3DCoat Python API
The 3DCoat Python API documentation.
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This is the complete list of members for coat.Mesh, including all inherited members.
__assign__(self, Mesh m) | coat.Mesh | |
__assign__(self, any m) | coat.Mesh | |
__iadd__(self, Mesh m) | coat.Mesh | |
__iadd__(self, any m) | coat.Mesh | |
__init__(self) | coat.Mesh | |
__init__(self) | coat.Mesh | |
__init__(self, Mesh m) | coat.Mesh | |
__init__(self, any m) | coat.Mesh | |
addMaterial(self, str name) | coat.Mesh | |
addMaterial(self, str name) | coat.Mesh | |
addMeshFaces(self, list faces) | coat.Mesh | |
addMeshNormals(self, list normals) | coat.Mesh | |
addMeshUVs(self, list uvs) | coat.Mesh | |
addMeshVertices(self, list positions) | coat.Mesh | |
addObject(self, str name) | coat.Mesh | |
addObject(self, str name) | coat.Mesh | |
addToVolume(self, Volume v, mat4 transform=mat4.Identity) | coat.Mesh | |
addTransformed(self, Mesh m, mat4 t) | coat.Mesh | |
autodetectSymmetryPlanes(self) | coat.Mesh | |
boolean(self, Mesh m, BoolOpType op) | coat.Mesh | |
booleanOp(self, Mesh With, BoolOpType op) | coat.Mesh | |
box(vec3 center=vec3.Zero, vec3 size=vec3.One, vec3 xAxis=vec3.Zero, vec3 yAxis=vec3.Zero, vec3 zAxis=vec3.Zero, float detail_size=1, float fillet=0.0, int nx=0, int ny=0, int nz=0) | coat.Mesh | static |
calcNormals(self) | coat.Mesh | |
calcNormalsIgnoreSharpEdges(self) | coat.Mesh | |
clear(self) | coat.Mesh | |
clearFaces(self) | coat.Mesh | |
clearMaterials(self) | coat.Mesh | |
clearNormals(self) | coat.Mesh | |
clearObject(self) | coat.Mesh | |
clearUvVerts(self) | coat.Mesh | |
clearVerts(self) | coat.Mesh | |
cone(vec3 center=vec3.Zero, float radius=1, float height=2, float detail_size=1, vec3 topAxis=vec3.AxisY) | coat.Mesh | static |
createNewUvVertex(self, vec2 uv) | coat.Mesh | |
createNewVertex(self, vec3 position) | coat.Mesh | |
createVDM(self, int side, str path_to_exr, vec3 center=vec3.Zero, float radius=1, vec3 up=vec3.AxisZ, vec3 x=vec3.AxisX, vec3 y=vec3.AxisY) | coat.Mesh | |
cutByDistortedPlane(self, vec3 start, vec3 NormalDirection, float noise_degree, float noise_scale, int seed=0) | coat.Mesh | |
cutByPlane(self, vec3 start, vec3 NormalDirection) | coat.Mesh | |
cylinder(vec3 center=vec3.Zero, float radius=1, float height=2, float detail_size=1, int slices=0, int caps=0, int rings=0, float fillet=0) | coat.Mesh | static |
distortByPerlinNoise(self, float noise_degree, float noise_scale, bool anisotropic=False, int seed=0) | coat.Mesh | |
ensureMaterialsAndObjectsExist(self) | coat.Mesh | |
expandOpenEdges(self, float distance) | coat.Mesh | |
extrudeOpenEdges(self, float distance, vec3 direction=vec3.Zero) | coat.Mesh | |
facesCount(self) | coat.Mesh | |
fromPaintRoom(self) | coat.Mesh | |
fromReducedVolume(self, Volume v, float reduction_percent, bool with_subtree=False, bool all_selected=False) | coat.Mesh | |
fromRetopo(self) | coat.Mesh | |
fromVolume(self, Volume v, bool with_subtree=False, bool all_selected=False) | coat.Mesh | |
fromVolumeWithMaxPolycount(self, Volume v, int max_polycount, bool with_subtree=False, bool all_selected=False) | coat.Mesh | |
getBounds(self) | coat.Mesh | |
getCenterMass(self) | coat.Mesh | |
getFaceMaterial(self, int faceIndex) | coat.Mesh | |
getFaceNormal(self, int face) | coat.Mesh | |
getFaceNormalVertex(self, int faceIndex, int faceVertexIndex) | coat.Mesh | |
getFaceObject(self, int faceIndex) | coat.Mesh | |
getFaceSquare(self, int face) | coat.Mesh | |
getFaceUVSquare(self, int face) | coat.Mesh | |
getFaceUvVertex(self, int faceIndex, int faceVertexIndex) | coat.Mesh | |
getFaceUvVerts(self, int face) | coat.Mesh | |
getFaceUvVertsCount(self, int face) | coat.Mesh | |
getFaceVertex(self, int faceIndex, int faceVertexIndex) | coat.Mesh | |
getFaceVerts(self, int face) | coat.Mesh | |
getFaceVertsCount(self, int face) | coat.Mesh | |
