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authorDaniel Salazar <zanqdo@gmail.com>2011-07-19 17:27:05 +0400
committerDaniel Salazar <zanqdo@gmail.com>2011-07-19 17:27:05 +0400
commitc7d8d289396e969b8a58e87d1dbcac7d81ddba0c (patch)
treed57d444ba394743ee826d45833f1238ee794e810 /release/scripts/startup/bl_operators/object_align.py
parent4024b14b43c6409a319d80611bcf8b5e536bda1f (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
Diffstat (limited to 'release/scripts/startup/bl_operators/object_align.py')
-rw-r--r--release/scripts/startup/bl_operators/object_align.py134
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