merge with trunk r38787

This commit is contained in:
Xiao Xiangquan
2011-07-29 17:42:53 +00:00
247 changed files with 3542 additions and 1798 deletions

View File

@@ -16,105 +16,211 @@
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
# <pep8-80 compliant>
import bpy
from mathutils import Vector
from blf import gettext as _
def GlobalBB_LQ(bb_world):
def align_objects(align_x, align_y, align_z, align_mode, relative_to):
# Initialize the variables with the 8th vertex
left, right, front, back, down, up = (bb_world[7][0],
bb_world[7][0],
bb_world[7][1],
bb_world[7][1],
bb_world[7][2],
bb_world[7][2],
)
# Test against the other 7 verts
for i in range (7):
# X Range
val = bb_world[i][0]
if val < left:
left = val
if val > right:
right = val
# Y Range
val = bb_world[i][1]
if val < front:
front = val
if val > back:
back = val
# Z Range
val = bb_world[i][2]
if val < down:
down = val
if val > up:
up = val
return (Vector((left, front, up)), Vector((right, back, down)))
def GlobalBB_HQ(obj):
matrix_world = obj.matrix_world.copy()
# Initialize the variables with the last vertex
verts = obj.data.vertices
val = matrix_world * verts[-1].co
left, right, front, back, down, up = (val[0],
val[0],
val[1],
val[1],
val[2],
val[2],
)
# Test against all other verts
for i in range (len(verts)-1):
vco = matrix_world * verts[i].co
# X Range
val = vco[0]
if val < left:
left = val
if val > right:
right = val
# Y Range
val = vco[1]
if val < front:
front = val
if val > back:
back = val
# Z Range
val = vco[2]
if val < down:
down = val
if val > up:
up = val
return Vector((left, front, up)), Vector((right, back, down))
def align_objects(align_x,
align_y,
align_z,
align_mode,
relative_to,
bb_quality):
cursor = bpy.context.scene.cursor_location
Left_Up_Front_SEL = [0.0, 0.0, 0.0]
Right_Down_Back_SEL = [0.0, 0.0, 0.0]
Left_Front_Up_SEL = [0.0, 0.0, 0.0]
Right_Back_Down_SEL = [0.0, 0.0, 0.0]
flag_first = True
objs = []
for obj in bpy.context.selected_objects:
matrix_world = obj.matrix_world
bb_world = [Vector(v[:]) * matrix_world for v in obj.bound_box]
matrix_world = obj.matrix_world.copy()
bb_world = [matrix_world * Vector(v[:]) for v in obj.bound_box]
objs.append((obj, bb_world))
if not objs:
return False
for obj, bb_world in objs:
Left_Up_Front = bb_world[1]
Right_Down_Back = bb_world[7]
if bb_quality:
GBB = GlobalBB_HQ(obj)
else:
GBB = GlobalBB_LQ(bb_world)
Left_Front_Up = GBB[0]
Right_Back_Down = GBB[1]
# Active Center
if obj == bpy.context.active_object:
center_active_x = (Left_Up_Front[0] + Right_Down_Back[0]) / 2.0
center_active_y = (Left_Up_Front[1] + Right_Down_Back[1]) / 2.0
center_active_z = (Left_Up_Front[2] + Right_Down_Back[2]) / 2.0
center_active_x = (Left_Front_Up[0] + Right_Back_Down[0]) / 2.0
center_active_y = (Left_Front_Up[1] + Right_Back_Down[1]) / 2.0
center_active_z = (Left_Front_Up[2] + Right_Back_Down[2]) / 2.0
size_active_x = (Right_Down_Back[0] - Left_Up_Front[0]) / 2.0
size_active_y = (Right_Down_Back[1] - Left_Up_Front[1]) / 2.0
size_active_z = (Left_Up_Front[2] - Right_Down_Back[2]) / 2.0
size_active_x = (Right_Back_Down[0] - Left_Front_Up[0]) / 2.0
size_active_y = (Right_Back_Down[1] - Left_Front_Up[1]) / 2.0
size_active_z = (Left_Front_Up[2] - Right_Back_Down[2]) / 2.0
# Selection Center
if flag_first:
flag_first = False
Left_Up_Front_SEL[0] = Left_Up_Front[0]
Left_Up_Front_SEL[1] = Left_Up_Front[1]
Left_Up_Front_SEL[2] = Left_Up_Front[2]
Left_Front_Up_SEL[0] = Left_Front_Up[0]
Left_Front_Up_SEL[1] = Left_Front_Up[1]
Left_Front_Up_SEL[2] = Left_Front_Up[2]
Right_Down_Back_SEL[0] = Right_Down_Back[0]
Right_Down_Back_SEL[1] = Right_Down_Back[1]
Right_Down_Back_SEL[2] = Right_Down_Back[2]
Right_Back_Down_SEL[0] = Right_Back_Down[0]
Right_Back_Down_SEL[1] = Right_Back_Down[1]
