Newer
Older
# ##### 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",
"version": (0, 1),
"blender": (2, 6, 4),
"location": "Search > Fracture Object & Add -> Fracture Helper Objects",
"description": "Fractured Object, Bomb, Projectile, Recorder",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Object/Fracture",
"tracker_url": "https://projects.blender.org/tracker/index.php?"
"func=detail&aid=21793",
"category": "Object"}
#if "bpy" in locals():
# import imp
# imp.reload(fracture_cell_setup)
from bpy.props import (StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
from bpy.types import Operator
def main_object(scene, 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_chance = kw_copy.pop("recursion_chance")
recursion_chance_select = kw_copy.pop("recursion_chance_select")
use_layer_next = kw_copy.pop("use_layer_next")
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")
from . import fracture_cell_setup
Campbell Barton
committed
# not essential but selection is visual distraction.
obj.select = False
if kw_copy["use_debug_redraw"]:
obj_draw_type_prev = obj.draw_type
obj.draw_type = 'WIRE'
objects = fracture_cell_setup.cell_fracture_objects(scene, obj, **kw_copy)
objects = fracture_cell_setup.cell_fracture_boolean(scene, obj, objects,
use_debug_redraw=kw_copy["use_debug_redraw"])
# todo, split islands.
# must apply after boolean.
if use_recenter:
bpy.ops.object.origin_set({"selected_editable_objects": objects},
type='ORIGIN_GEOMETRY', center='MEDIAN')
if level < recursion:
objects_recurse_input = [(i, o) for i, o in enumerate(objects)]
if recursion_chance != 1.0:
if 0:
random.shuffle(objects_recurse_input)
else:
from mathutils import Vector
if recursion_chance_select == 'RANDOM':
pass
elif recursion_chance_select == {'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 == {'CURSOR_MIN', 'CURSOR_MAX'}:
print(recursion_chance_select)
c = scene.cursor_location.copy()
objects_recurse_input.sort(key=lambda ob_pair:
(ob_pair[1].matrix_world.translation - c).length_squared)
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(scene, obj_cell, level + 1, **kw)
if use_remove_original:
scene.objects.unlink(obj_cell)
del objects[i]
objects.extend(objects_recursive)
#--------------
# Scene Options
# layer
if use_layer_next:
layers_new = [False] * 20
layers_new[(obj.layers[:].index(True) + 1) % 20] = True
for obj_cell in objects:
obj_cell.layers = layers_new
# group
if group_name:
group = bpy.data.groups.get(group_name)
if group is None:
group = bpy.data.groups.new(group_name)
for obj_cell in objects:
group.objects.link(obj_cell)
if kw_copy["use_debug_redraw"]:
obj.draw_type = obj_draw_type_prev
return objects
def main(context, **kw):
import time
t = time.time()
scene = context.scene
objects = main_object(scene, obj, 0, **kw)
bpy.ops.object.select_all(action='DESELECT')
for obj_cell in objects:
obj_cell.select = True
print("Done! %d objects in %.4f sec" % (len(objects), time.time() - t))
class FractureCell(Operator):
bl_idname = "object.add_fracture_cell_objects"
Campbell Barton
committed
bl_label = "Cell Fracture Mesh"
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
bl_options = {'PRESET'}
# -------------------------------------------------------------------------
# Source Options
source = EnumProperty(
name="Source",
items=(('VERT_OWN', "Own Verts", "Use own vertices"),
('VERT_CHILD', "Child Verts", "Use own vertices"),
('PARTICLE', "Particles", ("All particle systems of the "
"source object")),
('PENCIL', "Grease Pencil", "This objects grease pencil"),
),
options={'ENUM_FLAG'},
default={'PARTICLE', 'VERT_OWN'} # 'VERT_OWN', 'EDGE_OWN', 'FACE_OWN'
)
source_limit = IntProperty(
name="Source Limit",
description="Limit the number of input points, 0 for unlimited",
min=0, max=5000,
default=1000,
)
source_noise = FloatProperty(
name="Noise",
description="Randomize point distrobution",
min=0.0, max=1.0,
default=0.0,
)
cell_scale = FloatVectorProperty(
name="Scale",
description="Scale Cell Shape",
size=3,
min=0.0, max=1.0,
default=(1.0, 1.0, 1.0),
)
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
# -------------------------------------------------------------------------
# Recursion
recursion = IntProperty(
name="Recursion",
description="Break shards resursively",
min=0, max=5000,
default=0,
)
recursion_chance = FloatProperty(
