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bmesh-gear

A 14-tooth gear built entirely with bmesh — profile ring, face, extrude — with bm.free() in a try/finally, exactly as the ownership contract demands.

Rendered headless by the example itself — click to zoom.

witnesses Parametric bmesh topology is exactly predictable: verts, edges, and faces match their closed forms, and every edge borders exactly two faces (watertight).
blender --background --python examples/bmesh-gear/bmesh_gear.py --

A runnable example that builds a 14-tooth gear entirely with bmesh — profile ring, face, extrude_face_region, translate — following the ownership contract from mesh-editing-and-bmesh and the always-free-bmesh rule: every bmesh.new() is paired with bm.free() in a try/finally.

What it witnesses: parametric bmesh construction has exactly predictable topology. The check asserts the closed-form counts — verts = 2 × (4 × teeth), faces = sides + 2 caps, edges = 3 × profile — and that the result is watertight (every edge borders exactly two faces). If an op leaks geometry or a face fails to close, the math catches it.

Run

# Cheap correctness check (no render) — the CI check:
blender --background --python bmesh_gear.py --

# Also render a still (EEVEE on a GPU host; use --engine cycles on GPU-less hosts):
blender --background --python bmesh_gear.py -- --output gear.png
blender --background --python bmesh_gear.py -- --output gear.png --engine cycles

It exits non-zero on failure (topology mismatch or non-manifold edges). The blender-smoke workflow runs the check on Blender 4.5 LTS and 5.1.

Source

examples/bmesh-gear/bmesh_gear.py View on GitHub →
"""A parametric gear built entirely with bmesh — a runnable example.

Witnesses the bmesh ownership contract from mesh-editing-and-bmesh and the
always-free-bmesh rule: every `bmesh.new()` is paired with `bm.free()` in a
`try`/`finally`, and because the construction is parametric the resulting
topology is exactly predictable. The check asserts the closed-form counts —
verts = 2 x (4 x teeth), faces = sides + 2 caps, edges = 3 x profile — and
that the mesh is watertight (every edge borders exactly 2 faces).

By default it runs only the correctness check (no render) — the CI smoke
check. Pass --output to also render a still:

    blender --background --python bmesh_gear.py --                 # check only
    blender --background --python bmesh_gear.py -- --output g.png  # + render
"""
import bpy, bmesh, sys, os, math, argparse

TEETH = 14
R_ROOT = 1.0
R_TIP = 1.25
DEPTH = 0.6
# fraction of a tooth period spent at the tip vs the root
TOOTH_DUTY = 0.45


def gear_profile():
    """Vertex ring for the gear silhouette: 4 verts per tooth (root-root-tip-tip)."""
    coords = []
    step = 2 * math.pi / TEETH
    for i in range(TEETH):
        a0 = i * step
        half = step * TOOTH_DUTY / 2
        flank = step * (0.5 - TOOTH_DUTY / 2) / 2
        mid = a0 + step / 2
        coords.append((a0 + flank, R_ROOT))
        coords.append((mid - half, R_TIP))
        coords.append((mid + half, R_TIP))
        coords.append((a0 + step - flank, R_ROOT))
    return [(r * math.cos(a), r * math.sin(a), 0.0) for a, r in coords]


def build_gear():
    bpy.ops.wm.read_factory_settings(use_empty=True)
    me = bpy.data.meshes.new("Gear")
    bm = bmesh.new()
    try:
        verts = [bm.verts.new(co) for co in gear_profile()]
        face = bm.faces.new(verts)
        ext = bmesh.ops.extrude_face_region(bm, geom=[face])
        top_verts = [e for e in ext["geom"] if isinstance(e, bmesh.types.BMVert)]
        bmesh.ops.translate(bm, verts=top_verts, vec=(0.0, 0.0, DEPTH))
        bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
        bm.to_mesh(me)
    finally:
        bm.free()  # the contract this example witnesses
    obj = bpy.data.objects.new("Gear", me)
    bpy.context.collection.objects.link(obj)
    return obj


def check(obj):
    me = obj.data
    profile = 4 * TEETH
    expect_v = 2 * profile          # bottom ring + extruded top ring
    expect_f = profile + 2          # side quads + two caps
    expect_e = 3 * profile          # two rings + verticals
    got = (len(me.vertices), len(me.edges), len(me.polygons))
    if got != (expect_v, expect_e, expect_f):
        print(f"ERROR: topology {got} != expected {(expect_v, expect_e, expect_f)}",
              file=sys.stderr)
        return 3

