 1.0, 0.0)))
vlist.append(m.addVert((0.0, 3.0, 0.0)))
vlist.append(m.addVert((-1.0, 2.0, 0.0)))
vlist.append(m.addVert((-3.0, 1.0, 0.0)))
vlist.append(m.addVert((-3.0, 3.0, 0.0)))
vlist.append(m.addVert((-4.0, 3.0, 0.0)))
vlist.append(m.addVert((-4.0, 0.0, 0.0)))
f = m.addFace(vlist)
# do some calculations: top project vertex coordinates to
# UV coordinates and normalize them to the square [0.0, 1.0]*[0.0, 1.0]
uvlist = map(lambda x: (x.co[0], x.co[1]), vlist)
maxx = max(map(lambda x: x[0], uvlist))
maxy = max(map(lambda x: x[1], uvlist))
minx = min(map(lambda x: x[0], uvlist))
miny = min(map(lambda x: x[1], uvlist))
len = max((maxx - minx), (maxy - miny))
offx = -minx / len
offy = -miny / len
f.uv = map(lambda x: (x[0]/len + offx, x[1]/len + offy), uvlist) # assign UV coordinates by 'top' projection
m.update() # update and triangulate mesh
ob = Object.New('Mesh') # create new Object
ob.link(m) # link mesh data
sc = Scene.getCurrent() # get current Scene
sc.link(ob) # link Object to scene
"""
from Blender.Types import NMFaceType
import Blender.Material as Material
from _Blender import NMesh as _NMesh
FACEFLAGS = _NMesh.Const
DEFAULTFLAGS = FACEFLAGS.LIGHT + FACEFLAGS.DYNAMIC
import shadow
def makeFace(f):
face = _NMesh.Face()
for v in f:
face.v.append(v)
face.uv.append((v.uvco[0], v.uvco[1]))
return face
def toTriangles(ngon):
from utils import tesselation
# This should be a Publisher only feature...once the tesselation
# is improved. The GLU tesselator of Mesa < 4.0 is crappy...
if len(ngon.uv) == len(ngon.v):
i = 0
for v in ngon.v:
v.uvco = ngon.uv[i]
i += 1
return tesselation.NgonAsTriangles(ngon, makeFace) # return triangles
def Color(r, g, b, a = 1.0):
return _NMesh.Col(255 * r, 255 * g, 255 * b, 255 * a)
class Vert: #shadow NMVert class for the tesselator
"""Vertex wrapper class
This class emulates a float coordinate vector triple
"""
def __init__(self):
self.vert = None
self.uv = []
def __len__(self):
return 3
def __setitem__(self, i, val):
self.vert[i] = val
def __getitem__(self, i):
return self.vert.co[i]
class Face:
"""Face wrapper class
This class emulates a list of vertex references
"""
def __init__(self, vlist):
self.v= vlist
self.uv = []
def __len__(self):
return len(self.v)
def __setitem__(self, i, val):
self.v[i] = val
def __getitem__(self, i):
return self.v[i]
# override:
Vert = _NMesh.Vert
Face = _NMesh.Face
class rawMesh:
"""Wrapper for raw Mesh data"""
def __init__(self, object = None):
if object:
self._object = object
else:
self._object = _NMesh.GetRaw()
self.flags = DEFAULTFLAGS
self.smooth = 0
self.recalc_normals = 1
self.faces = self._object.faces[:]
def __getattr__(self, name):
if name == 'vertices':
return self._object.verts
elif name == 'has_col':
return self._object.hasVertexColours()
elif name == 'has_uv':
return self._object.hasFaceUV()
else:
return getattr(self._object, name)
def __repr__(self):
return "Mesh: %d faces, %d vertices" % (len(self.faces), len(self.verts))
def hasFaceUV(self, true = None):
"""Sets the per-face UV texture flag, if 'true' specified (either
0 or 1). Returns the texture flag in any case."""
if true == None:
return self._object.hasFaceUV()
return self._object.hasFaceUV(true)
def hasVertexUV(self, true = None):
"""Sets the per-vertex UV texture flag, if 'true' specified (either
0 or 1). Returns the texture flag in any case."""
if true == None:
return self._object.hasVertexUV()
return self._object.hasVertexUV(true)
def hasVertexColours(self, true = None):
"""Sets the per-face UV texture flag, if 'true' specified (either
0 or 1). Returns the texture flag in any case."""
if true == None:
return self._object.hasVertexColours()
return self._object.hasVertexColours(true)
def addVert(self, v):
"""Adds a vertex to the mesh and returns a reference to it. 'v' can
be a float triple or any data type emulating a sequence, containing the
coordinates of the vertex. Note that the returned value references an
*owned* vertex"""
vert = _NMesh.Vert(v[0], v[1], v[2])
self._object.verts.append(vert)
return vert
def addFace(self, vlist, flags = None, makedefaultUV = 0):
"""Adds a face to the mesh and returns a reference to it. 'vlist'
must be a list of vertex references returned by addVert().
Note that the returned value references an *owned* face"""
if type(vlist) == NMFaceType:
face = vlist
else:
n = len(vlist)
face = _NMesh.Face(vlist)
if makedefaultUV:
face.uv = defaultUV[:n]
self.faces.append(face)
# turn on default flags:
if not flags:
face.mode = self.flags
else:
face.mode = flags
return face
def update(self):
"""Updates the mesh datablock in Blender"""
o = self._object
o = self._object
o.faces = []
smooth = self.smooth
for f in self.faces:
if len(f) > 4: #it's a NGON
faces = toTriangles(f)
for nf in faces:
nf.smooth = smooth
o.faces.append(nf)
else:
o.faces.append(f)
o.update()
def link(self, material):
"""Link material 'material' with the mesh. Note that a mesh can
currently have up to 16 materials, which are referenced by
Face().materialIndex"""
mats = self._object.materials
if material in mats:
print "material already assigned to mesh"
return
mats.append(material._object)
def unlink(self, material):
"""Unlink (remove) material 'material' from the mesh. Note
that the material indices per face need to be updated."""
self._object.materials.remove(material._object)
def setMaterials(self, materials = []):
"""Sets materials. 'materials' must be a list of valid material objects
Note that a mesh can currently have up to 16 materials, which are referenced
by Face().materialIndex"""
self._object.materials = (map(lambda x: x._object, materials))
def getMaterials(self, materials = []):
"""Returns materials assigned to the mesh"""
return shadow._List(self._object.materials, Material.Material)
def New():
return rawMesh()
def get(name = None):
"""If 'name' given, the Mesh 'name' is returned if existing, 'None' otherwise."""
if name:
ob = _NMesh.GetRaw(name)
if ob:
return rawMesh(ob)
else:
return None
else:
raise SystemError, "get() for Meshes is not yet supported"