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Python bmesh.new方法代码示例

本文整理汇总了Python中bmesh.new方法的典型用法代码示例。如果您正苦于以下问题:Python bmesh.new方法的具体用法?Python bmesh.new怎么用?Python bmesh.new使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在bmesh的用法示例。


在下文中一共展示了bmesh.new方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: triangulate

# 需要导入模块: import bmesh [as 别名]
# 或者: from bmesh import new [as 别名]
def triangulate(me, ob=None):
    """Requires a mesh. Returns an index array for viewing co as triangles"""
    obm = bmesh.new()
    obm.from_mesh(me)        
    bmesh.ops.triangulate(obm, faces=obm.faces)
    #obm.to_mesh(me)        
    count = len(obm.faces)    
    #tri_idx = np.zeros(count * 3, dtype=np.int32)        
    #me.polygons.foreach_get('vertices', tri_idx)
    tri_idx = np.array([[v.index for v in f.verts] for f in obm.faces])
    
    # Identify bend spring groups. Each edge gets paired with two points on tips of tris around edge    
    # Restricted to edges with two linked faces on a triangulated version of the mesh
    if ob is not None:
        link_ed = [e for e in obm.edges if len(e.link_faces) == 2]
        ob.bend_eidx = np.array([[e.verts[0].index, e.verts[1].index] for e in link_ed])
        fv = np.array([[[v.index for v in f.verts] for f in e.link_faces] for e in link_ed])
        fv.shape = (fv.shape[0],6)
        ob.bend_tips = np.array([[idx for idx in fvidx if idx not in e] for e, fvidx in zip(ob.bend_eidx, fv)])
    obm.free()
    
    return tri_idx#.reshape(count, 3) 
开发者ID:the3dadvantage,项目名称:Modeling-Cloth,代码行数:24,代码来源:ModelingCloth.py

示例2: create_vertex_groups

# 需要导入模块: import bmesh [as 别名]
# 或者: from bmesh import new [as 别名]
def create_vertex_groups(groups=['common', 'not_used'], weights=[0.0, 0.0], ob=None):
    '''Creates vertex groups and sets weights. "groups" is a list of strings
    for the names of the groups. "weights" is a list of weights corresponding 
    to the strings. Each vertex is assigned a weight for each vertex group to
    avoid calling vertex weights that are not assigned. If the groups are
    already present, the previous weights will be preserved. To reset weights
    delete the created groups'''
    if ob is None:
        ob = bpy.context.object
    vg = ob.vertex_groups
    for g in range(0, len(groups)):
        if groups[g] not in vg.keys(): # Don't create groups if there are already there
            vg.new(groups[g])
            vg[groups[g]].add(range(0,len(ob.data.vertices)), weights[g], 'REPLACE')
        else:
            vg[groups[g]].add(range(0,len(ob.data.vertices)), 0, 'ADD') # This way we avoid resetting the weights for existing groups. 
开发者ID:the3dadvantage,项目名称:Modeling-Cloth,代码行数:18,代码来源:ModelingCloth.py

示例3: generate_guide_mesh

# 需要导入模块: import bmesh [as 别名]
# 或者: from bmesh import new [as 别名]
def generate_guide_mesh():
    """Makes the arrow that appears when creating pins"""
    verts = [[0.0, 0.0, 0.0], [-0.01, -0.01, 0.1], [-0.01, 0.01, 0.1], [0.01, -0.01, 0.1], [0.01, 0.01, 0.1], [-0.03, -0.03, 0.1], [-0.03, 0.03, 0.1], [0.03, 0.03, 0.1], [0.03, -0.03, 0.1], [-0.01, -0.01, 0.2], [-0.01, 0.01, 0.2], [0.01, -0.01, 0.2], [0.01, 0.01, 0.2]]
    edges = [[0, 5], [5, 6], [6, 7], [7, 8], [8, 5], [1, 2], [2, 4], [4, 3], [3, 1], [5, 1], [2, 6], [4, 7], [3, 8], [9, 10], [10, 12], [12, 11], [11, 9], [3, 11], [9, 1], [2, 10], [12, 4], [6, 0], [7, 0], [8, 0]]
    faces = [[0, 5, 6], [0, 6, 7], [0, 7, 8], [0, 8, 5], [1, 3, 11, 9], [1, 2, 6, 5], [2, 4, 7, 6], [4, 3, 8, 7], [3, 1, 5, 8], [12, 10, 9, 11], [4, 2, 10, 12], [3, 4, 12, 11], [2, 1, 9, 10]]
    name = 'ModelingClothPinGuide'
    if 'ModelingClothPinGuide' in bpy.data.objects:
        mesh_ob = bpy.data.objects['ModelingClothPinGuide']
    else:   
        mesh = bpy.data.meshes.new('ModelingClothPinGuide')
        mesh.from_pydata(verts, edges, faces)  
        mesh.update()
        mesh_ob = bpy.data.objects.new(name, mesh)
        bpy.context.scene.objects.link(mesh_ob)
        mesh_ob.show_x_ray = True
    return mesh_ob 
开发者ID:the3dadvantage,项目名称:Modeling-Cloth,代码行数:18,代码来源:ModelingCloth.py

