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95 lines
2.5 KiB
Python
95 lines
2.5 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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def create_and_link_mesh(name, faces, face_nors, points, global_matrix):
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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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import array
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from itertools import chain
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import bpy
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mesh = bpy.data.meshes.new(name)
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mesh.from_pydata(points, [], faces)
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if face_nors:
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# Note: we store 'temp' normals in loops, since validate() may alter final mesh,
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# we can only set custom lnors *after* calling it.
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mesh.create_normals_split()
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lnors = tuple(chain(*chain(*zip(face_nors, face_nors, face_nors))))
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mesh.loops.foreach_set("normal", lnors)
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mesh.transform(global_matrix)
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# update mesh to allow proper display
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mesh.validate(clean_customdata=False) # *Very* important to not remove lnors here!
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if face_nors:
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clnors = array.array('f', [0.0] * (len(mesh.loops) * 3))
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mesh.loops.foreach_get("normal", clnors)
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mesh.polygons.foreach_set("use_smooth", [True] * len(mesh.polygons))
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mesh.normals_split_custom_set(tuple(zip(*(iter(clnors),) * 3)))
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mesh.use_auto_smooth = True
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mesh.free_normals_split()
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mesh.update()
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obj = bpy.data.objects.new(name, mesh)
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bpy.context.collection.objects.link(obj)
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bpy.context.view_layer.objects.active = obj
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obj.select_set(True)
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def faces_from_mesh(ob, global_matrix, use_mesh_modifiers=False):
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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 vertices. Each vertex is a tuple of
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his coordinate.
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use_mesh_modifiers
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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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import bpy
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# get the editmode data
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if ob.mode == "EDIT":
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ob.update_from_editmode()
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# get the modifiers
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if use_mesh_modifiers:
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depsgraph = bpy.context.evaluated_depsgraph_get()
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mesh_owner = ob.evaluated_get(depsgraph)
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else:
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mesh_owner = ob
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# Object.to_mesh() is not guaranteed to return a mesh.
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try:
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mesh = mesh_owner.to_mesh()
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except RuntimeError:
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return
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if mesh is None:
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return
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mat = global_matrix @ ob.matrix_world
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mesh.transform(mat)
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if mat.is_negative:
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mesh.flip_normals()
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mesh.calc_loop_triangles()
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vertices = mesh.vertices
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for tri in mesh.loop_triangles:
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yield [vertices[index].co.copy() for index in tri.vertices]
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mesh_owner.to_mesh_clear()
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