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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 #####
import bpy
from bpy.props import *
import os
import random
import mathutils
from mathutils import *
def create_cutter(context, crack_type, scale, roughness):
ncuts = 12
if crack_type == 'FLAT' or crack_type == 'FLAT_ROUGH':
bpy.ops.mesh.primitive_cube_add(
view_align=False,
enter_editmode=False,
location=(0, 0, 0),
rotation=(0, 0, 0),
layer=(True, False, False, False,
False, False, False, False,
False, False, False, False,
False, False, False, False,
False, False, False, False))
for v in context.scene.objects.active.data.vertices:
v.co[0] += 1
v.co[0] *= scale
v.co[1] *= scale
v.co[2] *= scale
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bpy.ops.object.editmode_toggle()
bpy.ops.mesh.faces_shade_smooth()
bpy.ops.uv.reset()
if crack_type == 'FLAT_ROUGH':
bpy.ops.mesh.subdivide(
number_cuts=ncuts,
fractal=roughness * 7 * scale,
smoothness=0)
bpy.ops.mesh.vertices_smooth(repeat=5)
bpy.ops.object.editmode_toggle()
if crack_type == 'SPHERE' or crack_type == 'SPHERE_ROUGH':
bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=4,
size=1,
view_align=False,
enter_editmode=False,
location=(0, 0, 0),
rotation=(0, 0, 0),
layer=(True, False, False, False,
False, False, False, False,
False, False, False, False,
False, False, False, False,
False, False, False, False,
False, False, False, False,
False, False, False, False,
False, False, False, False))
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.faces_shade_smooth()
bpy.ops.uv.smart_project(angle_limit=66, island_margin=0)
bpy.ops.object.editmode_toggle()
for v in context.scene.objects.active.data.vertices:
v.co[0] += 1
v.co[0] *= scale
v.co[1] *= scale
v.co[2] *= scale
if crack_type == 'SPHERE_ROUGH':
for v in context.scene.objects.active.data.vertices:
v.co[0] += roughness * scale * 0.2 * (random.random() - 0.5)
v.co[1] += roughness * scale * 0.1 * (random.random() - 0.5)
v.co[2] += roughness * scale * 0.1 * (random.random() - 0.5)
bpy.context.scene.objects.active.select = True
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'''
# Adding fracture material
# @todo Doesn't work at all yet.
sce = bpy.context.scene
if bpy.data.materials.get('fracture')==None:
bpy.ops.material.new()
bpy.ops.object.material_slot_add()
sce.objects.active.material_slots[0].material.name = 'fracture'
else:
bpy.ops.object.material_slot_add()
sce.objects.active.material_slots[0].material
= bpy.data.materials['fracture']
'''
#UNWRAP
def getsizefrommesh(ob):
bb = ob.bound_box
return (
bb[5][0] - bb[0][0],
bb[3][1] - bb[0][1],
bb[1][2] - bb[0][2])
def getIslands(shard):
sm = shard.data
islands = []
vgroups = []
fgroups = []
vgi.append(-1)
gindex = 0
for i in range(len(vgi)):
if vgi[i] == -1:
gproc = [i]
vgroups.append([i])
fgroups.append([])
while len(gproc) > 0:
i = gproc.pop(0)
for f in sm.faces:
#if i in f.vertices:
for v in f.vertices:
if vgi[v1] == -1:
vgi[v1] = gindex
vgroups[gindex].append(v1)
gproc.append(v1)
fgroups[gindex].append(f.index)
gindex += 1
#print( gindex)
if gindex == 1:
shards = [shard]
else:
shards = []
for gi in range(0, gindex):
bpy.ops.object.select_all(action='DESELECT')
bpy.context.scene.objects.active = shard
bpy.ops.object.duplicate(linked=False, mode=1)
a = bpy.context.scene.objects.active
sm = a.data
print (a.name)
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.editmode_toggle()
for x in range(len(sm.vertices) - 1, -1, -1):
if vgi[x] != gi:
#print('getIslands: selecting')
#print('getIslands: ' + str(x))
print(bpy.context.scene.objects.active.name)
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.delete()
bpy.ops.object.editmode_toggle()
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')
shards.append(a)
bpy.context.scene.objects.unlink(shard)
return shards
def boolop(ob, cutter, op):
sce = bpy.context.scene
fault = 0
new_shards = []
sizex, sizey, sizez = getsizefrommesh(ob)
gsize = sizex + sizey + sizez
bpy.ops.object.select_all()
sce.objects.active = ob
bpy.ops.object.modifier_add(type='BOOLEAN')
a = sce.objects.active
a.modifiers['Boolean'].object = cutter
a.modifiers['Boolean'].operation = op
nmesh = a.create_mesh(sce, apply_modifiers=True, settings='PREVIEW')
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a.modifiers.remove(a.modifiers['Boolean'])
bpy.ops.object.duplicate(linked=False, mode=1)
new_shard = sce.objects.active
new_shard.data = nmesh
#scene.objects.link(new_shard)
new_shard.location = a.location
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')
sizex, sizey, sizez = getsizefrommesh(new_shard)
gsize2 = sizex + sizey + sizez
if gsize2 > gsize * 1.01: # Size check
print (gsize2, gsize, ob.name, cutter.name)
fault = 1
#print ('boolop: sizeerror')
elif min(nmesh.edge_face_count) < 2: # Manifold check
fault = 1
if not fault:
new_shards = getIslands(new_shard)
else:
sce.objects.unlink(new_shard)
else:
fault = 2
return fault, new_shards
def splitobject(context, ob, crack_type, roughness):
scene = context.scene
size = getsizefrommesh(ob)
shards = []
scale = max(size) * 1.3
create_cutter(context, crack_type, scale, roughness)
cutter = context.active_object
cutter.location = ob.location
cutter.location[0] += random.random() * size[0] * 0.1
cutter.location[1] += random.random() * size[1] * 0.1
cutter.location[2] += random.random() * size[2] * 0.1
cutter.rotation_euler = [
random.random() * 5000.0,
random.random() * 5000.0,
random.random() * 5000.0]
scene.objects.active = ob
operations = ['INTERSECT', 'DIFFERENCE']
for op in operations:
fault, newshards = boolop(ob, cutter, op)
shards.extend(newshards)
if fault > 0:
