forked from bartvdbraak/blender
57 lines
1.3 KiB
Python
57 lines
1.3 KiB
Python
import bpy
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def main(context):
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obj = context.active_object
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mesh = obj.data
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is_editmode = (obj.mode == 'EDIT')
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if is_editmode:
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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if not mesh.uv_textures:
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uvtex = bpy.ops.mesh.uv_texture_add()
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else:
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uvtex = mesh.uv_textures.active
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# adjust UVs
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for i, uv in enumerate(uvtex.data):
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uvs = uv.uv1, uv.uv2, uv.uv3, uv.uv4
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for j, v_idx in enumerate(mesh.faces[i].vertices):
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if uv.select_uv[j]:
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# apply the location of the vertex as a UV
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uvs[j][:] = mesh.vertices[v_idx].co.xy
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if is_editmode:
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bpy.ops.object.mode_set(mode='EDIT', toggle=False)
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class UvOperator(bpy.types.Operator):
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"""UV Operator description"""
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bl_idname = "uv.simple_operator"
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bl_label = "Simple UV Operator"
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@classmethod
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def poll(cls, context):
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obj = context.active_object
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return (obj and obj.type == 'MESH')
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def execute(self, context):
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main(context)
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return {'FINISHED'}
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def register():
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bpy.utils.register_class(UvOperator)
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def unregister():
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bpy.utils.unregister_class(UvOperator)
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if __name__ == "__main__":
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register()
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# test call
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bpy.ops.uv.simple_operator()
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