Rename random per component to random per loose part

This commit is contained in:
Pablo Dobarro 2021-02-05 20:33:38 +01:00
parent ec4e2f32c8
commit 0a9bc6944c
2 changed files with 8 additions and 8 deletions

View File

@ -3242,8 +3242,8 @@ class VIEW3D_MT_random_mask(Menu):
op = layout.operator("sculpt.mask_init", text='Per Face Set')
op.mode = 'RANDOM_PER_FACE_SET'
op = layout.operator("sculpt.mask_init", text='Per Component')
op.mode = 'RANDOM_PER_COMPONENT'
op = layout.operator("sculpt.mask_init", text='Per Loose Part')
op.mode = 'RANDOM_PER_LOOSE_PART'
class VIEW3D_MT_particle(Menu):
bl_label = "Particle"

View File

@ -10193,7 +10193,7 @@ static void SCULPT_OT_dyntopo_detail_size_edit(wmOperatorType *ot)
typedef enum eSculptMaskInitMode {
SCULPT_MASK_INIT_RANDOM_PER_VERTEX,
SCULPT_MASK_INIT_RANDOM_PER_FACE_SET,
SCULPT_MASK_INIT_RANDOM_PER_COMPONENT,
SCULPT_MASK_INIT_RANDOM_PER_LOOSE_PART,
} eSculptMaskInitMode;
static EnumPropertyItem prop_sculpt_mask_init_mode_types[] = {
@ -10212,10 +10212,10 @@ static EnumPropertyItem prop_sculpt_mask_init_mode_types[] = {
"",
},
{
SCULPT_MASK_INIT_RANDOM_PER_COMPONENT,
"RANDOM_PER_COMPONENT",
SCULPT_MASK_INIT_RANDOM_PER_LOOSE_PART,
"RANDOM_PER_LOOSE_PART",
0,
"Random per Component",
"Random per Loose Part",
"",
},
{0, NULL, 0, NULL, NULL},
@ -10244,7 +10244,7 @@ static void mask_init_task_cb(void *__restrict userdata,
*vd.mask = BLI_hash_int_01(face_set + seed);
break;
}
case SCULPT_MASK_INIT_RANDOM_PER_COMPONENT:
case SCULPT_MASK_INIT_RANDOM_PER_LOOSE_PART:
*vd.mask = BLI_hash_int_01(ss->vertex_info.connected_component[vd.index] + seed);
break;
}
@ -10274,7 +10274,7 @@ static int sculpt_mask_init_exec(bContext *C, wmOperator *op)
SCULPT_undo_push_begin(ob, "init mask");
if (mode == SCULPT_MASK_INIT_RANDOM_PER_COMPONENT) {
if (mode == SCULPT_MASK_INIT_RANDOM_PER_LOOSE_PART) {
SCULPT_connected_components_ensure(ob);
}