3DCoat Python API
The 3DCoat Python API documentation.
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Static Public Member Functions | |
int | uvSetsCount () |
get the UV-sets count. | |
setUnwrapIslandsDistance (float distance) | |
set the border around the islands when we pack it | |
float | getUnwrapIslandsDistance () |
get the border around the islands when we pack it | |
int | currentUvSet () |
get the current uv-set index | |
int | islandsCount (int uv_set) |
get the islands count over the current uv-set | |
Mesh | islandToMesh (int uv_set, int island_index) |
get the mesh that contains the island, xy of each point is the UV coordinate. | |
Mesh | islandToMeshInSpace (int uv_set, int island_index) |
get the mesh that contains the island, each point is the coordinate in space (not the uv coordinate!). | |
list | getIslandVertexMapping (int uv_set, int island_index) |
get the mapping from the vertex index in the mesh that was got by islandToMesh to the vertex index in the original mesh | |
list | getIslandBorder (int uv_set, int island_index) |
get unsorted list of edges on the border of the island | |
list | getBorderBetweenIslands (int uv_set1, int island_index1, int uv_set2, int island_index2) |
get the border between two islands | |
vec2 | getIslandVertexUv (int uv_set, int island_index, int vertex_index) |
get the uv coordinate of the positional vertex in the island | |
Mesh | flattenSingleIsland (Mesh mesh, int method, bool optimize_rotation=True, bool scale_to_geometry=True) |
Flatten the mesh that consists of the single island. | |
meshToIsland (Mesh mesh, int uv_set, int island_index) | |
use the mesh (that was previously got by islandToMesh) to replace the island in the current uv-set | |
pack (int uv_set, bool rotate, bool shuffle) | |
pack the islands in the current uv-set | |
unwrap (int uv_set) | |
unwrap the current uv-set | |
toAbf (int uv_set, int island_index) | |
unwrap the island using the ABF approach | |
toLscm (int uv_set, int island_index) | |
unwrap the island using the LSCM approach | |
toGu (int uv_set, int island_index) | |
unwrap the island using the GU (Globally Uniform) approach | |
toPlanar (int uv_set, int island_index) | |
unwrap the island using the Planar approach | |
toStripe (int uv_set, int island_index) | |
try to uwrap the island as the regular stripe | |
toUvSet (int uv_set, int island_index, int destination_uv_set) | |
move the island from one uv-set to another one | |
Mesh | getWholeMesh () |
get the whole mesh from the paint/UV/Retopo room - in dependence on current room | |
Mesh | selectedToMesh () |
get the selected faces as the Mesh object | |
list | getSeams () |
get all seams across the mesh | |
addSeam (any start_vertex_index, int end_vertex_index) | |
add the seam to the mesh | |
removeSeam (int start_vertex_index, int end_vertex_index) | |
remove the seam from the mesh | |
list | getSharpEdges () |
get the sharp edges across the mesh | |
addSharpEdge (int start_vertex_index, int end_vertex_index) | |
add the sharp edge to the mesh | |
removeSharpEdge (int start_vertex_index, int end_vertex_index) | |
remove the sharp edge from the mesh | |
unwrapUnassigned () | |
re-wrap/extend islands in correspondence to the changed seams and inserted faces. | |
applyUVSet () | |
apply uv changes to the paint room mesh (if we use uv/paint context) | |
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static |
add the seam to the mesh
start_vertex_index | the start positional vertex index |
end_vertex_index | the end positional vertex index |
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add the sharp edge to the mesh
start_vertex_index | the start positional vertex index |
end_vertex_index | the end positional vertex index |
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static |
apply uv changes to the paint room mesh (if we use uv/paint context)
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get the current uv-set index
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static |
Flatten the mesh that consists of the single island.
mesh | the mesh that consists of the single island |
method | the flattening method. 0 - flatten to the plane, 1 - LSCM, 2 - ABF, 3 - GU, 4 - Stripe (if possible) |
optimize_rotation | optimize the rotation of the island, place it approximately horizontally or vertically |
scale_to_geometry | scale the island to keep average edge length equal to the average edge length of the original mesh |
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get the border between two islands
uv_set1 | the uv set index of the first island |
island_index1 | the island index within the uv set of the first island |
uv_set2 | the uv set index of the second island |
island_index2 | the island index within the uv set of the second island |
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get unsorted list of edges on the border of the island
uv_set | the uv set index |
island_index | the island index within the uv set |
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get the mapping from the vertex index in the mesh that was got by islandToMesh to the vertex index in the original mesh
uv_set | the uv set index |
island_index | the island index within the uv set |
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static |
get the uv coordinate of the positional vertex in the island
uv_set | the uv set index |
island_index | the island index within the uv set |
vertex_index | the positional vertex index |
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get all seams across the mesh
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get the sharp edges across the mesh
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get the border around the islands when we pack it
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static |
get the whole mesh from the paint/UV/Retopo room - in dependence on current room
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static |
get the islands count over the current uv-set
uv_set | the uv-set index |
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static |
get the mesh that contains the island, xy of each point is the UV coordinate.
The mesh contains only one island
uv_set | the uv set index |
island_index | the island index within the uv set |
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static |
get the mesh that contains the island, each point is the coordinate in space (not the uv coordinate!).
The mesh contains only one island. The faces correspond to the faces of the mesh that was got by islandToMesh
uv_set | the uv set index |
island_index | the island index within the uv set |
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static |
use the mesh (that was previously got by islandToMesh) to replace the island in the current uv-set
mesh | the mesh that was previously got by islandToMesh |
uv_set | the uv set index |
island_index | the island index within the uv set |
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pack the islands in the current uv-set
uv_set | the uv set index |
rotate | allow rotation while packing |
shuffle | shuffle the identical islands to avoid the exact overlapping |
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remove the seam from the mesh
start_vertex_index | the start positional vertex index |
end_vertex_index | the end positional vertex index |
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static |
remove the sharp edge from the mesh
start_vertex_index | the start positional vertex index |
end_vertex_index | the end positional vertex index |
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set the border around the islands when we pack it
distance | the border size in percents |
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unwrap the island using the ABF approach
uv_set | the uv set index |
island_index | the island index within the uv set |
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unwrap the island using the GU (Globally Uniform) approach
uv_set | the uv set index |
island_index | the island index within the uv set |
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unwrap the island using the LSCM approach
uv_set | the uv set index |
island_index | the island index within the uv set |
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static |
unwrap the island using the Planar approach
uv_set | the uv set index |
island_index | the island index within the uv set |
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static |
try to uwrap the island as the regular stripe
uv_set | the uv set index |
island_index | the island index within the uv set |
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static |
move the island from one uv-set to another one
uv_set | the source uv set index |
island_index | the island index within the source uv set |
destination_uv_set | the destination uv set index |
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unwrap the current uv-set
uv_set | the uv set index |
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static |
re-wrap/extend islands in correspondence to the changed seams and inserted faces.
Pay attention, that it may lead to islands intersection.
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get the UV-sets count.