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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__ = "5.1"
__date__ = "24 Feb 2018"
import bpy
import bmesh
from mathutils import Vector
class MUV_MVUV(bpy.types.Operator):
"""
Operator class: Move UV from View3D
"""
bl_idname = "view3d.muv_mvuv"
bl_label = "Move the UV from View3D"
bl_options = {'REGISTER', 'UNDO'}
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.__running = False
def __find_uv(self, 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
@classmethod
def poll(cls, context):
return context.edit_object
def modal(self, context, event):
props = context.scene.muv_props.mvuv
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 self.__running:
if event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
self.__running = False
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
if context.user_preferences.inputs.select_mouse == 'RIGHT':
confirm_btn = 'LEFTMOUSE'
cancel_btn = 'RIGHTMOUSE'
else:
confirm_btn = 'RIGHTMOUSE'
cancel_btn = 'LEFTMOUSE'
# 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
props.running = False
return {'FINISHED'}
# confirmed
if event.type == confirm_btn and event.value == 'PRESS':
props.running = False
return {'FINISHED'}
return {'RUNNING_MODAL'}
def execute(self, context):
props = context.scene.muv_props.mvuv
props.running = True
self.__running = True
self.__first_time = True
context.window_manager.modal_handler_add(self)
self.__topology_dict, self.__ini_uvs = self.__find_uv(context)
return {'RUNNING_MODAL'}
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