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authorCampbell Barton <ideasman42@gmail.com>2011-03-30 19:02:02 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-03-30 19:02:02 +0400
commit9ba57b6518077d6988ab228212db73bee8745c8c (patch)
treef9b942de78c396459846ff856c73574f50b1e966 /release/scripts/startup/bl_operators/object_quick_effects.py
parentce2be370262830db6f0c32b0771c5e42f9072d8a (diff)
pass pep8 checker.
Diffstat (limited to 'release/scripts/startup/bl_operators/object_quick_effects.py')
-rw-r--r--release/scripts/startup/bl_operators/object_quick_effects.py141
1 files changed, 72 insertions, 69 deletions
diff --git a/release/scripts/startup/bl_operators/object_quick_effects.py b/release/scripts/startup/bl_operators/object_quick_effects.py
index 65d3854fab9..fe5144d9e0c 100644
--- a/release/scripts/startup/bl_operators/object_quick_effects.py
+++ b/release/scripts/startup/bl_operators/object_quick_effects.py
@@ -23,11 +23,12 @@ from mathutils import Vector
import bpy
from bpy.props import BoolProperty, EnumProperty, IntProperty, FloatProperty, FloatVectorProperty
+
class MakeFur(bpy.types.Operator):
bl_idname = "object.make_fur"
bl_label = "Make Fur"
bl_options = {'REGISTER', 'UNDO'}
-
+
density = EnumProperty(items=(
('LIGHT', "Light", ""),
('MEDIUM', "Medium", ""),
@@ -35,61 +36,62 @@ class MakeFur(bpy.types.Operator):
name="Fur Density",
description="",
default='MEDIUM')
-
+
view_percentage = IntProperty(name="View %",
default=10, min=1, max=100, soft_min=1, soft_max=100)
-
+
length = FloatProperty(name="Length",
default=0.1, min=0.001, max=100, soft_min=0.01, soft_max=10)
-
+
def execute(self, context):
count = 0
for ob in context.selected_objects:
-
+
if(ob == None or ob.type != 'MESH'):
continue
-
+
count += 1
-
+
context.scene.objects.active = ob
-
+
bpy.ops.object.particle_system_add()
-
+
psys = ob.particle_systems[-1]
psys.settings.type = 'HAIR'
-
+
if self.density == 'LIGHT':
psys.settings.count = 100
elif self.density == 'MEDIUM':
psys.settings.count = 1000
elif self.density == 'HEAVY':
psys.settings.count = 10000
-
+
psys.settings.child_nbr = self.view_percentage
psys.settings.hair_length = self.length
psys.settings.use_strand_primitive = True
psys.settings.use_hair_bspline = True
psys.settings.child_type = 'INTERPOLATED'
-
+
if count == 0:
self.report({'ERROR'}, "Select at least one mesh object.")
