diff options
Diffstat (limited to 'release/scripts/startup/bl_operators/object_quick_effects.py')
-rw-r--r-- | release/scripts/startup/bl_operators/object_quick_effects.py | 313 |
1 files changed, 255 insertions, 58 deletions
diff --git a/release/scripts/startup/bl_operators/object_quick_effects.py b/release/scripts/startup/bl_operators/object_quick_effects.py index 21640fa3ee6..ef10bfd737d 100644 --- a/release/scripts/startup/bl_operators/object_quick_effects.py +++ b/release/scripts/startup/bl_operators/object_quick_effects.py @@ -16,16 +16,38 @@ # # ##### END GPL LICENSE BLOCK ##### -# <pep8 compliant> +# <pep8-80 compliant> from mathutils import Vector import bpy -from bpy.props import BoolProperty, EnumProperty, IntProperty, FloatProperty, FloatVectorProperty +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 MakeFur(bpy.types.Operator): - bl_idname = "object.make_fur" - bl_label = "Make Fur" +class QuickFur(bpy.types.Operator): + bl_idname = "object.quick_fur" + bl_label = "Quick Fur" bl_options = {'REGISTER', 'UNDO'} density = EnumProperty(items=( @@ -44,7 +66,8 @@ class MakeFur(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'] + mesh_objects = [obj for obj in context.selected_objects + if obj.type == 'MESH'] if not mesh_objects: self.report({'ERROR'}, "Select at least one mesh object.") @@ -75,14 +98,164 @@ class MakeFur(bpy.types.Operator): psys.settings.child_type = 'INTERPOLATED' obj.data.materials.append(mat) - obj.particle_systems[-1].settings.material = len(obj.data.materials) + obj.particle_systems[-1].settings.material = \ + len(obj.data.materials) return {'FINISHED'} +class QuickExplode(bpy.types.Operator): + bl_idname = "object.quick_explode" + bl_label = "Quick Explode" + bl_options = {'REGISTER', 'UNDO'} + + style = EnumProperty(items=( + ('EXPLODE', "Explode", ""), + ('BLEND', "Blend", "")), + name="Explode Style", + description="", + default='EXPLODE') + + amount = IntProperty(name="Amount of pieces", + default=100, min=2, max=10000, soft_min=2, soft_max=10000) + + frame_duration = IntProperty(name="Duration", + default=50, min=1, max=300000, soft_min=1, soft_max=10000) + + frame_start = IntProperty(name="Start Frame", + default=1, min=1, max=300000, 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=300000, soft_min=0, soft_max=10) + + fade = BoolProperty(name="Fade", + description="Fade the pieces over time.", + default=True) + + def execute(self, context): + fake_context = bpy.context.copy() + obj_act = context.active_object + + if obj_act is None or 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") + return {'CANCELLED'} + elif not mesh_objects: + self.report({'ERROR'}, "Select at least one mesh object") + return {'CANCELLED'} + + for obj in mesh_objects: + if obj.particle_systems: + self.report({'ERROR'}, + "Object %r already has a " + "particle system" % obj.name) + + return {'CANCELLED'} + + if self.fade: + tex = bpy.data.textures.new("Explode fade", 'BLEND') + tex.use_color_ramp = True + + if self.style == 'BLEND': + tex.color_ramp.elements[0].position = 0.333 + tex.color_ramp.elements[1].position = 0.666 + + tex.color_ramp.elements[0].color[3] = 1.0 + tex.color_ramp.elements[1].color[3] = 0.0 + + if self.style == 'BLEND': + from_obj = mesh_objects[1] + to_obj = mesh_objects[0] + + for obj in mesh_objects: + fake_context["object"] = obj + bpy.ops.object.particle_system_add(fake_context) + + settings = obj.particle_systems[-1].settings + settings.count = self.amount + 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' + + explode = obj.modifiers.new(name='Explode', type='EXPLODE') + explode.use_edge_cut = True + + if self.fade: + explode.show_dead = False + uv = obj.data.uv_textures.new("Explode fade") + explode.particle_uv = uv.name + + mat = object_ensure_material(obj, "Explode Fade") + + mat.use_transparency = True + mat.use_transparent_shadows = True + mat.alpha = 0.0 + mat.specular_alpha = 0.0 + + tex_slot = mat.texture_slots.add() + + tex_slot.texture = tex + tex_slot.texture_coords = 'UV' + tex_slot.uv_layer = uv.name + + tex_slot.use_map_alpha = True + + if self.style == 'BLEND': + if obj == to_obj: + tex_slot.alpha_factor = -1.0 + elem = tex.color_ramp.elements[1] + elem.color = mat.diffuse_color + else: + elem = tex.color_ramp.elements[0] + elem.color = mat.diffuse_color + else: + tex_slot.use_map_color_diffuse = False + + if self.style == 'BLEND': + settings.physics_type = 'KEYED' + settings.use_emit_random = False + settings.rotation_mode = 'NOR' + + psys = obj.particle_systems[-1] + + fake_context["particle_system"] = obj.particle_systems[-1] + bpy.ops.particle.new_target(fake_context) + bpy.ops.particle.new_target(fake_context) + + if obj == from_obj: + psys.targets[1].object = to_obj + else: + psys.targets[0].object = from_obj + settings.normal_factor = -self.velocity + explode.show_unborn = False + explode.show_dead = True + else: + settings.factor_random = self.velocity + 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 = obj.matrix_world * Vector(obj.bound_box[i]) min_co[0] = min(bb_vec[0], min_co[0]) min_co[1] = min(bb_vec[1], min_co[1]) @@ -92,28 +265,33 @@ def obj_bb_minmax(obj, min_co, max_co): max_co[2] = max(bb_vec[2], max_co[2]) -class MakeSmoke(bpy.types.Operator): - bl_idname = "object.make_smoke" - bl_label = "Make Smoke" +class QuickSmoke(bpy.types.Operator): + bl_idname = "object.quick_smoke" + bl_label = "Quick Smoke" bl_options = {'REGISTER', 'UNDO'} - style = EnumProperty(items=( - ('STREAM', "Stream", ""), - ('PUFF', "Puff", ""), - ('FIRE', "Fire", "")), - name="Smoke Style", - description="", - default='STREAM') - - show_flows = BoolProperty(name="Render Smoke Objects", - description="Keep the smoke objects visible during rendering.", - default=False) + style = EnumProperty( + items=(('STREAM', "Stream", ""), + ('PUFF', "Puff", ""), + ('FIRE', "Fire", ""), + ), + 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): 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)) + mesh_objects = [obj for obj in context.selected_objects + if obj.type == 'MESH'] + 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.") @@ -171,21 +349,25 @@ class MakeSmoke(bpy.types.Operator): 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 = obj - mat.texture_slots[0].use_map_color_emission = False - mat.texture_slots[0].use_map_density = True + tex = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA') + tex.voxel_data.domain_object = obj + + tex_slot = mat.texture_slots.add() + tex_slot.texture = tex + tex_slot.use_map_color_emission = False + tex_slot.use_map_density = True # for fire add a second texture for emission and emission color if self.style == 'FIRE': mat.volume.emission = 5 - mat.texture_slots.add() - mat.texture_slots[1].texture = bpy.data.textures.new("Smoke Heat", 'VOXEL_DATA') - mat.texture_slots[1].texture.voxel_data.domain_object = obj - mat.texture_slots[1].texture.use_color_ramp = True + tex = bpy.data.textures.new("Smoke Heat", 'VOXEL_DATA') + tex.voxel_data.domain_object = obj + tex.use_color_ramp = True + + tex_slot = mat.texture_slots.add() + tex_slot.texture = tex - ramp = mat.texture_slots[1].texture.color_ramp + ramp = tex.color_ramp elem = ramp.elements.new(0.333) elem.color[0] = elem.color[3] = 1 @@ -201,33 +383,43 @@ class MakeSmoke(bpy.types.Operator): return {'FINISHED'} -class MakeFluid(bpy.types.Operator): - bl_idname = "object.make_fluid" - bl_label = "Make Fluid" +class QuickFluid(bpy.types.Operator): + bl_idname = "object.quick_fluid" + bl_label = "Quick Fluid" bl_options = {'REGISTER', 'UNDO'} - style = EnumProperty(items=( - ('INFLOW', "Inflow", ""), - ('BASIC', "Basic", "")), + 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) + 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): fake_context = bpy.context.copy() - mesh_objects = [obj for obj in context.selected_objects if (obj.type == 'MESH' and not 0 in obj.dimensions)] + mesh_objects = [obj for obj in context.selected_objects + if (obj.type == 'MESH' and not 0.0 in obj.dimensions)] min_co = Vector((100000, 100000, 100000)) max_co = Vector((-100000, -100000, -100000)) @@ -240,7 +432,8 @@ class MakeFluid(bpy.types.Operator): # make each selected object a fluid bpy.ops.object.modifier_add(fake_context, type='FLUID_SIMULATION') - # fluid has to be before constructive modifiers, so it might not be the last modifier + # fluid has to be before constructive modifiers, + # so it might not be the last modifier for mod in obj.modifiers: if mod.type == 'FLUID_SIMULATION': break @@ -264,10 +457,14 @@ class MakeFluid(bpy.types.Operator): obj = context.active_object obj.name = "Fluid Domain" - # give the fluid some room below the flows and scale with initial velocity + # give the fluid some room below the flows + # and scale with initial velocity v = 0.5 * self.initial_velocity obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, -1.0)) + v - obj.scale = 0.5 * (max_co - min_co) + Vector((1.0, 1.0, 2.0)) + Vector((abs(v[0]), abs(v[1]), abs(v[2]))) + obj.scale = (0.5 * (max_co - min_co) + + Vector((1.0, 1.0, 2.0)) + + Vector((abs(v[0]), abs(v[1]), abs(v[2]))) + ) # setup smoke domain bpy.ops.object.modifier_add(type='FLUID_SIMULATION') |