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uvedit_uv_manipulation.py « ui « magic_uv - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
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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__ = "Nutti <nutti.metro@gmail.com>"
__status__ = "production"
__version__ = "6.3"
__date__ = "10 Aug 2020"

import bpy

from ..op.align_uv import (
    MUV_OT_AlignUV_Circle,
    MUV_OT_AlignUV_Straighten,
    MUV_OT_AlignUV_Axis,
)
from ..op.smooth_uv import (
    MUV_OT_SmoothUV,
)
from ..op.select_uv import (
    MUV_OT_SelectUV_SelectOverlapped,
    MUV_OT_SelectUV_SelectFlipped,
)
from ..op.pack_uv import MUV_OT_PackUV
from ..op.clip_uv import MUV_OT_ClipUV
from ..utils.bl_class_registry import BlClassRegistry
from ..utils import compatibility as compat


@BlClassRegistry()
@compat.ChangeRegionType(region_type='TOOLS')
class MUV_PT_UVEdit_UVManipulation(bpy.types.Panel):
    """
    Panel class: UV Manipulation on Property Panel on UV/ImageEditor
    """

    bl_space_type = 'IMAGE_EDITOR'
    bl_region_type = 'UI'
    bl_label = "UV Manipulation"
    bl_category = "Magic UV"
    bl_options = {'DEFAULT_CLOSED'}

    def draw_header(self, _):
        layout = self.layout
        layout.label(text="", icon=compat.icon('IMAGE'))

    def draw(self, context):
        sc = context.scene
        layout = self.layout

        box = layout.box()
        box.prop(sc, "muv_align_uv_enabled", text="Align UV")
        if sc.muv_align_uv_enabled:
            col = box.column()
            row = col.row(align=True)
            ops = row.operator(MUV_OT_AlignUV_Circle.bl_idname, text="Circle")
            ops.transmission = sc.muv_align_uv_transmission
            ops.select = sc.muv_align_uv_select
            ops = row.operator(MUV_OT_AlignUV_Straighten.bl_idname,
                               text="Straighten")
            ops.transmission = sc.muv_align_uv_transmission
            ops.select = sc.muv_align_uv_select
            ops.vertical = sc.muv_align_uv_vertical
            ops.horizontal = sc.muv_align_uv_horizontal
            ops.mesh_infl = sc.muv_align_uv_mesh_infl
            row = col.row()
            ops = row.operator(MUV_OT_AlignUV_Axis.bl_idname, text="XY-axis")
            ops.transmission = sc.muv_align_uv_transmission
            ops.select = sc.muv_align_uv_select
            ops.vertical = sc.muv_align_uv_vertical
            ops.horizontal = sc.muv_align_uv_horizontal
            ops.location = sc.muv_align_uv_location
            ops.mesh_infl = sc.muv_align_uv_mesh_infl
            row.prop(sc, "muv_align_uv_location", text="")

            col = box.column(align=True)
            row = col.row(align=True)
            row.prop(sc, "muv_align_uv_transmission", text="Transmission")
            row.prop(sc, "muv_align_uv_select", text="Select")
            row = col.row(align=True)
            row.prop(sc, "muv_align_uv_vertical", text="Vertical")
            row.prop(sc, "muv_align_uv_horizontal", text="Horizontal")
            col.prop(sc, "muv_align_uv_mesh_infl", text="Mesh Influence")

        box = layout.box()
        box.prop(sc, "muv_smooth_uv_enabled", text="Smooth UV")
        if sc.muv_smooth_uv_enabled:
            ops = box.operator(MUV_OT_SmoothUV.bl_idname, text="Smooth")
            ops.transmission = sc.muv_smooth_uv_transmission
            ops.select = sc.muv_smooth_uv_select
            ops.mesh_infl = sc.muv_smooth_uv_mesh_infl
            col = box.column(align=True)
            row = col.row(align=True)
            row.prop(sc, "muv_smooth_uv_transmission", text="Transmission")
            row.prop(sc, "muv_smooth_uv_select", text="Select")
            col.prop(sc, "muv_smooth_uv_mesh_infl", text="Mesh Influence")

        box = layout.box()
        box.prop(sc, "muv_select_uv_enabled", text="Select UV")
        if sc.muv_select_uv_enabled:
            row = box.row(align=True)
            row.operator(MUV_OT_SelectUV_SelectOverlapped.bl_idname)
            row.operator(MUV_OT_SelectUV_SelectFlipped.bl_idname)

        box = layout.box()
        box.prop(sc, "muv_pack_uv_enabled", text="Pack UV (Extension)")
        if sc.muv_pack_uv_enabled:
            ops = box.operator(MUV_OT_PackUV.bl_idname, text="Pack UV")
            ops.allowable_center_deviation = \
                sc.muv_pack_uv_allowable_center_deviation
            ops.allowable_size_deviation = \
                sc.muv_pack_uv_allowable_size_deviation
            box.label(text="Allowable Center Deviation:")
            box.prop(sc, "muv_pack_uv_allowable_center_deviation", text="")
            box.label(text="Allowable Size Deviation:")
            box.prop(sc, "muv_pack_uv_allowable_size_deviation", text="")

        box = layout.box()
        box.prop(sc, "muv_clip_uv_enabled", text="Clip UV")
        if sc.muv_clip_uv_enabled:
            ops = box.operator(MUV_OT_ClipUV.bl_idname, text="Clip UV")
            ops.clip_uv_range_max = sc.muv_clip_uv_range_max
            ops.clip_uv_range_min = sc.muv_clip_uv_range_min
            box.label(text="Range:")
            row = box.row()
            col = row.column()
            col.prop(sc, "muv_clip_uv_range_max", text="Max")
            col = row.column()
            col.prop(sc, "muv_clip_uv_range_min", text="Min")