Right_Back_Down_SEL[2] = Right_Back_Down[2]
else:
# X axis
if Left_Up_Front[0] < Left_Up_Front_SEL[0]:
Left_Up_Front_SEL[0] = Left_Up_Front[0]
if Left_Front_Up[0] < Left_Front_Up_SEL[0]:
Left_Front_Up_SEL[0] = Left_Front_Up[0]
# Y axis
if Left_Up_Front[1] < Left_Up_Front_SEL[1]:
Left_Up_Front_SEL[1] = Left_Up_Front[1]
if Left_Front_Up[1] < Left_Front_Up_SEL[1]:
Left_Front_Up_SEL[1] = Left_Front_Up[1]
# Z axis
if Left_Up_Front[2] > Left_Up_Front_SEL[2]:
Left_Up_Front_SEL[2] = Left_Up_Front[2]
if Left_Front_Up[2] > Left_Front_Up_SEL[2]:
Left_Front_Up_SEL[2] = Left_Front_Up[2]
# X axis
if Right_Down_Back[0] > Right_Down_Back_SEL[0]:
Right_Down_Back_SEL[0] = Right_Down_Back[0]
if Right_Back_Down[0] > Right_Back_Down_SEL[0]:
Right_Back_Down_SEL[0] = Right_Back_Down[0]
# Y axis
if Right_Down_Back[1] > Right_Down_Back_SEL[1]:
Right_Down_Back_SEL[1] = Right_Down_Back[1]
if Right_Back_Down[1] > Right_Back_Down_SEL[1]:
Right_Back_Down_SEL[1] = Right_Back_Down[1]
# Z axis
if Right_Down_Back[2] < Right_Down_Back_SEL[2]:
Right_Down_Back_SEL[2] = Right_Down_Back[2]
if Right_Back_Down[2] < Right_Back_Down_SEL[2]:
Right_Back_Down_SEL[2] = Right_Back_Down[2]
center_sel_x = (Left_Up_Front_SEL[0] + Right_Down_Back_SEL[0]) / 2.0
center_sel_y = (Left_Up_Front_SEL[1] + Right_Down_Back_SEL[1]) / 2.0
center_sel_z = (Left_Up_Front_SEL[2] + Right_Down_Back_SEL[2]) / 2.0
center_sel_x = (Left_Front_Up_SEL[0] + Right_Back_Down_SEL[0]) / 2.0
center_sel_y = (Left_Front_Up_SEL[1] + Right_Back_Down_SEL[1]) / 2.0
center_sel_z = (Left_Front_Up_SEL[2] + Right_Back_Down_SEL[2]) / 2.0
# Main Loop
for obj, bb_world in objs:
bb_world = [Vector(v[:]) * obj.matrix_world for v in obj.bound_box]
matrix_world = obj.matrix_world.copy()
bb_world = [matrix_world * Vector(v[:]) for v in obj.bound_box]
Left_Up_Front = bb_world[1]
Right_Down_Back = bb_world[7]
if bb_quality:
GBB = GlobalBB_HQ(obj)
else:
GBB = GlobalBB_LQ(bb_world)
center_x = (Left_Up_Front[0] + Right_Down_Back[0]) / 2.0
center_y = (Left_Up_Front[1] + Right_Down_Back[1]) / 2.0
center_z = (Left_Up_Front[2] + Right_Down_Back[2]) / 2.0
Left_Front_Up = GBB[0]
Right_Back_Down = GBB[1]
positive_x = Right_Down_Back[0]
positive_y = Right_Down_Back[1]
positive_z = Left_Up_Front[2]
center_x = (Left_Front_Up[0] + Right_Back_Down[0]) / 2.0
center_y = (Left_Front_Up[1] + Right_Back_Down[1]) / 2.0
center_z = (Left_Front_Up[2] + Right_Back_Down[2]) / 2.0
negative_x = Left_Up_Front[0]
negative_y = Left_Up_Front[1]
negative_z = Right_Down_Back[2]
positive_x = Right_Back_Down[0]
positive_y = Right_Back_Down[1]
positive_z = Left_Front_Up[2]
negative_x = Left_Front_Up[0]
negative_y = Left_Front_Up[1]
negative_z = Right_Back_Down[2]
obj_loc = obj.location
@@ -229,7 +335,7 @@ def align_objects(align_x, align_y, align_z, align_mode, relative_to):
return True
from bpy.props import EnumProperty
from bpy.props import EnumProperty, BoolProperty
class AlignObjects(bpy.types.Operator):
@@ -238,6 +344,11 @@ class AlignObjects(bpy.types.Operator):
bl_label = _("Align Objects")
bl_options = {'REGISTER', 'UNDO'}
bb_quality = BoolProperty(
name=_("High Quality"),
description=_("Enables high quality calculation of the bounding box for perfect results on complex shape meshes with rotation/scale (Slow)"),
default=True)
align_mode = EnumProperty(items=(
('OPT_1', "Negative Sides", ""),
('OPT_2', "Centers", ""),
@@ -270,7 +381,12 @@ class AlignObjects(bpy.types.Operator):
def execute(self, context):
align_axis = self.align_axis
ret = align_objects('X' in align_axis, 'Y' in align_axis, 'Z' in align_axis, self.align_mode, self.relative_to)
ret = align_objects('X' in align_axis,
'Y' in align_axis,
'Z' in align_axis,
self.align_mode,
self.relative_to,
self.bb_quality)
if not ret:
self.report({'WARNING'}, "No objects with bound-box selected")