mirror of
https://github.com/drewcassidy/TexTools-Blender
synced 2024-09-01 14:54:44 +00:00
70 lines
2.2 KiB
Python
70 lines
2.2 KiB
Python
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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class op(bpy.types.Operator):
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bl_idname = "uv.textools_uv_channel_swap"
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bl_label = "Move UV Channel"
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bl_description = "Move UV channel up or down"
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bl_options = {'REGISTER', 'UNDO'}
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is_down : bpy.props.BoolProperty(default=False)
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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.object.data.uv_layers) <= 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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uv_layers = bpy.context.object.data.uv_layers
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if uv_layers.active_index == 0 and not self.is_down:
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return {'FINISHED'}
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elif uv_layers.active_index == len(uv_layers)-1 and self.is_down:
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return {'FINISHED'}
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def get_index(name):
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return ([i for i in range(len(uv_layers)) if uv_layers[i].name == name])[0]
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def move_bottom(name):
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# Set index
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uv_layers.active_index = get_index(name)
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# Copy (to bottom)
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bpy.ops.mesh.uv_texture_add()
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# Delete previous
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uv_layers.active_index = get_index(name)
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bpy.ops.mesh.uv_texture_remove()
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# Rename new
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uv_layers.active_index = len(uv_layers)-1
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uv_layers.active.name = name
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count = len(uv_layers)
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index_A = uv_layers.active_index
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index_B = index_A + (1 if self.is_down else -1)
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if not self.is_down:
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# Move up
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for n in [uv_layers[i].name for i in range(index_B, count) if i != index_A]:
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move_bottom(n)
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bpy.context.scene.texToolsSettings.uv_channel = str(index_B)
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elif self.is_down:
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# Move down
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for n in [uv_layers[i].name for i in range(index_A, count) if i != index_B]:
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move_bottom(n)
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bpy.context.scene.texToolsSettings.uv_channel = str(index_B)
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return {'FINISHED'}
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bpy.utils.register_class(op) |