edits to quick effects scripts

- use uv layer data api rather then operator.
- switch vector rotation order.
- made some style changes, use 80 width.
This commit is contained in:
2011-07-25 05:54:32 +00:00
parent 3e91de7ffd
commit d4552034c6

View File

@@ -16,11 +16,16 @@
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
# <pep8-80 compliant>
from mathutils import Vector
import bpy
from bpy.props import BoolProperty, EnumProperty, IntProperty, FloatProperty, FloatVectorProperty
from bpy.props import (BoolProperty,
EnumProperty,
IntProperty,
FloatProperty,
FloatVectorProperty,
)
def object_ensure_material(obj, mat_name):
@@ -61,7 +66,8 @@ class QuickFur(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']
mesh_objects = [obj for obj in context.selected_objects
if obj.type == 'MESH']
if not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object.")
@@ -92,7 +98,8 @@ class QuickFur(bpy.types.Operator):
psys.settings.child_type = 'INTERPOLATED'
obj.data.materials.append(mat)
obj.particle_systems[-1].settings.material = len(obj.data.materials)
obj.particle_systems[-1].settings.material = \
len(obj.data.materials)
return {'FINISHED'}
@@ -149,7 +156,10 @@ class QuickExplode(bpy.types.Operator):
for obj in mesh_objects:
if obj.particle_systems:
self.report({'ERROR'}, "Object %r already has a particle system" % obj.name)
self.report({'ERROR'},
"Object %r already has a "
"particle system" % obj.name)
return {'CANCELLED'}
if self.fade:
@@ -184,9 +194,7 @@ class QuickExplode(bpy.types.Operator):
if self.fade:
explode.show_dead = False
bpy.ops.mesh.uv_texture_add(fake_context)
uv = obj.data.uv_textures[-1]
uv.name = "Explode fade"
uv = obj.data.uv_textures.new("Explode fade")
explode.particle_uv = uv.name
mat = object_ensure_material(obj, "Explode Fade")
@@ -247,7 +255,7 @@ class QuickExplode(bpy.types.Operator):
def obj_bb_minmax(obj, min_co, max_co):
for i in range(0, 8):
bb_vec = Vector(obj.bound_box[i]) * obj.matrix_world
bb_vec = obj.matrix_world * Vector(obj.bound_box[i])
min_co[0] = min(bb_vec[0], min_co[0])
min_co[1] = min(bb_vec[1], min_co[1])
@@ -262,21 +270,26 @@ class QuickSmoke(bpy.types.Operator):
bl_label = "Quick Smoke"
bl_options = {'REGISTER', 'UNDO'}
style = EnumProperty(items=(
('STREAM', "Stream", ""),
('PUFF', "Puff", ""),
('FIRE', "Fire", "")),
name="Smoke Style",
description="",
default='STREAM')
style = EnumProperty(
items=(('STREAM', "Stream", ""),
('PUFF', "Puff", ""),
('FIRE', "Fire", ""),
),
name="Smoke Style",
description="",
default='STREAM',
)
show_flows = BoolProperty(name="Render Smoke Objects",
description="Keep the smoke objects visible during rendering.",
default=False)
show_flows = BoolProperty(
name="Render Smoke Objects",
description="Keep the smoke objects visible during rendering.",
default=False,
)
def execute(self, context):
fake_context = bpy.context.copy()
mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH']
mesh_objects = [obj for obj in context.selected_objects
if obj.type == 'MESH']
min_co = Vector((100000.0, 100000.0, 100000.0))
max_co = -min_co
@@ -336,21 +349,25 @@ class QuickSmoke(bpy.types.Operator):
mat.volume.density = 0
mat.volume.density_scale = 5
mat.texture_slots.add()
mat.texture_slots[0].texture = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
mat.texture_slots[0].texture.voxel_data.domain_object = obj
mat.texture_slots[0].use_map_color_emission = False
mat.texture_slots[0].use_map_density = True
tex = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
