forked from bartvdbraak/blender
Fixed a bug where face flags could not be set because of the faces existing flags.
A problem with the current flag seting in Mesh is that Mesh needs to know of all possible flags or setting a flag can raise an error from the faces own unrecognezed flag. also stopped the active face flag raising an error so pythoners can do face1.flag |= face2.flag without checking for active face flags. if the flag is a part of the arg its removed quietly. Checked Mesh flags, face modes and edge flags, should all be ok now.
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@ -3844,7 +3844,14 @@ static PyObject *MFace_getFlag( BPy_MFace *self )
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static int MFace_setFlag( BPy_MFace *self, PyObject *value )
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{
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int param;
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static short bitmask = TF_SELECT | TF_HIDE;
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static short bitmask =
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TF_SELECT |
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TF_ACTIVE |
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TF_SEL1 |
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TF_SEL2 |
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TF_SEL3 |
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TF_SEL4 |
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TF_HIDE;
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if( !self->mesh->tface )
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return EXPP_ReturnIntError( PyExc_ValueError,
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@ -3861,10 +3868,8 @@ static int MFace_setFlag( BPy_MFace *self, PyObject *value )
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param = PyInt_AS_LONG ( value );
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/* only one face can be active, so don't allow that here */
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if( ( param & bitmask ) == TF_ACTIVE )
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return EXPP_ReturnIntError( PyExc_ValueError,
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"cannot make a face active; use 'activeFace' attribute" );
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if( param & TF_ACTIVE )
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param &= ~TF_ACTIVE;
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if( ( param & bitmask ) != param )
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return EXPP_ReturnIntError( PyExc_ValueError,
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@ -58,14 +58,13 @@ done once.
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- NOVNORMALSFLIP - no flipping of vertex normals during render.
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- TWOSIDED - double sided mesh.
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- AUTOSMOOTH - turn auto smoothing of faces "on".
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- SUBSURF - turn Catmull-Clark subdivision of surfaces "on".
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- OPTIMAL - optimal drawing of edges when "SubSurf" is "on".
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- note: SUBSURF and OPTIMAL have been removed, use Modifiers to apply subsurf.
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@var FaceFlags: The available *texture face* (uv face select mode) selection
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flags. Note: these refer to TexFace faces, available if mesh.faceUV()
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returns true.
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- SELECT - selected.
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- HIDE - hidden.
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- ACTIVE - the active face.
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- ACTIVE - the active face, read only - Use L{mesh.activeFace<Mesh.Mesh.activeFace>} to set.
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@var FaceModes: The available *texture face* modes. Note: these are only
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meaningful if mesh.faceUV() returns true, since in Blender this info is
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stored at the TexFace (TexFace button in Edit Mesh buttons) structure.
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