示例4: create_giude

# 需要导入模块: import bmesh [as 别名]
# 或者: from bmesh import new [as 别名]
def create_giude():
    """Spawns the guide"""
    if 'ModelingClothPinGuide' in bpy.data.objects:
        mesh_ob = bpy.data.objects['ModelingClothPinGuide']
        return mesh_ob
    mesh_ob = generate_guide_mesh()
    bpy.context.scene.objects.active = mesh_ob
    bpy.ops.object.material_slot_add()
    if 'ModelingClothPinGuide' in bpy.data.materials:
        mat = bpy.data.materials['ModelingClothPinGuide']
    else:    
        mat = bpy.data.materials.new(name='ModelingClothPinGuide')
    mat.use_transparency = True
    mat.alpha = 0.35            
    mat.emit = 2     
    mat.game_settings.alpha_blend = 'ALPHA_ANTIALIASING'
    mat.diffuse_color = (1, 1, 0)
    mesh_ob.material_slots[0].material = mat
    return mesh_ob 
开发者ID:the3dadvantage,项目名称:Modeling-Cloth,代码行数:21,代码来源:ModelingCloth.py

示例5: execute

# 需要导入模块: import bmesh [as 别名]
# 或者: from bmesh import new [as 别名]
def execute(self, context):
        ob = bpy.context.object
        bpy.ops.object.mode_set(mode='OBJECT')
        sel = [i.index for i in ob.data.vertices if i.select]
                
        name = ob.name
        matrix = ob.matrix_world.copy()
        for v in sel:    
            e = bpy.data.objects.new('modeling_cloth_pin', None)
            bpy.context.scene.objects.link(e)
            if ob.active_shape_key is None:    
                closest = matrix * ob.data.vertices[v].co# * matrix
            else:
                closest = matrix * ob.active_shape_key.data[v].co# * matrix
            e.location = closest #* matrix
            e.show_x_ray = True
            e.select = True
            e.empty_draw_size = .1
            data[name].pin_list.append(v)
            data[name].hook_list.append(e)            
            ob.select = False
        bpy.ops.object.mode_set(mode='EDIT')       
        
        return {'FINISHED'} 
开发者ID:the3dadvantage,项目名称:Modeling-Cloth,代码行数:26,代码来源:ModelingCloth.py

示例6: get_bmesh

# 需要导入模块: import bmesh [as 别名]
# 或者: from bmesh import new [as 别名]
def get_bmesh(ob=None):
    '''Returns a bmesh. Works either in edit or object mode.
    ob can be either an object or a mesh.'''
    obm = bmesh.new()
    if ob is None:
        mesh = bpy.context.object.data
    if 'data' in dir(ob):
        mesh = ob.data
        if ob.mode == 'OBJECT':
            obm.from_mesh(mesh)
        elif ob.mode == 'EDIT':
            obm = bmesh.from_edit_mesh(mesh)    
    else:
        mesh = ob
        obm.from_mesh(mesh)
    return obm 
开发者ID:the3dadvantage,项目名称:Modeling-Cloth,代码行数:18,代码来源:DynamicTensionMap.py

