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authorCampbell Barton <ideasman42@gmail.com>2019-07-07 04:22:37 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-07-07 04:25:26 +0300
commitf1176bd276e7009b394b76840943abb698de9c35 (patch)
tree3cf1e16415d469ae3c5505e05354c2aab9025ebc /object_fracture_cell
parent3f68f8442a531ebf234ac6d01fb35a4a5a0c2213 (diff)
object_fracture_cell: Update add-on for 2.8x
Note, there is a remaining TODO: We should be able to initialize rigit-body data so the mass can be set.
Diffstat (limited to 'object_fracture_cell')
-rw-r--r--object_fracture_cell/__init__.py75
-rw-r--r--object_fracture_cell/fracture_cell_setup.py34
2 files changed, 41 insertions, 68 deletions
diff --git a/object_fracture_cell/__init__.py b/object_fracture_cell/__init__.py
index e1fcb41f..fd8f0c4d 100644
--- a/object_fracture_cell/__init__.py
+++ b/object_fracture_cell/__init__.py
@@ -19,14 +19,15 @@
bl_info = {
"name": "Cell Fracture",
"author": "ideasman42, phymec, Sergey Sharybin",
- "version": (0, 1),
- "blender": (2, 70, 0),
- "location": "Edit panel of Tools tab, in Object mode, 3D View tools",
+ "version": (0, 2),
+ "blender": (2, 80, 0),
+ "location": "Viewport Object Menu -> Quick Effects",
"description": "Fractured Object, Bomb, Projectile, Recorder",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Object/CellFracture",
- "category": "Object"}
+ "category": "Object",
+}
#if "bpy" in locals():
@@ -57,9 +58,7 @@ def main_object(context, obj, level, **kw):
recursion_clamp = kw_copy.pop("recursion_clamp")
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")
- use_layer_index = kw_copy.pop("use_layer_index")
- group_name = kw_copy.pop("group_name")
+ collection_name = kw_copy.pop("collection_name")
use_island_split = kw_copy.pop("use_island_split")
use_debug_bool = kw_copy.pop("use_debug_bool")
use_interior_vgroup = kw_copy.pop("use_interior_vgroup")
@@ -150,24 +149,11 @@ def main_object(context, obj, level, **kw):
#--------------
# Scene Options
- # layer
- layers_new = None
- if use_layer_index != 0:
- layers_new = [False] * 20
- layers_new[use_layer_index - 1] = True
- elif use_layer_next:
- layers_new = [False] * 20
- layers_new[(obj.layers[:].index(True) + 1) % 20] = True
-
- if layers_new is not None:
- for obj_cell in objects:
- obj_cell.layers = layers_new
-
# group
- if group_name:
- group = bpy.data.collections.get(group_name)
+ if collection_name:
+ group = bpy.data.collections.get(collection_name)
if group is None:
- group = bpy.data.collections.new(group_name)
+ group = bpy.data.collections.new(collection_name)
group_objects = group.objects[:]
for obj_cell in objects:
if obj_cell not in group_objects:
@@ -201,9 +187,12 @@ def main(context, **kw):
for obj_cell in objects:
obj_cell.select_set(True)
+ # FIXME(campbell): we should be able to initialize rigid-body data.
if mass_mode == 'UNIFORM':
for obj_cell in objects:
- obj_cell.game.mass = mass
+ rb = obj_cell.rigid_body
+ if rb is not None:
+ rb.mass = mass
elif mass_mode == 'VOLUME':
from mathutils import Vector
def _get_volume(obj_cell):
@@ -237,7 +226,9 @@ def main(context, **kw):
if obj_volume_tot > 0.0:
mass_fac = mass / obj_volume_tot
for i, obj_cell in enumerate(objects):
- obj_cell.game.mass = obj_volume_ls[i] * mass_fac
+ rb = obj_cell.rigid_body
+ if rb is not None:
+ rb.mass = obj_volume_ls[i] * mass_fac
else:
assert(0)
@@ -259,7 +250,7 @@ class FractureCell(Operator):
"source object")),
('PARTICLE_CHILD', "Child Particles", ("All particle systems of the "
"child objects")),
- ('PENCIL', "Grease Pencil", "This object's grease pencil"),
+ ('PENCIL', "Annotations", "Use points from visible annotation"),
),
options={'ENUM_FLAG'},
default={'PARTICLE_OWN'},
@@ -420,22 +411,9 @@ class FractureCell(Operator):
