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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/fracture_cell_setup.py
parent846e736aa0b6eb2e06820567ee36a448e06e35cd (diff)
rename addon
Diffstat (limited to 'object_fracture_cell/fracture_cell_setup.py')
-rw-r--r--object_fracture_cell/fracture_cell_setup.py371
1 files changed, 371 insertions, 0 deletions
diff --git a/object_fracture_cell/fracture_cell_setup.py b/object_fracture_cell/fracture_cell_setup.py
new file mode 100644
index 00000000..a3365828
--- /dev/null
+++ b/object_fracture_cell/fracture_cell_setup.py
@@ -0,0 +1,371 @@
+# ##### 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 #####
+
+# <pep8 compliant>
+
+# Script copyright (C) Blender Foundation 2012
+
+import bpy
+import bmesh
+
+
+def _redraw_yasiamevil():
+ _redraw_yasiamevil.opr(**_redraw_yasiamevil.arg)
+_redraw_yasiamevil.opr = bpy.ops.wm.redraw_timer
+_redraw_yasiamevil.arg = dict(type='DRAW_WIN_SWAP', iterations=1)
+
+
+
+def _points_from_object(obj, source):
+
+ _source_all = {
+ 'PARTICLE', 'PENCIL',
+ 'VERT_OWN', 'VERT_CHILD',
+ }
+
+ print(source - _source_all)
+ print(source)
+ assert(len(source | _source_all) == len(_source_all))
+ assert(len(source))
+
+ points = []
+
+ def edge_center(mesh, edge):
+ v1, v2 = edge.vertices
+ return (mesh.vertices[v1].co + mesh.vertices[v2].co) / 2.0
+
+ def poly_center(mesh, poly):
+ from mathutils import Vector
+ co = Vector()
+ tot = 0
+ for i in poly.loop_indices:
+ co += mesh.vertices[mesh.loops[i].vertex_index].co
+ tot += 1
+ return co / tot
+
+ def points_from_verts(obj):
+ """Takes points from _any_ object with geometry"""
+ if obj.type == 'MESH':
+ mesh = obj.data
+ matrix = obj.matrix_world.copy()
+ points.extend([matrix * v.co for v in mesh.vertices])
+ else:
+ try:
+ mesh = ob.to_mesh(scene=bpy.context.scene,
+ apply_modifiers=True,
+ settings='PREVIEW')
+ except:
+ mesh = None
+
+ if mesh is not None:
+ matrix = obj.matrix_world.copy()
+ points.extend([matrix * v.co for v in mesh.vertices])
+ bpy.data.meshes.remove(mesh)
+
+ # geom own
+ if 'VERT_OWN' in source:
+ points_from_verts(obj)
+
+ # geom children
+ if 'VERT_CHILD' in source:
+ for obj_child in obj.children:
+ points_from_verts(obj_child)
+
+ # geom particles
+ if 'PARTICLE' in source:
+ points.extend([p.location.copy()
+ for psys in obj.particle_systems
+ for p in psys.particles])
+
+ # grease pencil
+ def get_points(stroke):
+ return [point.co.copy() for point in stroke.points]
+
+ def get_splines(gp):
+ if gp.layers.active:
+ frame = gp.layers.active.active_frame
+ return [get_points(stroke) for stroke in frame.strokes]
+ else:
+ return []
+
+ if 'PENCIL' in source:
+ gp = obj.grease_pencil
+ if gp:
+ points.extend([p for spline in get_splines(gp)
+ for p in spline])
+
+ return points
+
+
+def cell_fracture_objects(scene, obj,
+ source={'PARTICLE'},
+ source_limit=0,
+ source_noise=0.0,
+ clean=True,
+ # operator options
+ use_smooth_faces=False,
+ use_smooth_edges=True,
+ use_data_match=False,
+ use_debug_points=False,
+ margin=0.0,
+ material_index=0,
+ use_debug_redraw=False,
+ ):
+
+ from . import fracture_cell_calc
+
+ # -------------------------------------------------------------------------
+ # GET POINTS
+
+ points = _points_from_object(obj, source)
+
+ if not points:
+ # print using fallback
+ points = _points_from_object(obj, source | {'VERT_OWN'})
+
+ if not points:
+ print("no points found")
+ return []
+
+ # apply optional clamp
+ if source_limit != 0 and source_limit < len(points):
+ import random
+ random.shuffle(points)
+ points[source_limit:] = []
+
+
+ # saddly we cant be sure there are no doubles
+ from mathutils import Vector
+ to_tuple = Vector.to_tuple
+ points = list({to_tuple(p, 4): p for p in points}.values())
+ del to_tuple
+ del Vector
+
+
+ if source_noise > 0.0:
+ from random import random
+ # boundbox approx of overall scale
+ from mathutils import Vector
+ matrix = obj.matrix_world.copy()
+ bb_world = [matrix * Vector(v) for v in obj.bound_box]
+ scalar = source_noise * ((bb_world[0] - bb_world[6]).length / 2.0)
+
+ from mathutils.noise import random_unit_vector
+
+ points[:] = [p + (random_unit_vector() * (scalar * random())) for p in points]
+
+ # end remove doubles
+ # ------------------
+
+ if use_debug_points:
+ bm = bmesh.new()
+ for p in points:
+ bm.verts.new(p)
+ mesh_tmp = bpy.data.meshes.new(name="DebugPoints")
+ bm.to_mesh(mesh_tmp)
+ bm.free()
+ obj_tmp = bpy.data.objects.new(name=mesh_tmp.name, object_data=mesh_tmp)