return {'CANCELLED'}
-
+
mat = bpy.data.materials.new("Fur Material")
mat.strand.tip_size = 0.25
mat.strand.blend_distance = 0.5
-
+
for ob in context.selected_objects:
ob.data.materials.append(mat)
ob.particle_systems[-1].settings.material = len(ob.material_slots)
-
+
return {'FINISHED'}
+
class MakeSmoke(bpy.types.Operator):
bl_idname = "object.make_smoke"
bl_label = "Make Smoke"
bl_options = {'REGISTER', 'UNDO'}
-
+
style = EnumProperty(items=(
('STREAM', "Stream", ""),
('PUFF', "Puff", ""),
@@ -97,26 +99,26 @@ class MakeSmoke(bpy.types.Operator):
name="Smoke Style",
description="",
default='STREAM')
-
+
show_flows = BoolProperty(name="Render Smoke Objects",
description="Keep the smoke objects visible during rendering.",
default=False)
-
+
def execute(self, context):
count = 0
- min_co = Vector((0,0,0))
- max_co = Vector((0,0,0))
+ min_co = Vector()
+ max_co = Vector()
for ob in context.selected_objects:
-
+
if(ob == None or ob.type != 'MESH'):
continue
-
+
context.scene.objects.active = ob
-
+
# make each selected object a smoke flow
bpy.ops.object.modifier_add(type='SMOKE')
ob.modifiers[-1].smoke_type = 'FLOW'
-
+
psys = ob.particle_systems[-1]
if self.style == 'PUFF':
psys.settings.frame_end = psys.settings.frame_start
@@ -126,18 +128,18 @@ class MakeSmoke(bpy.types.Operator):
psys.settings.effector_weights.gravity = -1
psys.settings.lifetime = 5
psys.settings.count = 100000
-
+
ob.modifiers[-2].flow_settings.initial_velocity = True
ob.modifiers[-2].flow_settings.temperature = 2
-
+
psys.settings.use_render_emitter = self.show_flows
if not self.show_flows:
ob.draw_type = 'WIRE'
-
+
# store bounding box min/max for the domain object
for i in range(0, 8):
bb_vec = Vector((ob.bound_box[i][0], ob.bound_box[i][1], ob.bound_box[i][2])) * ob.matrix_world
-
+
if count == 0 and i == 0:
min_co += bb_vec
max_co += bb_vec
@@ -148,26 +150,26 @@ class MakeSmoke(bpy.types.Operator):
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])
-
+
count += 1
-
+
if count == 0:
self.report({'ERROR'}, "Select at least one mesh object.")
return {'CANCELLED'}
-
+
# add the smoke domain object
bpy.ops.mesh.primitive_cube_add()
ob = context.active_object
ob.name = "Smoke Domain"
-
+
# give the smoke some room above the flows
ob.location[0] = (max_co[0] + min_co[0]) * 0.5
ob.location[1] = (max_co[1] + min_co[1]) * 0.5
ob.location[2] = max_co[2] - min_co[2]
ob.scale[0] = max_co[0] - min_co[0]
ob.scale[1] = max_co[1] - min_co[1]
- ob.scale[2] = 2*(max_co[2] - min_co[2])
-
+ ob.scale[2] = 2.0 * (max_co[2] - min_co[2])
+
# setup smoke domain
bpy.ops.object.modifier_add(type='SMOKE')
ob.modifiers[-1].smoke_type = 'DOMAIN'
@@ -175,22 +177,22 @@ class MakeSmoke(bpy.types.Operator):
ob.modifiers[-1].domain_settings.use_dissolve_smoke = True
ob.modifiers[-1].domain_settings.dissolve_speed = 20
ob.modifiers[-1].domain_settings.use_high_resolution = True
-
+
# create a volume material with a voxel data texture for the domain
bpy.ops.object.material_slot_add()
-
+
mat = ob.material_slots[0].material
mat.name = "Smoke Domain Material"
mat.type = 'VOLUME'
mat.volume.density = 0
mat.volume.density_scale = 5
-
+
mat.texture_slots.add()
mat.texture_slots[0].texture = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
mat.texture_slots[0].texture.voxel_data.domain_object = ob
mat.texture_slots[0].use_map_color_emission = False
mat.texture_slots[0].use_map_density = True
-
+
# for fire add a second texture for emission and emission color
if self.style == 'FIRE':
mat.volume.emission = 5
@@ -198,57 +200,58 @@ class MakeSmoke(bpy.types.Operator):
