diff options
author | Campbell Barton <ideasman42@gmail.com> | 2011-06-15 04:16:30 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2011-06-15 04:16:30 +0400 |
commit | 62ba2d4c6811c1b2b27163c46f9bbc0e696f63ee (patch) | |
tree | 485108419b8d2a6df3cb737e2fe3b9e16bbd1da1 /release | |
parent | 3fe26d7093b86c6e3bd83be178f2bce5361f0fa3 (diff) |
Changes to quick explode
- fix python error when the object had an empty material slot
- initialize start frame from the current frame
- set frame range to 300000 max (which is blenders own maximum)
- mesh order was arbitrary, instead use selected -> active, removed invert option.
also fix for missing include in bpy_extras.view3d_utils
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/modules/bpy_extras/view3d_utils.py | 2 | ||||
-rw-r--r-- | release/scripts/startup/bl_operators/object_quick_effects.py | 110 |
2 files changed, 65 insertions, 47 deletions
diff --git a/release/scripts/modules/bpy_extras/view3d_utils.py b/release/scripts/modules/bpy_extras/view3d_utils.py index 45f537ebd2f..f2f2e53240b 100644 --- a/release/scripts/modules/bpy_extras/view3d_utils.py +++ b/release/scripts/modules/bpy_extras/view3d_utils.py @@ -114,6 +114,8 @@ def location_3d_to_region_2d(region, rv3d, coord): :return: 2d location :rtype: :class:`Vector` """ + from mathutils import Vector + prj = Vector((coord[0], coord[1], coord[2], 1.0)) * rv3d.perspective_matrix if prj.w > 0.0: width_half = region.width / 2.0 diff --git a/release/scripts/startup/bl_operators/object_quick_effects.py b/release/scripts/startup/bl_operators/object_quick_effects.py index 90b0fa0af83..2ecca8ab168 100644 --- a/release/scripts/startup/bl_operators/object_quick_effects.py +++ b/release/scripts/startup/bl_operators/object_quick_effects.py @@ -22,6 +22,24 @@ from mathutils import Vector import bpy from bpy.props import BoolProperty, EnumProperty, IntProperty, FloatProperty, FloatVectorProperty + +def object_ensure_material(obj, mat_name): + """ Use an existing material or add a new one. + """ + mat = mat_slot = None + for mat_slot in obj.material_slots: + mat = mat_slot.material + if mat: + break + if mat is None: + mat = bpy.data.materials.new(mat_name) + if mat_slot: + mat_slot.material = mat + else: + obj.data.materials.append(mat) + return mat + + class QuickFur(bpy.types.Operator): bl_idname = "object.quick_fur" bl_label = "Quick Fur" @@ -78,6 +96,7 @@ class QuickFur(bpy.types.Operator): return {'FINISHED'} + class QuickExplode(bpy.types.Operator): bl_idname = "object.quick_explode" bl_label = "Quick Explode" @@ -93,40 +112,44 @@ class QuickExplode(bpy.types.Operator): amount = IntProperty(name="Amount of pieces", default=100, min=2, max=10000, soft_min=2, soft_max=10000) - duration = IntProperty(name="Duration", - default=50, min=1, max=10000, soft_min=1, soft_max=10000) + frame_duration = IntProperty(name="Duration", + default=50, min=1, max=300000, soft_min=1, soft_max=10000) - start_frame = IntProperty(name="Start Frame", - default=1, min=1, max=10000, soft_min=1, soft_max=10000) + frame_start = IntProperty(name="Start Frame", + default=1, min=1, max=300000, soft_min=1, soft_max=10000) - end_frame = IntProperty(name="End Frame", - default=10, min=1, max=10000, soft_min=1, soft_max=10000) + frame_end = IntProperty(name="End Frame", + default=10, min=1, max=300000, soft_min=1, soft_max=10000) velocity = FloatProperty(name="Outwards Velocity", - default=1, min=0, max=1000, soft_min=0, soft_max=10) + default=1, min=0, max=300000, soft_min=0, soft_max=10) fade = BoolProperty(name="Fade", description="Fade the pieces over time.", default=True) - invert_order = BoolProperty(name="Invert Order", - description="Blend objects in the opposite direction (only for Blend style explosion).", - default=False) - def execute(self, context): fake_context = bpy.context.copy() - mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH'] + obj_act = context.active_object + + if obj_act.type != 'MESH': + self.report({'ERROR'}, "Active object is not a mesh") + return {'CANCELLED'} + + mesh_objects = [obj for obj in context.selected_objects + if obj.type == 'MESH' and obj != obj_act] + mesh_objects.insert(0, obj_act) if self.style == 'BLEND' and len(mesh_objects) != 2: - self.report({'ERROR'}, "Select two mesh