3DCoat Python API
The 3DCoat Python API documentation.
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coat.Mesh Member List

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.Meshstatic
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.Meshstatic
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.Meshstatic
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.Meshstatic
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.Meshstatic
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.Meshstatic
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.Meshstatic
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