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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, phymec, Sergey Sharybin",
"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/CellFracture",
"category": "Object"}
#if "bpy" in locals():
# import imp
# imp.reload(fracture_cell_setup)
import bpy
from bpy.props import (StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
FloatVectorProperty,
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")
use_layer_index = kw_copy.pop("use_layer_index")
group_name = kw_copy.pop("group_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")
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_interior_vgroup=use_interior_vgroup,
use_debug_bool=use_debug_bool,
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
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.groups.get(group_name)
if group is None:
group = bpy.data.groups.new(group_name)
group_objects = group.objects[:]
for obj_cell in objects:
if obj_cell not in group_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
objects_context = context.selected_editable_objects
kw_copy = kw.copy()
# mass
mass_mode = kw_copy.pop("mass_mode")
mass = kw_copy.pop("mass")
objects = []
for obj in objects_context:
if obj.type == 'MESH':
objects += main_object(scene, obj, 0, **kw_copy)
bpy.ops.object.select_all(action='DESELECT')
for obj_cell in objects:
obj_cell.select = True
if mass_mode == 'UNIFORM':
for obj_cell in objects:
obj_cell.game.mass = mass
elif mass_mode == 'VOLUME':
from mathutils import Vector
def _get_volume(obj_cell):
def _getObjectBBMinMax():
min_co = Vector((1000000.0, 1000000.0, 1000000.0))
max_co = -min_co
matrix = obj_cell.matrix_world
for i in range(0, 8):
bb_vec = obj_cell.matrix_world * Vector(obj_cell.bound_box[i])
min_co[0] = min(bb_vec[0], min_co[0])
min_co[1] = min(bb_vec[1], min_co[1])
min_co[2] = min(bb_vec[2], min_co[2])
max_co[0] = max(bb_vec[0], max_co[0])
max_co[1] = max(bb_vec[1], max_co[1])
max_co[2] = max(bb_vec[2], max_co[2])
return (min_co, max_co)
def _getObjectVolume():
min_co, max_co = _getObjectBBMinMax()
x = max_co[0] - min_co[0]
y = max_co[1] - min_co[1]
z = max_co[2] - min_co[2]
volume = x * y * z
return volume
return _getObjectVolume()
obj_volume_ls = [_get_volume(obj_cell) for obj_cell in objects]
obj_volume_tot = sum(obj_volume_ls)
mass_fac = mass / obj_volume_tot
for i, obj_cell in enumerate(objects):
obj_cell.game.mass = obj_volume_ls[i] * mass_fac
else:
assert(0)
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 selected mesh objects"
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_OWN', "Own Particles", ("All particle systems of the "
"source object")),
('PARTICLE_CHILD', "Child Particles", ("All particle systems of the "
"child objects")),
('PENCIL', "Grease Pencil", "This objects grease pencil"),
),
options={'ENUM_FLAG'},
default={'PARTICLE_OWN', 'VERT_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,
)
cell_scale = FloatVectorProperty(
name="Scale",
description="Scale Cell Shape",
size=3,
min=0.0, max=1.0,
default=(1.0, 1.0, 1.0),
)
# -------------------------------------------------------------------------
# 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,
)
use_interior_vgroup = BoolProperty(
name="Interior VGroup",
description="Create a vertex group for interior verts",
default=False,
)
# -------------------------------------------------------------------------
# Physics Options
mass_mode = EnumProperty(
name="Mass Mode",
items=(('VOLUME', "Volume", "All objects get the same volume"),
('UNIFORM', "Uniform", "All objects get the same volume"),
),
default='VOLUME',
)
mass = FloatProperty(
name="Mass",
description="Mass to give created objects",
min=0.001, max=1000.0,
default=1.0,
)
# -------------------------------------------------------------------------
# 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_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 "
"(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,
)
use_debug_bool = BoolProperty(
name="Debug Boolean",
description="Skip applying the boolean modifier",
default=False,
)
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()
rowsub.prop(self, "cell_scale")
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, "use_interior_vgroup")
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("Physics")
rowsub = col.row(align=True)
rowsub.prop(self, "mass_mode")
rowsub.prop(self, "mass")
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_index")
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")
rowsub.prop(self, "use_debug_bool")
def menu_func(self, context):
layout = self.layout
layout.label("Cell Fracture:")
layout.operator("object.add_fracture_cell_objects",
text="Cell Fracture")
def register():
bpy.utils.register_class(FractureCell)
bpy.types.VIEW3D_PT_tools_objectmode.append(menu_func)
def unregister():
bpy.utils.unregister_class(FractureCell)
bpy.types.VIEW3D_PT_tools_objectmode.remove(menu_func)
if __name__ == "__main__":
register()
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