getLengthAlongDirection(self, vec3 dir) | coat.Mesh | |
getMaterialName(self, int idx) | coat.Mesh | |
getMaterialsCount(self) | coat.Mesh | |
getMaterialTexture(self, int idx, int texture_layer) | coat.Mesh | |
getMeshNormals(self) | coat.Mesh | |
getMeshUVs(self) | coat.Mesh | |
getMeshVertices(self) | coat.Mesh | |
getObjectName(self, int idx) | coat.Mesh | |
getObjectsCount(self) | coat.Mesh | |
getOpenEdges(self) | coat.Mesh | |
getOpenSurfaceVolume(self, vec3 start, vec3 dir) | coat.Mesh | |
getSquare(self) | coat.Mesh | |
getVertex(self, int idx) | coat.Mesh | |
getVertexNormal(self, int idx) | coat.Mesh | |
getVertexUV(self, int idx) | coat.Mesh | |
getVolume(self) | coat.Mesh | |
hexagonal_plane(vec3 center=vec3.Zero, float sizeX=2, float sizeY=2, int divisionsX=2, int divisionsY=2, vec3 xAxis=vec3.AxisX, vec3 yAxis=vec3.AxisY) | coat.Mesh | static |
insertInVolume(self, Volume v, mat4 transform=mat4.Identity) | coat.Mesh | |
intersectWithVolume(self, Volume v, mat4 transform=mat4.Identity) | coat.Mesh | |
MakeCopy(self) | coat.Mesh | |
plane(vec3 center=vec3.Zero, float sizeX=2, float sizeY=2, int divisionsX=2, int divisionsY=2, vec3 xAxis=vec3.AxisX, vec3 yAxis=vec3.AxisY) | coat.Mesh | static |
Read(self, str name) | coat.Mesh | |
reduceToPolycount(self, int destination_triangles_count) | coat.Mesh | |
relax(self, float degree, bool tangent, float crease_angle=180) | coat.Mesh | |
removeFaces(self, list faces) | coat.Mesh | |
removeMaterial(self, int idx) | coat.Mesh | |
removeObject(self, int idx) | coat.Mesh | |
removeUnusedFaces(self) | coat.Mesh | |
removeUnusedObjectsAndMaterials(self) | coat.Mesh | |
removeUnusedVerts(self) | coat.Mesh | |
rotateToXYAxis(self, vec3 axisX, vec3 axisY) | coat.Mesh | |
rotateToYZAxis(self, vec3 axisY, vec3 axisZ) | coat.Mesh | |
rotateToZXAxis(self, vec3 axisZ, vec3 axisX) | coat.Mesh | |
setFaceMaterial(self, int faceIndex, int materialIndex) | coat.Mesh | |
setFaceNormalVertex(self, int faceIndex, int faceVertexIndex, int normalVertexIndex) | coat.Mesh | |
setFaceObject(self, int faceIndex, int objectIndex) | coat.Mesh | |
setFaceUvVertex(self, int faceIndex, int faceVertexIndex, int uvVertexIndex) | coat.Mesh | |
setFaceVerts(self, int face, list vertices) | coat.Mesh | |
setMaterialName(self, int idx, str name) | coat.Mesh | |
setMaterialTexture(self, int idx, int texture_layer, str texture_path) | coat.Mesh | |
setMeshFaces(self, list faces) | coat.Mesh | |
setMeshNormals(self, list normals) | coat.Mesh | |
setMeshUVs(self, list uvs) | coat.Mesh | |
setMeshVertices(self, list positions) | coat.Mesh | |
setObjectName(self, int idx, str name) | coat.Mesh | |
setVertex(self, int idx, vec3 v) | coat.Mesh | |
setVertexNormal(self, int idx, vec3 v) | coat.Mesh | |
setVertexUV(self, int idx, vec2 v) | coat.Mesh | |
shell(self, float thickness_out, float thickness_in, int divisions=1) | coat.Mesh | |
sphere(vec3 center=vec3.Zero, float radius=1.0, float detail_size=1) | coat.Mesh | static |
splitDisconnectedParts(self) | coat.Mesh | |
subtractFromVolume(self, Volume v, mat4 transform=mat4.Identity) | coat.Mesh | |
symmetry(self, vec3 start, vec3 NormalDirection, bool resultInQuads) | coat.Mesh | |
text(str string, str font="tahoma", float height=10.0, vec3 center=vec3.Zero, vec3 text_direction=vec3.AxisX, vec3 text_normal=vec3.AxisY, float thickness=1, int align=1) | coat.Mesh | static |
toVolume(self, Volume v, mat4 transform=mat4.Identity, BoolOpType op=BoolOpType.BOOL_MERGE) | coat.Mesh | |
transform(self, mat4 transform) | coat.Mesh | |
triangulate(self) | coat.Mesh | |
unifyAllObjects(self, str name="") | coat.Mesh | |
valid(self) | coat.Mesh | |
vertsCount(self) | coat.Mesh | |
vertsNormalCount(self) | coat.Mesh | |
vertsUvCount(self) | coat.Mesh | |
weld(self, float minimal_relative_distance=0.0001) | coat.Mesh | |
Write(self, str name) | coat.Mesh |