Operators: - add torus - align objects - bake physics - make dupli faces - smart project Templates: - 3D view ray cast Other: - Methods for bones/edit-bones
		
			
				
	
	
		
			433 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			433 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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#  This program is free software; you can redistribute it and/or
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#  modify it under the terms of the GNU General Public License
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#  as published by the Free Software Foundation; either version 2
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#  of the License, or (at your option) any later version.
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#
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#  This program is distributed in the hope that it will be useful,
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#  but WITHOUT ANY WARRANTY; without even the implied warranty of
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#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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#  GNU General Public License for more details.
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#
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#  You should have received a copy of the GNU General Public License
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#  along with this program; if not, write to the Free Software Foundation,
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#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8-80 compliant>
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import bpy
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from bpy.types import Operator
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from mathutils import Vector
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def worldspace_bounds_from_object_bounds(bb_world):
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    # Initialize the variables with the 8th vertex
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    left, right, front, back, down, up = (
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        bb_world[7][0],
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        bb_world[7][0],
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        bb_world[7][1],
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        bb_world[7][1],
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        bb_world[7][2],
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        bb_world[7][2],
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    )
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    # Test against the other 7 verts
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    for i in range(7):
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        # X Range
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        val = bb_world[i][0]
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        if val < left:
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            left = val
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        if val > right:
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            right = val
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        # Y Range
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        val = bb_world[i][1]
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        if val < front:
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            front = val
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        if val > back:
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            back = val
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        # Z Range
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        val = bb_world[i][2]
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        if val < down:
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            down = val
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        if val > up:
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            up = val
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    return (Vector((left, front, up)), Vector((right, back, down)))
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def worldspace_bounds_from_object_data(scene, obj):
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    matrix_world = obj.matrix_world.copy()
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    # Initialize the variables with the last vertex
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    me = obj.to_mesh(scene=scene, apply_modifiers=True, settings='PREVIEW')
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    verts = me.vertices
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    val = matrix_world @ (verts[-1].co if verts else Vector((0.0, 0.0, 0.0)))
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    left, right, front, back, down, up = (
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        val[0],
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        val[0],
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        val[1],
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        val[1],
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        val[2],
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        val[2],
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    )
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    # Test against all other verts
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    for v in verts:
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        vco = matrix_world @ v.co
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        # X Range
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        val = vco[0]
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        if val < left:
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            left = val
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        if val > right:
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            right = val
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        # Y Range
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        val = vco[1]
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        if val < front:
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            front = val
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        if val > back:
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            back = val
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        # Z Range
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        val = vco[2]
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        if val < down:
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            down = val
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        if val > up:
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            up = val
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    bpy.data.meshes.remove(me)
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    return Vector((left, front, up)), Vector((right, back, down))
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def align_objects(context,
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                  align_x,
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                  align_y,
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                  align_z,
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                  align_mode,
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                  relative_to,
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                  bb_quality):
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    scene = context.scene
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    space = context.space_data
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    cursor = (space if space and space.type == 'VIEW_3D' else scene).cursor_location
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    # We are accessing runtime data such as evaluated bounding box, so we need to
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    # be sure it is properly updated and valid (bounding box might be lost on operator
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    # redo).
