[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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