mat.texture_slots[1].texture = bpy.data.textures.new("Smoke Heat", 'VOXEL_DATA')
mat.texture_slots[1].texture.voxel_data.domain_object = ob
mat.texture_slots[1].texture.use_color_ramp = True
-
+
ramp = mat.texture_slots[1].texture.color_ramp
-
+
elem = ramp.elements.new(0.333)
elem.color[0] = elem.color[3] = 1
elem.color[1] = elem.color[2] = 0
-
+
elem = ramp.elements.new(0.666)
elem.color[0] = elem.color[1] = elem.color[3] = 1
elem.color[2] = 0
-
+
mat.texture_slots[1].use_map_emission = True
mat.texture_slots[1].blend_type = 'MULTIPLY'
-
+
return {'FINISHED'}
-
+
+
class MakeFluid(bpy.types.Operator):
bl_idname = "object.make_fluid"
bl_label = "Make Fluid"
bl_options = {'REGISTER', 'UNDO'}
-
+
style = EnumProperty(items=(
('INFLOW', "Inflow", ""),
('BASIC', "Basic", "")),
name="Fluid Style",
description="",
default='BASIC')
-
+
initial_velocity = FloatVectorProperty(name="Initial Velocity",
description="Initial velocity of the fluid",
default=(0.0, 0.0, 0.0), min=-100.0, max=100.0, subtype='VELOCITY')
-
+
show_flows = BoolProperty(name="Render Fluid Objects",
description="Keep the fluid objects visible during rendering.",
default=False)
-
+
start_baking = BoolProperty(name="Start Fluid Bake",
description="Start baking the fluid immediately after creating the domain object.",
default=False)
-
+
def execute(self, context):
count = 0
- min_co = Vector((0,0,0))
- max_co = Vector((0,0,0))
+ min_co = Vector()
+ max_co = Vector()
for ob in context.selected_objects:
-
+
if(ob == None or ob.type != 'MESH'):
continue
-
+
context.scene.objects.active = ob
-
+
# make each selected object a fluid
bpy.ops.object.modifier_add(type='FLUID_SIMULATION')
if self.style == 'INFLOW':
@@ -257,15 +260,15 @@ class MakeFluid(bpy.types.Operator):
else:
ob.modifiers[-1].settings.type = 'FLUID'
ob.modifiers[-1].settings.initial_velocity = self.initial_velocity.copy()
-
+
ob.hide_render = not self.show_flows
if not self.show_flows:
ob.draw_type = 'WIRE'
-
+
# store bounding box min/max for the domain object
for i in range(0, 8):
bb_vec = Vector((ob.bound_box[i][0], ob.bound_box[i][1], ob.bound_box[i][2])) * ob.matrix_world
-
+
if count == 0 and i == 0:
min_co += bb_vec
max_co += bb_vec
@@ -276,36 +279,36 @@ class MakeFluid(bpy.types.Operator):
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])
-
+
count += 1
-
+
if count == 0:
self.report({'ERROR'}, "Select at least one mesh object.")
return {'CANCELLED'}
-
+
# add the fluid domain object
bpy.ops.mesh.primitive_cube_add()
ob = context.active_object
ob.name = "Fluid Domain"
-
+
# give the smoke some room above the flows
ob.location[0] = (max_co[0] + min_co[0]) * 0.5
ob.location[1] = (max_co[1] + min_co[1]) * 0.5
ob.location[2] = min_co[2] - max_co[2]
ob.scale[0] = max_co[0] - min_co[0]
ob.scale[1] = max_co[1] - min_co[1]
- ob.scale[2] = 2*(max_co[2] - min_co[2])
-
+ ob.scale[2] = 2.0 * (max_co[2] - min_co[2])
+
# setup smoke domain
bpy.ops.object.modifier_add(type='FLUID_SIMULATION')
ob.modifiers[-1].settings.type = 'DOMAIN'
-
+
# make the domain smooth so it renders nicely
bpy.ops.object.shade_smooth()
-
+
# create a ray-transparent material for the domain
bpy.ops.object.material_slot_add()
-
+
mat = ob.material_slots[0].material
mat.name = "Fluid Domain Material"
mat.specular_intensity = 1
@@ -315,8 +318,8 @@ class MakeFluid(bpy.types.Operator):
mat.transparency_method = 'RAYTRACE'
mat.raytrace_transparency.ior = 1.33
mat.raytrace_transparency.depth = 4
-
+
if self.start_baking:
bpy.ops.fluid.bake()
-
- return {'FINISHED'} \ No newline at end of file
+
+ return {'FINISHED'}