[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [38679] trunk/blender/release/scripts/ startup/bl_operators/object_quick_effects.py: edits to quick effects scripts
Campbell Barton
ideasman42 at gmail.com
Mon Jul 25 07:54:33 CEST 2011
Revision: 38679
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=38679
Author: campbellbarton
Date: 2011-07-25 05:54:32 +0000 (Mon, 25 Jul 2011)
Log Message:
-----------
edits to quick effects scripts
- use uv layer data api rather then operator.
- switch vector rotation order.
- made some style changes, use 80 width.
Modified Paths:
--------------
trunk/blender/release/scripts/startup/bl_operators/object_quick_effects.py
Modified: trunk/blender/release/scripts/startup/bl_operators/object_quick_effects.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_operators/object_quick_effects.py 2011-07-25 05:10:44 UTC (rev 38678)
+++ trunk/blender/release/scripts/startup/bl_operators/object_quick_effects.py 2011-07-25 05:54:32 UTC (rev 38679)
@@ -16,11 +16,16 @@
#
# ##### 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):
@@ -61,7 +66,8 @@
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.")
@@ -92,7 +98,8 @@
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'}
@@ -149,7 +156,10 @@
for obj in mesh_objects:
if obj.particle_systems:
- self.report({'ERROR'}, "Object %r already has a particle system" % obj.name)
+ self.report({'ERROR'},
+ "Object %r already has a "
+ "particle system" % obj.name)
+
return {'CANCELLED'}
if self.fade:
@@ -184,9 +194,7 @@
if self.fade:
explode.show_dead = False
- bpy.ops.mesh.uv_texture_add(fake_context)
- uv = obj.data.uv_textures[-1]
- uv.name = "Explode fade"
+ uv = obj.data.uv_textures.new("Explode fade")
explode.particle_uv = uv.name
mat = object_ensure_material(obj, "Explode Fade")
@@ -247,7 +255,7 @@
def obj_bb_minmax(obj, min_co, max_co):
for i in range(0, 8):
- bb_vec = Vector(obj.bound_box[i]) * 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])
@@ -262,21 +270,26 @@
bl_label = "Quick Smoke"
bl_options = {'REGISTER', 'UNDO'}
- style = EnumProperty(items=(
- ('STREAM', "Stream", ""),
- ('PUFF', "Puff", ""),
- ('FIRE', "Fire", "")),
- name="Smoke Style",
- description="",
- default='STREAM')
+ 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)
+ 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']
+ 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
@@ -336,22 +349,26 @@
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
- ramp = mat.texture_slots[1].texture.color_ramp
+ tex_slot = mat.texture_slots.add()
+ tex_slot.texture = tex
+ ramp = tex.color_ramp
+
elem = ramp.elements.new(0.333)
elem.color[0] = elem.color[3] = 1
elem.color[1] = elem.color[2] = 0
@@ -371,28 +388,38 @@
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')
+ 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,
+ )
- 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))
@@ -405,7 +432,8 @@
# 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
@@ -429,10 +457,14 @@
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')
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