[Bf-extensions-cvs] [f00d4fbe] master: object_fracture_cell: returned to release: T61901 T63750 f7c91d3382e
meta-androcto
noreply at git.blender.org
Mon Jul 1 11:32:41 CEST 2019
Commit: f00d4fbe84852e40af281267c06dc21bafb5df49
Author: meta-androcto
Date: Mon Jul 1 19:32:23 2019 +1000
Branches: master
https://developer.blender.org/rBACf00d4fbe84852e40af281267c06dc21bafb5df49
object_fracture_cell: returned to release: T61901 T63750 f7c91d3382e
===================================================================
D object_fracture_cell/__init__.py
D object_fracture_cell/operator.py
D object_fracture_cell/process/cell_calc.py
D object_fracture_cell/process/cell_functions.py
D object_fracture_cell/process/cell_main.py
D object_fracture_cell/process/crack_functions.py
D object_fracture_cell/process/material_functions.py
D object_fracture_cell/process/materials/materials1.blend
D object_fracture_cell/utilities.py
===================================================================
diff --git a/object_fracture_cell/__init__.py b/object_fracture_cell/__init__.py
deleted file mode 100644
index 9fd3e6d3..00000000
--- a/object_fracture_cell/__init__.py
+++ /dev/null
@@ -1,420 +0,0 @@
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software; you can redistribute it and/or
-# modify it under the terms of the GNU General Public License
-# as published by the Free Software Foundation; either version 2
-# of the License, or (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but WITHOUT ANY WARRANTY; without even the implied warranty of
-# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program; if not, write to the Free Software Foundation,
-# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
-#
-# ##### END GPL LICENSE BLOCK #####
-
-bl_info = {
- "name": "Cell Fracture",
- "author": "ideasman42, phymec, Sergey Sharybin, Nobuyuki Hirakata",
- "version": (1, 0),
- "blender": (2, 80, 0),
- "location": "View3D > Sidebar > Transform tab",
- "description": "Fractured Object, or Cracked Surface",
- "warning": "",
- "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
- "Scripts/Object/CellFracture",
- "category": "Object"}
-
-
-if "bpy" in locals():
- import importlib
- importlib.reload(operator)
-
-else:
- from . import operator
-
-import bpy
-from bpy.props import (
- StringProperty,
- BoolProperty,
- IntProperty,
- FloatProperty,
- FloatVectorProperty,
- EnumProperty,
- BoolVectorProperty,
- PointerProperty,
- )
-
-from bpy.types import (
- Panel,
- PropertyGroup,
- )
-
-
-class FRACTURE_PT_Menu(Panel):
- bl_idname = 'FRACTURE_PT_Menu'
- bl_label = "Fracture Cell"
- bl_space_type = "VIEW_3D"
- bl_region_type = "UI"
- bl_category = "Transform"
- bl_context = 'objectmode'
- bl_options = {"DEFAULT_CLOSED"}
-
- def draw(self, context):
- # Show pop-upped menu when the button is hit.
- layout = self.layout
- #layout.label(text="Cell Fracture:")
- layout.operator(operator.FRACTURE_OT_Cell.bl_idname,
- text="1. Cell Fracture")
- layout.operator(operator.FRACTURE_OT_Crack.bl_idname,
- text="2. Cell to Crack")
-
- material_props = context.window_manager.fracture_material_props
- layout.separator()
- box = layout.box()
- col = box.column()
- row = col.row(align=True)
- row.label(text="Material Preset:")
- '''
- row_sub = row.row()
- row_sub.prop(material_props, "material_lib_name", text="",
- toggle=True, icon="LONGDISPLAY")
- '''
- row = box.row()
- row.prop(material_props, "material_preset", text="")
-
- row = box.row()
- row.operator(operator.FRACTURE_OT_Material.bl_idname, icon="MATERIAL_DATA",
- text="Append Material")
-
-
-class FractureCellProperties(PropertyGroup):
- # -------------------------------------------------------------------------
- # Source Options
- source_vert_own: IntProperty(
- name="Own Verts",
- description="Use own vertices",
- min=0, max=2000,
- default=100,
- )
- source_vert_child: IntProperty(
- name="Child Verts",
- description="Use child object vertices",
- min=0, max=2000,
- default=0,
- )
- source_particle_own: IntProperty(
- name="Own Particles",
- description="All particle systems of the source object",
- min=0, max=2000,
- default=0,
- )
- source_particle_child: IntProperty(
- name="Child Particles",
- description="All particle systems of the child objects",
- min=0, max=2000,
- default=0,
- )
- source_pencil: IntProperty(
- name="Annotation Pencil",
- description="Annotation Grease Pencil",
- min=0, max=2000,
- default=0,
- )
- source_random: IntProperty(
