[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [38510] trunk/blender/release/scripts/ startup/bl_operators/object_align.py: Object Align operator now correctly computes a *global* bounding box for all objects .

Daniel Salazar zanqdo at gmail.com
Tue Jul 19 15:27:06 CEST 2011


Revision: 38510
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=38510
Author:   zanqdo
Date:     2011-07-19 13:27:05 +0000 (Tue, 19 Jul 2011)
Log Message:
-----------
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

Modified Paths:
--------------
    trunk/blender/release/scripts/startup/bl_operators/object_align.py

Modified: trunk/blender/release/scripts/startup/bl_operators/object_align.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_operators/object_align.py	2011-07-19 13:02:00 UTC (rev 38509)
+++ trunk/blender/release/scripts/startup/bl_operators/object_align.py	2011-07-19 13:27:05 UTC (rev 38510)
@@ -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
 
@@ -42,79 +81,82 @@
         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]
+        
+        GBB = GlobalBB(bb_world)
+        Left_Front_Up = GBB[0]
+        Right_Back_Down = GBB[1]
 
-        Left_Up_Front = bb_world[1]
-        Right_Down_Back = bb_world[7]
+        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
 
-        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_Back_Down[0]
+        positive_y = Right_Back_Down[1]
+        positive_z = Left_Front_Up[2]
 
-        positive_x = Right_Down_Back[0]
-        positive_y = Right_Down_Back[1]
-        positive_z = Left_Up_Front[2]
+        negative_x = Left_Front_Up[0]
+        negative_y = Left_Front_Up[1]
+        negative_z = Right_Back_Down[2]
 
-        negative_x = Left_Up_Front[0]
-        negative_y = Left_Up_Front[1]
-        negative_z = Right_Down_Back[2]
-
         obj_loc = obj.location
 
         if align_x:




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