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fracture_cell_setup.py 9.65 KiB
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  • # ##### 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 #####
    
    # <pep8 compliant>
    
    # Script copyright (C) Blender Foundation 2012
    
    
    import bpy
    import bmesh
    
    
    def _points_from_object(obj, source):
    
        _source_all = {
            'PARTICLE', 'PENCIL',
            'VERT_OWN', 'EDGE_OWN', 'FACE_OWN',
            'VERT_CHILD', 'EDGE_CHILD', 'FACE_CHILD'}
    
        print(source - _source_all)
        print(source)
        assert(len(source | _source_all) == len(_source_all))
        assert(len(source))
    
        def edge_center(mesh, edge):
            v1, v2 = edge.vertices
            return (mesh.vertices[v1].co + mesh.vertices[v2].co) / 2.0
    
        def poly_center(mesh, poly):
            from mathutils import Vector
            co = Vector()
            tot = 0
            for i in poly.loop_indices:
                co += mesh.vertices[mesh.loops[i].vertex_index].co
                tot += 1
            return co / tot
    
        def points_from_verts(obj):
            if obj.type == 'MESH':
                mesh = obj.data
                matrix = obj.matrix_world.copy()
                points.extend([matrix * v.co for v in mesh.vertices])
    
        def points_from_edges(obj):
            if obj.type == 'MESH':
                mesh = obj.data
                matrix = obj.matrix_world.copy()
                points.extend([matrix * edge_center(mesh, e) for e in mesh.edges])
    
        def points_from_faces(obj):
            if obj.type == 'MESH':
                mesh = obj.data
                matrix = obj.matrix_world.copy()
                points.extend([matrix * poly_center(mesh, p) for p in mesh.polygons])
    
        # geom own
        if 'VERT_OWN' in source:
            points_from_verts(obj)
        if 'EDGE_OWN' in source:
            points_from_edges(obj)
        if 'FACE_OWN' in source:
            points_from_faces(obj)
    
        # geom children
        if 'VERT_CHILD' in source:
            for obj_child in obj.children:
                points_from_verts(obj_child)
        if 'EDGE_CHILD' in source:
            for obj_child in obj.children:
                points_from_edges(obj_child)
        if 'FACE_CHILD' in source:
            for obj_child in obj.children:
                points_from_faces(obj_child)
    
        # geom particles
        if 'PARTICLE' in source:
    
            points.extend([p.location.copy()
                             for psys in obj.particle_systems
                             for p in psys.particles])
    
    
        # grease pencil
        def get_points(stroke):
            return [point.co.copy() for point in stroke.points]
    
        def get_splines(gp):
            if gp.layers.active:
                frame = gp.layers.active.active_frame
                return [get_points(stroke) for stroke in frame.strokes]
            else:
                return []
    
        if 'PENCIL' in source:
            gp = obj.grease_pencil
            if gp:
                points.extend([p for spline in get_splines(gp)
                                 for p in spline])
    
        return points
    
    
    def cell_fracture_objects(scene, obj,
                              source={'PARTICLE'},
                              source_limit=0,
                              source_noise=0.0,
                              clean=True,
                              # operator options
                              use_smooth_faces=False,
                              use_smooth_edges=True,
                              use_data_match=False,
                              use_island_split=False,
    
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                              margin=0.0,
    
                              ):
        
        from . import fracture_cell_calc
    
        # -------------------------------------------------------------------------
        # GET POINTS
    
        points = _points_from_object(obj, source)
    
            # print using fallback
            points = _points_from_object(obj, source | {'VERT_OWN'})
    
        if not points:
            print("no points found")
    
        # apply optional clamp
        if source_limit != 0 and source_limit < len(points):
            import random
            random.shuffle(points)
            points[source_limit:] = []
    
    
        # saddly we cant be sure there are no doubles
        from mathutils import Vector
        to_tuple = Vector.to_tuple
        points = list({to_tuple(p, 4): p for p in points}.values())
        del to_tuple
        del Vector
    
    
        if source_noise > 0.0:
            # boundbox approx of overall scale
            from mathutils import Vector
            matrix = obj.matrix_world.copy()
            bb_world = [matrix * Vector(v) for v in obj.bound_box]
            scalar = (bb_world[0] - bb_world[6]).length / 2.0
    
            from mathutils.noise import noise_vector
            
            points[:] = [p + (noise_vector(p) * scalar) for p in points]
        
