diff options
author | Daniel Salazar <zanqdo@gmail.com> | 2011-07-19 17:27:05 +0400 |
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committer | Daniel Salazar <zanqdo@gmail.com> | 2011-07-19 17:27:05 +0400 |
commit | c7d8d289396e969b8a58e87d1dbcac7d81ddba0c (patch) | |
tree | d57d444ba394743ee826d45833f1238ee794e810 | |
parent | 4024b14b43c6409a319d80611bcf8b5e536bda1f (diff) |
Object Align operator now correctly computes a *global* bounding box for all objects. This makes rotated or scaled objects work like they should. Now it's still derived from object's bounding box so it will not be completly acurate on complex objects.. to solve this Id need to cycle over all verts. Don't think that's a good idea to do in py
-rw-r--r-- | release/scripts/startup/bl_operators/object_align.py | 134 |
1 files changed, 88 insertions, 46 deletions
diff --git a/release/scripts/startup/bl_operators/object_align.py b/release/scripts/startup/bl_operators/object_align.py index 3202a717001..8bf5cc9e8fb 100644 --- a/release/scripts/startup/bl_operators/object_align.py +++ b/release/scripts/startup/bl_operators/object_align.py @@ -21,13 +21,52 @@ import bpy from mathutils import Vector +def GlobalBB(bb_world): + # Initialize the variables with the 8th vertex + left, right, front, back, down, up =\ + bb_world[7][0],\ + bb_world[7][0],\ + bb_world[7][1],\ + bb_world[7][1],\ + bb_world[7][2],\ + bb_world[7][2] + + # Test against the other 7 verts + for i in range (7): + + # X Range + val = bb_world[i][0] + if val < left: + left = val + + if val > right: + right = val + + # Y Range + val = bb_world[i][1] + if val < front: + front = val + + if val > back: + back = val + + # Z Range + val = bb_world[i][2] + if val < down: + down = val + + if val > up: + up = val + + return (Vector((left, front, up)), Vector((right, back, down))) + def align_objects(align_x, align_y, align_z, align_mode, relative_to): cursor = bpy.context.scene.cursor_location - Left_Up_Front_SEL = [0.0, 0.0, 0.0] - Right_Down_Back_SEL = [0.0, 0.0, 0.0] + Left_Front_Up_SEL = [0.0, 0.0, 0.0] + Right_Back_Down_SEL = [0.0, 0.0, 0.0] flag_first = True @@ -42,78 +81,81 @@ def align_objects(align_x, align_y, align_z, align_mode, relative_to): return False for obj, bb_world in objs: - Left_Up_Front = bb_world[1] - Right_Down_Back = bb_world[7] + + GBB = GlobalBB(bb_world) + Left_Front_Up = GBB[0] + Right_Back_Down = GBB[1] # Active Center if obj == bpy.context.active_object: - center_active_x = (Left_Up_Front[0] + Right_Down_Back[0]) / 2.0 - center_active_y = (Left_Up_Front[1] + Right_Down_Back[1]) / 2.0 - center_active_z = (Left_Up_Front[2] + Right_Down_Back[2]) / 2.0 + center_active_x = (Left_Front_Up[0] + Right_Back_Down[0]) / 2.0 + center_active_y = (Left_Front_Up[1] + Right_Back_Down[1]) / 2.0 + center_active_z = (Left_Front_Up[2] + Right_Back_Down[2]) / 2.0 - size_active_x = (Right_Down_Back[0] - Left_Up_Front[0]) / 2.0 - size_active_y = (Right_Down_Back[1] - Left_Up_Front[1]) / 2.0 - size_active_z = (Left_Up_Front[2] - Right_Down_Back[2]) / 2.0 + size_active_x = (Right_Back_Down[0] - Left_Front_Up[0]) / 2.0 + size_active_y = (Right_Back_Down[1] - Left_Front_Up[1]) / 2.0 + size_active_z = (Left_Front_Up[2] - Right_Back_Down[2]) / 2.0 # 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] + Left_Front_Up_SEL[0] = Left_Front_Up[0] + Left_Front_Up_SEL[1] = Left_Front_Up[1] + Left_Front_Up_SEL[2] = Left_Front_Up[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] + Right_Back_Down_SEL[0] = Right_Back_Down[0] + Right_Back_Down_SEL[1] = Right_Back_Down[1] + Right_Back_Down_SEL[2] = Right_Back_Down[2] else: # X axis - if Left_Up_Front[0] < Left_Up_Front_SEL[0]: - Left_Up_Front_SEL[0] = Left_Up_Front[0] + if Left_Front_Up[0] < Left_Front_Up_SEL[0]: + Left_Front_Up_SEL[0] = Left_Front_Up[0] # Y axis - if Left_Up_Front[1] < Left_Up_Front_SEL[1]: - Left_Up_Front_SEL[1] = Left_Up_Front[1] + if Left_Front_Up[1] < Left_Front_Up_SEL[1]: + Left_Front_Up_SEL[1] = Left_Front_Up[1] # Z axis - if Left_Up_Front[2] > Left_Up_Front_SEL[2]: - Left_Up_Front_SEL[2] = Left_Up_Front[2] + if Left_Front_Up[2] > Left_Front_Up_SEL[2]: + Left_Front_Up_SEL[2] = Left_Front_Up[2] # X axis - if Right_Down_Back[0] > Right_Down_Back_SEL[0]: - Right_Down_Back_SEL[0] = Right_Down_Back[0] + if Right_Back_Down[0] > Right_Back_Down_SEL[0]: + Right_Back_Down_SEL[0] = Right_Back_Down[0] # Y axis - if Right_Down_Back[1] > Right_Down_Back_SEL[1]: - Right_Down_Back_SEL[1] = Right_Down_Back[1] + if Right_Back_Down[1] > Right_Back_Down_SEL[1]: + Right_Back_Down_SEL[1] = Right_Back_Down[1] # Z axis - if Right_Down_Back[2] < Right_Down_Back_SEL[2]: - Right_Down_Back_SEL[2] = Right_Down_Back[2] + if Right_Back_Down[2] < Right_Back_Down_SEL[2]: + Right_Back_Down_SEL[2] = Right_Back_Down[2] - center_sel_x = (Left_Up_Front_SEL[0] + Right_Down_Back_SEL[0]) / 2.0 - center_sel_y = (Left_Up_Front_SEL[1] + Right_Down_Back_SEL[1]) / 2.0 - center_sel_z = (Left_Up_Front_SEL[2] + Right_Down_Back_SEL[2]) / 2.0 + center_sel_x = (Left_Front_Up_SEL[0] + Right_Back_Down_SEL[0]) / 2.0 + center_sel_y = (Left_Front_Up_SEL[1] + Right_Back_Down_SEL[1]) / 2.0 + center_sel_z = (Left_Front_Up_SEL[2] + Right_Back_Down_SEL[2]) / 2.0 # Main Loop for obj, bb_world in objs: bb_world = [Vector(v[:]) * obj.matrix_world 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]) / 2.0 - center_y = (Left_Up_Front[1] + Right_Down_Back[1]) / 2.0 - center_z = (Left_Up_Front[2] + Right_Down_Back[2]) / 2.0 - - 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] + + GBB = GlobalBB(bb_world) + Left_Front_Up = GBB[0] + Right_Back_Down = GBB[1] + + center_x = (Left_Front_Up[0] + Right_Back_Down[0]) / 2.0 + center_y = (Left_Front_Up[1] + Right_Back_Down[1]) / 2.0 + center_z = (Left_Front_Up[2] + Right_Back_Down[2]) / 2.0 + + positive_x = Right_Back_Down[0] + positive_y = Right_Back_Down[1] + positive_z = Left_Front_Up[2] + + negative_x = Left_Front_Up[0] + negative_y = Left_Front_Up[1] + negative_z = Right_Back_Down[2] obj_loc = obj.location |