import bpy import bmesh import operator import math from mathutils import Vector from collections import defaultdict from . import utilities_uv import imp imp.reload(utilities_uv) class op(bpy.types.Operator): bl_idname = "uv.textools_island_align_sort" bl_label = "Align & Sort" bl_description = "Rotates UV islands to minimal bounds and sorts them horizontal or vertical" bl_options = {'REGISTER', 'UNDO'} is_vertical: bpy.props.BoolProperty( description="Vertical or Horizontal orientation", default=True) padding: bpy.props.FloatProperty( description="Padding between UV islands", default=0.05) @classmethod def poll(cls, context): if not bpy.context.active_object: return False if bpy.context.active_object.type != 'MESH': 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): main(context, self.is_vertical, self.padding) return {'FINISHED'} def main(context, isVertical, padding): print("Executing IslandsAlignSort main {}".format(padding)) # Store selection utilities_uv.selection_store() if bpy.context.tool_settings.transform_pivot_point != 'CURSOR': bpy.context.tool_settings.transform_pivot_point = 'CURSOR' # Only in Face or Island mode if bpy.context.scene.tool_settings.uv_select_mode is not 'FACE' or 'ISLAND': bpy.context.scene.tool_settings.uv_select_mode = 'FACE' bm = bmesh.from_edit_mesh(bpy.context.active_object.data) uv_layers = bm.loops.layers.uv.verify() boundsAll = utilities_uv.getSelectionBBox() islands = utilities_uv.getSelectionIslands() allSizes = {} # https://stackoverflow.com/questions/613183/sort-a-python-dictionary-by-value allBounds = {} print("Islands: "+str(len(islands))+"x") bpy.context.window_manager.progress_begin(0, len(islands)) # Rotate to minimal bounds for i in range(0, len(islands)): alignIslandMinimalBounds(uv_layers, islands[i]) # Collect BBox sizes bounds = utilities_uv.getSelectionBBox() allSizes[i] = max(bounds['width'], bounds['height']) + \ i*0.000001 # Make each size unique allBounds[i] = bounds print("Rotate compact: "+str(allSizes[i])) bpy.context.window_manager.progress_update(i) bpy.context.window_manager.progress_end() # Position by sorted size in row # Sort by values, store tuples sortedSizes = sorted(allSizes.items(), key=operator.itemgetter(1)) sortedSizes.reverse() offset = 0.0 for sortedSize in sortedSizes: index = sortedSize[0] island = islands[index] bounds = allBounds[index] # Select Island bpy.ops.uv.select_all(action='DESELECT') utilities_uv.set_selected_faces(island) # Offset Island if(isVertical): delta = Vector( (boundsAll['min'].x - bounds['min'].x, boundsAll['max'].y - bounds['max'].y)) bpy.ops.transform.translate(value=(delta.x, delta.y-offset, 0)) offset += bounds['height']+padding else: print("Horizontal") delta = Vector( (boundsAll['min'].x - bounds['min'].x, boundsAll['max'].y - bounds['max'].y)) bpy.ops.transform.translate(value=(delta.x+offset, delta.y, 0)) offset += bounds['width']+padding # Restore selection utilities_uv.selection_restore() def alignIslandMinimalBounds(uv_layers, faces): # Select Island bpy.ops.uv.select_all(action='DESELECT') utilities_uv.set_selected_faces(faces) steps = 8 angle = 45 # Starting Angle, half each step bboxPrevious = utilities_uv.getSelectionBBox() for i in range(0, steps): # Rotate right bpy.ops.transform.rotate( value=(angle * math.pi / 180), orient_axis='Z') bbox = utilities_uv.getSelectionBBox() if i == 0: sizeA = bboxPrevious['width'] * bboxPrevious['height'] sizeB = bbox['width'] * bbox['height'] if abs(bbox['width'] - bbox['height']) <= 0.0001 and sizeA < sizeB: # print("Already squared") bpy.ops.transform.rotate( value=(-angle * math.pi / 180), orient_axis='Z') break if bbox['minLength'] < bboxPrevious['minLength']: bboxPrevious = bbox # Success else: # Rotate Left bpy.ops.transform.rotate( value=(-angle*2 * math.pi / 180), orient_axis='Z') bbox = utilities_uv.getSelectionBBox() if bbox['minLength'] < bboxPrevious['minLength']: bboxPrevious = bbox # Success else: # Restore angle of this iteration bpy.ops.transform.rotate( value=(angle * math.pi / 180), orient_axis='Z') angle = angle / 2 if bboxPrevious['width'] < bboxPrevious['height']: bpy.ops.transform.rotate(value=(90 * math.pi / 180), orient_axis='Z') bpy.utils.register_class(op)