Mesh: Update addons for auto smooth removal #104609
@ -416,7 +416,6 @@ class add_mesh_bolt(Operator, AddObjectHelper):
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(context.active_object.data is not None) and ('Bolt' in context.active_object.data.keys()) and \
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(self.change == True):
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obj = context.active_object
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use_auto_smooth = bool(obj.data.use_auto_smooth) # Copy value, do not take a reference
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use_smooth = bool(obj.data.polygons[0].use_smooth) # Copy value, do not take a reference
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mesh = createMesh.Create_New_Mesh(self, context)
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@ -428,7 +427,6 @@ class add_mesh_bolt(Operator, AddObjectHelper):
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bm.free()
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# Preserve flat/smooth choice. New mesh is flat by default
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obj.data.use_auto_smooth = use_auto_smooth
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if use_smooth:
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bpy.ops.object.shade_smooth()
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@ -148,9 +148,6 @@ def createMeshObject(context, verts, edges, faces, name):
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# Make a mesh from a list of verts/edges/faces.
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mesh.from_pydata(verts, edges, faces)
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# Set mesh to use auto smoothing:
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mesh.use_auto_smooth = True
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# Update mesh geometry after adding stuff.
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mesh.update()
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@ -17,7 +17,6 @@ def create_and_link_mesh(name, faces, face_nors, points, global_matrix):
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if face_nors:
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# Note: we store 'temp' normals in loops, since validate() may alter final mesh,
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# we can only set custom lnors *after* calling it.
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mesh.create_normals_split()
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lnors = tuple(chain(*chain(*zip(face_nors, face_nors, face_nors))))
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mesh.loops.foreach_set("normal", lnors)
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@ -33,8 +32,6 @@ def create_and_link_mesh(name, faces, face_nors, points, global_matrix):
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mesh.polygons.foreach_set("use_smooth", [True] * len(mesh.polygons))
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mesh.normals_split_custom_set(tuple(zip(*(iter(clnors),) * 3)))
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mesh.use_auto_smooth = True
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mesh.free_normals_split()
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mesh.update()
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@ -1076,11 +1076,10 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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pivot_list[len(pivot_list) - 1] = mathutils.Vector(pivot)
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elif new_chunk.ID == MORPH_SMOOTH and child.type == 'MESH': # Smooth angle
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child.data.use_auto_smooth = True
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temp_data = file.read(SZ_FLOAT)
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smooth_angle = struct.unpack('<f', temp_data)[0]
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new_chunk.bytes_read += SZ_FLOAT
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child.data.auto_smooth_angle = smooth_angle
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child.data.set_sharp_from_angle(smooth_angle)
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elif KEYFRAME and new_chunk.ID == COL_TRACK_TAG and colortrack == 'AMBIENT': # Ambient
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keyframe_data = {}
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@ -1142,7 +1142,6 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
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# NOTE: this is not supported by importer currently.
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# XXX Official docs says normals should use IndexToDirect,
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# but this does not seem well supported by apps currently...
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me.calc_normals_split()
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ln_bl_dtype = np.single
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ln_fbx_dtype = np.float64
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@ -1242,8 +1241,6 @@ def fbx_data_mesh_elements(root, me_obj, scene_data, done_meshes):
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# del t_lnw
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me.free_tangents()
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me.free_normals_split()
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# Write VertexColor Layers.
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colors_type = scene_data.settings.colors_type
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vcolnumber = 0 if colors_type == 'NONE' else len(me.color_attributes)
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@ -1315,8 +1315,6 @@ def blen_read_geom_layer_smooth(fbx_obj, mesh):
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1, 1, layer_id,
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xform=np.logical_not,
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)
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# We only set sharp edges here, not face smoothing itself...
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mesh.use_auto_smooth = True
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return False
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elif fbx_layer_mapping == b'ByPolygon':
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blen_data = mesh.polygons
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@ -1539,7 +1537,6 @@ def blen_read_geom(fbx_tmpl, fbx_obj, settings):
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if settings.use_custom_normals:
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# Note: we store 'temp' normals in loops, since validate() may alter final mesh,
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# we can only set custom lnors *after* calling it.
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mesh.create_normals_split()
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if geom_mat_no is None:
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ok_normals = blen_read_geom_layer_normal(fbx_obj, mesh)
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else:
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@ -1560,13 +1557,9 @@ def blen_read_geom(fbx_tmpl, fbx_obj, settings):
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# Iterating clnors into a nested tuple first is faster than passing clnors.reshape(-1, 3) directly into
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# normals_split_custom_set. We use clnors.data since it is a memoryview, which is faster to iterate than clnors.