# .. different from object options in that this controls how the objects
# are setup in the scene.
- use_layer_index: IntProperty(
- name="Layer Index",
- description="Layer to add the objects into or 0 for existing",
- default=0,
- min=0, max=20,
- )
-
- use_layer_next: BoolProperty(
- name="Next Layer",
- description="At the object into the next layer (layer index overrides)",
- default=True,
- )
-
- group_name: StringProperty(
- name="Group",
- description="Create objects int a group "
+ collection_name: StringProperty(
+ name="Collection",
+ description="Create objects in a collection "
"(use existing or create new)",
)
@@ -534,9 +512,7 @@ class FractureCell(Operator):
col = box.column()
col.label(text="Scene")
rowsub = col.row(align=True)
- rowsub.prop(self, "use_layer_index")
- rowsub.prop(self, "use_layer_next")
- rowsub.prop(self, "group_name")
+ rowsub.prop(self, "collection_name")
box = layout.box()
col = box.column()
@@ -549,19 +525,18 @@ class FractureCell(Operator):
def menu_func(self, context):
layout = self.layout
- layout.label(text="Cell Fracture:")
- layout.operator("object.add_fracture_cell_objects",
- text="Cell Fracture")
+ layout.separator()
+ layout.operator("object.add_fracture_cell_objects", text="Cell Fracture")
def register():
bpy.utils.register_class(FractureCell)
- bpy.types.VIEW3D_PT_tools_object.append(menu_func)
+ bpy.types.VIEW3D_MT_object_quick_effects.append(menu_func)
def unregister():
bpy.utils.unregister_class(FractureCell)
- bpy.types.VIEW3D_PT_tools_object.remove(menu_func)
+ bpy.types.VIEW3D_MT_object_quick_effects.remove(menu_func)
if __name__ == "__main__":
diff --git a/object_fracture_cell/fracture_cell_setup.py b/object_fracture_cell/fracture_cell_setup.py
index fcafa247..ee3b22c6 100644
--- a/object_fracture_cell/fracture_cell_setup.py
+++ b/object_fracture_cell/fracture_cell_setup.py
@@ -30,7 +30,7 @@ _redraw_yasiamevil.opr = bpy.ops.wm.redraw_timer
_redraw_yasiamevil.arg = dict(type='DRAW_WIN_SWAP', iterations=1)
-def _points_from_object(obj, source):
+def _points_from_object(scene, obj, source):
_source_all = {
'PARTICLE_OWN', 'PARTICLE_CHILD',
@@ -63,7 +63,7 @@ def _points_from_object(obj, source):
if obj.type == 'MESH':
mesh = obj.data
matrix = obj.matrix_world.copy()
- points.extend([matrix * v.co for v in mesh.vertices])
+ points.extend([matrix @ v.co for v in mesh.vertices])
else:
depsgraph = bpy.context.evaluated_depsgraph_get()
ob_eval = ob.evaluated_get(depsgraph)
@@ -74,7 +74,7 @@ def _points_from_object(obj, source):
if mesh is not None:
matrix = obj.matrix_world.copy()
- points.extend([matrix * v.co for v in mesh.vertices])
+ points.extend([matrix @ v.co for v in mesh.vertices])
ob_eval.to_mesh_clear()
def points_from_particles(obj):
@@ -111,7 +111,8 @@ def _points_from_object(obj, source):
return []
if 'PENCIL' in source:
- gp = obj.grease_pencil
+ # Used to be from object in 2.7x, now from scene.
+ gp = scene.grease_pencil
if gp:
points.extend([p for spline in get_splines(gp)
for p in spline])
@@ -137,17 +138,18 @@ def cell_fracture_objects(context, obj,
):
from . import fracture_cell_calc
+ scene = context.scene
collection = context.collection
view_layer = context.view_layer
# -------------------------------------------------------------------------
# GET POINTS
- points = _points_from_object(obj, source)
+ points = _points_from_object(scene, obj, source)
if not points:
# print using fallback
- points = _points_from_object(obj, {'VERT_OWN'})
+ points = _points_from_object(scene, obj, {'VERT_OWN'})
if not points:
print("no points found")
@@ -174,7 +176,7 @@ def cell_fracture_objects(context, obj,
# 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]
+ 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
@@ -194,7 +196,7 @@ def cell_fracture_objects(context, obj,
mesh = obj.data
matrix = obj.matrix_world.copy()
- verts = [matrix * v.co for v in mesh.vertices]
+ verts = [matrix @ v.co for v in mesh.vertices]
cells = fracture_cell_calc.points_as_bmesh_cells(verts,
points,
@@ -270,7 +272,7 @@ def cell_fracture_objects(context, obj,
mesh_src = obj.data
for mat in mesh_src.materials:
mesh_dst.materials.append(mat)
- for lay_attr in ("vertex_colors", "uv_textures"):
+ for lay_attr in ("vertex_colors", "uv_layers"):
lay_src = getattr(mesh_src, lay_attr)
lay_dst = getattr(mesh_dst, lay_attr)
for key in lay_src.keys():
@@ -301,13 +303,6 @@ def cell_fracture_objects(context, obj,
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
@@ -400,9 +395,13 @@ def cell_fracture_boolean(context, obj, objects,
for obj_cell in objects_boolean:
obj_cell.select_set(True)
+ objects_before = set(scene.objects)
+
bpy.ops.mesh.separate(type='LOOSE')
- objects_boolean[:] = [obj_cell for obj_cell in scene.objects if obj_cell.select]
+ objects_boolean[:] = [obj_cell for obj_cell in scene.objects if obj_cell not in objects_before]
+
+ del objects_before
context.view_layer.update()
@@ -441,7 +440,6 @@ def cell_fracture_interior_handle(objects,
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