forked from bartvdbraak/blender
4cf697de89
- pep8 corrections
299 lines
9.3 KiB
Python
299 lines
9.3 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 compliant>
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import bpy
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from mathutils import Vector
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def align_objects(align_x, align_y, align_z, align_mode, relative_to):
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cursor = bpy.context.scene.cursor_location
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Left_Up_Front_SEL = [[], [], []]
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Right_Down_Back_SEL = [[], [], []]
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flag_first = True
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for obj in bpy.context.selected_objects:
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if obj.type == 'MESH':
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bb_world = [obj.matrix * Vector(v[:]) for v in obj.bound_box]
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Left_Up_Front = bb_world[1]
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Right_Down_Back = bb_world[7]
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# Active Center
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if obj == bpy.context.active_object:
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center_active_x = (Left_Up_Front[0] + Right_Down_Back[0]) / 2
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center_active_y = (Left_Up_Front[1] + Right_Down_Back[1]) / 2
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center_active_z = (Left_Up_Front[2] + Right_Down_Back[2]) / 2
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size_active_x = (Right_Down_Back[0] - Left_Up_Front[0]) / 2
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size_active_y = (Right_Down_Back[1] - Left_Up_Front[1]) / 2
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size_active_z = (Left_Up_Front[2] - Right_Down_Back[2]) / 2
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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_Up_Front_SEL[0] = Left_Up_Front[0]
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Left_Up_Front_SEL[1] = Left_Up_Front[1]
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Left_Up_Front_SEL[2] = Left_Up_Front[2]
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Right_Down_Back_SEL[0] = Right_Down_Back[0]
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Right_Down_Back_SEL[1] = Right_Down_Back[1]
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Right_Down_Back_SEL[2] = Right_Down_Back[2]
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else:
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# X axis
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if Left_Up_Front[0] < Left_Up_Front_SEL[0]:
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Left_Up_Front_SEL[0] = Left_Up_Front[0]
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# Y axis
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if Left_Up_Front[1] < Left_Up_Front_SEL[1]:
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Left_Up_Front_SEL[1] = Left_Up_Front[1]
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# Z axis
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if Left_Up_Front[2] > Left_Up_Front_SEL[2]:
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Left_Up_Front_SEL[2] = Left_Up_Front[2]
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# X axis
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if Right_Down_Back[0] > Right_Down_Back_SEL[0]:
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Right_Down_Back_SEL[0] = Right_Down_Back[0]
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# Y axis
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if Right_Down_Back[1] > Right_Down_Back_SEL[1]:
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Right_Down_Back_SEL[1] = Right_Down_Back[1]
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# Z axis
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if Right_Down_Back[2] < Right_Down_Back_SEL[2]:
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Right_Down_Back_SEL[2] = Right_Down_Back[2]
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center_sel_x = (Left_Up_Front_SEL[0] + Right_Down_Back_SEL[0]) / 2
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center_sel_y = (Left_Up_Front_SEL[1] + Right_Down_Back_SEL[1]) / 2
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center_sel_z = (Left_Up_Front_SEL[2] + Right_Down_Back_SEL[2]) / 2
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# Main Loop
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for obj in bpy.context.selected_objects:
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if obj.type == 'MESH':
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loc_world = obj.location
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bb_world = [obj.matrix * Vector(v[:]) for v in obj.bound_box]
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Left_Up_Front = bb_world[1]
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Right_Down_Back = bb_world[7]
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center_x = (Left_Up_Front[0] + Right_Down_Back[0]) / 2
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center_y = (Left_Up_Front[1] + Right_Down_Back[1]) / 2
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center_z = (Left_Up_Front[2] + Right_Down_Back[2]) / 2
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positive_x = Right_Down_Back[0]
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positive_y = Right_Down_Back[1]
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positive_z = Left_Up_Front[2]
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negative_x = Left_Up_Front[0]
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negative_y = Left_Up_Front[1]
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negative_z = Right_Down_Back[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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from bpy.props import *
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class AlignObjects(bpy.types.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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align_mode = bpy.props.EnumProperty(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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name="Align Mode:",
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description="",
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default='OPT_2')
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relative_to = bpy.props.EnumProperty(items=(
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('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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name="Relative To:",
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description="",
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default='OPT_4')
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align_x = BoolProperty(name="Align X",
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description="Align in the X axis", default=False)
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align_y = BoolProperty(name="Align Y",
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description="Align in the Y axis", default=False)
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align_z = BoolProperty(name="Align Z",
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description="Align in the Z axis", default=False)
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def poll(self, context):
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return context.mode == 'OBJECT'
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def execute(self, context):
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align_mode = self.properties.align_mode
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relative_to = self.properties.relative_to
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align_x = self.properties.align_x
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align_y = self.properties.align_y
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align_z = self.properties.align_z
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align_objects(align_x, align_y, align_z, align_mode, relative_to)
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return {'FINISHED'}
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def menu_func(self, context):
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if context.mode == 'OBJECT':
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self.layout.operator(AlignObjects.bl_idname,
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text="Align Objects")
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def register():
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bpy.types.register(AlignObjects)
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bpy.types.VIEW3D_MT_transform.append(menu_func)
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def unregister():
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bpy.types.unregister(AlignObjects)
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bpy.types.VIEW3D_MT_transform.remove(menu_func)
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if __name__ == "__main__":
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register()
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