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  • # SPDX-License-Identifier: GPL-2.0-or-later
    
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    def create_and_link_mesh(name, faces, face_nors, points, global_matrix):
    
        Create a blender mesh and object called name from a list of
        *points* and *faces* and link it in the current scene.
    
        import array
        from itertools import chain
        import bpy
    
    
        mesh = bpy.data.meshes.new(name)
        mesh.from_pydata(points, [], faces)
    
    
        if face_nors:
            # Note: we store 'temp' normals in loops, since validate() may alter final mesh,
            #       we can only set custom lnors *after* calling it.
            mesh.create_normals_split()
            lnors = tuple(chain(*chain(*zip(face_nors, face_nors, face_nors))))
            mesh.loops.foreach_set("normal", lnors)
    
    
    
        # update mesh to allow proper display
    
        mesh.validate(clean_customdata=False)  # *Very* important to not remove lnors here!
    
        if face_nors:
            clnors = array.array('f', [0.0] * (len(mesh.loops) * 3))
            mesh.loops.foreach_get("normal", clnors)
    
            mesh.polygons.foreach_set("use_smooth", [True] * len(mesh.polygons))
    
            mesh.normals_split_custom_set(tuple(zip(*(iter(clnors),) * 3)))
            mesh.use_auto_smooth = True
            mesh.free_normals_split()
    
    
        obj = bpy.data.objects.new(name, mesh)
    
        bpy.context.collection.objects.link(obj)
        bpy.context.view_layer.objects.active = obj
    
        obj.select_set(True)
    
    def faces_from_mesh(ob, global_matrix, use_mesh_modifiers=False):
    
        From an object, return a generator over a list of faces.
    
    
        Each faces is a list of his vertices. Each vertex is a tuple of
    
        use_mesh_modifiers
    
            Apply the preview modifier to the returned liste
    
        triangulate
            Split the quad into two triangles
    
        import bpy
    
    
        if ob.mode == "EDIT":
            ob.update_from_editmode()
    
        if use_mesh_modifiers:
            depsgraph = bpy.context.evaluated_depsgraph_get()
            mesh_owner = ob.evaluated_get(depsgraph)
        else:
            mesh_owner = ob
    
    
        # Object.to_mesh() is not guaranteed to return a mesh.
    
            mesh = mesh_owner.to_mesh()
    
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        except RuntimeError:
    
        mat = global_matrix @ ob.matrix_world
    
        mesh.transform(mat)
        if mat.is_negative:
            mesh.flip_normals()
    
        mesh.calc_loop_triangles()
    
        vertices = mesh.vertices
    
    
        for tri in mesh.loop_triangles:
            yield [vertices[index].co.copy() for index in tri.vertices]
    
        mesh_owner.to_mesh_clear()