Mesh: Update addons for auto smooth removal #104609
@ -418,7 +418,6 @@ 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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@ -430,7 +429,6 @@ 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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else:
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@ -150,9 +150,6 @@ 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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@ -17,11 +17,12 @@ def create_and_link_mesh(name, faces, face_nors, points, global_matrix):
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mesh.from_pydata(points, [], faces)
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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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# Write imported normals to a temporary attribute so they are interpolated by #mesh.validate().
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# It's important to validate before calling #mesh.normals_split_custom_set() which expects a
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# valid mesh.
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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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mesh.attributes.new("temp_custom_normals", 'FLOAT_VECTOR', 'CORNER')
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mesh.attributes["temp_custom_normals"].data.foreach_set("vector", lnors)
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mesh.transform(global_matrix)
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@ -30,13 +31,12 @@ def create_and_link_mesh(name, faces, face_nors, points, global_matrix):
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if face_nors:
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clnors = array.array('f', [0.0] * (len(mesh.loops) * 3))
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mesh.loops.foreach_get("normal", clnors)
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mesh.attributes["temp_custom_normals"].data.foreach_get("vector", clnors)
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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.attributes.remove(mesh.attributes["temp_custom_normals"])
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mesh.update()
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@ -1298,11 +1298,8 @@ def make_object_node(ob, translation, rotation, scale, name_id):
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obj_node_header_chunk.add_variable("name", _3ds_string(sane_name(name)))
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obj_node_header_chunk.add_variable("flags1", _3ds_ushort(0x0040))
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"""Flags2 defines 0x01 for display path, 0x02 use autosmooth, 0x04 object frozen,
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"""Flags2 defines 0x01 for display path, 0x04 object frozen,
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0x10 for motion blur, 0x20 for material morph and bit 0x40 for mesh morph."""
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if ob.type == 'MESH' and ob.data.use_auto_smooth:
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obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0x02))
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else:
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obj_node_header_chunk.add_variable("flags2", _3ds_ushort(0))
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obj_node_header_chunk.add_variable("parent", _3ds_ushort(ROOT_OBJECT))
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@ -1343,12 +1340,6 @@ def make_object_node(ob, translation, rotation, scale, name_id):
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obj_boundbox.add_variable("max", _3ds_point_3d(ob.bound_box[6]))
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obj_node.add_subchunk(obj_boundbox)
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# Add smooth angle if autosmooth is used
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if ob.type == 'MESH' and ob.data.use_auto_smooth:
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obj_morph_smooth = _3ds_chunk(OBJECT_MORPH_SMOOTH)
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obj_morph_smooth.add_variable("angle", _3ds_float(round(ob.data.auto_smooth_angle, 6)))
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obj_node.add_subchunk(obj_morph_smooth)
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# Add track chunks for position, rotation, size
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ob_scale = scale[name] # and collect masterscale
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if parent is None or (parent.name not in name_id):
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@ -1331,8 +1331,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, CONSTRAI
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elif new_chunk.ID == MORPH_SMOOTH and tracking == 'OBJECT': # Smooth angle
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smooth_angle = read_float(new_chunk)
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if child.data is not None: # Check if child is a dummy
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child.data.use_auto_smooth = True
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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 tracking == 'AMBIENT': # Ambient
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keyframe_data = {}
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@ -1158,7 +1158,6 @@ 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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@ -1258,8 +1257,6 @@ 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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@ -1653,8 +1653,6 @@ def blen_read_geom_layer_smooth(fbx_obj, mesh):
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1, fbx_item_size, layer_id,
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xform=np.logical_not, # in FBX, 0 (False) is sharp, but in Blender True is sharp.
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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_ATTRIBUTE_SHARP_FACE.ensure(mesh.attributes).data
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@ -1737,23 +1735,23 @@ def blen_read_geom_layer_normal(fbx_obj, mesh, xform=None):
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bl_norm_dtype = np.single
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item_size = 3
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# try loops, then polygons, then vertices.
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tries = ((mesh.loops, "Loops", False, blen_read_geom_array_mapped_polyloop),
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tries = ((mesh.attributes["temp_custom_normals"].data, "Loops", False, blen_read_geom_array_mapped_polyloop),
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(mesh.polygons, "Polygons", True, blen_read_geom_array_mapped_polygon),
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(mesh.vertices, "Vertices", True, blen_read_geom_array_mapped_vert))
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for blen_data, blen_data_type, is_fake, func in tries:
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bdata = np.zeros((len(blen_data), item_size), dtype=bl_norm_dtype) if is_fake else blen_data
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if func(mesh, bdata, "normal", bl_norm_dtype,
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if func(mesh, bdata, "vector", bl_norm_dtype,
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fbx_layer_data, fbx_layer_index, fbx_layer_mapping, fbx_layer_ref, 3, item_size, layer_id, xform, True):
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if blen_data_type == "Polygons":
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# To expand to per-loop normals, repeat each per-polygon normal by the number of loops of each polygon.
