cloning
link-mesh-array.py
link-mesh.py

mesh fabrication
staircase.py
triangle-donut.py
vertexAccumulator.py
randomSquareArray.py
meshFromBathymetry.py
cylinders-from-list-of-radii.py
binary-image-to-mesh.py
sphere-minecraft-schematic.py
spikify.py
add-to-mesh.py
mobius-strip.py
split-copy-mesh.py

fabricating other objects
create-text.py
text-from-file.py
create-camera.py
create-bezier.py
helix-bezier.py

material slots
cube-copy-blue.py
cube-turns-red.py
red-blue-per-object.py

animation and fcurves
csv-to-fcurve-loc-rot.py
csv-to-fcurve.py
pop-in-material.py
spike-wiggle-2.py
spike-wiggle.py
sweep-animate-size.py
animate-cycles-lamp-strength.py

incorporating python libraries
exec-text-library.py
exec-external-python.py
import-python.py

constraints
camera-track-object.py
text-track-camera.py

shape keys
explore-shape-keys.py
shape-key-fin.py
docking-tube.py

animating curve bevel
data-graph.py

drivers
scan-drivers.py
copy-drivers.py
driver-fin.py
driver-multi-chain.py

UV layers
barber-pole.py
expand-uv-to-fit.py
uv-from-geometry-cubic.py
flip-texture-v-coordinate.py

modifiers
hook-modifier-curve.py
rounded-prisms.py
make-tile.py
remove-action-modifiers.py

NLAs
explore-NLAs.py
spinning-frogs.py

video sequence editor (VSE)
create-vse-image-strips.py
slide-show.py
vse-strip-gap.py

images and textures
image-on-mesh.py
image-to-material-node.py
load-image-texture.py
texture-one-cube-face.py
condense-duplicate-images.py

analytic geometry
animate-random-spin.py
camera-cone-exp-2.py
camera-cone-exp.py
compute-circle-center.py
dihedral-angle-from-xy.py
extrude-edge-along-custom-axis.py
orientation-matrix.py
two-spheres.py
bezier-interpolate.py
rotate-to-match.py

node trees
change-diffuse-to-emission-node.py

etc
add-plane-from-selected-vertices.py
adjust-all-materials.py
all-nodes-cycles-materials.py
bit_shift.py
bone-orientation-demo.py
cannonball-packing.py
comb.py
convert-quaternion-keyframes-to-euler.py
copy-location-from-vertex-group.py
create-cycles-material.py
demonstrate-decomposition-instability.py
dump-point-cache.py
dump-screen-layout-info.py
expand-nla-strips.py
explore-edge-bevel-weight.py
find-action-users.py
find-green-rectangle.py
find-new-objects.py
fix-scene-layers.py
generate-makefile.py
link-external-data-blocks.py
list-referenced-files.py
material-readout.py
movie-card-stack.py
movies-on-faces.py
next-file-name.py
object-font-from-regular-font.py
operator-mesh-gridify.py
particle-animator.py
particle_loop.py
pose-match.py
pose-sequence-to-fbx.py
prepare-texture-bake.py
raining-physics.py
random-pebble-material.py
reverse-keyframes.py
scale-parallelogram.py
screenshot-sequence.py
select-objects-in-modifiers.py
select-vertices.py
shift-layers.py
snapshot-keyframes-as-mesh.py
sphere-project-texture.py
squish-mesh-axis.py
subdivide-fcurve.py
thicken-texture.py
transform-selected.py
voronoi-madness.py

import bpy
import math


class VertexAccumulator:
    # use this class when you can't come up with a good deterministic numbering scheme for your vertices.

    def __init__(self):
        self.verts_ = []
        self.vertIdxs = {}

    def keyFor(v):
        return "%f,%f,%f"%(v[0], v[1], v[2])

    def idxFor(self, v):
        key = VertexAccumulator.keyFor(v)
        rval = self.vertIdxs.get(key)
        if None==rval:
            rval = len(self.verts_)
            self.vertIdxs[key] = rval
            self.verts_.append(v)
        return rval

    def verts(self):
        return self.verts_


def image_to_mesh(img):
    pix = img.pixels[:]
    w = img.size[0]
    h = img.size[1]

    def is_solid(pix, off):
        return pix[off]  < 0.5

    va = VertexAccumulator()

    faces = []
    for y in range(h):
        for x in range(w):
            off= 4* ( y*w + x )
            solid = is_solid(pix, off)

            x1 = x
            x2 = x + 1
            if True:
                y1 = y
                y2 = y+1
            else:
                y2 = h-y
                y1 = y2-1
            if solid:
                i0 = va.idxFor([x1, y1, 0])
                i1 = va.idxFor([x2, y1, 0])
                i2 = va.idxFor([x1, y2, 0])
                i3 = va.idxFor([x2, y2, 0])
                i4 = va.idxFor([x1, y1, -1])
                i5 = va.idxFor([x2, y1, -1])
                i6 = va.idxFor([x1, y2, -1])
                i7 = va.idxFor([x2, y2, -1])

                # top
                faces.append( [i0, i1, i3, i2,] )
                # bottom
                faces.append([i4, i6, i7, i5,])

                if x <1 or not is_solid(pix, off-4):
                    # x--
                    faces.append( [ i0, i2, i6, i4])

                if x+1 >w or not is_solid(pix, off+4):
                    faces.append( [i1, i5, i7, i3])
                if y<1 or not is_solid(pix, off-4*w):
                    faces.append( [i0, i4, i5, i1])
                if y+1>h or not is_solid(pix, off+4*w):
                    faces.append( [ i2, i3, i7, i6])

    mesh = bpy.data.meshes.new('stencil')
    mesh.from_pydata(va.verts(), [], faces)
    mesh.show_normal_face = True

    return mesh

def mission1(scn):
    img = bpy.data.images['frog-trace-post.png']
    #img = bpy.data.images['test.png']
    mesh = image_to_mesh(img)

    obj = bpy.data.objects.new("stencil", mesh)

    scn.objects.link(obj)
    s = 1/max(img.size[0], img.size[1])
    print(s)
    obj.scale = (s,s,1)
    print(obj.scale)

mission1(bpy.context.scene)

Blender python API quick-start

Syntax highlighting by Pygments.