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import appleseed as asr | |
mesh = asr.MeshObject("my_mesh", {}) | |
print mesh | |
# Vertices | |
v0 = asr.Vector3f([0.0, 0.0, 0.0]) | |
v1 = asr.Vector3f([1.0, 0.0, 0.0]) | |
v2 = asr.Vector3f([0.0, 0.0, 1.0]) | |
mesh.reserve_vertices(3) | |
mesh.push_vertex(v0) | |
mesh.push_vertex(v1) | |
mesh.push_vertex(v2) | |
print "Num vertices = ", mesh.get_vertex_count() | |
# Normals | |
n0 = asr.Vector3f([0.0, 1.0, 0.0]) | |
n1 = asr.Vector3f([0.0, 1.0, 0.0]) | |
n2 = asr.Vector3f([0.0, 1.0, 0.0]) | |
mesh.reserve_vertex_normals(3) | |
mesh.push_vertex_normal(n0) | |
mesh.push_vertex_normal(n1) | |
mesh.push_vertex_normal(n2) | |
print "Num normals = ", mesh.get_vertex_normal_count() | |
# uvs | |
uv0 = asr.Vector2f([0.0, 0.0]) | |
uv1 = asr.Vector2f([1.0, 0.0]) | |
uv2 = asr.Vector2f([0.0, 1.0]) | |
#mesh.reserve_tex_coors(3) | |
mesh.push_tex_coords(uv0) | |
mesh.push_tex_coords(uv1) | |
mesh.push_tex_coords(uv2) | |
print "Num UVs = ", mesh.get_vertex_normal_count() | |
# triangles | |
mesh.reserve_triangles(1) | |
tri = asr.Triangle() | |
# Vertex indices | |
tri.v0 = 0 | |
tri.v1 = 1 | |
tri.v2 = 2 | |
# Normal indices | |
tri.n0 = 0 | |
tri.n1 = 1 | |
tri.n2 = 2 | |
# UVs indices | |
tri.a0 = 0 | |
tri.a1 = 1 | |
tri.a2 = 2 | |
# Material index | |
tri.pa = 0 | |
mesh.push_triangle(tri) | |
print "Num triangles = ", mesh.get_triangle_count() | |
# Now, mesh can be passed to appleseed in the same way as the basic.py script |
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