+ scene.objects.link(obj_tmp)
+ del obj_tmp, mesh_tmp
+
+ mesh = obj.data
+ matrix = obj.matrix_world.copy()
+ verts = [matrix * v.co for v in mesh.vertices]
+
+ cells = fracture_cell_calc.points_as_bmesh_cells(verts, points,
+ margin_cell=margin)
+
+ # some hacks here :S
+ cell_name = obj.name + "_cell"
+
+ objects = []
+
+ for center_point, cell_points in cells:
+
+ # ---------------------------------------------------------------------
+ # BMESH
+
+ # create the convex hulls
+ bm = bmesh.new()
+ for i, co in enumerate(cell_points):
+ bm_vert = bm.verts.new(co)
+ bm_vert.tag = True
+
+ import mathutils
+ bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=0.005)
+ try:
+ bmesh.ops.convex_hull(bm, input=bm.verts)
+ except RuntimeError:
+ import traceback
+ traceback.print_exc()
+
+ if clean:
+ for bm_vert in bm.verts:
+ bm_vert.tag = True
+ for bm_edge in bm.edges:
+ bm_edge.tag = True
+ bm.normal_update()
+ try:
+ bmesh.ops.dissolve_limit(bm, verts=bm.verts, angle_limit=0.001)
+ except RuntimeError:
+ import traceback
+ traceback.print_exc()
+
+ if use_smooth_faces:
+ for bm_face in bm.faces:
+ bm_face.smooth = True
+
+ if use_smooth_edges:
+ for bm_edge in bm.edges:
+ bm_edge.smooth = True
+
+ if material_index != 0:
+ for bm_face in bm.faces:
+ bm_face.material_index = material_index
+
+
+ # ---------------------------------------------------------------------
+ # MESH
+
+ mesh_dst = bpy.data.meshes.new(name=cell_name)
+
+ bm.to_mesh(mesh_dst)
+ bm.free()
+ del bm
+
+ if use_data_match:
+ # match materials and data layers so boolean displays them
+ # currently only materials + data layers, could do others...
+ mesh_src = obj.data
+ for mat in mesh_src.materials:
+ mesh_dst.materials.append(mat)
+ for lay_attr in ("vertex_colors", "uv_textures"):
+ lay_src = getattr(mesh_src, lay_attr)
+ lay_dst = getattr(mesh_dst, lay_attr)
+ for key in lay_src.keys():
+ lay_dst.new(name=key)
+
+ # ---------------------------------------------------------------------
+ # OBJECT
+
+ obj_cell = bpy.data.objects.new(name=cell_name, object_data=mesh_dst)
+ scene.objects.link(obj_cell)
+ # scene.objects.active = obj_cell
+ obj_cell.location = center_point
+
+ objects.append(obj_cell)
+
+ if use_debug_redraw:
+ scene.update()
+ _redraw_yasiamevil()
+
+ scene.update()
+
+
+ # move this elsewhere...
+ for obj_cell in objects:
+ game = obj_cell.game
+ game.physics_type = 'RIGID_BODY'
+ game.use_collision_bounds = True
+ game.collision_bounds_type = 'CONVEX_HULL'
+
+ return objects
+
+
+def cell_fracture_boolean(scene, obj, objects,
+ apply=True,
+ clean=True,
+ use_island_split=False,
+ use_debug_redraw=False,
+ ):
+
+ objects_boolean = []
+
+ for obj_cell in objects:
+ mod = obj_cell.modifiers.new(name="Boolean", type='BOOLEAN')
+ mod.object = obj
+ mod.operation = 'INTERSECT'
+
+ if apply:
+ mesh_new = obj_cell.to_mesh(scene,
+ apply_modifiers=True,
+ settings='PREVIEW')
+ mesh_old = obj_cell.data
+ obj_cell.data = mesh_new
+ obj_cell.modifiers.remove(mod)
+
+ # remove if not valid
+ if not mesh_old.users:
+ bpy.data.meshes.remove(mesh_old)
+ if not mesh_new.vertices:
+ scene.objects.unlink(obj_cell)
+ if not obj_cell.users:
+ bpy.data.objects.remove(obj_cell)
+ obj_cell = None
+ if not mesh_new.users:
+ bpy.data.meshes.remove(mesh_new)
+ mesh_new = None
+
+ if clean and mesh_new is not None:
+ bm = bmesh.new()
+ bm.from_mesh(mesh_new)
+ for bm_vert in bm.verts:
+ bm_vert.tag = True
+ for bm_edge in bm.edges:
+ bm_edge.tag = True
+ bm.normal_update()
+ try:
+ bmesh.ops.dissolve_limit(bm, verts=bm.verts, edges=bm.edges, angle_limit=0.001)
+ except RuntimeError:
+ import traceback
+ traceback.print_exc()
+ bm.to_mesh(mesh_new)
+ bm.free()
+
+ if obj_cell is not None:
+ objects_boolean.append(obj_cell)
+
+ if use_debug_redraw:
+ _redraw_yasiamevil()
+
+ if apply and use_island_split:
+ # this is ugly and Im not proud of this - campbell
+ objects_islands = []
+ for obj_cell in objects_boolean:
+
+ scene.objects.active = obj_cell
+
+ group_island = bpy.data.groups.new(name="Islands")
+ group_island.objects.link(obj_cell)
+
+ bpy.ops.object.mode_set(mode='EDIT')
+ bpy.ops.mesh.select_all(action='SELECT')
+ bpy.ops.mesh.separate(type='LOOSE')
+ bpy.ops.object.mode_set(mode='OBJECT')
+
+ objects_islands.extend(group_island.objects[:])
+
+ bpy.data.groups.remove(group_island)
+
+ scene.objects.active = None
+
+ objects_boolean = objects_islands
+
+ scene.update()
+
+ return objects_boolean