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mesh.normals_split_custom_set(tuple(zip(*(iter(clnors.data),) * 3)))
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mesh.use_auto_smooth = True
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else:
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mesh.calc_normals()
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if settings.use_custom_normals:
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mesh.free_normals_split()
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if not ok_smooth:
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mesh.polygons.foreach_set("use_smooth", np.full(len(mesh.polygons), True, dtype=bool))
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@ -58,8 +58,6 @@ class PrimitiveCreator:
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self.blender_object = self.export_settings['vtree'].nodes[self.uuid_for_skined_data].blender_object
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self.use_normals = self.export_settings['gltf_normals']
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if self.use_normals:
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self.blender_mesh.calc_normals_split()
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self.use_tangents = False
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if self.use_normals and self.export_settings['gltf_tangents']:
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@ -711,7 +709,6 @@ class PrimitiveCreator:
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self.normals = np.array(self.normals, dtype=np.float32)
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else:
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self.normals = np.empty(len(self.blender_mesh.loops) * 3, dtype=np.float32)
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self.blender_mesh.calc_normals_split()
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self.blender_mesh.loops.foreach_get('normal', self.normals)
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self.normals = self.normals.reshape(len(self.blender_mesh.loops), 3)
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@ -60,10 +60,9 @@ def do_primitives(gltf, mesh_idx, skin_idx, mesh, ob):
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# Use a class here, to be able to pass data by reference to hook (to be able to change them inside hook)
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class IMPORT_mesh_options:
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def __init__(self, skinning: bool = True, skin_into_bind_pose: bool = True, use_auto_smooth: bool = True):
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def __init__(self, skinning: bool = True, skin_into_bind_pose: bool = True):
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self.skinning = skinning
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self.skin_into_bind_pose = skin_into_bind_pose
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self.use_auto_smooth = use_auto_smooth
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mesh_options = IMPORT_mesh_options()
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import_user_extensions('gather_import_mesh_options', gltf, mesh_options, pymesh, skin_idx)
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@ -469,9 +468,7 @@ def do_primitives(gltf, mesh_idx, skin_idx, mesh, ob):
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mesh.update(calc_edges_loose=has_loose_edges)
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if has_normals:
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mesh.create_normals_split()
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mesh.normals_split_custom_set_from_vertices(vert_normals)
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mesh.use_auto_smooth = mesh_options.use_auto_smooth
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def points_edges_tris(mode, indices):
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@ -370,10 +370,6 @@ def write_file(filepath, objects, depsgraph, scene,
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ob_for_convert.to_mesh_clear()
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continue # dont bother with this mesh.
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if EXPORT_NORMALS and face_index_pairs:
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me.calc_normals_split()
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# No need to call me.free_normals_split later, as this mesh is deleted anyway!
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loops = me.loops
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if (EXPORT_SMOOTH_GROUPS or EXPORT_SMOOTH_GROUPS_BITFLAGS) and face_index_pairs:
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@ -703,7 +703,6 @@ def create_mesh(new_objects,
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if verts_nor and me.loops:
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# Note: we store 'temp' normals in loops, since validate() may alter final mesh,
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# we can only set custom lnors *after* calling it.
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me.create_normals_split()
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loops_nor = tuple(no for (_, face_vert_nor_indices, _, _, _, _, _) in faces
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for face_noidx in face_vert_nor_indices
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for no in verts_nor[face_noidx])
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@ -759,7 +758,6 @@ def create_mesh(new_objects,
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me.polygons.foreach_set("use_smooth", [True] * len(me.polygons))
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me.normals_split_custom_set(tuple(zip(*(iter(clnors),) * 3)))
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me.use_auto_smooth = True
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ob = bpy.data.objects.new(me.name, me)
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new_objects.append(ob)
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@ -817,10 +817,6 @@ def export(file,
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# --- Write IndexedFaceSet Attributes (same as IndexedTriangleSet)
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fw('solid="%s"\n' % bool_as_str(material and material.use_backface_culling))
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if is_smooth:
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# use Auto-Smooth angle, if enabled. Otherwise make
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# the mesh perfectly smooth by creaseAngle > pi.
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fw(ident_step + 'creaseAngle="%.4f"\n' % (mesh.auto_smooth_angle if mesh.use_auto_smooth else 4.0))
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if use_normals:
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# currently not optional, could be made so:
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@ -3011,8 +3011,7 @@ def importShape_ProcessObject(
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# solid=false, we don't support it yet.