- name="Random",
- description="Random seed position",
- min=0, max=2000,
- default=0,
- )
- '''
- source_limit: IntProperty(
- name="Source Limit",
- description="Limit the number of input points, 0 for unlimited",
- min=0, max=5000,
- default=100,
- )
- '''
- # -------------------------------------------------------------------------
- # Transform
- source_noise: FloatProperty(
- name="Noise",
- description="Randomize point distribution",
- min=0.0, max=1.0,
- default=0.0,
- )
- margin: FloatProperty(
- name="Margin",
- description="Gaps for the fracture (gives more stable physics)",
- min=0.0, max=1.0,
- default=0.001,
- )
- cell_scale: FloatVectorProperty(
- name="Scale",
- description="Scale Cell Shape",
- size=3,
- min=0.0, max=1.0,
- default=(1.0, 1.0, 1.0),
- )
- pre_simplify : FloatProperty(
- name="Simplify Base Mesh",
- description="Simplify base mesh before making cell. Lower face size, faster calculation",
- default=0.00,
- min=0.00,
- max=1.00
- )
- use_recenter: BoolProperty(
- name="Recenter",
- description="Recalculate the center points after splitting",
- default=True,
- )
- use_island_split: BoolProperty(
- name="Split Islands",
- description="Split disconnected meshes",
- default=True,
- )
- # -------------------------------------------------------------------------
- # Recursion
- recursion: IntProperty(
- name="Recursion",
- description="Break shards recursively",
- min=0, max=2000,
- default=0,
- )
- recursion_source_limit: IntProperty(
- name="Fracture Each",
- description="Limit the number of input points, 0 for unlimited (applies to recursion only)",
- min=2, max=2000, # Oviously, dividing in more than two objects is needed, to avoid no fracture object.
- default=8,
- )
- recursion_clamp: IntProperty(
- name="Max Fracture",
- description="Finish recursion when this number of objects is reached (prevents recursing for extended periods of time), zero disables",
- min=0, max=10000,
- default=250,
- )
- recursion_chance: FloatProperty(
- name="Recursion Chance",
- description="Likelihood of recursion",
- min=0.0, max=1.0,
- default=1.00,
- )
- recursion_chance_select: EnumProperty(
- name="Target",
- items=(('RANDOM', "Random", ""),
- ('SIZE_MIN', "Small", "Recursively subdivide smaller objects"),
- ('SIZE_MAX', "Big", "Recursively subdivide bigger objects"),
- ('CURSOR_MIN', "Cursor Close", "Recursively subdivide objects closer to the cursor"),
- ('CURSOR_MAX', "Cursor Far", "Recursively subdivide objects farther from the cursor"),
- ),
- default='SIZE_MIN',
- )
- # -------------------------------------------------------------------------
- # Interior Meshes Options
- use_smooth_faces: BoolProperty(
- name="Smooth Faces",
- description="Smooth Faces of inner side",
- default=False,
- )
- use_sharp_edges: BoolProperty(
- name="Mark Sharp Edges",
- description="Set sharp edges when disabled",
- default=False,
- )
- use_sharp_edges_apply: BoolProperty(
- name="Edge Split Modifier",
- description="Add edge split modofier for sharp edges",
- default=False,
- )
- use_data_match: BoolProperty(
- name="Copy Original Data",
- description="Match original mesh materials and data layers",
- default=True,
- )
- material_index: IntProperty(
- name="Interior Material Slot",
- description="Material index for interior faces",
- default=0,
- )
- use_interior_vgroup: BoolProperty(
- name="Vertex Group",
- description="Create a vertex group for interior verts",
- default=False,
- )
- # -------------------------------------------------------------------------
- # Scene Options
- use_collection: BoolProperty(
- name="Use Collection",
- description="Use collection to organize fracture objects",
- default=True,
- )
- new_collection: BoolProperty(
- name="New Collection",
- description="Make new collection for fracture objects",
- default=True,
- )
- collection_name: StringProperty(
- name="Name",
- description="Collection name.",
- default="Fracture",
- )
- original_hide: BoolProperty(
- name="Hide Original",
- description="Hide original object after cell fracture.",
- default=False,
- )
- cell_relocate : BoolProperty(
- name="Move Beside Original",
- description="Move cells beside the original object.",
- default=False,
- )
- # -------------------------------------------------------------------------
- # Custom Property Options
- use_mass: BoolProperty(
- name="Mass",
- description="App
@@ Diff output truncated at 10240 characters. @@
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