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# <pep8-80 compliant>
# ##### 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 #####
__author__ = "kgeogeo, mem, Nutti <nutti.metro@gmail.com>"
__status__ = "production"
__version__ = "6.2"
__date__ = "31 Jul 2019"
import bpy
from bpy.props import BoolProperty
import bmesh
from mathutils import Vector
from .. import common
from ..utils.bl_class_registry import BlClassRegistry
from ..utils.property_class_registry import PropertyClassRegistry
def _is_valid_context(context):
obj = context.object
# only edit mode is allowed to execute
if obj is None:
return False
if obj.type != 'MESH':
return False
if context.object.mode != 'EDIT':
return False
# only 'VIEW_3D' space is allowed to execute
for space in context.area.spaces:
if space.type == 'VIEW_3D':
break
else:
return False
return True
def _find_uv(context):
bm = bmesh.from_edit_mesh(context.object.data)
topology_dict = []
uvs = []
active_uv = bm.loops.layers.uv.active
for fidx, f in enumerate(bm.faces):
for vidx, v in enumerate(f.verts):
if v.select:
uvs.append(f.loops[vidx][active_uv].uv.copy())
topology_dict.append([fidx, vidx])
return topology_dict, uvs
@PropertyClassRegistry()
class _Properties:
idname = "move_uv"
@classmethod
def init_props(cls, scene):
scene.muv_move_uv_enabled = BoolProperty(
name="Move UV Enabled",
description="Move UV is enabled",
default=False
)
@classmethod
def del_props(cls, scene):
del scene.muv_move_uv_enabled
@BlClassRegistry()
class MUV_OT_MoveUV(bpy.types.Operator):
"""
Operator class: Move UV
"""
bl_idname = "uv.muv_move_uv"
bl_label = "Move UV"
bl_options = {'REGISTER', 'UNDO'}
__running = False
def __init__(self):
self.__topology_dict = []
self.__prev_mouse = Vector((0.0, 0.0))
self.__offset_uv = Vector((0.0, 0.0))
self.__prev_offset_uv = Vector((0.0, 0.0))
self.__first_time = True
self.__ini_uvs = []
self.__operating = False
@classmethod
def poll(cls, context):
# we can not get area/space/region from console
if common.is_console_mode():
return False
if cls.is_running(context):
return False
return _is_valid_context(context)
@classmethod
def is_running(cls, _):
return cls.__running
def modal(self, context, event):
if self.__first_time is True:
self.__prev_mouse = Vector((
event.mouse_region_x, event.mouse_region_y))
self.__first_time = False
return {'RUNNING_MODAL'}
# move UV
div = 10000
self.__offset_uv += Vector((
(event.mouse_region_x - self.__prev_mouse.x) / div,
(event.mouse_region_y - self.__prev_mouse.y) / div))
ouv = self.__offset_uv
pouv = self.__prev_offset_uv
vec = Vector((ouv.x - ouv.y, ouv.x + ouv.y))
dv = vec - pouv
self.__prev_offset_uv = vec
self.__prev_mouse = Vector((
event.mouse_region_x, event.mouse_region_y))
# check if operation is started
if not self.__operating:
if event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
self.__operating = True
return {'RUNNING_MODAL'}
# update UV
obj = context.object
bm = bmesh.from_edit_mesh(obj.data)
active_uv = bm.loops.layers.uv.active
for fidx, vidx in self.__topology_dict:
l = bm.faces[fidx].loops[vidx]
l[active_uv].uv = l[active_uv].uv + dv
bmesh.update_edit_mesh(obj.data)
# check mouse preference
confirm_btn = 'LEFTMOUSE'
cancel_btn = 'RIGHTMOUSE'
# cancelled
if event.type == cancel_btn and event.value == 'PRESS':
for (fidx, vidx), uv in zip(self.__topology_dict, self.__ini_uvs):
bm.faces[fidx].loops[vidx][active_uv].uv = uv
MUV_OT_MoveUV.__running = False
return {'FINISHED'}
# confirmed
if event.type == confirm_btn and event.value == 'PRESS':
MUV_OT_MoveUV.__running = False
return {'FINISHED'}
return {'RUNNING_MODAL'}
def execute(self, context):
MUV_OT_MoveUV.__running = True
self.__operating = False
self.__first_time = True
context.window_manager.modal_handler_add(self)
self.__topology_dict, self.__ini_uvs = _find_uv(context)
if context.area:
context.area.tag_redraw()
return {'RUNNING_MODAL'}
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