name="Random Factor",
description="Likelyhood of recursion",
min=0.0, max=1.0,
default=1.0,
)
recursion_chance_select = EnumProperty(
name="Recurse Over",
items=(('RANDOM', "Random", ""),
('SIZE_MIN', "Small", "Recursively subdivide smaller objects"),
('SIZE_MAX', "Big", "Recursively subdivide smaller objects"),
('CURSOR_MIN', "Cursor Close", "Recursively subdivide objects closer to the cursor"),
('CURSOR_MAX', "Cursor Far", "Recursively subdivide objects closer to the cursor"),
),
default='SIZE_MIN',
)
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
# -------------------------------------------------------------------------
# Mesh Data Options
use_smooth_faces = BoolProperty(
name="Smooth Faces",
default=False,
)
use_smooth_edges = BoolProperty(
name="Smooth Edges",
description="Set sharp edges whem disabled",
default=True,
)
use_data_match = BoolProperty(
name="Match Data",
description="Match original mesh materials and data layers",
default=True,
)
use_island_split = BoolProperty(
name="Split Islands",
description="Split disconnected meshes",
default=True,
)
margin = FloatProperty(
name="Margin",
description="Gaps for the fracture (gives more stable physics)",
min=0.0, max=1.0,
default=0.001,
)
material_index = IntProperty(
name="Material",
description="Material index for interior faces",
default=0,
)
# -------------------------------------------------------------------------
# Object Options
use_recenter = BoolProperty(
name="Recenter",
description="Recalculate the center points after splitting",
default=True,
)
use_remove_original = BoolProperty(
name="Remove Original",
description="Removes the parents used to create the shatter",
default=True,
)
# -------------------------------------------------------------------------
# Scene Options
#
# .. dirreferent from object options in that this controls how the objects
# are setup in the scene.
use_layer_next = BoolProperty(
name="Next Layer",
description="At the object into the next layer",
default=True,
group_name = StringProperty(
name="Group",
description="Create objects int a group "
"(use existing or create new)",
# -------------------------------------------------------------------------
# Debug
use_debug_points = BoolProperty(
name="Debug Points",
description="Create mesh data showing the points used for fracture",
default=False,
use_debug_redraw = BoolProperty(
name="Show Progress Realtime",
description="Redraw as fracture is done",
default=True,
)
use_debug_bool = BoolProperty(
name="Debug Boolean",
description="Skip applying the boolean modifier",
default=False,
)
keywords = self.as_keywords() # ignore=("blah",)
main(context, **keywords)
def invoke(self, context, event):
print(self.recursion_chance_select)
def draw(self, context):
layout = self.layout
box = layout.box()
col = box.column()
col.label("Point Source")
rowsub = col.row()
rowsub.prop(self, "source")
rowsub = col.row()
rowsub.prop(self, "source_limit")
rowsub.prop(self, "source_noise")
rowsub = col.row()
rowsub.prop(self, "cell_scale")
box = layout.box()
col = box.column()
col.label("Recursive Shatter")
rowsub = col.row(align=True)
rowsub.prop(self, "recursion")
rowsub = col.row()
rowsub.prop(self, "recursion_chance")
rowsub.prop(self, "recursion_chance_select", expand=True)
box = layout.box()
col = box.column()
col.label("Mesh Data")
rowsub.prop(self, "use_smooth_faces")
rowsub.prop(self, "use_smooth_edges")
rowsub.prop(self, "use_data_match")
rowsub.prop(self, "material_index")
rowsub = col.row()
# could be own section, control how we subdiv
box = layout.box()
col = box.column()
col.label("Object")
rowsub = col.row(align=True)
rowsub.prop(self, "use_recenter")
box = layout.box()
col = box.column()
rowsub.prop(self, "use_layer_next")
rowsub.prop(self, "group_name")
box = layout.box()
col = box.column()
col.label("Debug")
rowsub = col.row(align=True)
rowsub.prop(self, "use_debug_bool")
#def menu_func(self, context):
# self.layout.menu("INFO_MT_add_fracture_objects", icon="PLUGIN")
def register():
bpy.utils.register_class(FractureCell)
# Add the "add fracture objects" menu to the "Add" menu
# bpy.types.INFO_MT_add.append(menu_func)
def unregister():
bpy.utils.unregister_class(FractureCell)
# Remove "add fracture objects" menu from the "Add" menu.
# bpy.types.INFO_MT_add.remove(menu_func)
if __name__ == "__main__":
register()