Align World fix 2

Added options for speeding up the script.
master
franMarz 4 years ago committed by GitHub
parent f94b531f6c
commit c579ca9202
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@ -19,6 +19,10 @@ class op(bpy.types.Operator):
bl_description = "Align selected UV islands to world / gravity directions"
bl_options = {'REGISTER', 'UNDO'}
bool_face = bpy.props.BoolProperty(name="Per face", default=False, description="Use if every face is an island in uv space; this speeds up the script dramatically.")
bool_simple = bpy.props.BoolProperty(name="Simple align", default=False, description="Only process one edge per island, enough for nearly undistorted uvs.")
steps = bpy.props.IntProperty(name="Iterations", min=1, max=100, soft_min=1, soft_max=5, default=1, description="Using multiple steps (up to 5, usually 2 or 3) is useful in certain cases, especially uv hulls with high localized distortion.")
# is_global = bpy.props.BoolProperty(
# name = "Global Axis",
# description = "Global or local object axis alignment",
@ -51,13 +55,16 @@ class op(bpy.types.Operator):
return True
def execute(self, context):
main(self)
main(self, context)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def main(context):
def main(self, context):
print("\n________________________\nis_global")
#Store selection
@ -74,16 +81,20 @@ def main(context):
bm = bmesh.from_edit_mesh(bpy.context.active_object.data);
uv_layers = bm.loops.layers.uv.verify();
islands = utilities_uv.getSelectionIslands()
if self.bool_face:
islands = [[f] for f in bm.faces if f.select and f.loops[0][uv_layers].select]
else:
islands = utilities_uv.getSelectionIslands()
for faces in islands:
# Get average viewport normal of UV island
avg_normal = Vector((0,0,0))
for face in faces:
avg_normal+=face.normal
avg_normal/=len(faces)
# avg_normal = (obj.matrix_world*avg_normal).normalized()
if self.bool_face:
avg_normal = faces[0].normal
else:
# Get average viewport normal of UV island
for face in faces:
avg_normal+=face.normal
avg_normal/=len(faces)
# Which Side
x = 0
@ -91,16 +102,25 @@ def main(context):
z = 2
max_size = max(abs(avg_normal.x), abs(avg_normal.y), abs(avg_normal.z))
#for i in range(3): # Use multiple steps #REMOVED: maybe should be reimplemented as a custom property
if(abs(avg_normal.x) == max_size):
print("x normal")
align_island(obj, bm, uv_layers, faces, y, z, avg_normal.x < 0, False)
elif(abs(avg_normal.y) == max_size):
print("y normal")
align_island(obj, bm, uv_layers, faces, x, z, avg_normal.y > 0, False)
elif(abs(avg_normal.z) == max_size):
print("z normal")
align_island(obj, bm, uv_layers, faces, x, y, False, avg_normal.z < 0)
for i in range(self.steps): # Use multiple steps
if(abs(avg_normal.x) == max_size):
print("x normal")
if self.bool_simple:
align_island_simple(obj, bm, uv_layers, faces, y, z, avg_normal.x < 0, False)
else:
align_island(obj, bm, uv_layers, faces, y, z, avg_normal.x < 0, False)
elif(abs(avg_normal.y) == max_size):
print("y normal")
if self.bool_simple:
align_island_simple(obj, bm, uv_layers, faces, x, z, avg_normal.y > 0, False)
else:
align_island(obj, bm, uv_layers, faces, x, z, avg_normal.y > 0, False)
elif(abs(avg_normal.z) == max_size):
print("z normal")
if self.bool_simple:
align_island_simple(obj, bm, uv_layers, faces, x, z, avg_normal.y > 0, False)
else:
align_island(obj, bm, uv_layers, faces, x, y, False, avg_normal.z < 0)
print("align island: faces {}x n:{}, max:{}".format(len(faces), avg_normal, max_size))
@ -191,4 +211,61 @@ def align_island(obj, bm, uv_layers, faces, x=0, y=1, flip_x=False, flip_y=False
bpy.ops.transform.rotate(value=-avg_angle, orient_axis='Z') # minus angle; Blender uses unconventional rotation notation (positive for clockwise)
def align_island_simple(obj, bm, uv_layers, faces, x=0, y=1, flip_x=False, flip_y=False):
# Find lowest and highest verts
minmax_val = [0,0]
minmax_vert = [None, None]
axis_names = ['x', 'y', 'z']
print("Align shell {}x at {},{} flip {},{}".format(len(faces), axis_names[x], axis_names[y], flip_x, flip_y))
# Collect UV to Vert
vert_to_uv = {}
face = faces[0]
for loop in face.loops:
vert = loop.vert
uv = loop[uv_layers]
vert_to_uv[vert] = [uv]
uv.select = True
edge = faces[0].edges[0]
delta = edge.verts[0].co -edge.verts[1].co
max_side = max(abs(delta.x), abs(delta.y), abs(delta.z))
# Check edges dominant in active axis
if abs(delta[x]) == max_side or abs(delta[y]) == max_side :
uv0 = vert_to_uv[ edge.verts[0] ][0]
uv1 = vert_to_uv[ edge.verts[1] ][0]
delta_verts = Vector((
edge.verts[1].co[x] - edge.verts[0].co[x],
edge.verts[1].co[y] - edge.verts[0].co[y]
))
if flip_x:
delta_verts.x = -edge.verts[1].co[x] + edge.verts[0].co[x]
if flip_y:
delta_verts.y = -edge.verts[1].co[y] + edge.verts[0].co[y]
delta_uvs = Vector((
uv1.uv.x - uv0.uv.x,
uv1.uv.y - uv0.uv.y
))
a0 = math.atan2(delta_verts.y, delta_verts.x)
a1 = math.atan2(delta_uvs.y, delta_uvs.x)
a_delta = math.atan2(math.sin(a0-a1), math.cos(a0-a1))
print("Turn {:.1f}".format(a_delta * 180/math.pi))
bpy.ops.uv.select_all(action='DESELECT')
for face in faces:
for loop in face.loops:
loop[uv_layers].select = True
bpy.context.tool_settings.transform_pivot_point = 'MEDIAN_POINT'
bpy.ops.transform.rotate(value=-a_delta, orient_axis='Z') # minus angle; Blender uses unconventional rotation notation (positive for clockwise)
bpy.utils.register_class(op)

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