mirror of
https://github.com/drewcassidy/TexTools-Blender
synced 2024-09-01 14:54:44 +00:00
67 lines
1.7 KiB
Python
67 lines
1.7 KiB
Python
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import bpy
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import bmesh
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import operator
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from mathutils import Vector
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from collections import defaultdict
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from math import pi
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from . import utilities_ui
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class op(bpy.types.Operator):
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bl_idname = "uv.textools_uv_channel_add"
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bl_label = "Add UV Channel"
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bl_description = "Add a new UV channel with smart UV projected UV's and padding."
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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if bpy.context.active_object == None:
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return False
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if bpy.context.active_object.type != 'MESH':
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return False
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return True
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@classmethod
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def poll(cls, context):
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if bpy.context.active_object == None:
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return False
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if bpy.context.active_object.type != 'MESH':
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return False
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if len(bpy.context.selected_objects) != 1:
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return False
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return True
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def execute(self, context):
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print("Add UV")
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if len( bpy.context.object.data.uv_layers ) == 0:
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# Create first UV channel
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if bpy.context.active_object.mode != 'EDIT':
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bpy.ops.object.mode_set(mode='EDIT')
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# Smart project UV's
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.uv.smart_project(
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angle_limit=65,
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island_margin=0.5,
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user_area_weight=0,
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use_aspect=True,
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stretch_to_bounds=True
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)
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# Re-Apply padding as normalized values
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bpy.ops.uv.select_all(action='SELECT')
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bpy.ops.uv.pack_islands(margin=utilities_ui.get_padding())
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else:
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# Add new UV channel based on last
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bpy.ops.mesh.uv_texture_add()
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# Get current index
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index = len(bpy.context.object.data.uv_layers)-1
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bpy.context.object.data.uv_layers.active_index = index
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bpy.context.scene.texToolsSettings.uv_channel = str(index)
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return {'FINISHED'}
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bpy.utils.register_class(op)
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