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authorCampbell Barton <ideasman42@gmail.com>2012-07-04 12:48:33 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-07-04 12:48:33 +0400
commit470cb9590535a92561ebf92f9ae50bb626f9e990 (patch)
tree7a03ba6520304f1d880e295a812a748d36d2e48b /object_fracture_cell/__init__.py
parent846e736aa0b6eb2e06820567ee36a448e06e35cd (diff)
rename addon
Diffstat (limited to 'object_fracture_cell/__init__.py')
-rw-r--r--object_fracture_cell/__init__.py396
1 files changed, 396 insertions, 0 deletions
diff --git a/object_fracture_cell/__init__.py b/object_fracture_cell/__init__.py
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+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+bl_info = {
+ "name": "Cell Fracture",
+ "author": "ideasman42",
+ "version": (0, 1),
+ "blender": (2, 6, 4),
+ "location": "Search > Fracture Object & Add -> Fracture Helper Objects",
+ "description": "Fractured Object, Bomb, Projectile, Recorder",
+ "warning": "",
+ "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"\
+ "Scripts/Object/Fracture",
+ "tracker_url": "https://projects.blender.org/tracker/index.php?"\
+ "func=detail&aid=21793",
+ "category": "Object"}
+
+
+#if "bpy" in locals():
+# import imp
+# imp.reload(fracture_cell_setup)
+
+import bpy
+from bpy.props import (StringProperty,
+ BoolProperty,
+ IntProperty,
+ FloatProperty,
+ EnumProperty)
+
+from bpy.types import Operator
+
+def main_object(scene, obj, level, **kw):
+ import random
+
+ # pull out some args
+ kw_copy = kw.copy()
+ use_recenter = kw_copy.pop("use_recenter")
+ use_remove_original = kw_copy.pop("use_remove_original")
+ recursion = kw_copy.pop("recursion")
+ recursion_chance = kw_copy.pop("recursion_chance")
+ recursion_chance_select = kw_copy.pop("recursion_chance_select")
+ use_layer_next = kw_copy.pop("use_layer_next")
+ group_name = kw_copy.pop("group_name")
+ use_island_split = kw_copy.pop("use_island_split")
+
+ from . import fracture_cell_setup
+
+ # not essential but selection is visual distraction.
+ obj.select = False
+
+ if kw_copy["use_debug_redraw"]:
+ obj_draw_type_prev = obj.draw_type
+ obj.draw_type = 'WIRE'
+
+ objects = fracture_cell_setup.cell_fracture_objects(scene, obj, **kw_copy)
+ objects = fracture_cell_setup.cell_fracture_boolean(scene, obj, objects,
+ use_island_split=use_island_split,
+ use_debug_redraw=kw_copy["use_debug_redraw"])
+
+ # todo, split islands.
+
+ # must apply after boolean.
+ if use_recenter:
+ bpy.ops.object.origin_set({"selected_editable_objects": objects},
+ type='ORIGIN_GEOMETRY', center='MEDIAN')
+
+ if level < recursion:
+
+ objects_recurse_input = [(i, o) for i, o in enumerate(objects)]
+
+ if recursion_chance != 1.0:
+
+ if 0:
+ random.shuffle(objects_recurse_input)
+ else:
+ from mathutils import Vector
+ if recursion_chance_select == 'RANDOM':
+ pass
+ elif recursion_chance_select == {'SIZE_MIN', 'SIZE_MAX'}:
+ objects_recurse_input.sort(key=lambda ob_pair:
+ (Vector(ob_pair[1].bound_box[0]) -
+ Vector(ob_pair[1].bound_box[6])).length_squared)
+ if recursion_chance_select == 'SIZE_MAX':
+ objects_recurse_input.reverse()
+ elif recursion_chance_select == {'CURSOR_MIN', 'CURSOR_MAX'}:
+ print(recursion_chance_select)
+ c = scene.cursor_location.copy()
+ objects_recurse_input.sort(key=lambda ob_pair:
+ (ob_pair[1].matrix_world.translation - c).length_squared)
+ if recursion_chance_select == 'CURSOR_MAX':
+ objects_recurse_input.reverse()
+
+ objects_recurse_input[int(recursion_chance * len(objects_recurse_input)):] = []
+ objects_recurse_input.sort()
+
+ # reverse index values so we can remove from original list.
