BallanceBlenderHelper/ballance_blender_plugin/super_align.py

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2020-07-19 15:05:43 +08:00
import bpy,mathutils
from . import utils
def check_align_target():
if bpy.context.active_object is None:
return False
selected = bpy.context.selected_objects[:]
length = len(selected)
if bpy.context.active_object in selected:
length -= 1
if length == 0:
return False
return True
def align_object(use_x, use_y, use_z, currentMode, targetMode):
if not (use_x or use_y or use_z):
return
# calc active object data
currentObj = bpy.context.active_object
currentObjBbox = [currentObj.matrix_world @ mathutils.Vector(corner) for corner in currentObj.bound_box]
currentObjRef = provideObjRefPoint(currentObj, currentObjBbox, currentMode)
# calc target
targetObjList = bpy.context.selected_objects[:]
if currentObj in targetObjList:
targetObjList.remove(currentObj)
# process each obj
for targetObj in targetObjList:
targetObjBbox = [targetObj.matrix_world @ mathutils.Vector(corner) for corner in targetObj.bound_box]
targetObjRef = provideObjRefPoint(targetObj, targetObjBbox, targetMode)
if use_x:
targetObj.location.x += currentObjRef.x - targetObjRef.x
if use_y:
targetObj.location.y += currentObjRef.y - targetObjRef.y
if use_z:
targetObj.location.z += currentObjRef.z - targetObjRef.z
def provideObjRefPoint(obj, vecList, mode):
refPoint = mathutils.Vector((0, 0, 0))
if (mode == 'MIN'):
refPoint.x = min([vec.x for vec in vecList])
refPoint.y = min([vec.y for vec in vecList])
refPoint.z = min([vec.z for vec in vecList])
elif (mode == 'MAX'):
refPoint.x = max([vec.x for vec in vecList])
refPoint.y = max([vec.y for vec in vecList])
refPoint.z = max([vec.z for vec in vecList])
elif (mode == 'CENTER'):
maxVecCache = mathutils.Vector((0, 0, 0))
minVecCache = mathutils.Vector((0, 0, 0))
minVecCache.x = min([vec.x for vec in vecList])
minVecCache.y = min([vec.y for vec in vecList])
minVecCache.z = min([vec.z for vec in vecList])
maxVecCache.x = max([vec.x for vec in vecList])
maxVecCache.y = max([vec.y for vec in vecList])
maxVecCache.z = max([vec.z for vec in vecList])
refPoint.x = (maxVecCache.x + minVecCache.x) / 2
refPoint.y = (maxVecCache.y + minVecCache.y) / 2
refPoint.z = (maxVecCache.z + minVecCache.z) / 2
else:
refPoint.x = obj.location.x
refPoint.y = obj.location.y
refPoint.z = obj.location.z
return refPoint