Changes to quick explode

- fix python error when the object had an empty material slot
- initialize start frame from the current frame
- set frame range to 300000 max (which is blenders own maximum)
- mesh order was arbitrary, instead use selected -> active, removed invert option.

also fix for missing include in bpy_extras.view3d_utils
This commit is contained in:
2011-06-15 00:16:30 +00:00
parent 3fe26d7093
commit 62ba2d4c68
2 changed files with 65 additions and 47 deletions

View File

@@ -22,6 +22,24 @@ from mathutils import Vector
import bpy
from bpy.props import BoolProperty, EnumProperty, IntProperty, FloatProperty, FloatVectorProperty
def object_ensure_material(obj, mat_name):
""" Use an existing material or add a new one.
"""
mat = mat_slot = None
for mat_slot in obj.material_slots:
mat = mat_slot.material
if mat:
break
if mat is None:
mat = bpy.data.materials.new(mat_name)
if mat_slot:
mat_slot.material = mat
else:
obj.data.materials.append(mat)
return mat
class QuickFur(bpy.types.Operator):
bl_idname = "object.quick_fur"
bl_label = "Quick Fur"
@@ -78,6 +96,7 @@ class QuickFur(bpy.types.Operator):
return {'FINISHED'}
class QuickExplode(bpy.types.Operator):
bl_idname = "object.quick_explode"
bl_label = "Quick Explode"
@@ -93,40 +112,44 @@ class QuickExplode(bpy.types.Operator):
amount = IntProperty(name="Amount of pieces",
default=100, min=2, max=10000, soft_min=2, soft_max=10000)
duration = IntProperty(name="Duration",
default=50, min=1, max=10000, soft_min=1, soft_max=10000)
frame_duration = IntProperty(name="Duration",
default=50, min=1, max=300000, soft_min=1, soft_max=10000)
start_frame = IntProperty(name="Start Frame",
default=1, min=1, max=10000, soft_min=1, soft_max=10000)
frame_start = IntProperty(name="Start Frame",
default=1, min=1, max=300000, soft_min=1, soft_max=10000)
end_frame = IntProperty(name="End Frame",
default=10, min=1, max=10000, soft_min=1, soft_max=10000)
frame_end = IntProperty(name="End Frame",
default=10, min=1, max=300000, soft_min=1, soft_max=10000)
velocity = FloatProperty(name="Outwards Velocity",
default=1, min=0, max=1000, soft_min=0, soft_max=10)
default=1, min=0, max=300000, soft_min=0, soft_max=10)
fade = BoolProperty(name="Fade",
description="Fade the pieces over time.",
default=True)
invert_order = BoolProperty(name="Invert Order",
description="Blend objects in the opposite direction (only for Blend style explosion).",
default=False)
def execute(self, context):
fake_context = bpy.context.copy()
mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH']
obj_act = context.active_object
if obj_act.type != 'MESH':
self.report({'ERROR'}, "Active object is not a mesh")
return {'CANCELLED'}
mesh_objects = [obj for obj in context.selected_objects
if obj.type == 'MESH' and obj != obj_act]
mesh_objects.insert(0, obj_act)
if self.style == 'BLEND' and len(mesh_objects) != 2:
self.report({'ERROR'}, "Select two mesh objects.")
self.report({'ERROR'}, "Select two mesh objects")
return {'CANCELLED'}
elif not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object.")
self.report({'ERROR'}, "Select at least one mesh object")
return {'CANCELLED'}
for obj in mesh_objects:
if len(obj.particle_systems) > 0:
self.report({'ERROR'}, "Selected object's can't have particle systems.")
if obj.particle_systems:
self.report({'ERROR'}, "Object %r already has a particle system" % obj.name)
return {'CANCELLED'}
if self.fade:
@@ -137,16 +160,12 @@ class QuickExplode(bpy.types.Operator):
tex.color_ramp.elements[0].position = 0.333