        # end remove doubles
        # ------------------
    
    
        mesh = obj.data
        matrix = obj.matrix_world.copy()
        verts = [matrix * v.co for v in mesh.vertices]
    
    
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        cells = fracture_cell_calc.points_as_bmesh_cells(verts, points,
                                                         margin_cell=margin)
    
        
        # some hacks here :S
        cell_name = obj.name + "_cell"
        
        objects = []
        
        for center_point, cell_points in cells:
    
    
            # ---------------------------------------------------------------------
            # BMESH
    
    
            # create the convex hulls
            bm = bmesh.new()
            for i, co in enumerate(cell_points):
                bm_vert = bm.verts.new(co)
                bm_vert.tag = True
    
            import mathutils
    
            bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=0.0001)
    
                bmesh.ops.convex_hull(bm, input=bm.verts)
    
            except RuntimeError:
                import traceback
                traceback.print_exc()
    
    
            if clean:
                for bm_vert in bm.verts:
                    bm_vert.tag = True
                for bm_edge in bm.edges:
                    bm_edge.tag = True
                bm.normal_update()
    
                    bmesh.ops.dissolve_limit(bm, verts=bm.verts, angle_limit=0.001)
    
                except RuntimeError:
                    import traceback
                    traceback.print_exc()
    
            if use_smooth_faces:
                for bm_face in bm.faces:
                    bm_face.smooth = True
    
            if use_smooth_edges:
                for bm_edge in bm.edges:
                    bm_edge.smooth = True
    
    
            # ---------------------------------------------------------------------
            # MESH
    
            mesh_dst = bpy.data.meshes.new(name=cell_name)
    
            bm.to_mesh(mesh_dst)
    
            bm.free()
    
            del bm
    
            if use_data_match:
                # match materials and data layers so boolean displays them
                # currently only materials + data layers, could do others...
                mesh_src = obj.data
                for mat in mesh_src.materials:
    
                    mesh_dst.materials.append(mat)
    
                for lay_attr in ("vertex_colors", "uv_layers"):
                    lay_src = getattr(mesh_src, lay_attr)
                    lay_dst = getattr(mesh_dst, lay_attr)
                    for key in lay_src.keys():
                        lay_dst.new(name=key)
    
            # ---------------------------------------------------------------------
            # OBJECT
    
            obj_cell = bpy.data.objects.new(name=cell_name, object_data=mesh_dst)
            scene.objects.link(obj_cell)
            # scene.objects.active = obj_cell
            obj_cell.location = center_point
    
    
            objects.append(obj_cell)
    
    
        # move this elsewhere...
        for obj_cell in objects:
            game = obj_cell.game
            game.physics_type = 'RIGID_BODY'
            game.use_collision_bounds = True
    
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            game.collision_bounds_type = 'CONVEX_HULL'
    
    def cell_fracture_boolean(scene, obj, objects, apply=True, clean=True):
    
        for obj_cell in objects:
    
            mod = obj_cell.modifiers.new(name="Boolean", type='BOOLEAN')
            mod.object = obj
    
            mod.operation = 'INTERSECT'
    
    
                mesh_new = obj_cell.to_mesh(scene,
                                            apply_modifiers=True,
                                            settings='PREVIEW')
    
                mesh_old = obj_cell.data
                obj_cell.data = mesh_new
                obj_cell.modifiers.remove(mod)
    
                # remove if not valid
                if not mesh_old.users:
                    bpy.data.meshes.remove(mesh_old)
                if not mesh_new.vertices:
                    scene.objects.unlink(obj_cell)
                    if not obj_cell.users:
                        bpy.data.objects.remove(obj_cell)
    
                        obj_cell = None
    
                        if not mesh_new.users:
                            bpy.data.meshes.remove(mesh_new)
    
                            mesh_new = None
    
                if clean and mesh_new is not None:
    
                    bm = bmesh.new()
                    bm.from_mesh(mesh_new)
                    for bm_vert in bm.verts:
                        bm_vert.tag = True
                    for bm_edge in bm.edges:
                        bm_edge.tag = True
                    bm.normal_update()
    
                        bmesh.ops.dissolve_limit(bm, verts=bm.verts, edges=bm.edges, angle_limit=0.001)
    
                    except RuntimeError:
                        import traceback
                        traceback.print_exc()
    
                    bm.to_mesh(mesh_new)
                    bm.free()
    
    
            if obj_cell is not None:
                objects_boolean.append(obj_cell)
    
        return objects_boolean