objects.") + self.report({'ERROR'}, "Select two mesh objects") return {'CANCELLED'} elif not mesh_objects: - self.report({'ERROR'}, "Select at least one mesh object.") + self.report({'ERROR'}, "Select at least one mesh object") return {'CANCELLED'} for obj in mesh_objects: - if len(obj.particle_systems) > 0: - self.report({'ERROR'}, "Selected object's can't have particle systems.") + if obj.particle_systems: + self.report({'ERROR'}, "Object %r already has a particle system" % obj.name) return {'CANCELLED'} if self.fade: @@ -137,16 +160,12 @@ class QuickExplode(bpy.types.Operator): tex.color_ramp.elements[0].position = 0.333 tex.color_ramp.elements[1].position = 0.666 - tex.color_ramp.elements[0].color[3] = 1 - tex.color_ramp.elements[1].color[3] = 0 + tex.color_ramp.elements[0].color[3] = 1.0 + tex.color_ramp.elements[1].color[3] = 0.0 if self.style == 'BLEND': - if self.invert_order: - from_obj = mesh_objects[1] - to_obj = mesh_objects[0] - else: - from_obj = mesh_objects[0] - to_obj = mesh_objects[1] + from_obj = mesh_objects[1] + to_obj = mesh_objects[0] for obj in mesh_objects: fake_context["object"] = obj @@ -154,31 +173,28 @@ class QuickExplode(bpy.types.Operator): settings = obj.particle_systems[-1].settings settings.count = self.amount - settings.frame_start = self.start_frame - settings.frame_end = self.end_frame - self.duration - settings.lifetime = self.duration + settings.frame_start = self.frame_start + settings.frame_end = self.frame_end - self.frame_duration + settings.lifetime = self.frame_duration settings.normal_factor = self.velocity settings.render_type = 'NONE' - bpy.ops.object.modifier_add(fake_context, type='EXPLODE') - explode = obj.modifiers[-1] + explode = obj.modifiers.new(name='Explode', type='EXPLODE') explode.use_edge_cut = True if self.fade: explode.show_dead = False - bpy.ops.mesh.uv_texture_add(fake_context); + bpy.ops.mesh.uv_texture_add(fake_context) uv = obj.data.uv_textures[-1] uv.name = "Explode fade" explode.particle_uv = uv.name - if len(obj.material_slots) == 0: - obj.data.materials.append(bpy.data.materials.new("Explode fade")) + mat = object_ensure_material(obj, "Explode Fade") - mat = obj.data.materials[0] mat.use_transparency = True mat.use_transparent_shadows = True - mat.alpha = 0 - mat.specular_alpha = 0 + mat.alpha = 0.0 + mat.specular_alpha = 0.0 tex_slot = mat.texture_slots.add() @@ -190,16 +206,12 @@ class QuickExplode(bpy.types.Operator): if self.style == 'BLEND': if obj == to_obj: - tex_slot.alpha_factor = -1 + tex_slot.alpha_factor = -1.0 elem = tex.color_ramp.elements[1] - elem.color[0] = mat.diffuse_color[0] - elem.color[1] = mat.diffuse_color[1] - elem.color[2] = mat.diffuse_color[2] + elem.color = mat.diffuse_color else: elem = tex.color_ramp.elements[0] - elem.color[0] = mat.diffuse_color[0] - elem.color[1] = mat.diffuse_color[1] - elem.color[2] = mat.diffuse_color[2] + elem.color = mat.diffuse_color else: tex_slot.use_map_color_diffuse = False @@ -223,14 +235,18 @@ class QuickExplode(bpy.types.Operator): explode.show_dead = True else: settings.factor_random = self.velocity - settings.angular_velocity_factor = self.velocity/10 + settings.angular_velocity_factor = self.velocity / 10.0 return {'FINISHED'} + def invoke(self, context, event): + self.frame_start = context.scene.frame_current + self.frame_end = self.frame_start + self.frame_duration + return self.execute(context) def obj_bb_minmax(obj, min_co, max_co): for i in range(0, 8): - bb_vec = Vector((obj.bound_box[i][0], obj.bound_box[i][1], obj.bound_box[i][2])) * obj.matrix_world + bb_vec = Vector(obj.bound_box[i]) * obj.matrix_world min_co[0] = min(bb_vec[0], min_co[0]) min_co[1] = min(bb_vec[1], min_co[1]) @@ -260,8 +276,8 @@ class QuickSmoke(bpy.types.Operator): def execute(self, context): fake_context = bpy.context.copy() mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH'] - min_co = Vector((100000, 100000, 100000)) - max_co = Vector((-100000, -100000, -100000)) + min_co = Vector((100000.0, 100000.0, 100000.0)) + max_co = -min_co if not mesh_objects: self.report({'ERROR'}, "Select at least one mesh object.") @@ -441,4 +457,4 @@ class QuickFluid(bpy.types.Operator): if self.start_baking: bpy.ops.fluid.bake() - return {'FINISHED'}
\ No newline at end of file + return {'FINISHED'} |