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creaseAngle = geom.getFieldAsFloat('creaseAngle', None, ancestry)
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if creaseAngle is not None:
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bpydata.auto_smooth_angle = creaseAngle
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bpydata.use_auto_smooth = True
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bpydata.set_sharp_from_angle(creaseAngle)
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# Only ever 1 material per shape
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if bpymat:
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@ -675,8 +675,7 @@ def mu_set_auto_smooth(self, angle, affect, set_smooth_shading):
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#bpy.ops.object.shade_smooth()
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object.data.use_auto_smooth = 1
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object.data.auto_smooth_angle = angle # 35 degrees as radians
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object.data.set_sharp_from_angle(angle) # 35 degrees as radians
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objects_affected += 1
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@ -800,7 +800,6 @@ def tessellate_patch(props):
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n2 = n2[masked_faces][:,None,:]
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else:
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if normals_mode == 'CUSTOM':
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me0.calc_normals_split()
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normals_split = [0]*len(me0.loops)*3
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vertex_indexes = [0]*len(me0.loops)
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me0.loops.foreach_get('normal', normals_split)
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@ -331,8 +331,7 @@ def CreateBevel(context, CurrentObject):
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bpy.ops.object.shade_smooth()
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context.object.data.use_auto_smooth = True
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context.object.data.auto_smooth_angle = 1.0471975
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context.object.data.set_sharp_from_angle(1.0471975)
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# Restore the active object
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context.view_layer.objects.active = SavActive
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@ -178,7 +178,6 @@ def pov_cylinder_define(context, op, ob, radius, loc, loc_cap):
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ob.name = ob.data.name = "PovCylinder"
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ob.pov.cylinder_radius = radius
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ob.pov.cylinder_location_cap = vec
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ob.data.use_auto_smooth = True
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ob.pov.object_as = "CYLINDER"
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ob.update_tag() # as prop set via python not updated in depsgraph
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@ -324,7 +323,6 @@ def pov_sphere_define(context, op, ob, loc):
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bpy.ops.object.mode_set(mode="EDIT")
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bpy.ops.mesh.hide(unselected=False)
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bpy.ops.object.mode_set(mode="OBJECT")
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ob.data.use_auto_smooth = True
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bpy.ops.object.shade_smooth()
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ob.pov.object_as = "SPHERE"
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ob.update_tag() # as prop set via python not updated in depsgraph
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@ -469,7 +467,6 @@ def pov_cone_define(context, op, ob):
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ob.pov.cone_height = height
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ob.pov.cone_base_z = zb
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ob.pov.cone_cap_z = zc
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ob.data.use_auto_smooth = True
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bpy.ops.object.shade_smooth()
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ob.pov.object_as = "CONE"
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ob.update_tag() # as prop set via python not updated in depsgraph
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@ -657,9 +654,7 @@ def pov_torus_define(context, op, ob):
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bpy.ops.object.mode_set(mode="EDIT")
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bpy.ops.mesh.hide(unselected=False)
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bpy.ops.object.mode_set(mode="OBJECT")
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ob.data.use_auto_smooth = True
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ob.data.auto_smooth_angle = 0.6
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bpy.ops.object.shade_smooth()
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ob.data.set_sharp_from_angle(0.6)
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ob.pov.object_as = "TORUS"
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ob.update_tag() # as prop set via python not updated in depsgraph
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@ -169,8 +169,7 @@ def pov_superellipsoid_define(context, op, ob):
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bpy.ops.object.mode_set(mode="EDIT")
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bpy.ops.mesh.hide(unselected=False)
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bpy.ops.object.mode_set(mode="OBJECT")
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ob.data.auto_smooth_angle = 1.3
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bpy.ops.object.shade_smooth()
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ob.data.set_sharp_from_angle(1.3)
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ob.pov.object_as = "SUPERELLIPSOID"
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ob.update_tag() # as prop set via python not updated in depsgraph
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@ -1049,8 +1048,7 @@ def pov_parametric_define(context, op, ob):
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bpy.ops.object.mode_set(mode="EDIT")
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bpy.ops.mesh.hide(unselected=False)
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bpy.ops.object.mode_set(mode="OBJECT")
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ob.data.auto_smooth_angle = 0.6
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bpy.ops.object.shade_smooth()
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ob.data.set_sharp_from_angle(0.6)
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ob.pov.object_as = "PARAMETRIC"
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ob.update_tag() # as prop set via python not updated in depsgraph
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return{'FINISHED'}
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@ -1178,8 +1176,6 @@ class POV_OT_polygon_to_circle_add(Operator):
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bpy.ops.object.mode_set(mode="EDIT")
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bpy.ops.mesh.hide(unselected=False)
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bpy.ops.object.mode_set(mode="OBJECT")
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#ob.data.auto_smooth_angle = 0.1
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#bpy.ops.object.shade_smooth()
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ob.pov.object_as = "POLYCIRCLE"
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ob.update_tag() # as prop set via python not updated in depsgraph
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return {"FINISHED"}
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@ -180,21 +180,6 @@ class VIEW3D_OT_selecteditVertsEdgesFaces(Operator):
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return {'FINISHED'}
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# ********** Normals / Auto Smooth Menu **********
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# Thanks to marvin.k.breuer for the Autosmooth part of the menu
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def menu_func(self, context):
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layout = self.layout
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obj = context.object
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obj_data = context.active_object.data
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layout.separator()
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layout.prop(obj_data, "use_auto_smooth", text="Normals: Auto Smooth")
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# Auto Smooth Angle - two tab spaces to align it with the rest of the menu
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layout.prop(obj_data, "auto_smooth_angle",
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text=" Auto Smooth Angle")
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# List The Classes #
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classes = (
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@ -215,7 +200,6 @@ def register():
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for cls in classes:
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bpy.utils.register_class(cls)
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bpy.types.VIEW3D_MT_edit_mesh_normals.append(menu_func)
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# Unregister Classes & Hotkeys #
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def unregister():
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@ -223,7 +207,6 @@ def unregister():
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for cls in reversed(classes):
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bpy.utils.unregister_class(cls)
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bpy.types.VIEW3D_MT_edit_mesh_normals.remove(menu_func)
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if __name__ == "__main__":
|
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register()
|
||||
|
Loading…
Reference in New Issue
Block a user