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poly_loop_totals = np.empty(len(mesh.polygons), dtype=np.uintc)
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mesh.polygons.foreach_get("loop_total", poly_loop_totals)
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loop_normals = np.repeat(bdata, poly_loop_totals, axis=0)
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mesh.loops.foreach_set("normal", loop_normals.ravel())
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mesh.attributes["temp_custom_normals"].data.foreach_set("normal", loop_normals.ravel())
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elif blen_data_type == "Vertices":
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# We have to copy vnors to lnors! Far from elegant, but simple.
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loop_vertex_indices = MESH_ATTRIBUTE_CORNER_VERT.to_ndarray(mesh.attributes)
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mesh.loops.foreach_set("normal", bdata[loop_vertex_indices].ravel())
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mesh.attributes["temp_custom_normals"].data.foreach_set("normal", bdata[loop_vertex_indices].ravel())
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return True
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blen_read_geom_array_error_mapping("normal", fbx_layer_mapping)
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@ -1877,7 +1875,7 @@ 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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mesh.attributes.new("temp_custom_normals", 'FLOAT_VECTOR', 'CORNER')
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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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@ -1889,7 +1887,7 @@ def blen_read_geom(fbx_tmpl, fbx_obj, settings):
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if ok_normals:
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bl_nors_dtype = np.single
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clnors = np.empty(len(mesh.loops) * 3, dtype=bl_nors_dtype)
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mesh.loops.foreach_get("normal", clnors)
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mesh.attributes["temp_custom_normals"].data.foreach_get("vector", clnors)
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if not ok_smooth:
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sharp_face = MESH_ATTRIBUTE_SHARP_FACE.get(attributes)
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@ -1900,10 +1898,8 @@ 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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if settings.use_custom_normals:
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mesh.free_normals_split()
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mesh.attributes.remove(mesh.attributes["temp_custom_normals"])
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if not ok_smooth:
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sharp_face = MESH_ATTRIBUTE_SHARP_FACE.get(attributes)
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@ -64,8 +64,6 @@ 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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@ -776,7 +774,6 @@ 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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@ -61,10 +61,9 @@ 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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@ -479,9 +478,7 @@ 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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@ -819,10 +819,6 @@ 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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@ -3013,8 +3013,7 @@ 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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else:
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bpydata.polygons.foreach_set("use_smooth", [False] * len(bpydata.polygons))
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@ -677,8 +677,7 @@ 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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@ -171,13 +171,6 @@ class VIEW3D_MT_materialutilities_specials(bpy.types.Menu):
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text = "Join by material",
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icon = "OBJECT_DATAMODE")
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layout.separator()
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op = layout.operator(MATERIAL_OT_materialutilities_auto_smooth_angle.bl_idname,
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text = "Set Auto Smooth",
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icon = "SHADING_SOLID")
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op.affect = mu_prefs.set_smooth_affect
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op.angle = mu_prefs.auto_smooth_angle
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class VIEW3D_MT_materialutilities_main(bpy.types.Menu):
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"""Main menu for Material Utilities"""
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@ -68,20 +68,6 @@ class VIEW3D_MT_materialutilities_preferences(AddonPreferences):
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default = 0
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)
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set_smooth_affect: EnumProperty(
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name = "Set Auto Smooth Affect",
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description = "Which objects to affect",
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items = mu_affect_enums,
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default = 'SELECTED'
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)
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auto_smooth_angle: FloatProperty(
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name = "Auto Smooth Angle",
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description = "Maximum angle between face normals that will be considered as smooth",
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subtype = 'ANGLE',
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min = 0,
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max = radians(180),
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default = radians(35)
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)
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def draw(self, context):
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layout = self.layout
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@ -105,11 +91,6 @@ class VIEW3D_MT_materialutilities_preferences(AddonPreferences):
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c.row().prop(self, "link_to", expand = False)
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c.row().prop(self, "link_to_affect", expand = False)
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d = box.box()
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d.label(text = "Set Auto Smooth")
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d.row().prop(self, "auto_smooth_angle", expand = False)
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d.row().prop(self, "set_smooth_affect", expand = False)
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box = layout.box()
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box.label(text = "Miscellaneous")
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@ -802,7 +802,6 @@ 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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@ -338,8 +338,7 @@ 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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@ -108,12 +108,6 @@ class PovDataButtonsPanel(properties_data_mesh.MeshButtonsPanel):
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# We cannot inherit from RNA classes (like e.g. properties_data_mesh.DATA_PT_vertex_groups).
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# Complex py/bpy/rna interactions (with metaclass and all) simply do not allow it to work.
