[Bf-extensions-cvs] [f7c91d33] master: object_fracture_cell/crackit: move to contrib: T63750 T61901
meta-androcto
noreply at git.blender.org
Fri May 24 08:11:29 CEST 2019
Commit: f7c91d3382ea19ce4565105c85288044a2d1b833
Author: meta-androcto
Date: Fri May 24 16:11:07 2019 +1000
Branches: master
https://developer.blender.org/rBAf7c91d3382ea19ce4565105c85288044a2d1b833
object_fracture_cell/crackit: move to contrib: T63750 T61901
===================================================================
D object_fracture_cell/__init__.py
D object_fracture_cell/fracture_cell_calc.py
D object_fracture_cell/fracture_cell_setup.py
D object_fracture_crack/__init__.py
D object_fracture_crack/crack_it.py
D object_fracture_crack/materials/materials1.blend
D object_fracture_crack/operator.py
===================================================================
diff --git a/object_fracture_cell/__init__.py b/object_fracture_cell/__init__.py
deleted file mode 100644
index e1fcb41f..00000000
--- a/object_fracture_cell/__init__.py
+++ /dev/null
@@ -1,568 +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",
- "version": (0, 1),
- "blender": (2, 70, 0),
- "location": "Edit panel of Tools tab, in Object mode, 3D View tools",
- "description": "Fractured Object, Bomb, Projectile, Recorder",
- "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(fracture_cell_setup)
-
-import bpy
-from bpy.props import (
- StringProperty,
- BoolProperty,
- IntProperty,
- FloatProperty,
- FloatVectorProperty,
- EnumProperty,
- )
-
-from bpy.types import Operator
-
-def main_object(context, obj, level, **kw):
- import random
-
- # pull out some args
- kw_copy = kw.copy()
- use_recenter = kw_copy.pop("use_recenter")
- use_remove_original = kw_copy.pop("use_remove_original")
- recursion = kw_copy.pop("recursion")
- recursion_source_limit = kw_copy.pop("recursion_source_limit")
- recursion_clamp = kw_copy.pop("recursion_clamp")
- recursion_chance = kw_copy.pop("recursion_chance")
- recursion_chance_select = kw_copy.pop("recursion_chance_select")
- use_layer_next = kw_copy.pop("use_layer_next")
- use_layer_index = kw_copy.pop("use_layer_index")
- group_name = kw_copy.pop("group_name")
- use_island_split = kw_copy.pop("use_island_split")
- use_debug_bool = kw_copy.pop("use_debug_bool")
- use_interior_vgroup = kw_copy.pop("use_interior_vgroup")
- use_sharp_edges = kw_copy.pop("use_sharp_edges")
- use_sharp_edges_apply = kw_copy.pop("use_sharp_edges_apply")
-
- collection = context.collection
-
- if level != 0:
- kw_copy["source_limit"] = recursion_source_limit
-
- from . import fracture_cell_setup
-
- # not essential but selection is visual distraction.
- obj.select_set(False)
-
- if kw_copy["use_debug_redraw"]:
- obj_display_type_prev = obj.display_type
- obj.display_type = 'WIRE'
-
- objects = fracture_cell_setup.cell_fracture_objects(context, obj, **kw_copy)
- objects = fracture_cell_setup.cell_fracture_boolean(context, obj, objects,
- use_island_split=use_island_split,
- use_interior_hide=(use_interior_vgroup or use_sharp_edges),
- use_debug_bool=use_debug_bool,
- use_debug_redraw=kw_copy["use_debug_redraw"],
- level=level,
- )
-
- # must apply after boolean.
- if use_recenter:
- bpy.ops.object.origin_set({"selected_editable_objects": objects},
- type='ORIGIN_GEOMETRY', center='MEDIAN')
-
- if level == 0:
- for level_sub in range(1, recursion + 1):
-
- objects_recurse_input = [(i, o) for i, o in enumerate(objects)]
-
- if recursion_chance != 1.0:
- from mathutils import Vector
- if recursion_chance_select == 'RANDOM':
- random.shuffle(objects_recurse_input)
- elif recursion_chance_select in {'SIZE_MIN', 'SIZE_MAX'}:
- objects_recurse_input.sort(key=lambda ob_pair:
- (Vector(ob_pair[1].bound_box[0]) -
- Vector(ob_pair[1].bound_box[6])).length_squared)
- if recursion_chance_select == 'SIZE_MAX':
- objects_recurse_input.reverse()
- elif recursion_chance_select in {'CURSOR_MIN', 'CURSOR_MAX'}:
- c = scene.cursor.location.copy()
- objects_recurse_input.sort(key=lambda ob_pair:
- (ob_pair[1].location - c).length_squared)
- if recursion_chance_select == 'CURSOR_MAX':
- objects_recurse_input.reverse()
-
- objects_recurse_input[int(recursion_chance * len(objects_recurse_input)):] = []
- objects_recurse_input.sort()
-
- # reverse index values so we can remove from original list.
