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blender_utils.py
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# SPDX-FileCopyrightText: 2010-2022 Blender Foundation
#
# SPDX-License-Identifier: GPL-2.0-or-later
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:
# Write imported normals to a temporary attribute so they are interpolated by #mesh.validate().
# It's important to validate before calling #mesh.normals_split_custom_set() which expects a
# valid mesh.
lnors = tuple(chain(*chain(*zip(face_nors, face_nors, face_nors))))
mesh.attributes.new("temp_custom_normals", 'FLOAT_VECTOR', 'CORNER')
mesh.attributes["temp_custom_normals"].data.foreach_set("vector", lnors)
mesh.transform(global_matrix)
# 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.attributes["temp_custom_normals"].data.foreach_get("vector", clnors)
mesh.polygons.foreach_set("use_smooth", [True] * len(mesh.polygons))
mesh.normals_split_custom_set(tuple(zip(*(iter(clnors),) * 3)))
mesh.attributes.remove(mesh.attributes["temp_custom_normals"])
mesh.update()
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
his coordinate.
use_mesh_modifiers
Apply the preview modifier to the returned liste
triangulate
Split the quad into two triangles
"""
import bpy
# get the editmode data
if ob.mode == "EDIT":
ob.update_from_editmode()
# get the modifiers
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.
try:
mesh = mesh_owner.to_mesh()
except RuntimeError:
return
if mesh is None:
return
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()