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Blender-TexTools/op_select_islands_flipped.py

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import bpy
import bmesh
import operator
from mathutils import Vector
from collections import defaultdict
from math import pi
from . import utilities_uv
import imp
imp.reload(utilities_uv)
class op(bpy.types.Operator):
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bl_idname = "uv.textools_select_islands_flipped"
bl_label = "Select Flipped"
bl_description = "Select all flipped UV islands"
bl_options = {'REGISTER', 'UNDO'}
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@classmethod
def poll(cls, context):
if not bpy.context.active_object:
return False
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if bpy.context.active_object.type != 'MESH':
return False
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#Only in Edit mode
if bpy.context.active_object.mode != 'EDIT':
return False
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#Only in UV editor mode
if bpy.context.area.type != 'IMAGE_EDITOR':
return False
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##Requires UV map
if not bpy.context.object.data.uv_layers:
return False
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#Not in Synced mode
if bpy.context.scene.tool_settings.use_uv_select_sync:
return False
return True
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def execute(self, context):
select_flipped(context)
return {'FINISHED'}
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def select_flipped(context):
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bm = bmesh.from_edit_mesh(bpy.context.active_object.data)
uv_layers = bm.loops.layers.uv.verify()
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bpy.context.scene.tool_settings.uv_select_mode = 'FACE'
bpy.ops.uv.select_all(action='SELECT')
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islands = utilities_uv.getSelectionIslands()
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bpy.context.scene.tool_settings.uv_select_mode = 'FACE'
bpy.context.scene.tool_settings.use_uv_select_sync = False
bpy.ops.uv.select_all(action='DESELECT')
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for island in islands:
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is_flipped = False
for face in island:
if is_flipped:
break
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# Using 'Sum of Edges' to detect counter clockwise https://stackoverflow.com/questions/1165647/how-to-determine-if-a-list-of-polygon-points-are-in-clockwise-order
sum = 0
count = len(face.loops)
for i in range(count):
uv_A = face.loops[i][uv_layers].uv
uv_B = face.loops[(i+1)%count][uv_layers].uv
sum += (uv_B.x - uv_A.x) * (uv_B.y + uv_A.y)
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if sum > 0:
# Flipped
is_flipped = True
break
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# Select Island if flipped
if is_flipped:
for face in island:
for loop in face.loops:
loop[uv_layers].select = True
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class Island_bounds:
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faces = []
center = Vector([0,0])
min = Vector([0,0])
max = Vector([0,0])
def __init__(self, faces):
bm = bmesh.from_edit_mesh(bpy.context.active_object.data);
uv_layers = bm.loops.layers.uv.verify();
# Collect topology stats
self.faces = faces
#Select Island
bpy.ops.uv.select_all(action='DESELECT')
utilities_uv.set_selected_faces(faces)
bounds = utilities_uv.getSelectionBBox()
self.center = bounds['center']
self.min = bounds['min']
self.max = bounds['max']
def isEqual(A, B):
# Bounding Box AABB intersection?
min_x = max(A.min.x, B.min.x)
min_y = max(A.min.y, B.min.y)
max_x = min(A.max.x, B.max.x)
max_y = min(A.max.y, B.max.y)
if not (max_x < min_x or max_y < min_y):
return True
return False
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bpy.utils.register_class(op)