initial commit object_fracture_crack by Nobuyuki Hirakata

This commit is contained in:
Brendon Murphy 2017-05-22 09:29:20 +10:00
parent 48a69db544
commit 768bddf8dc
Notes: blender-bot 2023-02-14 19:38:48 +01:00
Referenced by issue #51509, Crack It: Object Cell Fracture Displacement helper: 2.79 release
4 changed files with 452 additions and 0 deletions

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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 ========================
'''
The addon makes a cracked object based on selected object. Also you can use material preset for cracked objects.
WARNING1: Please enable 'Object: Cell Fracture' addon before use the addon!!
WARNING2: Obejects which have many vertices or complex shape could take huge amount of time to make crack.
So I recommend using simple object, or simplifying object by applying decimate modifier in advance.
Besic Usage:
1. Select an object.
2. Find the addon's location in create tab in the toolshelf left. It's usually the same tab of 'Add Primitive'.
3. Click 'Crack It' button. It makes cracked object with some modifiers.
4. Tweak modifier setting. Decimate modifeir to simplify shape, Smooth modifier to smooth shape.
5. Select material preset and click 'Apply Material' button.
Crack Option:
'From Child Verts': Use child's vertices and position for origin of crack.
'Scale X/Y/Z': Scale of crack. To make long crack like bark of tree, decrease scale of an axis.
'Max Crack': Max number of crack. Notice that if you increase it too much, calculation will take long time.
'Margin Size': Margin of crack. To make more gap of crack, increase it.
'Extrude': Extrusion size along with object's normal.
'Random': Randomness of crack' rotation and scale.
Material Preset:
'Excrement': Poop/shit material
'Mud': Mud Material
'Tree': Tree Material
'Rock': Rock Material
'''
if 'bpy' in locals():
import imp
imp.reload(operator)
else:
from . import operator
import bpy
import os
bl_info = {
"name": "Cell Fracture Crack It",
"author": "Nobuyuki Hirakata",
"version": (0, 1, 0),
"blender": (2, 77, 0),
"location": "View3D > Toolshelf > Creat Tab",
"description": "Displaced Cell Fracture Addon",
"warning": "Make sure to enable 'Object: Cell Fracture' Addon",
#"support": "TESTING",
"wiki_url": "http://gappyfacets.com/2016/08/11/blender-crack-addon-basic-tutorial/",
"tracker_url": "",
"category": "Object"
}
def register():
bpy.utils.register_module(__name__)
# Input on toolshelf before execution --------------------------
# In Panel subclass, In bpy.types.Operator subclass, reference them by context.scene.~.
bpy.types.Scene.crackit_fracture_childverts = bpy.props.BoolProperty(
name = 'From Child Verts',
description = "Use child object's vertices and position for origin of crack.",
default = False
)
bpy.types.Scene.crackit_fracture_scalex = bpy.props.FloatProperty(
name = 'Scale X',
description = "Scale X",
default = 1.00,
min = 0.00,
max = 1.00
)
bpy.types.Scene.crackit_fracture_scaley = bpy.props.FloatProperty(
name = 'Scale Y',
description = "Scale Y",
default = 1.00,
min = 0.00,
max = 1.00
)
bpy.types.Scene.crackit_fracture_scalez = bpy.props.FloatProperty(
name = 'Scale Z',
description = "Scale Z",
default = 1.00,
min = 0.00,
max = 1.00
)
bpy.types.Scene.crackit_fracture_div = bpy.props.IntProperty(
name = 'Max Crack',
description = "Max Crack",
default = 100,
min = 0,
max = 10000
)
bpy.types.Scene.crackit_fracture_margin = bpy.props.FloatProperty(
name = 'Margin Size',
description = "Margin Size",
default = 0.001,
min = 0.000,
max = 1.000
)
bpy.types.Scene.crackit_extrude_offset = bpy.props.FloatProperty(
name = 'Extrude',
description = "Extrude Offset",
default = 0.10,
min = 0.00,
max = 2.00
)
bpy.types.Scene.crackit_extrude_random = bpy.props.FloatProperty(
name = 'Random',
description = "Extrude Random",
default = 0.30,
min = -1.00,
max = 1.00
)
