doc/python_api/rst/include__bmesh.rst
..
This document is appended to the auto generated BMesh API doc to avoid clogging up the C files with details.
to test this run:
./blender.bin -b -P doc/python_api/sphinx_doc_gen.py --
--partial bmesh* ; cd doc/python_api ; sphinx-build sphinx-in sphinx-out ; cd ../../
This API gives access to Blender's internal mesh editing API, featuring geometry connectivity data and access to editing operations such as split, separate, collapse and dissolve. The features exposed closely follow the C API, giving Python access to the functions used by Blender's own mesh editing tools.
For an overview of BMesh data types and how they reference each other see:
BMesh Design Document <https://developer.blender.org/docs/features/objects/mesh/bmesh/>__.
.. note::
Disk and Radial data is not exposed by the Python API since this is for internal use only.
.. warning:: TODO items are...
.. literalinclude:: //__/scripts/templates_py/bmesh_simple.py
Standalone Module ^^^^^^^^^^^^^^^^^
The BMesh module is written to be standalone except for :mod:mathutils
which is used for vertex locations and normals.
The only other exception to this are when converting mesh data to and from :class:bpy.types.Mesh.
There are two ways to access BMesh data, you can create a new BMesh by converting a mesh from
:attr:bpy.types.BlendData.meshes or by accessing the current Edit-Mode mesh.
See: :meth:bmesh.types.BMesh.from_mesh and :func:bmesh.from_edit_mesh respectively.
When explicitly converting from mesh data Python owns the data, that means that the mesh only exists while Python holds a reference to it. The script is responsible for putting it back into a mesh data-block when the edits are done.
Note that unlike :mod:bpy, a BMesh does not necessarily correspond to data in the currently open blend-file,
a BMesh can be created, edited and freed without the user ever seeing or having access to it.
Unlike Edit-Mode, the BMesh module can use multiple BMesh instances at once.
Take care when dealing with multiple BMesh instances since the mesh data can use a lot of memory.
While a mesh that the Python script owns will be freed when the script holds no references to it,
it's good practice to call :meth:bmesh.types.BMesh.free which will remove all the mesh data immediately
and disable further access.
Edit-Mode Tessellation ^^^^^^^^^^^^^^^^^^^^^^
When writing scripts that operate on Edit-Mode data you will normally want to re-calculate the tessellation after
running the script, this needs to be called explicitly.
The BMesh itself does not store the triangulated faces, instead they are stored in the :class:bpy.types.Mesh,
to refresh tessellation triangles call :meth:bpy.types.Mesh.calc_loop_triangles.
BMesh has a unified way to access mesh attributes such as UVs, vertex colors, shape keys, edge crease, etc. This works by having a layers property on BMesh data sequences to access the custom data layers which can then be used to access the actual data on each vert, edge, face or loop.
Here are some examples:
.. code-block:: python
uv_lay = bm.loops.layers.uv.active
for face in bm.faces: for loop in face.loops: uv = loop[uv_lay].uv print("Loop UV: %f, %f" % uv[:]) vert = loop.vert print("Loop Vert: (%f,%f,%f)" % vert.co[:])
.. code-block:: python
shape_lay = bm.verts.layers.shape["Key.001"]
for vert in bm.verts: shape = vert[shape_lay] print("Vert Shape: %f, %f, %f" % (shape.x, shape.y, shape.z))
.. code-block:: python
BMesh.group_index = obj.vertex_groups.active_index
dvert_lay = bm.verts.layers.deform.active
for vert in bm.verts: dvert = vert[dvert_lay]
if group_index in dvert:
print("Weight %f" % dvert[group_index])
else:
print("Setting Weight")
dvert[group_index] = 0.5
When modeling in Blender there are certain assumptions made about the state of the mesh:
To give developers flexibility these conventions are not enforced, yet tools must leave the mesh in a valid state or else other tools may behave incorrectly. Any errors that arise from not following these conventions is considered a bug in the script, not a bug in Blender.
Selection / Flushing ^^^^^^^^^^^^^^^^^^^^
As mentioned above, it is possible to create an invalid selection state (by selecting a face and then deselecting one of its vertices for example), mostly the best way to solve this is to flush the selection after performing a series of edits. This validates the selection state.