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 | 233 |
1 files changed, 233 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_operators/object_quick_effects.py b/release/scripts/startup/bl_operators/object_quick_effects.py index 3e1bb54f043..cdab380bb9c 100644 --- a/release/scripts/startup/bl_operators/object_quick_effects.py +++ b/release/scripts/startup/bl_operators/object_quick_effects.py @@ -47,6 +47,239 @@ def object_ensure_material(obj, mat_name): return mat +class QuickFur(Operator): + bl_idname = "object.quick_fur" + bl_label = "Quick Fur" + bl_options = {'REGISTER', 'UNDO'} + + density = EnumProperty( + name="Fur Density", + items=(('LIGHT', "Light", ""), + ('MEDIUM', "Medium", ""), + ('HEAVY', "Heavy", "")), + default='MEDIUM', + ) + view_percentage = IntProperty( + name="View %", + min=1, max=100, + soft_min=1, soft_max=100, + default=10, + ) + length = FloatProperty( + name="Length", + min=0.001, max=100, + soft_min=0.01, soft_max=10, + default=0.1, + ) + + def execute(self, context): + fake_context = context.copy() + mesh_objects = [obj for obj in context.selected_objects + if obj.type == 'MESH' and obj.mode == 'OBJECT'] + + if not mesh_objects: + 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 obj in mesh_objects: + fake_context["object"] = obj + bpy.ops.object.particle_system_add(fake_context) + + psys = obj.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' + + obj.data.materials.append(mat) + psys.settings.material = len(obj.data.materials) + + return {'FINISHED'} + + +class QuickExplode(Operator): + bl_idname = "object.quick_explode" + bl_label = "Quick Explode" + bl_options = {'REGISTER', 'UNDO'} + + style = EnumProperty( + name="Explode Style", + items=(('EXPLODE', "Explode", ""), + ('BLEND', "Blend", "")), + default='EXPLODE', + ) + amount = IntProperty( + name="Amount of pieces", + min=2, max=10000, + soft_min=2, soft_max=10000, + default=100, + ) + frame_duration = IntProperty( + name="Duration", + min=1, max=300000, + soft_min=1, soft_max=10000, + default=50, + ) + + frame_start = IntProperty( + name="Start Frame", + min=1, max=300000, + soft_min=1, soft_max=10000, + default=1, + ) + frame_end = IntProperty( + name="End Frame", + min=1, max=300000, + soft_min=1, soft_max=10000, + default=10, + ) + + velocity = FloatProperty( + name="Outwards Velocity", + min=0, max=300000, + soft_min=0, soft_max=10, + default=1, + ) + + fade = BoolProperty( + name="Fade", + description="Fade the pieces over time", + default=True, + ) + + def execute(self, context): + fake_context = 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") + self.style = 'EXPLODE' + 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] + else: + elem = tex.color_ramp.elements[0] + # Keep already defined alpha! + elem.color[:3] = 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 = obj.matrix_world * Vector(obj.bound_box[i]) |