403 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			403 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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| 
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| # <pep8-80 compliant>
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| 
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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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| 
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| 
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| def GlobalBB_LQ(bb_world):
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| 
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|     # Initialize the variables with the 8th vertex
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|     left, right, front, back, down, up = (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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| 
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|     # Test against the other 7 verts
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|     for i in range(7):
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| 
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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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| 
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|         if val > right:
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|             right = val
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| 
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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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| 
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|         if val > back:
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|             back = val
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| 
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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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| 
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|         if val > up:
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|             up = val
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| 
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|     return (Vector((left, front, up)), Vector((right, back, down)))
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| 
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| 
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| def GlobalBB_HQ(obj):
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| 
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|     matrix_world = obj.matrix_world.copy()
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| 
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|     # Initialize the variables with the last vertex
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| 
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|     verts = obj.data.vertices
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| 
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|     val = matrix_world * verts[-1].co
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| 
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|     left, right, front, back, down, up = (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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| 
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|     # Test against all other verts
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|     for i in range(len(verts) - 1):
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| 
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|         vco = matrix_world * verts[i].co
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| 
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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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| 
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|         if val > right:
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|             right = val
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| 
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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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| 
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|         if val > back:
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|             back = val
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| 
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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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| 
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|         if val > up:
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|             up = val
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| 
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|     return Vector((left, front, up)), Vector((right, back, down))
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| 
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| 
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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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| 
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|     cursor = context.scene.cursor_location
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| 
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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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| 
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|     flag_first = True
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| 
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|     objects = []
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| 
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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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| 
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|     if not objects:
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|         return False
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| 
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|     for obj, bb_world in objects:
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| 
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|         if bb_quality and obj.type == 'MESH':
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|             GBB = GlobalBB_HQ(obj)
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|         else:
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|             GBB = GlobalBB_LQ(bb_world)
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| 
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|         Left_Front_Up = GBB[0]
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|         Right_Back_Down = GBB[1]
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| 
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|         # Active Center
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| 
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|         if obj == context.active_object:
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| 
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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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| 
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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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| 
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|         # Selection Center
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| 
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|         if flag_first:
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|             flag_first = False
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     # Main Loop
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| 
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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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| 
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|         if bb_quality and obj.type == 'MESH':
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|             GBB = GlobalBB_HQ(obj)
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|         else:
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|             GBB = GlobalBB_LQ(bb_world)
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| 
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|         Left_Front_Up = GBB[0]
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|         Right_Back_Down = GBB[1]
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| 
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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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| 
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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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| 
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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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| 
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|         obj_loc = obj.location
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| 
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|         if align_x:
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| 
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|             # Align Mode
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| 
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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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| 
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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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| 
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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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| 
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|                 elif align_mode == 'OPT_3':
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|                     obj_x = obj_loc[0] - positive_x
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| 
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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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| 
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|             # Relative To
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| 
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|             if relative_to == 'OPT_1':
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|                 loc_x = obj_x
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| 
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|             elif relative_to == 'OPT_2':
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|                 loc_x = obj_x + cursor[0]
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| 
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|             elif relative_to == 'OPT_3':
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|                 loc_x = obj_x + center_sel_x
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| 
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|             elif relative_to == 'OPT_4':
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|                 loc_x = obj_x + center_active_x
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| 
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|             obj.location[0] = loc_x
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| 
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|         if align_y:
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|             # Align Mode
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| 
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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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| 
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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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| 
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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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| 
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|                 elif align_mode == 'OPT_3':
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|                     obj_y = obj_loc[1] - positive_y
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| 
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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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| 
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|             # Relative To
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| 
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|             if relative_to == 'OPT_1':
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|                 loc_y = obj_y
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| 
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|             elif relative_to == 'OPT_2':
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|                 loc_y = obj_y + cursor[1]
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| 
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|             elif relative_to == 'OPT_3':
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|                 loc_y = obj_y + center_sel_y
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| 
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|             elif relative_to == 'OPT_4':
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|                 loc_y = obj_y + center_active_y
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| 
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|             obj.location[1] = loc_y
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| 
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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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| 
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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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| 
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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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| 
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|                 elif align_mode == 'OPT_3':
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|                     obj_z = obj_loc[2] - positive_z
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| 
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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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| 
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|             # Relative To
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| 
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|             if relative_to == 'OPT_1':
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|                 loc_z = obj_z
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| 
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|             elif relative_to == 'OPT_2':
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|                 loc_z = obj_z + cursor[2]
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| 
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|             elif relative_to == 'OPT_3':
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|                 loc_z = obj_z + center_sel_z
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| 
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|             elif relative_to == 'OPT_4':
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|                 loc_z = obj_z + center_active_z
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| 
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|             obj.location[2] = loc_z
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| 
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|     return True
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| 
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| 
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| from bpy.props import EnumProperty, BoolProperty
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| 
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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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| 
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|     bb_quality = BoolProperty(
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|             name="High Quality",
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|             description=("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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|             default=True,
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|             )
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|     align_mode = EnumProperty(
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|             name="Align Mode:",
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|             items=(('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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|             items=(('OPT_1', "Scene Origin", ""),
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|                    ('OPT_2', "3D Cursor", ""),
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|                    ('OPT_3', "Selection", ""),
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|                    ('OPT_4', "Active", ""),
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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=(('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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| 
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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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| 
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|     def execute(self, context):
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|         align_axis = self.align_axis
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|         ret = align_objects(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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