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authormeta-androcto <meta.androcto1@gmail.com>2019-05-24 09:11:07 +0300
committermeta-androcto <meta.androcto1@gmail.com>2019-05-24 09:11:07 +0300
commitf7c91d3382ea19ce4565105c85288044a2d1b833 (patch)
tree485be78a423618202851da52858daa6069a57e98 /object_fracture_cell/fracture_cell_setup.py
parent9e99e90f08c985cb764ecb3a7bba6ff534d4d874 (diff)
object_fracture_cell/crackit: move to contrib: T63750 T61901
Diffstat (limited to 'object_fracture_cell/fracture_cell_setup.py')
-rw-r--r--object_fracture_cell/fracture_cell_setup.py459
1 files changed, 0 insertions, 459 deletions
diff --git a/object_fracture_cell/fracture_cell_setup.py b/object_fracture_cell/fracture_cell_setup.py
deleted file mode 100644
index fcafa247..00000000
--- a/object_fracture_cell/fracture_cell_setup.py
+++ /dev/null
@@ -1,459 +0,0 @@
-# ##### 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_OWN', 'PARTICLE_CHILD',
- '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:
- depsgraph = bpy.context.evaluated_depsgraph_get()
- ob_eval = ob.evaluated_get(depsgraph)
- try:
- mesh = ob_eval.to_mesh()
- except:
- mesh = None
-
- if mesh is not None:
- matrix = obj.matrix_world.copy()
- points.extend([matrix * v.co for v in mesh.vertices])
- ob_eval.to_mesh_clear()
-
- def points_from_particles(obj):
- points.extend([p.location.copy()
- for psys in obj.particle_systems
- for p in psys.particles])
-
- # 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_OWN' in source:
- points_from_particles(obj)
-
- if 'PARTICLE_CHILD' in source:
- for obj_child in obj.children:
- points_from_particles(obj_child)
-
- # 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])
-
- print("Found %d points" % len(points))
-
- return points
-
-
-def cell_fracture_objects(context, obj,
- source={'PARTICLE_OWN'},
- source_limit=0,
- source_noise=0.0,
- clean=True,
- # operator options
- use_smooth_faces=False,
- use_data_match=False,
- use_debug_points=False,
- margin=0.0,
- material_index=0,
- use_debug_redraw=False,
- cell_scale=(1.0, 1.0, 1.0),
- ):
-
- from . import fracture_cell_calc
- collection = context.collection
- view_layer = context.view_layer
-
- # -------------------------------------------------------------------------
- # GET POINTS
-
- points = _points_from_object(obj, source)
-
- if not points:
- # print using fallback
- points = _points_from_object(obj, {'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
-
- # end remove doubles
- # ------------------
-
- 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]
-
- 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)
- collection.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,
- cell_scale,
- 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()
-
- # WORKAROUND FOR CONVEX HULL BUG/LIMIT
- # XXX small noise
- import random
- def R():
- return (random.random() - 0.5) * 0.001
- # XXX small noise
-
- for i, co in enumerate(cell_points):
-
- # XXX small noise
- co.x += R()
- co.y += R()
- co.z += R()
- # XXX small noise
-
- bm_vert = bm.verts.new(co)
-
- 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:
- 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 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)
- collection.objects.link(obj_cell)
- # scene.objects.active = obj_cell
- obj_cell.location = center_point
-
- objects.append(obj_cell)
-
- # support for object materials
- if use_data_match:
- for i in range(len(mesh_dst.materials)):
- slot_src = obj.material_slots[i]
- slot_dst = obj_cell.material_slots[i]
-
- slot_dst.link = slot_src.link
- slot_dst.material = slot_src.material
-
- if use_debug_redraw:
- view_layer.update()
- _redraw_yasiamevil()
-
- view_layer.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(context, obj, objects,
- use_debug_bool=False,
- clean=True,
- use_island_split=False,
- use_interior_hide=False,
- use_debug_redraw=False,
- level=0,
- remove_doubles=True
- ):
-
- objects_boolean = []
- collection = context.collection
- scene = context.scene
- view_layer = context.view_layer
- depsgraph = context.evaluated_depsgraph_get()
-
- if use_interior_hide and level == 0:
- # only set for level 0
- obj.data.polygons.foreach_set("hide", [False] * len(obj.data.polygons))
-
- for obj_cell in objects:
- mod = obj_cell.modifiers.new(name="Boolean", type='BOOLEAN')
- mod.object = obj
- mod.operation = 'INTERSECT'
-
- if not use_debug_bool:
-
- if use_interior_hide:
- obj_cell.data.polygons.foreach_set("hide", [True] * len(obj_cell.data.polygons))
-
- obj_cell_eval = obj_cell.evaluated_get(depsgraph)
- mesh_new = bpy.data.meshes.new_from_object(obj_cell_eval)
- 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:
- collection.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
-
- # avoid unneeded bmesh re-conversion
- if mesh_new is not None:
- bm = None
-
- if clean:
- if bm is None: # ok this will always be true for now...
- bm = bmesh.new()
- bm.from_mesh(mesh_new)
- 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()
-
- if remove_doubles:
- if bm is None:
- bm = bmesh.new()
- bm.from_mesh(mesh_new)
- bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=0.005)
-
- if bm is not None:
- bm.to_mesh(mesh_new)
- bm.free()
-
- del mesh_new
- del mesh_old
-
- if obj_cell is not None:
- objects_boolean.append(obj_cell)
-
- if use_debug_redraw:
- _redraw_yasiamevil()
-
- if (not use_debug_bool) and use_island_split:
- # this is ugly and Im not proud of this - campbell
- for ob in view_layer.objects:
- ob.select_set(True)
- for obj_cell in objects_boolean:
- obj_cell.select_set(True)
-
- bpy.ops.mesh.separate(type='LOOSE')
-
- objects_boolean[:] = [obj_cell for obj_cell in scene.objects if obj_cell.select]
-
- context.view_layer.update()
-
- return objects_boolean
-
-
-def cell_fracture_interior_handle(objects,
- use_interior_vgroup=False,
- use_sharp_edges=False,
- use_sharp_edges_apply=False,
- ):
- """Run after doing _all_ booleans"""
-
- assert(use_interior_vgroup or use_sharp_edges or use_sharp_edges_apply)
-
- for obj_cell in objects:
- mesh = obj_cell.data
- bm = bmesh.new()
- bm.from_mesh(mesh)
-
- if use_interior_vgroup:
- for bm_vert in bm.verts:
- bm_vert.tag = True
- for bm_face in bm.faces:
- if not bm_face.hide:
- for bm_vert in bm_face.verts:
- bm_vert.tag = False
-
- # now add all vgroups
- defvert_lay = bm.verts.layers.deform.verify()
- for bm_vert in bm.verts:
- if bm_vert.tag:
- bm_vert[defvert_lay][0] = 1.0
-
- # add a vgroup
- obj_cell.vertex_groups.new(name="Interior")
-
- if use_sharp_edges:
- mesh.show_edge_sharp = True
- for bm_edge in bm.edges:
- if len({bm_face.hide for bm_face in bm_edge.link_faces}) == 2:
- bm_edge.smooth = False
-
- if use_sharp_edges_apply:
- edges = [edge for edge in bm.edges if edge.smooth is False]
- if edges:
- bm.normal_update()
- bmesh.ops.split_edges(bm, edges=edges)
-
- for bm_face in bm.faces:
- bm_face.hide = False
-
- bm.to_mesh(mesh)
- bm.free()