import bpy import bmesh import operator from mathutils import Vector from collections import defaultdict from math import pi from . import utilities_uv class op(bpy.types.Operator): bl_idname = "uv.textools_align" bl_label = "Align" bl_description = "Align vertices, edges or shells" bl_options = {'REGISTER', 'UNDO'} direction: bpy.props.StringProperty(name="Direction", default="top") @classmethod def poll(cls, context): if not bpy.context.active_object: return False # Only in Edit mode if bpy.context.active_object.mode != 'EDIT': return False # Only in UV editor mode if bpy.context.area.type != 'IMAGE_EDITOR': return False # Requires UV map if not bpy.context.object.data.uv_layers: # self.report({'WARNING'}, "Object must have more than one UV map") return False # Not in Synced mode if bpy.context.scene.tool_settings.use_uv_select_sync: return False return True def execute(self, context): align(context, self.direction) return {'FINISHED'} def align(context, direction): # Store selection utilities_uv.selection_store() if bpy.context.tool_settings.transform_pivot_point != 'CURSOR': bpy.context.tool_settings.transform_pivot_point = 'CURSOR' # B-Mesh obj = bpy.context.active_object bm = bmesh.from_edit_mesh(obj.data) uv_layers = bm.loops.layers.uv.verify() if len(obj.data.uv_layers) == 0: print("There is no UV channel or UV data set") return # Collect BBox sizes boundsAll = utilities_uv.getSelectionBBox() mode = bpy.context.scene.tool_settings.uv_select_mode if mode == 'FACE' or mode == 'ISLAND': print("____ Align Islands") # Collect UV islands islands = utilities_uv.getSelectionIslands() for island in islands: bpy.ops.uv.select_all(action='DESELECT') utilities_uv.set_selected_faces(island) bounds = utilities_uv.getSelectionBBox() # print("Island "+str(len(island))+"x faces, delta: "+str(delta.y)) if direction == "bottom": delta = boundsAll['min'] - bounds['min'] bpy.ops.transform.translate(value=(0, delta.y, 0)) elif direction == "top": delta = boundsAll['max'] - bounds['max'] bpy.ops.transform.translate(value=(0, delta.y, 0)) elif direction == "left": delta = boundsAll['min'] - bounds['min'] bpy.ops.transform.translate(value=(delta.x, 0, 0)) elif direction == "right": delta = boundsAll['max'] - bounds['max'] bpy.ops.transform.translate(value=(delta.x, 0, 0)) else: print("Unkown direction: "+str(direction)) elif mode == 'EDGE' or mode == 'VERTEX': print("____ Align Verts") for f in bm.faces: if f.select: for l in f.loops: luv = l[uv_layers] if luv.select: # print("Idx: "+str(luv.uv)) if direction == "top": luv.uv[1] = boundsAll['max'].y elif direction == "bottom": luv.uv[1] = boundsAll['min'].y elif direction == "left": luv.uv[0] = boundsAll['min'].x elif direction == "right": luv.uv[0] = boundsAll['max'].x bmesh.update_edit_mesh(obj.data) # Restore selection utilities_uv.selection_restore() bpy.utils.register_class(op)