Cleanup: add sections, use float literals
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@@ -1,10 +1,10 @@
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# SPDX-License-Identifier: GPL-2.0-or-later
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import math
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from bpy.types import Operator
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from mathutils import Matrix, Vector
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import math
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from bpy.props import (
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BoolProperty,
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EnumProperty,
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@@ -14,6 +14,9 @@ from bpy.props import (
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)
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# ------------------------------------------------------------------------------
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# Local Utility Functions
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def is_face_uv_selected(face, uv_layer, any_edge):
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"""
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Returns True if the face is UV selected.
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@@ -66,6 +69,9 @@ def is_island_uv_selected(island, uv_layer, any_edge):
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return False
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# ------------------------------------------------------------------------------
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# Align UV Rotation Operator
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def find_rotation_auto(bm, uv_layer, faces):
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sum_u = 0.0
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sum_v = 0.0
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@@ -251,6 +257,9 @@ class AlignUVRotation(Operator):
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return context.mode == 'EDIT_MESH'
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# ------------------------------------------------------------------------------
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# Randomize UV Operator
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def get_random_transform(transform_params, entropy):
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from random import uniform
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from random import seed as random_seed
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@@ -261,31 +270,31 @@ def get_random_transform(transform_params, entropy):
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random_seed(seed + entropy)
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# Next, call uniform a known number of times.
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offset_u = uniform(0, 1)
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offset_v = uniform(0, 1)
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angle = uniform(0, 1)
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scale_u = uniform(0, 1)
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scale_v = uniform(0, 1)
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offset_u = uniform(0.0, 1.0)
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offset_v = uniform(0.0, 1.0)
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angle = uniform(0.0, 1.0)
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scale_u = uniform(0.0, 1.0)
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scale_v = uniform(0.0, 1.0)
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# Apply the transform_params.
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if loc:
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offset_u *= loc[0]
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offset_v *= loc[1]
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else:
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offset_u = 0
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offset_v = 0
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offset_u = 0.0
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offset_v = 0.0
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if rot:
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angle *= rot
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else:
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angle = 0
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angle = 0.0
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if scale:
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scale_u = scale_u * (2 * scale[0] - 2.0) + 2.0 - scale[0]
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scale_v = scale_v * (2 * scale[1] - 2.0) + 2.0 - scale[1]
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scale_u = scale_u * (2.0 * scale[0] - 2.0) + 2.0 - scale[0]
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scale_v = scale_v * (2.0 * scale[1] - 2.0) + 2.0 - scale[1]
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else:
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scale_u = 1
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scale_v = 1
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scale_u = 1.0
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scale_v = 1.0
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if scale_even:
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scale_v = scale_u
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@@ -311,8 +320,8 @@ def randomize_uv_transform_island(bm, uv_layer, faces, transform_params):
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minmax[2] = max(minmax[2], u)
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minmax[3] = max(minmax[3], v)
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mid_u = (minmax[0] + minmax[2]) / 2
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mid_v = (minmax[1] + minmax[3]) / 2
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mid_u = (minmax[0] + minmax[2]) / 2.0
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mid_v = (minmax[1] + minmax[3]) / 2.0
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del_u = transform[0][2] + mid_u - transform[0][0] * mid_u - transform[0][1] * mid_v
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del_v = transform[1][2] + mid_v - transform[1][0] * mid_u - transform[1][1] * mid_v
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@@ -389,8 +398,8 @@ class RandomizeUVTransform(Operator):
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rot: FloatProperty(
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name="Rotation",
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description="Maximum rotation",
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min=-2 * math.pi,
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max=2 * math.pi,
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min=-2.0 * math.pi,
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max=2.0 * math.pi,
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subtype='ANGLE',
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default=0.0,
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)
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@@ -421,8 +430,8 @@ class RandomizeUVTransform(Operator):
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def execute(self, context):
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seed = self.random_seed
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loc = [0, 0] if not self.use_loc else self.loc
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rot = 0 if not self.use_rot else self.rot
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loc = [0.0, 0.0] if not self.use_loc else self.loc
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rot = 0.0 if not self.use_rot else self.rot
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scale = None if not self.use_scale else self.scale
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scale_even = self.scale_even
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