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