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51 lines
1.4 KiB
Python
51 lines
1.4 KiB
Python
import bpy
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def create_and_link_mesh(name, faces, points):
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'''
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Create a blender mesh and object called name from a list of
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*points* and *faces* and link it in the current scene.
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'''
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mesh = bpy.data.meshes.new(name)
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mesh.from_pydata(points, [], faces)
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ob = bpy.data.objects.new(name, mesh)
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bpy.context.scene.objects.link(ob)
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# update mesh to allow proper display
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mesh.update()
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def faces_from_mesh(ob, apply_modifier=False, triangulate=True):
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'''
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From an object, return a generator over a list of faces.
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Each faces is a list of his vertexes. Each vertex is a tuple of
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his coordinate.
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apply_modifier
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Apply the preview modifier to the returned liste
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triangulate
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Split the quad into two triangles
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'''
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# get the modifiers
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mesh = ob.create_mesh(bpy.context.scene,
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True, "PREVIEW") if apply_modifier else ob.data
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def iter_face_index():
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'''
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From a list of faces, return the face triangulated if needed.
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'''
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for face in mesh.faces:
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if triangulate and len(face.verts) == 4:
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yield face.verts[:3]
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yield face.verts[2:] + [face.verts[0]]
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else:
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yield list(face.verts)
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return ([tuple(mesh.verts[index].co)
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for index in indexes] for indexes in iter_face_index())
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