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# gpl: author Nobuyuki Hirakata
import bpy
import bmesh
from random import (
gauss,
seed,
)
from math import radians
from mathutils import Euler
# Allow changing the original material names from the .blend file
# by replacing them with the UI Names from the EnumProperty
def get_ui_mat_name(mat_name):
mat_ui_name = "CrackIt Material"
try:
# access the Scene type directly to get the name from the enum
mat_items = bpy.types.Scene.crackit[1]["type"].bl_rna.material_preset[1]["items"]
for mat_id, mat_list in enumerate(mat_items):
if mat_name in mat_list:
mat_ui_name = mat_items[mat_id][1]
break
del mat_items
except Exception as e:
error_handlers(
False, "get_ui_mat_name", e,
"Retrieving the EnumProperty key UI Name could not be completed", True
)
pass
return mat_ui_name
def error_handlers(self, op_name, error, reports="ERROR", func=False):
if self and reports:
self.report({'WARNING'}, reports + " (See Console for more info)")
is_func = "Function" if func else "Operator"
print("\n[Cell Fracture Crack It]\n{}: {}\nError: "
"{}\nReport: {}\n".format(is_func, op_name, error, reports))
# -------------------- Crack -------------------
# Cell fracture and post-process:
def makeFracture(child_verts=False, division=100, noise=0.00,
scaleX=1.00, scaleY=1.00, scaleZ=1.00, recursion=0, margin=0.001):
# Get active object name and active layer
active_name = bpy.context.scene.objects.active.name
active_layer = bpy.context.scene.active_layer
# source method of whether use child verts
if child_verts is True:
crack_source = 'VERT_CHILD'
else:
crack_source = 'PARTICLE_OWN'
bpy.ops.object.add_fracture_cell_objects(
source={crack_source}, source_limit=division, source_noise=noise,
cell_scale=(scaleX, scaleY, scaleZ), recursion=recursion,
recursion_source_limit=8, recursion_clamp=250, recursion_chance=0.25,
recursion_chance_select='SIZE_MIN', use_smooth_faces=False,
use_sharp_edges=False, use_sharp_edges_apply=True, use_data_match=True,
use_island_split=True, margin=margin, material_index=0,
use_interior_vgroup=False, mass_mode='VOLUME', mass=1, use_recenter=True,
use_remove_original=True, use_layer_index=0, use_layer_next=False,
group_name="", use_debug_points=False, use_debug_redraw=True, use_debug_bool=False
)
_makeJoin(active_name, active_layer)
# Join fractures into an object
def _makeJoin(active_name, active_layer):
# Get object by name
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_pattern(pattern=active_name + '_cell*')
fractures = bpy.context.selected_objects
if fractures:
# Execute join
bpy.context.scene.objects.active = fractures[0]
fractures[0].select_set(True)
bpy.ops.object.join()
else:
error_handlers(
False, "_makeJoin", "if fractures condition has not passed",
"Warning: No objects could be joined", True
)
# Change name
bpy.context.scene.objects.active.name = active_name + '_crack'
# Change origin
bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN')
# Add modifier and setting
def addModifiers():
bpy.ops.object.modifier_add(type='DECIMATE')
decimate = bpy.context.object.modifiers[-1]
decimate.name = 'DECIMATE_crackit'
decimate.ratio = 0.4
bpy.ops.object.modifier_add(type='SUBSURF')
subsurf = bpy.context.object.modifiers[-1]
subsurf.name = 'SUBSURF_crackit'
bpy.ops.object.modifier_add(type='SMOOTH')
smooth = bpy.context.object.modifiers[-1]
smooth.name = 'SMOOTH_crackit'
# -------------- multi extrude --------------------
# var1=random offset, var2=random rotation, var3=random scale
def multiExtrude(off=0.1, rotx=0, roty=0, rotz=0, sca=1.0,
var1=0.01, var2=0.3, var3=0.3, num=1, ran=0):
obj = bpy.context.object
bpy.context.tool_settings.mesh_select_mode = [False, False, True]
# bmesh operations
bpy.ops.object.mode_set()
bm = bmesh.new()
bm.from_mesh(obj.data)
sel = [f for f in bm.faces if f.select]
# faces loop
for i, of in enumerate(sel):
rot = _vrot(r=i, ran=ran, rotx=rotx, var2=var2, roty=roty, rotz=rotz)
off = _vloc(r=i, ran=ran, off=off, var1=var1)
of.normal_update()
# extrusion loop
for r in range(num):
nf = of.copy()
nf.normal_update()
no = nf.normal.copy()
ce = nf.calc_center_bounds()
s = _vsca(r=i + r, ran=ran, var3=var3, sca=sca)
for v in nf.verts:
v.co -= ce
v.co.rotate(rot)
v.co += ce + no * off
v.co = v.co.lerp(ce, 1 - s)
# extrude code from TrumanBlending
for a, b in zip(of.loops, nf.loops):
sf = bm.faces.new((a.vert, a.link_loop_next.vert,
b.link_loop_next.vert, b.vert))
sf.normal_update()
bm.faces.remove(of)
of = nf
for v in bm.verts:
v.select = False
for e in bm.edges:
e.select = False
bm.to_mesh(obj.data)
obj.data.update()
def _vloc(r, ran, off, var1):
seed(ran + r)
return off * (1 + gauss(0, var1 / 3))
def _vrot(r, ran, rotx, var2, roty, rotz):
seed(ran + r)
return Euler((radians(rotx) + gauss(0, var2 / 3),
radians(roty) + gauss(0, var2 / 3),
radians(rotz) + gauss(0, var2 / 3)), 'XYZ')
def _vsca(r, ran, sca, var3):
seed(ran + r)
return sca * (1 + gauss(0, var3 / 3))
# Centroid of a selection of vertices
def _centro(ver):
vvv = [v for v in ver if v.select]
if not vvv or len(vvv) == len(ver):
return ('error')
x = sum([round(v.co[0], 4) for v in vvv]) / len(vvv)
y = sum([round(v.co[1], 4) for v in vvv]) / len(vvv)
z = sum([round(v.co[2], 4) for v in vvv]) / len(vvv)
return (x, y, z)
# Retrieve the original state of the object
def _volver(obj, copia, om, msm, msv):
for i in copia:
obj.data.vertices[i].select = True
bpy.context.tool_settings.mesh_select_mode = msm
for i in range(len(msv)):
obj.modifiers[i].show_viewport = msv[i]
# -------------- Material preset --------------------------
def appendMaterial(addon_path, material_name, mat_ui_names="Nameless Material"):
# Load material from the addon directory
file_path = _makeFilePath(addon_path=addon_path)
bpy.ops.wm.append(filename=material_name, directory=file_path)
# If material is loaded some times, select the last-loaded material
last_material = _getAppendedMaterial(material_name)
if last_material:
mat = bpy.data.materials[last_material]
# skip renaming if the prop is True
if not bpy.context.scene.crackit.material_lib_name:
mat.name = mat_ui_names
# Apply Only one material in the material slot
for m in bpy.context.object.data.materials:
bpy.ops.object.material_slot_remove()
bpy.context.object.data.materials.append(mat)
return True
return False
# Make file path of addon
def _makeFilePath(addon_path):
material_folder = "/materials"
blend_file = "/materials1.blend"
category = "\\Material\\"
file_path = addon_path + material_folder + blend_file + category
return file_path
# Get last-loaded material, such as ~.002
def _getAppendedMaterial(material_name):
# Get material name list
material_names = [m.name for m in bpy.data.materials if material_name in m.name]
if material_names:
# Return last material in the sorted order
material_names.sort()
return material_names[-1]
return None
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