- objects_recurse_input.reverse()
-
- objects_recursive = []
- for i, obj_cell in objects_recurse_input:
- assert(objects[i] is obj_cell)
- objects_recursive += main_object(context, obj_cell, level_sub, **kw)
- if use_remove_original:
- collection.objects.unlink(obj_cell)
- del objects[i]
- if recursion_clamp and len(objects) + len(objects_recursive) >= recursion_clamp:
- break
- objects.extend(objects_recursive)
-
- if recursion_clamp and len(objects) > recursion_clamp:
- break
-
- #--------------
- # Level Options
- if level == 0:
- # import pdb; pdb.set_trace()
- if use_interior_vgroup or use_sharp_edges:
- fracture_cell_setup.cell_fracture_interior_handle(objects,
- use_interior_vgroup=use_interior_vgroup,
- use_sharp_edges=use_sharp_edges,
- use_sharp_edges_apply=use_sharp_edges_apply,
- )
-
- #--------------
- # Scene Options
-
- # layer
- layers_new = None
- if use_layer_index != 0:
- layers_new = [False] * 20
- layers_new[use_layer_index - 1] = True
- elif use_layer_next:
- layers_new = [False] * 20
- layers_new[(obj.layers[:].index(True) + 1) % 20] = True
-
- if layers_new is not None:
- for obj_cell in objects:
- obj_cell.layers = layers_new
-
- # group
- if group_name:
- group = bpy.data.collections.get(group_name)
- if group is None:
- group = bpy.data.collections.new(group_name)
- group_objects = group.objects[:]
- for obj_cell in objects:
- if obj_cell not in group_objects:
- group.objects.link(obj_cell)
-
- if kw_copy["use_debug_redraw"]:
- obj.display_type = obj_display_type_prev
-
- # testing only!
- # obj.hide = True
- return objects
-
-
-def main(context, **kw):
- import time
- t = time.time()
- objects_context = context.selected_editable_objects
-
- kw_copy = kw.copy()
-
- # mass
- mass_mode = kw_copy.pop("mass_mode")
- mass = kw_copy.pop("mass")
-
- objects = []
- for obj in objects_context:
- if obj.type == 'MESH':
- objects += main_object(context, obj, 0, **kw_copy)
-
- bpy.ops.object.select_all(action='DESELECT')
- for obj_cell in objects:
- obj_cell.select_set(True)
-
- if mass_mode == 'UNIFORM':
- for obj_cell in objects:
- obj_cell.game.mass = mass
- elif mass_mode == 'VOLUME':
- from mathutils import Vector
- def _get_volume(obj_cell):
- def _getObjectBBMinMax():
- min_co = Vector((1000000.0, 1000000.0, 1000000.0))
- max_co = -min_co
- matrix = obj_cell.matrix_world
- for i in range(0, 8):
- bb_vec = obj_cell.matrix_world * Vector(obj_cell.bound_box[i])
- min_co[0] = min(bb_vec[0], min_co[0])
- min_co[1] = min(bb_vec[1], min_co[1])
- min_co[2] = min(bb_vec[2], min_co[2])
- max_co[0] = max(bb_vec[0], max_co[0])
- max_co[1] = max(bb_vec[1], max_co[1])
- max_co[2] = max(bb_vec[2], max_co[2])
- return (min_co, max_co)
-
- def _getObjectVolume():
- min_co, max_co = _getObjectBBMinMax()
- x = max_co[0] - min_co[0]
- y = max_co[1] - min_co[1]
- z = max_co[2] - min_co[2]
- volume = x * y * z
- return volume
-
- return _getObjectVolume()
-
-
- obj_volume_ls = [_get_volume(obj_cell) for obj_cell in objects]
- obj_volume_tot = sum(obj_volume_ls)
- if obj_volume_tot > 0.0:
- mass_fac = mass / obj_volume_tot
- for i, obj_cell in enumerate(objects):
- obj_cell.game.mass = obj_volume_ls[i] * mass_fac
- else:
- assert(0)
-
- print("Done! %d objects in %.4f sec" % (len(objects), time.time() - t))
-
-
-class FractureCell(Operator):
- bl_idname = "object.add_fracture_cell_objects"
- bl_label = "Cell fracture selected mesh objects"
- bl_options = {'PRESET'}
-
- # -------------------------------------------------------------------------
- # Source Options
- source: EnumProperty(
- name="Source",
- items=(('VERT_OWN', "Own Verts", "Use own vertices"),
- ('VERT_CHILD', "Child Verts", "Use child
@@ Diff output truncated at 10240 characters. @@
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