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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 Crack It",
"author": "Nobuyuki Hirakata",
"version": (0, 1, 2),
"blender": (2, 78, 5),
"location": "View3D > Toolshelf > Create Tab",
"description": "Displaced Cell Fracture Addon",
"warning": "Make sure to enable 'Object: Cell Fracture' Addon",
"wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/"
"Py/Scripts/Object/CrackIt",
"category": "Object"
}
if 'bpy' in locals():
import importlib
importlib.reload(operator)
else:
from . import operator
import bpy
from bpy.types import PropertyGroup
from bpy.props import (
BoolProperty,
EnumProperty,
FloatProperty,
IntProperty,
PointerProperty,
)
import os
class CrackItProperties(PropertyGroup):
# Input on toolshelf before execution
# In Panel subclass, In bpy.types.Operator subclass,
# reference them by context.scene.crackit
fracture_childverts: BoolProperty(
name="From Child Verts",
description="Use child object's vertices and position for origin of crack",
default=False
)
fracture_scalex: FloatProperty(
name="Scale X",
description="Scale X",
default=1.00,
min=0.00,
max=1.00
)
fracture_scaley: FloatProperty(
name="Scale Y",
description="Scale Y",
default=1.00,
min=0.00,
max=1.00
)
fracture_scalez: FloatProperty(
name="Scale Z",
description="Scale Z",
default=1.00,
min=0.00,
max=1.00
)
fracture_div: IntProperty(
name="Max Crack",
description="Max Crack",
default=100,
min=0,
max=10000
)
fracture_margin: FloatProperty(
name="Margin Size",
description="Margin Size",
default=0.001,
min=0.000,
max=1.000
)
extrude_offset: FloatProperty(
name="Offset",
description="Extrude Offset",
default=0.10,
min=0.00,
max=2.00
)
extrude_random: FloatProperty(
name="Random",
description="Extrude Random",
default=0.30,
min=-1.00,
max=1.00
)
# Path of the addon
material_addonpath = os.path.dirname(__file__)
# Selection of material preset
# Note: you can choose the original name in the library blend
# or the prop name
material_preset: EnumProperty(
name="Preset",
description="Material Preset",
items=[
('crackit_organic_mud', "Organic Mud", "Mud material"),
('crackit_mud1', "Mud", "Mud material"),
('crackit_tree1_moss1', "Tree Moss", "Tree Material"),
('crackit_tree2_dry1', "Tree Dry", "Tree Material"),
('crackit_tree3_red1', "Tree Red", "Tree Material"),
('crackit_rock1', "Rock", "Rock Material")
]
)
material_lib_name: BoolProperty(
name="Library Name",
description="Use the original Material name from the .blend library\n"
"instead of the one defined in the Preset",
default=True
)
def register():
bpy.utils.register_module(__name__)
bpy.types.Scene.crackit = PointerProperty(
type=CrackItProperties
)
def unregister():
del bpy.types.Scene.crackit
bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
register()
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