forked from bartvdbraak/blender
Object Align operator now correctly computes a *global* bounding box for all objects. This makes rotated or scaled objects work like they should. Now it's still derived from object's bounding box so it will not be completly acurate on complex objects.. to solve this Id need to cycle over all verts. Don't think that's a good idea to do in py
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@ -21,13 +21,52 @@
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import bpy
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from mathutils import Vector
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def GlobalBB(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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# 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 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 = [0.0, 0.0, 0.0]
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Right_Down_Back_SEL = [0.0, 0.0, 0.0]
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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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@ -42,78 +81,81 @@ def align_objects(align_x, align_y, align_z, align_mode, relative_to):
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return False
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for obj, bb_world in objs:
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Left_Up_Front = bb_world[1]
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Right_Down_Back = bb_world[7]
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GBB = GlobalBB(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 == bpy.context.active_object:
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center_active_x = (Left_Up_Front[0] + Right_Down_Back[0]) / 2.0
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center_active_y = (Left_Up_Front[1] + Right_Down_Back[1]) / 2.0
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center_active_z = (Left_Up_Front[2] + Right_Down_Back[2]) / 2.0
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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_Down_Back[0] - Left_Up_Front[0]) / 2.0
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size_active_y = (Right_Down_Back[1] - Left_Up_Front[1]) / 2.0
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size_active_z = (Left_Up_Front[2] - Right_Down_Back[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_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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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_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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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_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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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_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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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_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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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_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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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_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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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_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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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_Up_Front_SEL[0] + Right_Down_Back_SEL[0]) / 2.0
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center_sel_y = (Left_Up_Front_SEL[1] + Right_Down_Back_SEL[1]) / 2.0
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center_sel_z = (Left_Up_Front_SEL[2] + Right_Down_Back_SEL[2]) / 2.0
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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 objs:
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bb_world = [Vector(v[:]) * obj.matrix_world for v in obj.bound_box]
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GBB = GlobalBB(bb_world)
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Left_Front_Up = GBB[0]
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Right_Back_Down = GBB[1]
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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_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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center_x = (Left_Up_Front[0] + Right_Down_Back[0]) / 2.0
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center_y = (Left_Up_Front[1] + Right_Down_Back[1]) / 2.0
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center_z = (Left_Up_Front[2] + Right_Down_Back[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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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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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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