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Python bmesh.new方法代碼示例

本文整理匯總了Python中bmesh.new方法的典型用法代碼示例。如果您正苦於以下問題:Python bmesh.new方法的具體用法?Python bmesh.new怎麽用?Python bmesh.new使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在bmesh的用法示例。


在下文中一共展示了bmesh.new方法的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Python代碼示例。

示例1: triangulate

# 需要導入模塊: import bmesh [as 別名]
# 或者: from bmesh import new [as 別名]
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) 
開發者ID:the3dadvantage,項目名稱:Modeling-Cloth,代碼行數:24,代碼來源:ModelingCloth.py

示例2: create_vertex_groups

# 需要導入模塊: import bmesh [as 別名]
# 或者: from bmesh import new [as 別名]
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. 
開發者ID:the3dadvantage,項目名稱:Modeling-Cloth,代碼行數:18,代碼來源:ModelingCloth.py

示例3: generate_guide_mesh

# 需要導入模塊: import bmesh [as 別名]
# 或者: from bmesh import new [as 別名]
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 
開發者ID:the3dadvantage,項目名稱:Modeling-Cloth,代碼行數:18,代碼來源:ModelingCloth.py

示例4: create_giude

# 需要導入模塊: import bmesh [as 別名]
# 或者: from bmesh import new [as 別名]
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 
開發者ID:the3dadvantage,項目名稱:Modeling-Cloth,代碼行數:21,代碼來源:ModelingCloth.py

示例5: execute

# 需要導入模塊: import bmesh [as 別名]
# 或者: from bmesh import new [as 別名]
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'} 
開發者ID:the3dadvantage,項目名稱:Modeling-Cloth,代碼行數:26,代碼來源:ModelingCloth.py

示例6: get_bmesh

# 需要導入模塊: import bmesh [as 別名]
# 或者: from bmesh import new [as 別名]
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 
開發者ID:the3dadvantage,項目名稱:Modeling-Cloth,代碼行數:18,代碼來源:DynamicTensionMap.py

示例7: material_setup

# 需要導入模塊: import bmesh [as 別名]
# 或者: from bmesh import new [as 別名]
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 
開發者ID:the3dadvantage,項目名稱:Modeling-Cloth,代碼行數:21,代碼來源:DynamicTensionMap.py

示例8: union

# 需要導入模塊: import bmesh [as 別名]
# 或者: from bmesh import new [as 別名]
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) 
開發者ID:matpalm,項目名稱:procedural_objects,代碼行數:20,代碼來源:gen_objs.py

示例9: bmesh_copy_from_object

# 需要導入模塊: import bmesh [as 別名]
# 或者: from bmesh import new [as 別名]
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 
開發者ID:3DMish,項目名稱:Blender-Add-ons-3DM-Snow,代碼行數:18,代碼來源:3dm_snow.py

示例10: _create_new_material

# 需要導入模塊: import bmesh [as 別名]
# 或者: from bmesh import new [as 別名]
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 
開發者ID:scotthartley,項目名稱:blmol,代碼行數:20,代碼來源:blmol.py

示例11: createNoncyclicSpline

# 需要導入模塊: import bmesh [as 別名]
# 或者: from bmesh import new [as 別名]
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 
開發者ID:Shriinivas,項目名稱:writinganimation,代碼行數:21,代碼來源:writinganim_2_8.py

示例12: addCustomWriterKFs

# 需要導入模塊: import bmesh [as 別名]
# 或者: from bmesh import new [as 別名]
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)) 
開發者ID:Shriinivas,項目名稱:writinganimation,代碼行數:21,代碼來源:writinganim_2_8.py

示例13: getCurveDCObjs

# 需要導入模塊: import bmesh [as 別名]
# 或者: from bmesh import new [as 別名]
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 
開發者ID:Shriinivas,項目名稱:writinganimation,代碼行數:24,代碼來源:writinganim_2_8.py

示例14: getCurveDCObjs

# 需要導入模塊: import bmesh [as 別名]
# 或者: from bmesh import new [as 別名]
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 
開發者ID:Shriinivas,項目名稱:writinganimation,代碼行數:23,代碼來源:writinganim.py

示例15: set_vertex_groups

# 需要導入模塊: import bmesh [as 別名]
# 或者: from bmesh import new [as 別名]
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')

    ####################################################### 
開發者ID:Parik27,項目名稱:DragonFF,代碼行數:19,代碼來源:dff_importer.py


注:本文中的bmesh.new方法示例由純淨天空整理自Github/MSDocs等開源代碼及文檔管理平台,相關代碼片段篩選自各路編程大神貢獻的開源項目,源碼版權歸原作者所有,傳播和使用請參考對應項目的License;未經允許,請勿轉載。