UI: improve readability of Normals menu in edit mode

Also rename operators to match names in the menu.

Differential Revision: https://developer.blender.org/D4659
This commit is contained in:
George Vogiatzis 2019-05-01 15:44:26 +02:00 committed by Brecht Van Lommel
parent 89826e0a0d
commit df712d74a2
Notes: blender-bot 2023-02-14 06:00:51 +01:00
Referenced by issue #78220, Copy and Paste normals vectors does not work (Alt+N)
Referenced by issue #69019, Vertex Normal Tools not working/buggy
3 changed files with 18 additions and 22 deletions

View File

@ -3751,32 +3751,28 @@ class VIEW3D_MT_edit_mesh_normals(Menu):
layout.separator()
layout.operator("mesh.flip_normals")
layout.operator("mesh.flip_normals", text="Flip")
layout.operator("mesh.set_normals_from_faces", text="Set From Faces")
layout.operator("transform.rotate_normal", text="Rotate Normal")
layout.operator("mesh.point_normals", text="Point normals to target")
layout.operator("transform.rotate_normal", text="Rotate")
layout.operator("mesh.point_normals", text="Point to Target")
layout.operator("mesh.merge_normals", text="Merge")
layout.operator("mesh.split_normals", text="Split")
layout.operator("mesh.average_normals", text="Average")
layout.operator("mesh.average_normals", text="Average Normals")
layout.separator()
layout.label(text="Normal Vector")
layout.operator("mesh.normals_tools", text="Copy Vectors").mode = 'COPY'
layout.operator("mesh.normals_tools", text="Paste Vectors").mode = 'PASTE'
layout.operator("mesh.normals_tools", text="Add Vectors").mode = 'ADD'
layout.operator("mesh.normals_tools", text="Multiply Vectors").mode = 'MULTIPLY'
layout.operator("mesh.normals_tools", text="Copy").mode = 'COPY'
layout.operator("mesh.normals_tools", text="Paste").mode = 'PASTE'
layout.operator("mesh.smoothen_normals", text="Smoothen Vectors")
layout.operator("mesh.normals_tools", text="Reset Vectors").mode = 'RESET'
layout.operator("mesh.normals_tools", text="Multiply").mode = 'MULTIPLY'
layout.operator("mesh.normals_tools", text="Add").mode = 'ADD'
layout.separator()
layout.operator("mesh.normals_tools", text="Reset").mode = 'RESET'
layout.operator("mesh.smoothen_normals", text="Smoothen")
layout.label(text="Face Strength")
layout.operator("mesh.mod_weighted_strength", text="Face Select", icon='FACESEL').set = False
layout.operator("mesh.mod_weighted_strength", text="Set Strength", icon='ADD').set = True
layout.operator("mesh.mod_weighted_strength", text="Get Face Strength").set = False
layout.operator("mesh.mod_weighted_strength", text="Set Face Strength").set = True
class VIEW3D_MT_edit_mesh_shading(Menu):

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@ -2209,7 +2209,7 @@ static int edbm_normals_make_consistent_exec(bContext *C, wmOperator *op)
void MESH_OT_normals_make_consistent(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Make Normals Consistent";
ot->name = "Recalculate Normals";
ot->description = "Make face and vertex normals point either outside or inside the mesh";
ot->idname = "MESH_OT_normals_make_consistent";
@ -8927,7 +8927,7 @@ static int edbm_smoothen_normals_exec(bContext *C, wmOperator *op)
void MESH_OT_smoothen_normals(struct wmOperatorType *ot)
{
/* identifiers */
ot->name = "Smoothen Normals";
ot->name = "Smooth Normals Vectors";
ot->description = "Smoothen custom normals based on adjacent vertex normals";
ot->idname = "MESH_OT_smoothen_normals";
@ -9004,7 +9004,7 @@ static int edbm_mod_weighted_strength_exec(bContext *C, wmOperator *op)
void MESH_OT_mod_weighted_strength(struct wmOperatorType *ot)
{
/* identifiers */
ot->name = "Face Strength";
ot->name = "Face Normals Strength";
ot->description = "Set/Get strength of face (used in Weighted Normal modifier)";
ot->idname = "MESH_OT_mod_weighted_strength";

View File

@ -1160,7 +1160,7 @@ static void TRANSFORM_OT_seq_slide(struct wmOperatorType *ot)
static void TRANSFORM_OT_rotate_normal(struct wmOperatorType *ot)
{
/* identifiers */
ot->name = "Normal Rotate";
ot->name = "Rotate Normals";
ot->description = "Rotate split normal of selected items";
ot->idname = OP_NORMAL_ROTATION;
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO | OPTYPE_BLOCKING;