mirror of
https://github.com/drewcassidy/TexTools-Blender
synced 2024-09-01 14:54:44 +00:00
133 lines
3.0 KiB
Python
133 lines
3.0 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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from . import utilities_uv
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import imp
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imp.reload(utilities_uv)
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class op(bpy.types.Operator):
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bl_idname = "uv.textools_select_islands_flipped"
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bl_label = "Select Flipped"
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bl_description = "Select all flipped UV islands"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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if not bpy.context.active_object:
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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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#Only in Edit mode
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if bpy.context.active_object.mode != 'EDIT':
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return False
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#Only in UV editor mode
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if bpy.context.area.type != 'IMAGE_EDITOR':
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return False
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##Requires UV map
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if not bpy.context.object.data.uv_layers:
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return False
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#Not in Synced mode
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if bpy.context.scene.tool_settings.use_uv_select_sync:
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return False
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return True
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def execute(self, context):
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select_flipped(context)
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return {'FINISHED'}
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def select_flipped(context):
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bm = bmesh.from_edit_mesh(bpy.context.active_object.data)
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uv_layers = bm.loops.layers.uv.verify()
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bpy.context.scene.tool_settings.uv_select_mode = 'FACE'
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bpy.ops.uv.select_all(action='SELECT')
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islands = utilities_uv.getSelectionIslands()
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bpy.context.scene.tool_settings.uv_select_mode = 'FACE'
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bpy.context.scene.tool_settings.use_uv_select_sync = False
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bpy.ops.uv.select_all(action='DESELECT')
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for island in islands:
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is_flipped = False
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for face in island:
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if is_flipped:
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break
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# Using 'Sum of Edges' to detect counter clockwise https://stackoverflow.com/questions/1165647/how-to-determine-if-a-list-of-polygon-points-are-in-clockwise-order
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sum = 0
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count = len(face.loops)
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for i in range(count):
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uv_A = face.loops[i][uv_layers].uv
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uv_B = face.loops[(i+1)%count][uv_layers].uv
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sum += (uv_B.x - uv_A.x) * (uv_B.y + uv_A.y)
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if sum > 0:
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# Flipped
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is_flipped = True
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break
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# Select Island if flipped
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if is_flipped:
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for face in island:
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for loop in face.loops:
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loop[uv_layers].select = True
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class Island_bounds:
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faces = []
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center = Vector([0,0])
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min = Vector([0,0])
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max = Vector([0,0])
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def __init__(self, faces):
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bm = bmesh.from_edit_mesh(bpy.context.active_object.data);
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uv_layers = bm.loops.layers.uv.verify();
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# Collect topology stats
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self.faces = faces
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#Select Island
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bpy.ops.uv.select_all(action='DESELECT')
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utilities_uv.set_selected_faces(faces)
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bounds = utilities_uv.getSelectionBBox()
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self.center = bounds['center']
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self.min = bounds['min']
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self.max = bounds['max']
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def isEqual(A, B):
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# Bounding Box AABB intersection?
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min_x = max(A.min.x, B.min.x)
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min_y = max(A.min.y, B.min.y)
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max_x = min(A.max.x, B.max.x)
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max_y = min(A.max.y, B.max.y)
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if not (max_x < min_x or max_y < min_y):
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return True
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return False
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bpy.utils.register_class(op) |