# Delete all shards in case of fault from previous operation.
for s in shards:
scene.objects.unlink(s)
scene.objects.unlink(cutter)
#print('splitobject: fault')
return [ob]
if shards[0] != ob:
bpy.context.scene.objects.unlink(ob)
bpy.context.scene.objects.unlink(cutter)
return shards
def fracture_basic(context, nshards, crack_type, roughness):
tobesplit = []
shards = []
for ob in context.scene.objects:
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tobesplit.append(ob)
i = 1 # I counts shards, starts with 1 - the original object
iter = 0 # counts iterations, to prevent eternal loops in case
# of boolean faults
maxshards = nshards * len(tobesplit)
while i < maxshards and len(tobesplit) > 0 and iter < maxshards * 10:
ob = tobesplit.pop(0)
newshards = splitobject(context, ob, crack_type, roughness)
tobesplit.extend(newshards)
if len(newshards) > 1:
shards.extend(newshards)
#shards.remove(ob)
i += (len(newshards) - 1)
#print('fracture_basic: ' + str(i))
#print('fracture_basic: lenobs', len(context.scene.objects))
iter += 1
def fracture_group(context, group):
tobesplit = []
shards = []
for ob in context.scene.objects:
and (len(ob.users_group) == 0 or ob.users_group[0].name != group)):
tobesplit.append(ob)
cutters = bpy.data.groups[group].objects
# @todo This can be optimized.
# Avoid booleans on obs where bbox doesn't intersect.
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i = 0
for ob in tobesplit:
for cutter in cutters:
fault, newshards = boolop(ob, cutter, 'INTERSECT')
shards.extend(newshards)
if fault == 1:
# Delete all shards in case of fault from previous operation.
for s in shards:
bpy.context.scene.objects.unlink(s)
#print('fracture_group: fault')
#print('fracture_group: ' + str(i))
return
i += 1
class FractureSimple(bpy.types.Operator):
'''Split object with boolean operations for simulation, uses an object.'''
bl_idname = "object.fracture_simple"
bl_label = "Fracture Object"
bl_options = {'REGISTER', 'UNDO'}
exe = BoolProperty(name="Execute",
description="If it shall actually run, for optimal performance...",
default=False)
hierarchy = BoolProperty(name="Generate hierarchy",
description="Hierarchy is usefull for simulation of objects" \
" breaking in motion.",
default=False)
nshards = IntProperty(name="Number of shards",
description="Number of shards the object should be split into.",
default=5)
crack_type = EnumProperty(name='Crack type',
items=(
('FLAT', 'Flat', 'a'),
('FLAT_ROUGH', 'Flat rough', 'a'),
('SPHERE', 'Spherical', 'a'),
('SPHERE_ROUGH', 'Spherical rough', 'a')),
description='Look of the fracture surface',
default='FLAT')
roughness = FloatProperty(name="Roughness",
description="Roughness of the fracture surface",
min=0.0,
max=3.0,
default=0.5)
def execute(self, context):
#getIslands(context.object)
props = self.properties
fracture_basic(context,
props.nshards,
props.crack_type,
props.roughness)
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return {'FINISHED'}
class FractureGroup(bpy.types.Operator):
'''Split object with boolean operations for simulation, uses a group.'''
bl_idname = "object.fracture_group"
bl_label = "Fracture Object (Group)"
bl_options = {'REGISTER', 'UNDO'}
exe = BoolProperty(name="Execute",
description="If it shall actually run, for optimal performance...",
default=False)
e = []
for i, g in enumerate(bpy.data.groups):
e.append((g.name, g.name, ''))
group = EnumProperty(name='Group (hit F8 to refresh list)',
items=e,
description='Specify the group used for fracturing')
def execute(self, context):
#getIslands(context.object)
if self.properties.exe:
fracture_group(context, self.properties.group)
return {'FINISHED'}
#####################################################################
# Import Functions
def import_object(obname):
opath = "//data.blend\\Object\\" + obname
s = os.sep
dpath = bpy.utils.script_paths()[0] + \
'%saddons%sobject_fracture%sdata.blend\\Object\\' % (s, s, s)
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# DEBUG
#print('import_object: ' + opath)
bpy.ops.wm.link_append(
filename=obname,
directory=dpath,
filemode=1,
link=False,
autoselect=True,
active_layer=True,
instance_groups=True,
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relative_path=True)
for ob in bpy.context.selected_objects:
ob.location = bpy.context.scene.cursor_location
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class ImportFractureRecorder(bpy.types.Operator):
'''Imports a rigidbody recorder'''
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bl_idname = "object.import_fracture_recorder"
bl_label = "Add Rigidbody Recorder (Fracture)"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
import_object("RECORDER")
return {'FINISHED'}
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class ImportFractureBomb(bpy.types.Operator):
'''Import a bomb'''
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bl_idname = "object.import_fracture_bomb"
bl_label = "Add Bomb (Fracture)"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
import_object("BOMB")
return {'FINISHED'}
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class ImportFractureProjectile(bpy.types.Operator, ):
'''Imports a projectile'''
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bl_idname = "object.import_fracture_projectile"
bl_label = "Add Projectile (Fracture)"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
import_object("PROJECTILE")
return {'FINISHED'}