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    scene.update()
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    Left_Front_Up_SEL = [0.0, 0.0, 0.0]
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    Right_Back_Down_SEL = [0.0, 0.0, 0.0]
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    flag_first = True
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    objects = []
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    for obj in context.selected_objects:
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        matrix_world = obj.matrix_world.copy()
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        bb_world = [matrix_world @ Vector(v) for v in obj.bound_box]
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        objects.append((obj, bb_world))
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    if not objects:
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        return False
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    for obj, bb_world in objects:
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        if bb_quality and obj.type == 'MESH':
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            GBB = worldspace_bounds_from_object_data(scene, obj)
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        else:
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            GBB = worldspace_bounds_from_object_bounds(bb_world)
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        Left_Front_Up = GBB[0]
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        Right_Back_Down = GBB[1]
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        # Active Center
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        if obj == context.active_object:
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            center_active_x = (Left_Front_Up[0] + Right_Back_Down[0]) / 2.0
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            center_active_y = (Left_Front_Up[1] + Right_Back_Down[1]) / 2.0
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            center_active_z = (Left_Front_Up[2] + Right_Back_Down[2]) / 2.0
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            size_active_x = (Right_Back_Down[0] - Left_Front_Up[0]) / 2.0
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            size_active_y = (Right_Back_Down[1] - Left_Front_Up[1]) / 2.0
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            size_active_z = (Left_Front_Up[2] - Right_Back_Down[2]) / 2.0
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        # Selection Center
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        if flag_first:
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            flag_first = False
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            Left_Front_Up_SEL[0] = Left_Front_Up[0]
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            Left_Front_Up_SEL[1] = Left_Front_Up[1]
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            Left_Front_Up_SEL[2] = Left_Front_Up[2]
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            Right_Back_Down_SEL[0] = Right_Back_Down[0]
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            Right_Back_Down_SEL[1] = Right_Back_Down[1]
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            Right_Back_Down_SEL[2] = Right_Back_Down[2]
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        else:
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            # X axis
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            if Left_Front_Up[0] < Left_Front_Up_SEL[0]:
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                Left_Front_Up_SEL[0] = Left_Front_Up[0]
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            # Y axis
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            if Left_Front_Up[1] < Left_Front_Up_SEL[1]:
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                Left_Front_Up_SEL[1] = Left_Front_Up[1]
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            # Z axis
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            if Left_Front_Up[2] > Left_Front_Up_SEL[2]:
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                Left_Front_Up_SEL[2] = Left_Front_Up[2]
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            # X axis
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            if Right_Back_Down[0] > Right_Back_Down_SEL[0]:
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                Right_Back_Down_SEL[0] = Right_Back_Down[0]
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            # Y axis
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            if Right_Back_Down[1] > Right_Back_Down_SEL[1]:
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                Right_Back_Down_SEL[1] = Right_Back_Down[1]
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            # Z axis
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            if Right_Back_Down[2] < Right_Back_Down_SEL[2]:
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                Right_Back_Down_SEL[2] = Right_Back_Down[2]
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    center_sel_x = (Left_Front_Up_SEL[0] + Right_Back_Down_SEL[0]) / 2.0
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    center_sel_y = (Left_Front_Up_SEL[1] + Right_Back_Down_SEL[1]) / 2.0
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    center_sel_z = (Left_Front_Up_SEL[2] + Right_Back_Down_SEL[2]) / 2.0
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    # Main Loop
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    for obj, bb_world in objects:
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        matrix_world = obj.matrix_world.copy()
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        bb_world = [matrix_world @ Vector(v[:]) for v in obj.bound_box]
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        if bb_quality and obj.type == 'MESH':
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            GBB = worldspace_bounds_from_object_data(scene, obj)
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        else:
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            GBB = worldspace_bounds_from_object_bounds(bb_world)
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        Left_Front_Up = GBB[0]
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        Right_Back_Down = GBB[1]
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        center_x = (Left_Front_Up[0] + Right_Back_Down[0]) / 2.0
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        center_y = (Left_Front_Up[1] + Right_Back_Down[1]) / 2.0
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        center_z = (Left_Front_Up[2] + Right_Back_Down[2]) / 2.0
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        positive_x = Right_Back_Down[0]
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        positive_y = Right_Back_Down[1]
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        positive_z = Left_Front_Up[2]
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        negative_x = Left_Front_Up[0]
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        negative_y = Left_Front_Up[1]
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        negative_z = Right_Back_Down[2]
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        obj_loc = obj.location
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        if align_x:
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            # Align Mode
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            if relative_to == 'OPT_4':  # Active relative
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                if align_mode == 'OPT_1':
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                    obj_x = obj_loc[0] - negative_x - size_active_x
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                elif align_mode == 'OPT_3':
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                    obj_x = obj_loc[0] - positive_x + size_active_x
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            else:  # Everything else relative
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                if align_mode == 'OPT_1':
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                    obj_x = obj_loc[0] - negative_x
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                elif align_mode == 'OPT_3':
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                    obj_x = obj_loc[0] - positive_x
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            if align_mode == 'OPT_2':  # All relative
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                obj_x = obj_loc[0] - center_x
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            # Relative To
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            if relative_to == 'OPT_1':
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                loc_x = obj_x
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            elif relative_to == 'OPT_2':
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                loc_x = obj_x + cursor[0]
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            elif relative_to == 'OPT_3':
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                loc_x = obj_x + center_sel_x
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            elif relative_to == 'OPT_4':
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                loc_x = obj_x + center_active_x
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            obj.location[0] = loc_x
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        if align_y:
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            # Align Mode
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            if relative_to == 'OPT_4':  # Active relative
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                if align_mode == 'OPT_1':
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                    obj_y = obj_loc[1] - negative_y - size_active_y