+ objects_recurse_input.reverse()
+
+ objects_recursive = []
+ for i, obj_cell in objects_recurse_input:
+ assert(objects[i] is obj_cell)
+ objects_recursive += main_object(scene, obj_cell, level + 1, **kw)
+ if use_remove_original:
+ scene.objects.unlink(obj_cell)
+ del objects[i]
+ objects.extend(objects_recursive)
+
+ #--------------
+ # Scene Options
+
+ # layer
+ if use_layer_next:
+ layers_new = [False] * 20
+ layers_new[(obj.layers[:].index(True) + 1) % 20] = True
+ for obj_cell in objects:
+ obj_cell.layers = layers_new
+ # group
+ if group_name:
+ group = bpy.data.groups.get(group_name)
+ if group is None:
+ group = bpy.data.groups.new(group_name)
+ for obj_cell in objects:
+ group.objects.link(obj_cell)
+
+ if kw_copy["use_debug_redraw"]:
+ obj.draw_type = obj_draw_type_prev
+
+ # testing only!
+ # obj.hide = True
+ return objects
+
+
+def main(context, **kw):
+ import time
+ t = time.time()
+ scene = context.scene
+ obj = context.active_object
+ objects = main_object(scene, obj, 0, **kw)
+
+ bpy.ops.object.select_all(action='DESELECT')
+ for obj_cell in objects:
+ obj_cell.select = True
+
+ print("Done! %d objects in %.4f sec" % (len(objects), time.time() - t))
+
+
+class FractureCell(Operator):
+ bl_idname = "object.add_fracture_cell_objects"
+ bl_label = "Cell Fracture Mesh"
+ bl_options = {'PRESET'}
+
+ # -------------------------------------------------------------------------
+ # Source Options
+ source = EnumProperty(
+ name="Source",
+ items=(('VERT_OWN', "Own Verts", "Use own vertices"),
+ ('VERT_CHILD', "Child Verts", "Use own vertices"),
+ ('PARTICLE', "Particles", ("All particle systems of the "
+ "source object")),
+ ('PENCIL', "Grease Pencil", "This objects grease pencil"),
+ ),
+ options={'ENUM_FLAG'},
+ default={'PARTICLE', 'VERT_OWN'} # 'VERT_OWN', 'EDGE_OWN', 'FACE_OWN'
+ )
+
+ source_limit = IntProperty(
+ name="Source Limit",
+ description="Limit the number of input points, 0 for unlimited",
+ min=0, max=5000,
+ default=1000,
+ )
+
+ source_noise = FloatProperty(
+ name="Noise",
+ description="Randomize point distrobution",
+ min=0.0, max=1.0,
+ default=0.0,
+ )
+
+ # -------------------------------------------------------------------------
+ # Recursion
+
+ recursion = IntProperty(
+ name="Recursion",
+ description="Break shards resursively",
+ min=0, max=5000,
+ default=0,
+ )
+
+ recursion_chance = FloatProperty(
+ name="Random Factor",
+ description="Likelyhood of recursion",
+ min=0.0, max=1.0,
+ default=1.0,
+ )
+
+ recursion_chance_select = EnumProperty(
+ name="Recurse Over",
+ items=(('RANDOM', "Random", ""),
+ ('SIZE_MIN', "Small", "Recursively subdivide smaller objects"),
+ ('SIZE_MAX', "Big", "Recursively subdivide smaller objects"),
+ ('CURSOR_MIN', "Cursor Close", "Recursively subdivide objects closer to the cursor"),
+ ('CURSOR_MAX', "Cursor Far", "Recursively subdivide objects closer to the cursor"),
+ ),
+ default='SIZE_MIN',
+ )
+
+ # -------------------------------------------------------------------------
+ # Mesh Data Options
+
+ use_smooth_faces = BoolProperty(
+ name="Smooth Faces",
+ default=False,
+ )
+
+ use_smooth_edges = BoolProperty(
+ name="Smooth Edges",
+ description="Set sharp edges whem disabled",
+ default=True,
+ )
+
+ use_data_match = BoolProperty(
+ name="Match Data",
+ description="Match original mesh materials and data layers",
+ default=True,
+ )
+
+ use_island_split = BoolProperty(
+ name="Split Islands",
+ description="Split disconnected meshes",
+ default=True,
+ )
+
+ margin = FloatProperty(
+ name="Margin",
+ description="Gaps for the fracture (gives more stable physics)",
+ min=0.0, max=1.0,
+ default=0.001,
+ )
+
+ material_index = IntProperty(
+ name="Material",
+ description="Material index for interior faces",
+ default=0,
+ )
+
+ # -------------------------------------------------------------------------
+ # Object Options
+
+ use_recenter = BoolProperty(
+ name="Recenter",
+ description="Recalculate the center points after splitting",
+ default=True,
+ )
+
+ use_remove_original = BoolProperty(
+ name="Remove Original",
+ description="Removes the parents used to create the shatter",
+ default=True,
+ )
+
+ # -------------------------------------------------------------------------
+ # Scene Options
+ #
+ # .. dirreferent from object options in that this controls how the objects
+ # are setup in the scene.
