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if "bpy" in locals():
import importlib
importlib.reload(cell_main)
importlib.reload(crack_functions)
importlib.reload(material_functions)
importlib.reload(utilities)
else:
from .process import cell_main
from .process import crack_functions
from .process import material_functions
from . import utilities
import bpy
from bpy.types import (
Operator,
)
class FRACTURE_OT_Cell(Operator):
bl_idname = "object.add_fracture_cell"
bl_label = "Cell fracture"
bl_description = "Make fractured cells from selected object."
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
obj = context.active_object
return obj and obj.type == "MESH"
def execute(self, context):
#keywords = self.as_keywords() # ignore=("blah",)
fracture_cell_props = context.window_manager.fracture_cell_props
cell_keywords = utilities._cell_props_to_dict(fracture_cell_props)
originals = context.selected_editable_objects
for original in originals:
cell_main.main(context, original, **cell_keywords)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self, width=350)
def draw(self, context):
cell_props = context.window_manager.fracture_cell_props
layout = self.layout
box = layout.box()
col = box.column()
col.label(text="Fracture From")
row = col.row()
#row.prop(cell_props, "source")
row.prop(cell_props, "source_vert_own")
row.prop(cell_props, "source_particle_own")
row = col.row()
row.prop(cell_props, "source_random")
row.prop(cell_props, "source_vert_child")
row = col.row()
row.prop(cell_props, "source_particle_child")
row.prop(cell_props, "source_pencil")
box = layout.box()
col = box.column()
col.label(text="Transform")
row = col.row()
row.prop(cell_props, "pre_simplify")
row.prop(cell_props, "source_noise")
row = col.row(align=True)
row.prop(cell_props, "margin")
row.prop(cell_props, "use_recenter")
row = col.row(align=True)
row.prop(cell_props, "cell_scale")
# could be own section, control how we subdiv
#row.prop(cell_props, "use_island_split")
box = layout.box()
col = box.column()
col.label(text="Recursive Shatter")
row = col.row(align=True)
row.prop(cell_props, "recursion")
row.prop(cell_props, "recursion_chance")
row = col.row(align=True)
if cell_props.recursion > 0:
row.enabled = True
else:
row.enabled = False
row.prop(cell_props, "recursion_source_limit")
row.prop(cell_props, "recursion_clamp")
row = col.row()
row.prop(cell_props, "recursion_chance_select")#, expand=True)
box = layout.box()
col = box.column()
col.label(text="Interior Meshes")
row = col.row(align=True)
row.prop(cell_props, "use_data_match")
row.prop(cell_props, "use_interior_vgroup")
row = col.row(align=True)
row.prop(cell_props, "use_smooth_faces")
row.prop(cell_props, "use_sharp_edges")
if cell_props.use_sharp_edges == True:
row.prop(cell_props, "use_sharp_edges_apply")
row = col.row()
if cell_props.use_data_match == True:
row.enabled = True
else:
row.enabled = False
row.alignment = 'LEFT'
# on same row for even layout but infact are not all that related
row.prop(cell_props, "material_index")
box = layout.box()
col = box.column()
col.label(text="Custom Properties")
row = col.row(align=True)
row.prop(cell_props, "use_mass")
if cell_props.use_mass:
row = col.row(align=True)
row.prop(cell_props, "mass_name")
row = col.row(align=True)
row.prop(cell_props, "mass_mode")
row.prop(cell_props, "mass")
box = layout.box()
col = box.column()
col.label(text="Object Management")
row = col.row(align=True)
row.prop(cell_props, "original_hide")
row.prop(cell_props, "cell_relocate")
box = layout.box()
col = box.column()
col.label(text="Collections:")
row = col.row(align=True)
row.prop(cell_props, "use_collection")
if cell_props.use_collection:
row.prop(cell_props, "new_collection")
row.prop(cell_props, "collection_name")
box = layout.box()
col = box.column()
col.label(text="Debug")
row = col.row(align=True)
row.prop(cell_props, "use_debug_points")
row.prop(cell_props, "use_debug_bool")
row = col.row(align=True)
row.prop(cell_props, "use_debug_redraw")
class FRACTURE_OT_Crack(Operator):
bl_idname = "object.add_fracture_crack"
bl_label = "Cell To Crack"
bl_description = "Make a cracked object from cell objects"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
obj = context.active_object
return obj and obj.type == "MESH"
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self, width=350)
def execute(self, context):
crack_props = context.window_manager.fracture_crack_props
cells = context.selected_editable_objects
object = None
if cells:
