blender/release/scripts/op/object_align.py
2010-04-17 19:05:53 +00:00

299 lines
9.3 KiB
Python

# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from mathutils import Vector
def align_objects(align_x, align_y, align_z, align_mode, relative_to):
cursor = bpy.context.scene.cursor_location
Left_Up_Front_SEL = [[], [], []]
Right_Down_Back_SEL = [[], [], []]
flag_first = True
for obj in bpy.context.selected_objects:
if obj.type == 'MESH':
bb_world = [obj.matrix * Vector(v[:]) for v in obj.bound_box]
Left_Up_Front = bb_world[1]
Right_Down_Back = bb_world[7]
# Active Center
if obj == bpy.context.active_object:
center_active_x = (Left_Up_Front[0] + Right_Down_Back[0]) / 2
center_active_y = (Left_Up_Front[1] + Right_Down_Back[1]) / 2
center_active_z = (Left_Up_Front[2] + Right_Down_Back[2]) / 2
size_active_x = (Right_Down_Back[0] - Left_Up_Front[0]) / 2
size_active_y = (Right_Down_Back[1] - Left_Up_Front[1]) / 2
size_active_z = (Left_Up_Front[2] - Right_Down_Back[2]) / 2
# Selection Center
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
# Main Loop
for obj in bpy.context.selected_objects:
if obj.type == 'MESH':
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
positive_x = Right_Down_Back[0]
positive_y = Right_Down_Back[1]
positive_z = Left_Up_Front[2]
negative_x = Left_Up_Front[0]
negative_y = Left_Up_Front[1]
negative_z = Right_Down_Back[2]
obj_loc = obj.location
if align_x:
# Align Mode
if relative_to == 'OPT_4': # Active relative
if align_mode == 'OPT_1':
obj_x = obj_loc[0] - negative_x - size_active_x
elif align_mode == 'OPT_3':
obj_x = obj_loc[0] - positive_x + size_active_x
else: # Everything else relative
if align_mode == 'OPT_1':
obj_x = obj_loc[0] - negative_x
elif align_mode == 'OPT_3':
obj_x = obj_loc[0] - positive_x
if align_mode == 'OPT_2': # All relative
obj_x = obj_loc[0] - center_x
# Relative To
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
elif relative_to == 'OPT_4':
loc_x = obj_x + center_active_x
obj.location[0] = loc_x
if align_y:
# Align Mode
if relative_to == 'OPT_4': # Active relative
if align_mode == 'OPT_1':
obj_y = obj_loc[1] - negative_y - size_active_y
elif align_mode == 'OPT_3':
obj_y = obj_loc[1] - positive_y + size_active_y
else: # Everything else relative
if align_mode == 'OPT_1':
obj_y = obj_loc[1] - negative_y
elif align_mode == 'OPT_3':
obj_y = obj_loc[1] - positive_y
if align_mode == 'OPT_2': # All relative
obj_y = obj_loc[1] - center_y
# Relative To
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
elif relative_to == 'OPT_4':
loc_y = obj_y + center_active_y
obj.location[1] = loc_y
if align_z:
# Align Mode
if relative_to == 'OPT_4': # Active relative
if align_mode == 'OPT_1':
obj_z = obj_loc[2] - negative_z - size_active_z
elif align_mode == 'OPT_3':
obj_z = obj_loc[2] - positive_z + size_active_z
else: # Everything else relative
if align_mode == 'OPT_1':
obj_z = obj_loc[2] - negative_z
elif align_mode == 'OPT_3':
obj_z = obj_loc[2] - positive_z
if align_mode == 'OPT_2': # All relative
obj_z = obj_loc[2] - center_z
# Relative To
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
elif relative_to == 'OPT_4':
loc_z = obj_z + center_active_z
obj.location[2] = loc_z
from bpy.props import *
class AlignObjects(bpy.types.Operator):
'''Align Objects'''
bl_idname = "object.align"
bl_label = "Align Objects"
bl_options = {'REGISTER', 'UNDO'}
align_mode = bpy.props.EnumProperty(items=(
('OPT_1', "Negative Sides", ""),
('OPT_2', "Centers", ""),
('OPT_3', "Positive Sides", "")),
name="Align Mode:",
description="",
default='OPT_2')
relative_to = bpy.props.EnumProperty(items=(
('OPT_1', "Scene Origin", ""),
('OPT_2', "3D Cursor", ""),
('OPT_3', "Selection", ""),
('OPT_4', "Active", "")),
name="Relative To:",
description="",
default='OPT_4')
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 poll(self, context):
return context.mode == 'OBJECT'
def execute(self, context):
align_mode = self.properties.align_mode
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, align_mode, relative_to)
return {'FINISHED'}
def menu_func(self, context):
if context.mode == 'OBJECT':
self.layout.operator(AlignObjects.bl_idname,
text="Align Objects")
def register():
bpy.types.register(AlignObjects)
bpy.types.VIEW3D_MT_transform.append(menu_func)
def unregister():
bpy.types.unregister(AlignObjects)
bpy.types.VIEW3D_MT_transform.remove(menu_func)
if __name__ == "__main__":
register()