示例7: material_setup

# 需要导入模块: import bmesh [as 别名]
# 或者: from bmesh import new [as 别名]
def material_setup(ob=None):
    '''Creates a node material for displaying the vertex colors'''
    if ob is None:
        ob = bpy.context.object
    mats = bpy.data.materials
    tens = mats.new('TensionMap')
    data[ob.name]['material'] = tens
    tens.use_nodes = True
    tens.specular_intensity = 0.1
    tens.specular_hardness = 17
    tens.use_transparency = True
    tens.node_tree.nodes.new(type="ShaderNodeGeometry")
    tens.node_tree.links.new(tens.node_tree.nodes['Geometry'].outputs['Vertex Color'], 
        tens.node_tree.nodes['Material'].inputs[0])
    if 'Tension' not in ob.data.vertex_colors:    
        ob.data.vertex_colors.new('Tension')
    ob.data.materials.append(tens)
    tens.node_tree.nodes['Geometry'].color_layer = 'Tension'
    tens.node_tree.nodes['Material'].material = tens 
开发者ID:the3dadvantage,项目名称:Modeling-Cloth,代码行数:21,代码来源:DynamicTensionMap.py

示例8: union

# 需要导入模块: import bmesh [as 别名]
# 或者: from bmesh import new [as 别名]
def union(o1, o2):
  # create boolean modifier against o1 that unions o2
  bool_modifier = o1.modifiers.new(type='BOOLEAN', name='o2_union')
  bool_modifier.object = o2
  bool_modifier.operation = 'UNION'
  # create mesh from o1 + modifier  
  mesh = o1.to_mesh(bpy.context.scene, True, 'PREVIEW')
  # replace o1 mesh with this explicit flattened mesh
  bm = bmesh.new()
  bm.from_mesh(mesh)
  bm.to_mesh(o1.data)
  bm.free()
  # drop modifier
  o1.modifiers.remove(bool_modifier)
  # update center of mass
  recalc_com(o1)
  # remove o2
  bpy.context.scene.objects.unlink(o2) 
开发者ID:matpalm,项目名称:procedural_objects,代码行数:20,代码来源:gen_objs.py

示例9: bmesh_copy_from_object

# 需要导入模块: import bmesh [as 别名]
# 或者: from bmesh import new [as 别名]
def bmesh_copy_from_object(obj, transform=True, triangulate=True, apply_modifiers=False):
	assert(obj.type == 'MESH')

	if apply_modifiers and obj.modifiers:
		import bpy
		me = obj.to_mesh(bpy.context.scene, True, 'PREVIEW', calc_tessface=False)
		bm = bmesh.new(); bm.from_mesh(me); bpy.data.meshes.remove(me)
		del bpy
	else:
		me = obj.data
		if obj.mode == 'EDIT': bm_orig = bmesh.from_edit_mesh(me); bm = bm_orig.copy()
		else: bm = bmesh.new(); bm.from_mesh(me)

	if transform: bm.transform(obj.matrix_world)
	if triangulate: bmesh.ops.triangulate(bm, faces=bm.faces)
	return bm 
开发者ID:3DMish,项目名称:Blender-Add-ons-3DM-Snow,代码行数:18,代码来源:3dm_snow.py

示例10: _create_new_material

# 需要导入模块: import bmesh [as 别名]
# 或者: from bmesh import new [as 别名]
def _create_new_material(name, color):
    """Create a new material.

    Args:
        name (str): Name for the new material (e.g., 'red')
        color (tuple): RGB color for the new material (diffuse_color)
            (e.g., (1, 0, 0, 1))
    Returns:
        The new material.
    """

    mat = bpy.data.materials.new(name)
    mat.diffuse_color = color
    mat.roughness = 0.5
    mat.specular_color = (1, 1, 1)
    mat.specular_intensity = 0.2

    return mat 
开发者ID:scotthartley,项目名称:blmol,代码行数:20,代码来源:blmol.py

示例11: createNoncyclicSpline

# 需要导入模块: import bmesh [as 别名]
# 或者: from bmesh import new [as 别名]
def createNoncyclicSpline(curveData, srcSpline, forceNoncyclic):
        spline = curveData.splines.new('BEZIER')
        spline.bezier_points.add(len(srcSpline.bezier_points)-1)

        if(forceNoncyclic):
            spline.use_cyclic_u = False
        else:
            spline.use_cyclic_u = srcSpline.use_cyclic_u

        for i in range(0, len(srcSpline.bezier_points)):
            DrawableCurve.copyBezierPt(srcSpline.bezier_points[i], 
                spline.bezier_points[i])

        if(forceNoncyclic == True and srcSpline.use_cyclic_u == True):
            spline.bezier_points.add(1)
            DrawableCurve.copyBezierPt(srcSpline.bezier_points[0], 
                spline.bezier_points[-1])

