1.3 Ajouter des formes texturées

Continuons à tester des trucs :

cubeMesh = bpy.data.meshes.get("PyramidMesh")
listeValues = cubeMesh.uv_textures.active.data.values()
listeValues[0].
                   as_pointer(
                   bl_rna
                   callback_add(
                   callback_remove(
                   driver_add(
                   driver_remove(
                   get(
                   id_data
                   image
                   is_property_hidden(
                   is_property_set(
                   items(
                   keyframe_delete(
                   keyframe_insert(
                   keys(
                   path_from_id(
                   path_resolve(
                   pin_uv
                   rna_type
                   select_uv
                   type_recast(
                   uv
                   uv1
                   uv2
                   uv3
                   uv4
                   uv_raw
                   values(

On continue :

cubeMesh = bpy.data.meshes.get("TexturedCubeMesh.002")
UVTexture = cubeMesh.uv_textures.new()
UVTexture.active = True

listeVertices = cubeMesh.vertices.values()

listeVertices[0].co
Vector((1.0, -1.0, -1.0))
listeVertices[0].index
0
listeVertices[0].normal
Vector((0.5773491859436035, -0.5773491859436035, -0.5773491859436035))
listeVertices[0].select
False

On test si c'est dans les faces :

listeFaces = cubeMesh.faces.values()