UI: rename 'smoothen' to 'smooth'
Other smooth operators use term 'smooth'.
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@ -621,7 +621,7 @@ url_manual_mapping = (
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("bpy.ops.mesh.dissolve_limited*", "modeling/meshes/editing/mesh/delete.html#bpy-ops-mesh-dissolve-limited"),
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("bpy.ops.mesh.face_make_planar*", "modeling/meshes/editing/mesh/cleanup.html#bpy-ops-mesh-face-make-planar"),
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("bpy.ops.mesh.paint_mask_slice*", "sculpt_paint/sculpting/hide_mask.html#bpy-ops-mesh-paint-mask-slice"),
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("bpy.ops.mesh.smoothen_normals*", "modeling/meshes/editing/mesh/normals.html#bpy-ops-mesh-smoothen-normals"),
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("bpy.ops.mesh.smooth_normals*", "modeling/meshes/editing/mesh/normals.html#bpy-ops-mesh-smooth-normals"),
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("bpy.ops.object.duplicate_move*", "scene_layout/object/editing/duplicate.html#bpy-ops-object-duplicate-move"),
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("bpy.ops.object.hook_add_selob*", "modeling/meshes/editing/vertex/hooks.html#bpy-ops-object-hook-add-selob"),
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("bpy.ops.object.select_by_type*", "scene_layout/object/selecting.html#bpy-ops-object-select-by-type"),
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@ -4179,7 +4179,7 @@ class VIEW3D_MT_edit_mesh_normals(Menu):
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layout.operator("mesh.normals_tools", text="Copy Vectors").mode = 'COPY'
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layout.operator("mesh.normals_tools", text="Paste Vectors").mode = 'PASTE'
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layout.operator("mesh.smoothen_normals", text="Smoothen Vectors")
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layout.operator("mesh.smooth_normals", text="Smooth Vectors")
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layout.operator("mesh.normals_tools", text="Reset Vectors").mode = 'RESET'
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layout.separator()
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@ -9047,7 +9047,7 @@ void MESH_OT_set_normals_from_faces(struct wmOperatorType *ot)
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/** \name Smooth Normal Vectors Operator
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* \{ */
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static int edbm_smoothen_normals_exec(bContext *C, wmOperator *op)
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static int edbm_smooth_normals_exec(bContext *C, wmOperator *op)
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{
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ViewLayer *view_layer = CTX_data_view_layer(C);
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uint objects_len = 0;
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@ -9100,7 +9100,7 @@ static int edbm_smoothen_normals_exec(bContext *C, wmOperator *op)
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float current_normal[3];
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if (normalize_v3(smooth_normal[i]) < CLNORS_VALID_VEC_LEN) {
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/* Skip in case smoothen normal is invalid... */
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/* Skip in case the smooth normal is invalid. */
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continue;
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}
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@ -9114,7 +9114,7 @@ static int edbm_smoothen_normals_exec(bContext *C, wmOperator *op)
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add_v3_v3(current_normal, smooth_normal[i]);
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if (normalize_v3(current_normal) < CLNORS_VALID_VEC_LEN) {
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/* Skip in case smoothen normal is invalid... */
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/* Skip in case the smoothed normal is invalid. */
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continue;
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}
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@ -9132,15 +9132,15 @@ static int edbm_smoothen_normals_exec(bContext *C, wmOperator *op)
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return OPERATOR_FINISHED;
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}
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void MESH_OT_smoothen_normals(struct wmOperatorType *ot)
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void MESH_OT_smooth_normals(struct wmOperatorType *ot)
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{
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/* identifiers */
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ot->name = "Smooth Normals Vectors";
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ot->description = "Smoothen custom normals based on adjacent vertex normals";
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ot->idname = "MESH_OT_smoothen_normals";
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ot->description = "Smooth custom normals based on adjacent vertex normals";
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ot->idname = "MESH_OT_smooth_normals";
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/* api callbacks */
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ot->exec = edbm_smoothen_normals_exec;
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ot->exec = edbm_smooth_normals_exec;
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ot->poll = ED_operator_editmesh;
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/* flags */
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@ -248,7 +248,7 @@ void MESH_OT_split_normals(struct wmOperatorType *ot);
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void MESH_OT_normals_tools(struct wmOperatorType *ot);
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void MESH_OT_set_normals_from_faces(struct wmOperatorType *ot);
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void MESH_OT_average_normals(struct wmOperatorType *ot);
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void MESH_OT_smoothen_normals(struct wmOperatorType *ot);
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void MESH_OT_smooth_normals(struct wmOperatorType *ot);
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void MESH_OT_mod_weighted_strength(struct wmOperatorType *ot);
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/* *** editmesh_mask_extract.c *** */
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@ -203,7 +203,7 @@ void ED_operatortypes_mesh(void)
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WM_operatortype_append(MESH_OT_normals_tools);
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WM_operatortype_append(MESH_OT_set_normals_from_faces);
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WM_operatortype_append(MESH_OT_average_normals);
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WM_operatortype_append(MESH_OT_smoothen_normals);
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WM_operatortype_append(MESH_OT_smooth_normals);
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WM_operatortype_append(MESH_OT_mod_weighted_strength);
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}
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