Revision: 37431
          
http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=37431
Author:   jhk
Date:     2011-06-12 11:14:28 +0000 (Sun, 12 Jun 2011)
Log Message:
-----------
Quick Explode operator:
* Sets up a particle system and an explode modifier.
* In "blend" mode requires two selected objects and creates "crossed keyed" 
particle systems between the objects for a simple blend effect where the first 
object explodes and then recombines as the second object.
* Also renamed the other quick effect operators as "Quick ..." to bring some 
consistency to the operators (also nice that now you can just write "quick" to 
the operator search and get all these operators).

Modified Paths:
--------------
    trunk/blender/release/scripts/startup/bl_operators/object_quick_effects.py

Modified: 
trunk/blender/release/scripts/startup/bl_operators/object_quick_effects.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_operators/object_quick_effects.py  
2011-06-12 11:09:39 UTC (rev 37430)
+++ trunk/blender/release/scripts/startup/bl_operators/object_quick_effects.py  
2011-06-12 11:14:28 UTC (rev 37431)
@@ -22,10 +22,9 @@
 import bpy
 from bpy.props import BoolProperty, EnumProperty, IntProperty, FloatProperty, 
FloatVectorProperty
 
-
-class MakeFur(bpy.types.Operator):
-    bl_idname = "object.make_fur"
-    bl_label = "Make Fur"
+class QuickFur(bpy.types.Operator):
+    bl_idname = "object.quick_fur"
+    bl_label = "Quick Fur"
     bl_options = {'REGISTER', 'UNDO'}
 
     density = EnumProperty(items=(
@@ -79,7 +78,156 @@
 
         return {'FINISHED'}
 
+class QuickExplode(bpy.types.Operator):
+    bl_idname = "object.quick_explode"
+    bl_label = "Quick Explode"
+    bl_options = {'REGISTER', 'UNDO'}
 
+    style = EnumProperty(items=(
+                        ('EXPLODE', "Explode", ""),
+                        ('BLEND', "Blend", "")),
+                name="Explode Style",
+                description="",
+                default='EXPLODE')
+
+    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)
+
+    start_frame = IntProperty(name="Start Frame",
+            default=1, min=1, max=10000, soft_min=1, soft_max=10000)
+
+    end_frame = IntProperty(name="End Frame",
+            default=10, min=1, max=10000, soft_min=1, soft_max=10000)
+
+    velocity = FloatProperty(name="Outwards Velocity",
+            default=1, min=0, max=1000, 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']
+
+        if self.style == 'BLEND' and len(mesh_objects) != 2:
+            self.report({'ERROR'}, "Select two mesh objects.")
+            return {'CANCELLED'}
+        elif not mesh_objects:
+            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.")
+                return {'CANCELLED'}
+
+        if self.fade:
+            tex = bpy.data.textures.new("Explode fade", 'BLEND')
+            tex.use_color_ramp = True
+
+            if self.style == 'BLEND':
+                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
+
+        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]
+
+        for obj in mesh_objects:
+            fake_context["object"] = obj
+            bpy.ops.object.particle_system_add(fake_context)
+
+            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.normal_factor = self.velocity
+            settings.render_type = 'NONE'
+
+            bpy.ops.object.modifier_add(fake_context, type='EXPLODE')
+            explode = obj.modifiers[-1]
+            explode.use_edge_cut = True
+
+            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"
+                explode.particle_uv = uv.name
+
+                if len(obj.material_slots) == 0:
+                    obj.data.materials.append(bpy.data.materials.new("Explode 
fade"))
+
+                mat = obj.data.materials[0]
+                mat.use_transparency = True
+                mat.use_transparent_shadows = True
+                mat.alpha = 0
+                mat.specular_alpha = 0
+
+                tex_slot = mat.texture_slots.add()
+
+                tex_slot.texture = tex
+                tex_slot.texture_coords = 'UV'
+                tex_slot.uv_layer = uv.name
+
+                tex_slot.use_map_alpha = True
+
+                if self.style == 'BLEND':
+                    if obj == to_obj:
+                        tex_slot.alpha_factor = -1
+                        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]
+                    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]
+                else:
+                    tex_slot.use_map_color_diffuse = False
+
+            if self.style == 'BLEND':
+                settings.physics_type = 'KEYED'
+                settings.use_emit_random = False
+                settings.rotation_mode = 'NOR'
+
+                psys = obj.particle_systems[-1]
+
+                fake_context["particle_system"] = obj.particle_systems[-1]
+                bpy.ops.particle.new_target(fake_context)
+                bpy.ops.particle.new_target(fake_context)
+
+                if obj == from_obj:
+                    psys.targets[1].object = to_obj
+                else:
+                    psys.targets[0].object = from_obj
+                    settings.normal_factor = -self.velocity
+                    explode.show_unborn = False
+                    explode.show_dead = True
+            else:
+                settings.factor_random = self.velocity
+                settings.angular_velocity_factor = self.velocity/10
+
+        return {'FINISHED'}
+
+
 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
@@ -92,9 +240,9 @@
         max_co[2] = max(bb_vec[2], max_co[2])
 
 
-class MakeSmoke(bpy.types.Operator):
-    bl_idname = "object.make_smoke"
-    bl_label = "Make Smoke"
+class QuickSmoke(bpy.types.Operator):
+    bl_idname = "object.quick_smoke"
+    bl_label = "Quick Smoke"
     bl_options = {'REGISTER', 'UNDO'}
 
     style = EnumProperty(items=(
@@ -201,9 +349,9 @@
         return {'FINISHED'}
 
 
-class MakeFluid(bpy.types.Operator):
-    bl_idname = "object.make_fluid"
-    bl_label = "Make Fluid"
+class QuickFluid(bpy.types.Operator):
+    bl_idname = "object.quick_fluid"
+    bl_label = "Quick Fluid"
     bl_options = {'REGISTER', 'UNDO'}
 
     style = EnumProperty(items=(
@@ -293,4 +441,4 @@
         if self.start_baking:
             bpy.ops.fluid.bake()
 
-        return {'FINISHED'}
+        return {'FINISHED'}
\ No newline at end of file

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