    # watertight: every edge borders exactly two faces
    bm = bmesh.new()
    try:
        bm.from_mesh(me)
        bad = sum(1 for e in bm.edges if len(e.link_faces) != 2)
    finally:
        bm.free()
    if bad:
        print(f"ERROR: {bad} non-manifold edge(s) — gear is not watertight", file=sys.stderr)
        return 4

    print(f"teeth={TEETH} verts={got[0]} edges={got[1]} faces={got[2]} watertight=True")
    return 0


def eevee_engine_id():
    return 'BLENDER_EEVEE' if bpy.app.version >= (5, 0, 0) else 'BLENDER_EEVEE_NEXT'


def render_still(obj, path, engine):
    scene = bpy.context.scene
    for poly in obj.data.polygons:
        poly.use_smooth = False  # crisp machined facets
    mat = bpy.data.materials.new("Steel")
    mat.use_nodes = True
    bsdf = mat.node_tree.nodes["Principled BSDF"]
    bsdf.inputs["Base Color"].default_value = (0.75, 0.77, 0.8, 1.0)
    bsdf.inputs["Metallic"].default_value = 1.0
    bsdf.inputs["Roughness"].default_value = 0.45
    obj.data.materials.append(mat)
    obj.location = (0.0, 0.0, 0.85)
    obj.rotation_euler = (math.radians(38), 0.0, math.radians(22))

    floor_me = bpy.data.meshes.new("Floor")
    bm = bmesh.new()
    try:
        bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=30.0)
        bm.to_mesh(floor_me)
    finally:
        bm.free()
    fmat = bpy.data.materials.new("Studio")
    fmat.use_nodes = True
    fb = fmat.node_tree.nodes["Principled BSDF"]
    fb.inputs["Base Color"].default_value = (0.055, 0.06, 0.07, 1.0)
    fb.inputs["Roughness"].default_value = 0.5
    floor_me.materials.append(fmat)
    floor = bpy.data.objects.new("Floor", floor_me)
    scene.collection.objects.link(floor)
    wall = bpy.data.objects.new("Wall", floor_me.copy())
    wall.location = (0.0, 9.0, 0.0)
    wall.rotation_euler = (math.radians(90), 0.0, 0.0)
    scene.collection.objects.link(wall)

    world = bpy.data.worlds.new("World")
    world.use_nodes = True
    # metals reflect the environment: keep a faint cool ambient so flanks never go black
    world.node_tree.nodes["Background"].inputs["Color"].default_value = (0.035, 0.04, 0.05, 1.0)
    scene.world = world

    def light(name, loc, energy, size, col, rot):
        ld = bpy.data.lights.new(name, 'AREA')
        ld.energy = energy; ld.size = size; ld.color = col
        ob = bpy.data.objects.new(name, ld)
        ob.location = loc
        ob.rotation_euler = tuple(math.radians(a) for a in rot)
        scene.collection.objects.link(ob)

    # metals live on reflections: big soft key, strong cool fill, warm rim kept low
    light("Key", (-3.5, -4.5, 5.5), 1400.0, 7.0, (1.0, 0.98, 0.94), (48, 0, -35))
    light("Fill", (5.0, -3.5, 2.5), 600.0, 9.0, (0.8, 0.87, 1.0), (65, 0, 50))
    light("Rim", (1.5, 4.5, 2.2), 700.0, 4.0, (1.0, 0.7, 0.4), (-82, 0, 165))

    cam_data = bpy.data.cameras.new("Cam")
    cam_data.lens = 55.0
    cam = bpy.data.objects.new("Cam", cam_data)
    cam.location = (0.0, -7.6, 4.2)
    cam.rotation_euler = (math.radians(66), 0.0, 0.0)
    scene.collection.objects.link(cam)
    scene.camera = cam

    scene.render.engine = 'CYCLES' if engine == 'cycles' else eevee_engine_id()
    if engine == 'cycles':
        scene.cycles.samples = 32
    else:
        try:
            scene.eevee.taa_render_samples = 64
        except AttributeError:
            pass
    scene.render.resolution_x = 1280
    scene.render.resolution_y = 720
    scene.render.image_settings.file_format = 'PNG'
    scene.render.filepath = path
    bpy.ops.render.render(write_still=True)
    return os.path.exists(path) and os.path.getsize(path) > 0


def main():
    argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else []
    p = argparse.ArgumentParser()
    p.add_argument("--output", default=None, help="optional: render a still PNG here")
    p.add_argument("--engine", default="eevee", choices=("eevee", "cycles"),
                   help="render engine for --output (cycles for GPU-less hosts)")
    args = p.parse_args(argv)

    obj = build_gear()
    code = check(obj)
    if code:
        return code

    if args.output:
        if not render_still(obj, os.path.abspath(args.output), args.engine):
            print("ERROR: render produced no file", file=sys.stderr)
            return 6
        print(f"rendered still {args.output}")

    print("bmesh-gear OK")
    return 0


if __name__ == "__main__":
    try:
        sys.exit(main())
    except Exception as e:
        import traceback; traceback.print_exc(); print(f"FATAL: {e}", file=sys.stderr); sys.exit(1)