+
+ use_layer_next = BoolProperty(
+ name="Next Layer",
+ description="At the object into the next layer",
+ default=True,
+ )
+
+ group_name = StringProperty(
+ name="Group",
+ description="Create objects int a group "
+ "(use existing or create new)",
+ )
+
+ # -------------------------------------------------------------------------
+ # Debug
+ use_debug_points = BoolProperty(
+ name="Debug Points",
+ description="Create mesh data showing the points used for fracture",
+ default=False,
+ )
+
+ use_debug_redraw = BoolProperty(
+ name="Show Progress Realtime",
+ description="Redraw as fracture is done",
+ default=True,
+ )
+
+ def execute(self, context):
+ keywords = self.as_keywords() # ignore=("blah",)
+
+ main(context, **keywords)
+
+ return {'FINISHED'}
+
+
+ def invoke(self, context, event):
+ print(self.recursion_chance_select)
+ wm = context.window_manager
+ return wm.invoke_props_dialog(self, width=600)
+
+ def draw(self, context):
+ layout = self.layout
+ box = layout.box()
+ col = box.column()
+ col.label("Point Source")
+ rowsub = col.row()
+ rowsub.prop(self, "source")
+ rowsub = col.row()
+ rowsub.prop(self, "source_limit")
+ rowsub.prop(self, "source_noise")
+ rowsub = col.row()
+
+ box = layout.box()
+ col = box.column()
+ col.label("Recursive Shatter")
+ rowsub = col.row(align=True)
+ rowsub.prop(self, "recursion")
+ rowsub = col.row()
+ rowsub.prop(self, "recursion_chance")
+ rowsub.prop(self, "recursion_chance_select", expand=True)
+
+ box = layout.box()
+ col = box.column()
+ col.label("Mesh Data")
+ rowsub = col.row()
+ rowsub.prop(self, "use_smooth_faces")
+ rowsub.prop(self, "use_smooth_edges")
+ rowsub.prop(self, "use_data_match")
+ rowsub.prop(self, "material_index")
+ rowsub = col.row()
+ # could be own section, control how we subdiv
+ rowsub.prop(self, "margin")
+ rowsub.prop(self, "use_island_split")
+
+ box = layout.box()
+ col = box.column()
+ col.label("Object")
+ rowsub = col.row(align=True)
+ rowsub.prop(self, "use_recenter")
+
+
+ box = layout.box()
+ col = box.column()
+ col.label("Scene")
+ rowsub = col.row(align=True)
+ rowsub.prop(self, "use_layer_next")
+ rowsub.prop(self, "group_name")
+
+ box = layout.box()
+ col = box.column()
+ col.label("Debug")
+ rowsub = col.row(align=True)
+ rowsub.prop(self, "use_debug_redraw")
+ rowsub.prop(self, "use_debug_points")
+
+#def menu_func(self, context):
+# self.layout.menu("INFO_MT_add_fracture_objects", icon="PLUGIN")
+
+
+def register():
+ bpy.utils.register_class(FractureCell)
+
+ # Add the "add fracture objects" menu to the "Add" menu
+ # bpy.types.INFO_MT_add.append(menu_func)
+
+
+def unregister():
+ bpy.utils.unregister_class(FractureCell)
+
+ # Remove "add fracture objects" menu from the "Add" menu.
+ # bpy.types.INFO_MT_add.remove(menu_func)
+
+
+if __name__ == "__main__":
+ register()