# clear sharp edges for correct crack surface.
bpy.context.view_layer.objects.active = cells[0]
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.reveal()
bpy.ops.mesh.mark_sharp(clear=True, use_verts=True)
bpy.ops.object.mode_set(mode='OBJECT')
for cell in cells:
bpy.context.view_layer.objects.active = cell
bpy.ops.object.modifier_remove(modifier="EDGE_SPLIT_cell")
bpy.context.object.vertex_groups.clear()
bpy.context.view_layer.objects.active = cells[0]
object = crack_functions.make_join(cells)
if object:
bpy.context.view_layer.objects.active = object
crack_functions.add_modifiers()
bpy.context.object.modifiers['DECIMATE_crackit'].ratio = crack_props.modifier_decimate
bpy.context.object.modifiers['SMOOTH_crackit'].factor = crack_props.modifier_smooth
crack_functions.multiExtrude(
off=0.1,
rotx=0, roty=0, rotz=0,
sca=crack_props.extrude_scale,
var1=crack_props.extrude_var, var2=crack_props.extrude_var, var3=crack_props.extrude_var,
num=crack_props.extrude_num, ran=0
)
bpy.ops.object.modifier_apply(apply_as='DATA', modifier='DECIMATE_crackit')
bpy.ops.object.shade_smooth()
if crack_props.modifier_wireframe == True:
bpy.ops.object.modifier_add(type='WIREFRAME')
wireframe = bpy.context.object.modifiers[-1]
wireframe.name = 'WIREFRAME_crackit'
wireframe.use_even_offset = False
wireframe.thickness = 0.01
else:
assert("Joining into One object had been failed. Mesh object can only be joined.")
return {'FINISHED'}
def draw(self, context):
cell_props = context.window_manager.fracture_cell_props
crack_props = context.window_manager.fracture_crack_props
layout = self.layout
box = layout.box()
col = box.column()
col.label(text='* Execute After "1. Cell Fracture"')
box = layout.box()
col = box.column()
col.label(text="Surface:")
row = col.row(align=True)
row.alignment = 'LEFT'
row.prop(crack_props, "modifier_decimate")
row.prop(crack_props, "modifier_smooth")
col = box.column()
col.label(text="Extrude:")
row = col.row(align=True)
row.prop(crack_props, "extrude_scale")
row.prop(crack_props, "extrude_var")
row.prop(crack_props, "extrude_num")
col = box.column()
col.label(text="Post Processing")
row = col.row(align=True)
row.prop(crack_props, "modifier_wireframe")
class FRACTURE_OT_Material(Operator):
bl_idname = "object.add_fracture_material"
bl_label = "Material Preset"
bl_description = ("Material preset for cracked object")
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
obj = context.active_object
# included - type that can have materials
included = ['MESH', 'CURVE', 'SURFACE', 'FONT', 'META']
return (obj is not None and obj.type in included)
def execute(self, context):
material_props = context.window_manager.fracture_material_props
mat_name = material_props.material_preset
mat_lib_name = material_props.material_lib_name
mat_ui_name = material_props.get_ui_mat_name(mat_name) if not mat_lib_name else mat_name
try:
material_functions.appendMaterial(
mat_lib_name = mat_lib_name,
mat_name = mat_name,
mat_ui_names = mat_ui_name
)
except Exception as e:
material_functions.error_handlers(
self, "mesh.crackit_material", e,
"The active Object could not have the Material {} applied".format(mat_ui_name)
)
return {"CANCELLED"}
return {'FINISHED'}
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