blender/release/scripts/op/object_align.py

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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from Mathutils import Vector
def align_objects(align_x, align_y, align_z, relative_to):
cursor = bpy.context.scene.cursor_location
# Selection BB
Left_Up_Front_SEL = [[],[],[]]
Right_Down_Back_SEL = [[],[],[]]
flag_first = True
for obj in bpy.context.selected_objects:
bb_world = [obj.matrix * Vector(v[:]) for v in obj.bound_box]
Left_Up_Front = bb_world[1]
Right_Down_Back = bb_world[7]
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]
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]
else:
# X axis
if Left_Up_Front[0] < Left_Up_Front_SEL[0]:
Left_Up_Front_SEL[0] = Left_Up_Front[0]
# Y axis
if Left_Up_Front[1] < Left_Up_Front_SEL[1]:
Left_Up_Front_SEL[1] = Left_Up_Front[1]
# Z axis
if Left_Up_Front[2] > Left_Up_Front_SEL[2]:
Left_Up_Front_SEL[2] = Left_Up_Front[2]
# X axis
if Right_Down_Back[0] > Right_Down_Back_SEL[0]:
Right_Down_Back_SEL[0] = Right_Down_Back[0]
# Y axis
if Right_Down_Back[1] > Right_Down_Back_SEL[1]:
Right_Down_Back_SEL[1] = Right_Down_Back[1]
# Z axis
if Right_Down_Back[2] < Right_Down_Back_SEL[2]:
Right_Down_Back_SEL[2] = Right_Down_Back[2]
center_sel_x = ( Left_Up_Front_SEL[0] + Right_Down_Back_SEL[0] ) / 2
center_sel_y = ( Left_Up_Front_SEL[1] + Right_Down_Back_SEL[1] ) / 2
center_sel_z = ( Left_Up_Front_SEL[2] + Right_Down_Back_SEL[2] ) / 2
# End Selection BB
for obj in bpy.context.selected_objects:
loc_world = obj.location
bb_world = [obj.matrix * Vector(v[:]) for v in obj.bound_box]
Left_Up_Front = bb_world[1]
Right_Down_Back = bb_world[7]
center_x = ( Left_Up_Front[0] + Right_Down_Back[0] ) / 2
center_y = ( Left_Up_Front[1] + Right_Down_Back[1] ) / 2
center_z = ( Left_Up_Front[2] + Right_Down_Back[2] ) / 2
obj_loc = obj.location
if align_x:
obj_x = obj_loc[0] - center_x
if relative_to == 'OPT_1':
loc_x = obj_x
elif relative_to == 'OPT_2':
loc_x = obj_x + cursor[0]
elif relative_to == 'OPT_3':
loc_x = obj_x + center_sel_x
obj.location[0] = loc_x
if align_y:
obj_y = obj_loc[1] - center_y
if relative_to == 'OPT_1':
loc_y = obj_y
elif relative_to == 'OPT_2':
loc_y = obj_y + cursor[1]
elif relative_to == 'OPT_3':
loc_y = obj_y + center_sel_y
obj.location[1] = loc_y
if align_z:
obj_z = obj_loc[2] - center_z
if relative_to == 'OPT_1':
loc_z = obj_z
elif relative_to == 'OPT_2':
loc_z = obj_z + cursor[2]
elif relative_to == 'OPT_3':
loc_z = obj_z + center_sel_z
obj.location[2] = loc_z
from bpy.props import *
class AlignObjects(bpy.types.Operator):
'''Align Objects'''
bl_idname = "object.align"
bl_label = "Align Objets"
bl_register = True
bl_undo = True
relative_to = bpy.props.EnumProperty(items=(
('OPT_1', "Scene Origin", ""),
('OPT_2', "3D Cursor", ""),
('OPT_3', "Selection", "")
),
name="Relative To:",
description="",
default='OPT_1')
align_x = BoolProperty(name="Align X",
description="Align in the X axis", default=False)
align_y = BoolProperty(name="Align Y",
description="Align in the Y axis", default=False)
align_z = BoolProperty(name="Align Z",
description="Align in the Z axis", default=False)
def execute(self, context):
relative_to = self.properties.relative_to
align_x = self.properties.align_x
align_y = self.properties.align_y
align_z = self.properties.align_z
align_objects(align_x, align_y, align_z, relative_to)
return {'FINISHED'}
bpy.types.register(AlignObjects)
def menu_func(self, context):
if context.mode == 'OBJECT':
self.layout.operator(AlignObjects.bl_idname,
text="Align Objects")
bpy.types.VIEW3D_MT_transform.append(menu_func)