# Path of the addon.
bpy.types.Scene.crackit_material_addonpath = os.path.dirname(__file__)
# Selection of material preset.
bpy.types.Scene.crackit_material_preset = bpy.props.EnumProperty(
name = 'Preset',
description = "Material Preset",
items = [('crackit_organic_mud', 'Organic Mud', "Mud material"),
('crackit_mud1', 'Mud', "Mud material"),
('crackit_tree1_moss1', 'Tree1_moss', "Tree Material"),
('crackit_tree2_dry1', 'Tree2_dry', "Tree Material"),
('crackit_tree3_red1', 'Tree3_red', "Tree Material"),
('crackit_rock1', 'Rock', "Rock Material")]
)
def unregister():
# Delete bpy.types.Scene.~.
del bpy.types.Scene.crackit_fracture_scalex
del bpy.types.Scene.crackit_fracture_scaley
del bpy.types.Scene.crackit_fracture_scalez
del bpy.types.Scene.crackit_fracture_div
del bpy.types.Scene.crackit_fracture_margin
del bpy.types.Scene.crackit_extrude_offset
bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
register()

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import bpy
import bmesh, mathutils, random
from random import gauss
from math import radians
from mathutils import Euler, Vector
import addon_utils
# ---------------------Crack-------------------
# Cell fracture and post-process:
def makeFracture(child_verts=False, division=100, noise=0.00, scaleX=1.00, scaleY=1.00, scaleZ=1.00, recursion=0, margin=0.001):
# Get active object name and active layer.
active_name = bpy.context.scene.objects.active.name
active_layer = bpy.context.scene.active_layer
# source method of whether use child verts.
if child_verts == True:
crack_source = 'VERT_CHILD'
else:
crack_source = 'PARTICLE_OWN'
bpy.ops.object.add_fracture_cell_objects(source={crack_source}, source_limit=division, source_noise=noise,
cell_scale=(scaleX, scaleY, scaleZ), recursion=recursion, recursion_source_limit=8, recursion_clamp=250, recursion_chance=0.25, recursion_chance_select='SIZE_MIN',
use_smooth_faces=False, use_sharp_edges=False, use_sharp_edges_apply=True, use_data_match=True, use_island_split=True,
margin=margin, material_index=0, use_interior_vgroup=False, mass_mode='VOLUME', mass=1, use_recenter=True, use_remove_original=True, use_layer_index=0, use_layer_next=False,
group_name="", use_debug_points=False, use_debug_redraw=True, use_debug_bool=False)
_makeJoin(active_name, active_layer)
# Join fractures into an object.
def _makeJoin(active_name, active_layer):
# Get object by name.
#bpy.context.scene.layers[active_layer+1] = True
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_pattern(pattern=active_name + '_cell*')
fractures = bpy.context.selected_objects
# Execute join.
bpy.context.scene.objects.active = fractures[0]
fractures[0].select = True
bpy.ops.object.join()
# Change name.
bpy.context.scene.objects.active.name = active_name + '_crack'
# Change origin.
bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN')
# Turn off the layer where original object is.
#bpy.context.scene.layers[active_layer] = False
# Add modifier and setting.
def addModifiers():
bpy.ops.object.modifier_add(type='DECIMATE')
decimate = bpy.context.object.modifiers[-1]
decimate.name = 'DECIMATE_crackit'
decimate.ratio = 0.4
bpy.ops.object.modifier_add(type='SUBSURF')
subsurf = bpy.context.object.modifiers[-1]
subsurf.name = 'SUBSURF_crackit'
bpy.ops.object.modifier_add(type='SMOOTH')
smooth = bpy.context.object.modifiers[-1]
smooth.name = 'SMOOTH_crackit'
