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op_select_islands_outline.py
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op_select_islands_outline.py
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import bpy
import bmesh
from . import utilities_uv
class op(bpy.types.Operator):
bl_idname = "uv.textools_select_islands_outline"
bl_label = "Select Island outline"
bl_description = "Reduce UV selection to Islands edge bounds"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
if bpy.context.area.ui_type != 'UV':
return False
if not bpy.context.active_object:
return False
if bpy.context.active_object.mode != 'EDIT':
return False
if bpy.context.active_object.type != 'MESH':
return False
if not bpy.context.object.data.uv_layers:
return False
return True
def execute(self, context):
utilities_uv.multi_object_loop(select_outline, self, context)
return {'FINISHED'}
def select_outline(self, context, bm=None, uv_layers=None): #, linkloops=True added just for stitch to work, may slow down the script
if bm is None:
bm = bmesh.from_edit_mesh(bpy.context.active_object.data)
uv_layers = bm.loops.layers.uv.verify()
sync = bpy.context.scene.tool_settings.use_uv_select_sync
if sync:
selected_loops = {l for e in bm.edges for l in e.link_loops if e.select}
else:
selected_loops = {l for f in bm.faces for l in f.loops if l[uv_layers].select_edge and l.edge.select}
# Store previous edge seams
edges_seam = {l.edge for l in selected_loops if l.edge.seam}
# Clear original seams
for edge in edges_seam:
edge.seam = False
bpy.ops.uv.seams_from_islands(mark_seams=True, mark_sharp=False)
if sync:
boundary_edges = {l.edge for l in selected_loops if l.edge.seam or l.edge.is_boundary}
else:
boundary_loops = {l for l in selected_loops if l.edge.seam or l.edge.is_boundary}
boundary_edges = {l.edge for l in boundary_loops}
# Select bound edges from edges marked as seams and edge boundaries
if sync:
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE')
for edge in boundary_edges:
edge.select_set(True)
else:
bpy.ops.uv.select_all(action='DESELECT')
bpy.ops.uv.select_mode(type='EDGE')
for loop in boundary_loops:
loop[uv_layers].select = True
loop[uv_layers].select_edge = True
# if linkloops:
# loop.link_loop_next[uv_layers].select = True
# Workaround for selection not flushing properly from loops to EDGE Selection Mode, apparently since UV edge selection support was added to the UV space
# Not fully working though
# bpy.ops.uv.select_mode(type='VERTEX')
# bpy.ops.uv.select_mode(type='EDGE')
# Restore seam selection
for edge in boundary_edges:
edge.seam = False
for edge in edges_seam:
edge.seam = True