TexTools is a UV and Texture tool set for 3dsMax created several years ago. This open repository will port in time several of the UV tools to Blender in python. http://renderhjs.net/textools/blender
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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
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)