tex.voxel_data.domain_object = obj
tex_slot = mat.texture_slots.add()
tex_slot.texture = tex
tex_slot.use_map_color_emission = False
tex_slot.use_map_density = True
# for fire add a second texture for emission and emission color
if self.style == 'FIRE':
mat.volume.emission = 5
mat.texture_slots.add()
mat.texture_slots[1].texture = bpy.data.textures.new("Smoke Heat", 'VOXEL_DATA')
mat.texture_slots[1].texture.voxel_data.domain_object = obj
mat.texture_slots[1].texture.use_color_ramp = True
tex = bpy.data.textures.new("Smoke Heat", 'VOXEL_DATA')
tex.voxel_data.domain_object = obj
tex.use_color_ramp = True
ramp = mat.texture_slots[1].texture.color_ramp
tex_slot = mat.texture_slots.add()
tex_slot.texture = tex
ramp = tex.color_ramp
elem = ramp.elements.new(0.333)
elem.color[0] = elem.color[3] = 1
@@ -371,28 +388,38 @@ class QuickFluid(bpy.types.Operator):
bl_label = "Quick Fluid"
bl_options = {'REGISTER', 'UNDO'}
style = EnumProperty(items=(
('INFLOW', "Inflow", ""),
('BASIC', "Basic", "")),
style = EnumProperty(
items=(('INFLOW', "Inflow", ""),
('BASIC', "Basic", ""),
),
name="Fluid Style",
description="",
default='BASIC')
initial_velocity = FloatVectorProperty(name="Initial Velocity",
description="Initial velocity of the fluid",
default=(0.0, 0.0, 0.0), min=-100.0, max=100.0, subtype='VELOCITY')
show_flows = BoolProperty(name="Render Fluid Objects",
description="Keep the fluid objects visible during rendering.",
default=False)
start_baking = BoolProperty(name="Start Fluid Bake",
description="Start baking the fluid immediately after creating the domain object.",
default=False)
default='BASIC',
)
initial_velocity = FloatVectorProperty(
name="Initial Velocity",
description="Initial velocity of the fluid",
default=(0.0, 0.0, 0.0),
min=-100.0,
max=100.0,
subtype='VELOCITY',
)
show_flows = BoolProperty(
name="Render Fluid Objects",
description="Keep the fluid objects visible during rendering.",
default=False,
)
start_baking = BoolProperty(
name="Start Fluid Bake",
description=("Start baking the fluid immediately "
"after creating the domain object"),
default=False,
)
def execute(self, context):
fake_context = bpy.context.copy()
mesh_objects = [obj for obj in context.selected_objects if (obj.type == 'MESH' and not 0 in obj.dimensions)]
mesh_objects = [obj for obj in context.selected_objects
if (obj.type == 'MESH' and not 0.0 in obj.dimensions)]
min_co = Vector((100000, 100000, 100000))
max_co = Vector((-100000, -100000, -100000))
@@ -405,7 +432,8 @@ class QuickFluid(bpy.types.Operator):
# make each selected object a fluid
bpy.ops.object.modifier_add(fake_context, type='FLUID_SIMULATION')
# fluid has to be before constructive modifiers, so it might not be the last modifier
# fluid has to be before constructive modifiers,
# so it might not be the last modifier
for mod in obj.modifiers:
if mod.type == 'FLUID_SIMULATION':
break
@@ -429,10 +457,14 @@ class QuickFluid(bpy.types.Operator):
obj = context.active_object
obj.name = "Fluid Domain"
# give the fluid some room below the flows and scale with initial velocity
# give the fluid some room below the flows
# and scale with initial velocity
v = 0.5 * self.initial_velocity
obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, -1.0)) + v
obj.scale = 0.5 * (max_co - min_co) + Vector((1.0, 1.0, 2.0)) + Vector((abs(v[0]), abs(v[1]), abs(v[2])))
obj.scale = (0.5 * (max_co - min_co) +
Vector((1.0, 1.0, 2.0)) +
Vector((abs(v[0]), abs(v[1]), abs(v[2])))
)
# setup smoke domain
bpy.ops.object.modifier_add(type='FLUID_SIMULATION')