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

# be lazy and use the modifier system to compute 3D voronoi cells.

import bpy
from mathutils import *
import random


def center_cube(sz):
    name = "cube %f" % sz
    rval = None # bpy.data.meshes.get(name)
    # I need a single-user mesh if I am applying modifiers, so do not try to reuse
    if rval is None:
        rval = bpy.data.meshes.new(name)
        verts = [
            [-sz,-sz,-sz],
            [sz,-sz,-sz],
            [-sz,sz,-sz],
            [sz,sz,-sz],
            [-sz,-sz,sz],
            [sz,-sz,sz],
            [-sz,sz,sz],
            [sz,sz,sz],
        ]
        faces = [
            [0,2,3,1],
            [0,1,5,4],
            [1,3,7,5],
            [3,2,6,7],
            [2,0,4,6],
            [4,5,7,6]
        ]
        rval.from_pydata(verts, [], faces)
    return rval

def get_half_plane(sz):
    name = "half plane %f" % sz
    rval = bpy.data.meshes.get(name)
    if rval is None:
        rval = bpy.data.meshes.new(name)
        verts = [
            [-sz,-sz,0],
            [sz,-sz,0],
            [-sz,sz,0],
            [sz,sz,0],
            [-sz,-sz,sz],
            [sz,-sz,sz],
            [-sz,sz,sz],
            [sz,sz,sz],
        ]
        faces = [
            [0,2,3,1],
            [0,1,5,4],
            [1,3,7,5],
            [3,2,6,7],
            [2,0,4,6],
            [4,5,7,6]
        ]
        rval.from_pydata(verts, [], faces)
    return rval

def matrix_for_voronoi_face(center, other):
    mid = (center+other)/2

    delta = (center-other).normalized()

    z_axis = delta
    if z_axis[2] == max(z_axis):
        x_axis = z_axis.cross([0,1,0]).normalized()
    else:
        x_axis = z_axis.cross([0,0,1]).normalized()
    y_axis = z_axis.cross(x_axis)

    rot = Matrix([x_axis,y_axis, z_axis]).transposed().to_4x4()

    return Matrix.Translation(mid)*rot




def fab_one_cell(coords, idx, scn, horizon=3):

    center = Vector(coords[idx])

    half_plane_mesh = get_half_plane(2*horizon)
    half_planes = []

    for i in range(len(coords)):
        if i==idx:
            continue

        vi = Vector(coords[i])
        if (max(center - vi)>horizon
            or
            min(center-vi) < -horizon):
            continue

        obj = bpy.data.objects.new("half plane", half_plane_mesh)
        obj.matrix_world = matrix_for_voronoi_face(center, vi)

        scn.objects.link(obj)

        half_planes.append(obj)
        obj.layers = [ i==5 for i in range(20)]


    prime = bpy.data.objects.new("prime", center_cube(2*horizon))
    prime.location = center
    scn.objects.link(prime)
    prime.layers = [ i==1 for i in range(20)]

    if False:

        for i in range(len(half_planes)):
            mod =prime.modifiers.new("boolean", 'BOOLEAN')
            mod.object = half_planes[i]
            half_planes[i].layers = [ i==5 for i in range(20)]
            #print(half_planes[i].layers)

        mesh = prime.to_mesh(scene = scn, apply_modifiers=True, settings ='PREVIEW')
        prime.data = mesh
        print(len(mesh.vertices))
        for i in range(len(half_planes)):
            scn.objects.unlink(half_planes[i])

    else:
        scn.objects.active = prime

        for i in range(len(half_planes)):
            mod =prime.modifiers.new("boolean", 'BOOLEAN')
            mod.object = half_planes[i]
            print(mod.name)
            bpy.ops.object.modifier_apply(modifier=mod.name)
            scn.objects.unlink(half_planes[i])

    return prime

def rand2(radius):
    return radius * 2 * (random.random()-0.5);

def displaced_vertex_grid( min_c, max_c, radius):

    rval = []
    for x in range(min_c[0], max_c[0]):
        for y in range(min_c[1], max_c[1]):
            for z in range(min_c[2], max_c[2]):
                xyz = [ x+rand2(radius), y+rand2(radius), z+rand2(radius)]
                rval.append(xyz)
    return rval

#
#

coords = [ [0,0,0] ]

#coords.append( [1,1,1] )
#coords.append( [1,1,0] )
radius = 10
coords.extend(displaced_vertex_grid( [-radius,-radius, -radius], [radius, radius, radius], 3) )

for i in range(min(200,len(coords))):
    center =coords[i]
    q = max( max(center), -min(center))
    if (q+2>radius):
        continue
    cell = fab_one_cell(coords, i, bpy.context.scene)
    cell.scale = [0.8,0.8,0.8]
    print(cell)

Blender python API quick-start

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