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# So we simply have to explicitly copy here the interesting bits. ;)
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class DATA_PT_POV_normals(PovDataButtonsPanel, Panel):
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bl_label = properties_data_mesh.DATA_PT_normals.bl_label
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draw = properties_data_mesh.DATA_PT_normals.draw
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class DATA_PT_POV_texture_space(PovDataButtonsPanel, Panel):
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bl_label = properties_data_mesh.DATA_PT_texture_space.bl_label
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bl_options = properties_data_mesh.DATA_PT_texture_space.bl_options
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@ -1066,7 +1060,6 @@ class VIEW_WT_POV_blobcube_add(WorkSpaceTool):
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classes = (
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# ObjectButtonsPanel,
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# PovDataButtonsPanel,
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DATA_PT_POV_normals,
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DATA_PT_POV_texture_space,
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DATA_PT_POV_vertex_groups,
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DATA_PT_POV_shape_keys,
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@ -180,7 +180,6 @@ 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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@ -326,7 +325,6 @@ 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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@ -471,7 +469,6 @@ 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()
|
||||
ob.pov.object_as = "CONE"
|
||||
ob.update_tag() # as prop set via python not updated in depsgraph
|
||||
@ -659,9 +656,7 @@ def pov_torus_define(context, op, ob):
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
bpy.ops.mesh.hide(unselected=False)
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
ob.data.use_auto_smooth = True
|
||||
ob.data.auto_smooth_angle = 0.6
|
||||
bpy.ops.object.shade_smooth()
|
||||
ob.data.set_sharp_from_angle(0.6)
|
||||
ob.pov.object_as = "TORUS"
|
||||
ob.update_tag() # as prop set via python not updated in depsgraph
|
||||
|
||||
|
@ -171,8 +171,7 @@ def pov_superellipsoid_define(context, op, ob):
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
bpy.ops.mesh.hide(unselected=False)
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
ob.data.auto_smooth_angle = 1.3
|
||||
bpy.ops.object.shade_smooth()
|
||||
ob.data.set_sharp_from_angle(1.3)
|
||||
ob.pov.object_as = "SUPERELLIPSOID"
|
||||
ob.update_tag() # as prop set via python not updated in depsgraph
|
||||
|
||||
@ -1051,8 +1050,7 @@ def pov_parametric_define(context, op, ob):
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
bpy.ops.mesh.hide(unselected=False)
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
ob.data.auto_smooth_angle = 0.6
|
||||
bpy.ops.object.shade_smooth()
|
||||
ob.data.set_sharp_from_angle(0.6)
|
||||
ob.pov.object_as = "PARAMETRIC"
|
||||
ob.update_tag() # as prop set via python not updated in depsgraph
|
||||
return{'FINISHED'}
|
||||
@ -1180,8 +1178,6 @@ class POV_OT_polygon_to_circle_add(Operator):
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
bpy.ops.mesh.hide(unselected=False)
|
||||
bpy.ops.object.mode_set(mode="OBJECT")
|
||||
#ob.data.auto_smooth_angle = 0.1
|
||||
#bpy.ops.object.shade_smooth()
|
||||
ob.pov.object_as = "POLYCIRCLE"
|
||||
ob.update_tag() # as prop set via python not updated in depsgraph
|
||||
return {"FINISHED"}
|
||||
|
@ -180,21 +180,6 @@ class VIEW3D_OT_selecteditVertsEdgesFaces(Operator):
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
# ********** Normals / Auto Smooth Menu **********
|
||||
# Thanks to marvin.k.breuer for the Autosmooth part of the menu
|
||||
|
||||
def menu_func(self, context):
|
||||
layout = self.layout
|
||||
obj = context.object
|
||||
obj_data = context.active_object.data
|
||||
layout.separator()
|
||||
layout.prop(obj_data, "use_auto_smooth", text="Normals: Auto Smooth")
|
||||
|
||||
# Auto Smooth Angle - two tab spaces to align it with the rest of the menu
|
||||
layout.prop(obj_data, "auto_smooth_angle",
|
||||
text=" Auto Smooth Angle")
|
||||
|
||||
|
||||
# List The Classes #
|
||||
|
||||
classes = (
|
||||
@ -215,7 +200,6 @@ def register():
|
||||
for cls in classes:
|
||||
bpy.utils.register_class(cls)
|
||||
|
||||
bpy.types.VIEW3D_MT_edit_mesh_normals.append(menu_func)
|
||||
|
||||
# Unregister Classes & Hotkeys #
|
||||
def unregister():
|
||||
@ -223,7 +207,6 @@ def unregister():
|
||||
for cls in reversed(classes):
|
||||
bpy.utils.unregister_class(cls)
|
||||
|
||||
bpy.types.VIEW3D_MT_edit_mesh_normals.remove(menu_func)
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
||||
|
Loading…
Reference in New Issue
Block a user