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                elif align_mode == 'OPT_3':
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                    obj_y = obj_loc[1] - positive_y + size_active_y
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            else:  # Everything else relative
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                if align_mode == 'OPT_1':
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                    obj_y = obj_loc[1] - negative_y
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                elif align_mode == 'OPT_3':
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                    obj_y = obj_loc[1] - positive_y
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            if align_mode == 'OPT_2':  # All relative
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                obj_y = obj_loc[1] - center_y
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            # Relative To
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            if relative_to == 'OPT_1':
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                loc_y = obj_y
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            elif relative_to == 'OPT_2':
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                loc_y = obj_y + cursor[1]
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            elif relative_to == 'OPT_3':
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                loc_y = obj_y + center_sel_y
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            elif relative_to == 'OPT_4':
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                loc_y = obj_y + center_active_y
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            obj.location[1] = loc_y
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        if align_z:
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            # Align Mode
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            if relative_to == 'OPT_4':  # Active relative
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                if align_mode == 'OPT_1':
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                    obj_z = obj_loc[2] - negative_z - size_active_z
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                elif align_mode == 'OPT_3':
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                    obj_z = obj_loc[2] - positive_z + size_active_z
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            else:  # Everything else relative
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                if align_mode == 'OPT_1':
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                    obj_z = obj_loc[2] - negative_z
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                elif align_mode == 'OPT_3':
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                    obj_z = obj_loc[2] - positive_z
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            if align_mode == 'OPT_2':  # All relative
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                obj_z = obj_loc[2] - center_z
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            # Relative To
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            if relative_to == 'OPT_1':
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                loc_z = obj_z
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            elif relative_to == 'OPT_2':
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                loc_z = obj_z + cursor[2]
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            elif relative_to == 'OPT_3':
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                loc_z = obj_z + center_sel_z
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            elif relative_to == 'OPT_4':
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                loc_z = obj_z + center_active_z
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            obj.location[2] = loc_z
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    return True
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from bpy.props import (
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    BoolProperty,
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    EnumProperty,
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)
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class AlignObjects(Operator):
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    """Align Objects"""
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    bl_idname = "object.align"
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    bl_label = "Align Objects"
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    bl_options = {'REGISTER', 'UNDO'}
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    bb_quality: BoolProperty(
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        name="High Quality",
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        description=(
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            "Enables high quality calculation of the "
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            "bounding box for perfect results on complex "
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            "shape meshes with rotation/scale (Slow)"
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        ),
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        default=True,
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    )
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    align_mode: EnumProperty(
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        name="Align Mode:",
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        description="Side of object to use for alignment",
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        items=(
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            ('OPT_1', "Negative Sides", ""),
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            ('OPT_2', "Centers", ""),
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            ('OPT_3', "Positive Sides", ""),
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        ),
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        default='OPT_2',
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    )
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    relative_to: EnumProperty(
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        name="Relative To:",
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        description="Reference location to align to",
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        items=(
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            ('OPT_1', "Scene Origin", "Use the Scene Origin as the position for the selected objects to align to"),
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            ('OPT_2', "3D Cursor", "Use the 3D cursor as the position for the selected objects to align to"),
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            ('OPT_3', "Selection", "Use the selected objects as the position for the selected objects to align to"),
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            ('OPT_4', "Active", "Use the active object as the position for the selected objects to align to"),
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        ),
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        default='OPT_4',
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    )
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    align_axis: EnumProperty(
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        name="Align",
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        description="Align to axis",
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        items=(
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            ('X', "X", ""),
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            ('Y', "Y", ""),
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            ('Z', "Z", ""),
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        ),
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        options={'ENUM_FLAG'},
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    )
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    @classmethod
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    def poll(cls, context):
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        return context.mode == 'OBJECT'
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    def execute(self, context):
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        align_axis = self.align_axis
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        ret = align_objects(
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            context,
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            'X' in align_axis,
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            'Y' in align_axis,
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            'Z' in align_axis,
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            self.align_mode,
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            self.relative_to,
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            self.bb_quality,
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        )
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        if not ret:
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            self.report({'WARNING'}, "No objects with bound-box selected")
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            return {'CANCELLED'}
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        else:
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            return {'FINISHED'}
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classes = (
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    AlignObjects,
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)
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