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authorBrendon Murphy <meta.androcto1@gmail.com>2012-03-31 12:47:31 +0400
committerBrendon Murphy <meta.androcto1@gmail.com>2012-03-31 12:47:31 +0400
commitfe38642953ad07adca168d1fcb3950aeff4e7325 (patch)
treefb4cd384b6fa81fecfea794401ac568cddb560d7 /space_view3d_materials_utils.py
parenteaf3dbcb2ce8c03b0085fd3cef9a74e4c091f504 (diff)
fix for api
Diffstat (limited to 'space_view3d_materials_utils.py')
-rw-r--r--space_view3d_materials_utils.py44
1 files changed, 22 insertions, 22 deletions
diff --git a/space_view3d_materials_utils.py b/space_view3d_materials_utils.py
index 59a285b3..5baf7e5d 100644
--- a/space_view3d_materials_utils.py
+++ b/space_view3d_materials_utils.py
@@ -43,7 +43,7 @@ This script has several functions and operators... grouped for convenience
additional "new" entry the chosen material will be assigned to all the
selected objects in object mode.
- in edit mode the selected faces get the selected material applied.
+ in edit mode the selected polygons get the selected material applied.
if the user chose "new" the new material can be renamed using the
"last operator" section of the toolbox.
@@ -58,12 +58,12 @@ This script has several functions and operators... grouped for convenience
objects without the material will be removed from selection.
in edit mode: the menu offers only the materials attached to the current
- object. It will select the faces that use the material and deselect those
+ object. It will select the polygons that use the material and deselect those
that do not.
* clean material slots
for all selected objects any empty material slots or material slots with
- materials that are not used by the mesh faces will be removed.
+ materials that are not used by the mesh polygons will be removed.
* Any un-used materials and slots will be removed
"""
@@ -109,7 +109,7 @@ def replace_material(m1, m2, all_objects=False):
def select_material_by_name(find_mat_name):
#in object mode selects all objects with material find_mat_name
- #in edit mode selects all faces with material find_mat_name
+ #in edit mode selects all polygons with material find_mat_name
find_mat = bpy.data.materials.get(find_mat_name)
@@ -121,7 +121,7 @@ def select_material_by_name(find_mat_name):
scn = bpy.context.scene
- #set selection mode to faces
+ #set selection mode to polygons
scn.tool_settings.mesh_select_mode = False, False, True
actob = bpy.context.active_object
@@ -149,7 +149,7 @@ def select_material_by_name(find_mat_name):
ob.select = False
else:
- #it's editmode, so select the faces
+ #it's editmode, so select the polygons
ob = actob
ms = ob.material_slots.values()
@@ -163,7 +163,7 @@ def select_material_by_name(find_mat_name):
# found = True # UNUSED
i += 1
me = ob.data
- for f in me.faces:
+ for f in me.polygons:
if f.material_index in slot_indeces:
f.select = True
else:
@@ -174,7 +174,7 @@ def select_material_by_name(find_mat_name):
def mat_to_texface():
- # assigns the first image in each material to the faces in the active
+ # assigns the first image in each material to the polygons in the active
# uvlayer for all selected objects
#check for editmode
@@ -225,7 +225,7 @@ def mat_to_texface():
for t in me.uv_textures:
if t.active:
uvtex = t.data.values()
- for f in me.faces:
+ for f in me.polygons:
#check that material had an image!
if images[f.material_index] != None:
uvtex[f.index].image = images[f.material_index]
@@ -276,11 +276,11 @@ def cleanmatslots():
if ob.type == 'MESH':
mats = ob.material_slots.keys()
- #check the faces on the mesh to build a list of used materials
+ #check the polygons on the mesh to build a list of used materials
usedMatIndex = [] # we'll store used materials indices here
faceMats = []
me = ob.data
- for f in me.faces:
+ for f in me.polygons:
#get the material index for this face...
faceindex = f.material_index
@@ -311,7 +311,7 @@ def cleanmatslots():
# restore face indices:
i = 0
- for f in me.faces:
+ for f in me.polygons:
matindex = mnames.index(faceMats[i])
f.material_index = matindex
i += 1
@@ -334,12 +334,12 @@ def assign_mat(matname="Default"):
if not found:
target = bpy.data.materials.new(matname)
- # if objectmode then set all faces
+ # if objectmode then set all polygons
editmode = False
- allfaces = True
+ allpolygons = True
if actob.mode == 'EDIT':
editmode = True
- allfaces = False
+ allpolygons = False
bpy.ops.object.mode_set()
objs = bpy.context.selected_editable_objects
@@ -384,11 +384,11 @@ def assign_mat(matname="Default"):
#now assign the material:
me = ob.data
- if allfaces:
- for f in me.faces:
+ if allpolygons:
+ for f in me.polygons:
f.material_index = index
- elif allfaces == False:
- for f in me.faces:
+ elif allpolygons == False:
+ for f in me.polygons:
if f.select:
f.material_index = index
me.update()
@@ -476,7 +476,7 @@ def texface_to_mat():
i = 0
for f in faceindex:
if f != None:
- me.faces[i].material_index = f
+ me.polygons[i].material_index = f
i += 1
if editmode:
bpy.ops.object.mode_set(mode='EDIT')
@@ -634,10 +634,10 @@ class VIEW3D_MT_master_material(bpy.types.Menu):
icon='CANCEL')
layout.operator("view3d.material_to_texface",
text='Material to Texface',
- icon='FACESEL_HLT')
+ icon='polygonsEL_HLT')
layout.operator("view3d.texface_to_material",
text="Texface to Material",
- icon='FACESEL_HLT')
+ icon='polygonsEL_HLT')
layout.separator()
layout.operator("view3d.replace_material",