UV Smart Project: restore 'Stretch to UV Bounds'

This option wasn't exposed since 2.4x.

D1622 by @candreacchio
This commit is contained in:
Campbell Barton 2015-11-24 07:28:42 +11:00
parent 39957b85d9
commit df5532b502

@ -708,7 +708,8 @@ def main(context,
island_margin, island_margin,
projection_limit, projection_limit,
user_area_weight, user_area_weight,
use_aspect use_aspect,
stretch_to_bounds,
): ):
global USER_FILL_HOLES global USER_FILL_HOLES
global USER_FILL_HOLES_QUALITY global USER_FILL_HOLES_QUALITY
@ -733,7 +734,7 @@ def main(context,
USER_PROJECTION_LIMIT = projection_limit USER_PROJECTION_LIMIT = projection_limit
USER_ONLY_SELECTED_FACES = True USER_ONLY_SELECTED_FACES = True
USER_SHARE_SPACE = 1 # Only for hole filling. USER_SHARE_SPACE = 1 # Only for hole filling.
USER_STRETCH_ASPECT = 1 # Only for hole filling. USER_STRETCH_ASPECT = stretch_to_bounds
USER_ISLAND_MARGIN = island_margin # Only for hole filling. USER_ISLAND_MARGIN = island_margin # Only for hole filling.
USER_FILL_HOLES = 0 USER_FILL_HOLES = 0
USER_FILL_HOLES_QUALITY = 50 # Only for hole filling. USER_FILL_HOLES_QUALITY = 50 # Only for hole filling.
@ -1031,8 +1032,7 @@ def main(context,
'',\ '',\
'UV Layout',\ 'UV Layout',\
('Share Tex Space', USER_SHARE_SPACE, 'Objects Share texture space, map all objects into 1 uvmap.'),\ ('Share Tex Space', USER_SHARE_SPACE, 'Objects Share texture space, map all objects into 1 uvmap.'),\
('Stretch to bounds', USER_STRETCH_ASPECT, 'Stretch the final output to texture bounds.'),\ ('Island Margin:', USER_ISLAND_MARGIN, 0.0, 0.5, ''),\
* ('Island Margin:', USER_ISLAND_MARGIN, 0.0, 0.5, ''),\
'Fill in empty areas',\ 'Fill in empty areas',\
('Fill Holes', USER_FILL_HOLES, 'Fill in empty areas reduced texture waistage (slow).'),\ ('Fill Holes', USER_FILL_HOLES, 'Fill in empty areas reduced texture waistage (slow).'),\
('Fill Quality:', USER_FILL_HOLES_QUALITY, 1, 100, 'Depends on fill holes, how tightly to fill UV holes, (higher is slower)'),\ ('Fill Quality:', USER_FILL_HOLES_QUALITY, 1, 100, 'Depends on fill holes, how tightly to fill UV holes, (higher is slower)'),\
@ -1073,6 +1073,11 @@ class SmartProject(Operator):
description="Map UVs taking image aspect ratio into account", description="Map UVs taking image aspect ratio into account",
default=True default=True
) )
stretch_to_bounds = BoolProperty(
name="Stretch to UV Bounds",
description="Stretch the final output to texture bounds",
default=True,
)
@classmethod @classmethod
def poll(cls, context): def poll(cls, context):
@ -1083,7 +1088,8 @@ class SmartProject(Operator):
self.island_margin, self.island_margin,
self.angle_limit, self.angle_limit,
self.user_area_weight, self.user_area_weight,
self.use_aspect self.use_aspect,
self.stretch_to_bounds
) )
return {'FINISHED'} return {'FINISHED'}