tex.color_ramp.elements[1].position = 0.666
tex.color_ramp.elements[0].color[3] = 1
tex.color_ramp.elements[1].color[3] = 0
tex.color_ramp.elements[0].color[3] = 1.0
tex.color_ramp.elements[1].color[3] = 0.0
if self.style == 'BLEND':
if self.invert_order:
from_obj = mesh_objects[1]
to_obj = mesh_objects[0]
else:
from_obj = mesh_objects[0]
to_obj = mesh_objects[1]
from_obj = mesh_objects[1]
to_obj = mesh_objects[0]
for obj in mesh_objects:
fake_context["object"] = obj
@@ -154,31 +173,28 @@ class QuickExplode(bpy.types.Operator):
settings = obj.particle_systems[-1].settings
settings.count = self.amount
settings.frame_start = self.start_frame
settings.frame_end = self.end_frame - self.duration
settings.lifetime = self.duration
settings.frame_start = self.frame_start
settings.frame_end = self.frame_end - self.frame_duration
settings.lifetime = self.frame_duration
settings.normal_factor = self.velocity
settings.render_type = 'NONE'
bpy.ops.object.modifier_add(fake_context, type='EXPLODE')
explode = obj.modifiers[-1]
explode = obj.modifiers.new(name='Explode', type='EXPLODE')
explode.use_edge_cut = True
if self.fade:
explode.show_dead = False
bpy.ops.mesh.uv_texture_add(fake_context);
bpy.ops.mesh.uv_texture_add(fake_context)
uv = obj.data.uv_textures[-1]
uv.name = "Explode fade"
explode.particle_uv = uv.name
if len(obj.material_slots) == 0:
obj.data.materials.append(bpy.data.materials.new("Explode fade"))
mat = object_ensure_material(obj, "Explode Fade")
mat = obj.data.materials[0]
mat.use_transparency = True
mat.use_transparent_shadows = True
mat.alpha = 0
mat.specular_alpha = 0
mat.alpha = 0.0
mat.specular_alpha = 0.0
tex_slot = mat.texture_slots.add()
@@ -190,16 +206,12 @@ class QuickExplode(bpy.types.Operator):
if self.style == 'BLEND':
if obj == to_obj:
tex_slot.alpha_factor = -1
tex_slot.alpha_factor = -1.0
elem = tex.color_ramp.elements[1]
elem.color[0] = mat.diffuse_color[0]
elem.color[1] = mat.diffuse_color[1]
elem.color[2] = mat.diffuse_color[2]
elem.color = mat.diffuse_color
else:
elem = tex.color_ramp.elements[0]
elem.color[0] = mat.diffuse_color[0]
elem.color[1] = mat.diffuse_color[1]
elem.color[2] = mat.diffuse_color[2]
elem.color = mat.diffuse_color
else:
tex_slot.use_map_color_diffuse = False
@@ -223,14 +235,18 @@ class QuickExplode(bpy.types.Operator):
explode.show_dead = True
else:
settings.factor_random = self.velocity
settings.angular_velocity_factor = self.velocity/10
settings.angular_velocity_factor = self.velocity / 10.0
return {'FINISHED'}
def invoke(self, context, event):
self.frame_start = context.scene.frame_current
self.frame_end = self.frame_start + self.frame_duration
return self.execute(context)
def obj_bb_minmax(obj, min_co, max_co):
for i in range(0, 8):
bb_vec = Vector((obj.bound_box[i][0], obj.bound_box[i][1], obj.bound_box[i][2])) * obj.matrix_world
bb_vec = Vector(obj.bound_box[i]) * obj.matrix_world
min_co[0] = min(bb_vec[0], min_co[0])
min_co[1] = min(bb_vec[1], min_co[1])
@@ -260,8 +276,8 @@ class QuickSmoke(bpy.types.Operator):
def execute(self, context):
fake_context = bpy.context.copy()
mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH']
min_co = Vector((100000, 100000, 100000))
max_co = Vector((-100000, -100000, -100000))
min_co = Vector((100000.0, 100000.0, 100000.0))
max_co = -min_co
if not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object.")
@@ -441,4 +457,4 @@ class QuickFluid(bpy.types.Operator):
if self.start_baking:
bpy.ops.fluid.bake()
return {'FINISHED'}
return {'FINISHED'}