    #static method 
开发者ID:Shriinivas,项目名称:writinganimation,代码行数:21,代码来源:writinganim_2_8.py

示例12: addCustomWriterKFs

# 需要导入模块: import bmesh [as 别名]
# 或者: from bmesh import new [as 别名]
def addCustomWriterKFs(customWriter, empty, startFrame, endFrame, resetLocation):
    if(resetLocation == True):
        insertKF(obj = customWriter, dataPath = 'location', frame = (startFrame - 1))
        customWriter.location = (0,0,0)
        insertKF(obj = customWriter, dataPath = 'location', frame = startFrame)
        insertKF(obj = customWriter, dataPath = 'location', frame = endFrame)
    
    const = customWriter.constraints.new(type='CHILD_OF')
    const.target = empty
    const.name = NEW_DATA_PREFIX + 'Constraint'
    const.influence = 0
    insertKF(obj = const, dataPath = 'influence', frame = (startFrame - 1))
    
    const.influence = 1
    insertKF(obj = const, dataPath = 'influence', frame = startFrame)
    insertKF(obj = const, dataPath = 'influence', frame = endFrame)

    const.influence = 0
    insertKF(obj = const, dataPath = 'influence', frame = (endFrame + 1)) 
开发者ID:Shriinivas,项目名称:writinganimation,代码行数:21,代码来源:writinganim_2_8.py

示例13: getCurveDCObjs

# 需要导入模块: import bmesh [as 别名]
# 或者: from bmesh import new [as 别名]
def getCurveDCObjs(selObjs, objType, defaultDepth, retain, copyPropObj, \
    flatMat, bevelObj, group = None):
    curveDCObjs = []

    idx = 0    #Only for naming the new objects

    for obj in selObjs:
        dcObjs = DrawableCurve.getDCObjsForSpline(obj, objType, 
            defaultDepth, idx, group, copyPropObj, flatMat, bevelObj)

        if(len(dcObjs) == 0 ):
            continue

        idx += len(dcObjs)

        if(retain == 'Copy'):
            obj.hide_viewport = True
            obj.hide_render = True
            
        curveDCObjs.append(dcObjs)
            
    return curveDCObjs 
开发者ID:Shriinivas,项目名称:writinganimation,代码行数:24,代码来源:writinganim_2_8.py

示例14: getCurveDCObjs

# 需要导入模块: import bmesh [as 别名]
# 或者: from bmesh import new [as 别名]
def getCurveDCObjs(selObjs, objType, defaultDepth, retain, copyPropObj, group = None):
    curveDCObjs = []

    idx = 0    #Only for naming the new objects

    for obj in selObjs:
        dcObjs = DrawableCurve.getDCObjsForSpline(obj, objType, 
            defaultDepth, idx, group, copyPropObj)

        if(len(dcObjs) == 0 ):
            continue

        idx += len(dcObjs)

        if(retain == 'Copy'):
            obj.hide = True
            obj.hide_render = True
            
        curveDCObjs.append(dcObjs)
            
    return curveDCObjs 
开发者ID:Shriinivas,项目名称:writinganimation,代码行数:23,代码来源:writinganim.py

示例15: set_vertex_groups

# 需要导入模块: import bmesh [as 别名]
# 或者: from bmesh import new [as 别名]
def set_vertex_groups(obj, skin_data):

        # Allocate vertex groups
        for i in range(skin_data.num_bones):
            obj.vertex_groups.new()

        # vertex_bone_indices stores what 4 bones influence this vertex
        for i in range(len(skin_data.vertex_bone_indices)):

            for j in range(len(skin_data.vertex_bone_indices[i])):

                bone = skin_data.vertex_bone_indices[i][j]
                weight = skin_data.vertex_bone_weights[i][j]
                
                obj.vertex_groups[bone].add([i], weight, 'ADD')

    ####################################################### 
开发者ID:Parik27,项目名称:DragonFF,代码行数:19,代码来源:dff_importer.py


注:本文中的bmesh.new方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。