# --------------multi extrude--------------------
# var1=random offset, var2=random rotation, var3=random scale.
def multiExtrude(off=0.1, rotx=0, roty=0, rotz=0, sca=1.0, var1=0.01, var2=0.3, var3=0.3, num=1, ran=0):
obj = bpy.context.object
data, om = obj.data, obj.mode
bpy.context.tool_settings.mesh_select_mode = [False, False, True]
# bmesh operations
bpy.ops.object.mode_set()
bm = bmesh.new()
bm.from_mesh(obj.data)
sel = [f for f in bm.faces if f.select]
# faces loop
for i, of in enumerate(sel):
rot = _vrot(r=i, ran=ran, rotx=rotx, var2=var2, roty=roty, rotz=rotz)
off = _vloc(r=i, ran=ran, off=off, var1=var1)
of.normal_update()
# extrusion loop
for r in range(num):
nf = of.copy()
nf.normal_update()
no = nf.normal.copy()
ce = nf.calc_center_bounds()
s = _vsca(r=i+r, ran=ran, var3=var3, sca=sca)
for v in nf.verts:
v.co -= ce
v.co.rotate(rot)
v.co += ce + no * off
v.co = v.co.lerp(ce, 1 - s)
# extrude code from TrumanBlending
for a, b in zip(of.loops, nf.loops):
sf = bm.faces.new((a.vert, a.link_loop_next.vert, \
b.link_loop_next.vert, b.vert))
sf.normal_update()
bm.faces.remove(of)
of = nf
for v in bm.verts: v.select = False
for e in bm.edges: e.select = False
bm.to_mesh(obj.data)
obj.data.update()
if not len(sel):
self.report({'INFO'}, "Select one or more faces...")
return{'FINISHED'}
def _vloc(r, ran, off, var1):
random.seed(ran + r)
return off * (1 + random.gauss(0, var1 / 3))
def _vrot(r, ran, rotx, var2, roty, rotz):
random.seed(ran + r)
return Euler((radians(rotx) + random.gauss(0, var2 / 3), \
radians(roty) + random.gauss(0, var2 / 3), \
radians(rotz) + random.gauss(0, var2 / 3)), 'XYZ')
def _vsca(r, ran, sca, var3):
random.seed(ran + r)
return sca * (1 + random.gauss(0, var3 / 3))
# centroide de una seleccion de vertices
def _centro(ver):
vvv = [v for v in ver if v.select]
if not vvv or len(vvv) == len(ver): return ('error')
x = sum([round(v.co[0],4) for v in vvv]) / len(vvv)
y = sum([round(v.co[1],4) for v in vvv]) / len(vvv)
z = sum([round(v.co[2],4) for v in vvv]) / len(vvv)
return (x,y,z)
# recuperar el estado original del objeto
def _volver(obj, copia, om, msm, msv):
for i in copia: obj.data.vertices[i].select = True
bpy.context.tool_settings.mesh_select_mode = msm
for i in range(len(msv)):
obj.modifiers[i].show_viewport = msv[i]
# --------------Material preset--------------------------
def appendMaterial(addon_path, material_name):
# Load material from the addon directory.
file_path = _makeFilePath(addon_path=addon_path)
bpy.ops.wm.append(filename=material_name, directory=file_path)
# If material is loaded some times, select the last-loaded material.
last_material = _getAppendedMaterial(material_name)
mat = bpy.data.materials[last_material]
# Apply Only one material in the material slot.
for m in bpy.context.object.data.materials:
bpy.ops.object.material_slot_remove()
bpy.context.object.data.materials.append(mat)
# Make file path of addon.
def _makeFilePath(addon_path):
material_folder = "/materials"
blend_file = "/materials1.blend"
category = "\\Material\\"
file_path = addon_path + material_folder + blend_file + category
return file_path
# Get last-loaded material, such as ~.002.
def _getAppendedMaterial(material_name):
# Get material name list.
material_names = [m.name for m in bpy.data.materials if material_name in m.name]
# Return last material in the sorted order.
material_names.sort()
return material_names[-1]

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import bpy
from . import crack_it
# Class for input and execution settings.
class FractureOperation(bpy.types.Operator):
bl_idname = 'mesh.crackit_fracture' # Access by bpy.ops.mesh.crackit_fracture.
bl_label = "Crack It!" # Label of button on menu.
bl_description = "Make crack by cell fracture addon."
bl_options = {'REGISTER', 'UNDO'}
# Input after execution------------------------
# Reference by self.~ in execute().
# -----------------------------------------
'''
@classmethod
def poll(cls, context):
return (context.object is not None)
'''
def execute(self, context):
sce = context.scene
crack_it.makeFracture(child_verts=sce.crackit_fracture_childverts, division=sce.crackit_fracture_div,
scaleX=sce.crackit_fracture_scalex, scaleY=sce.crackit_fracture_scaley, scaleZ=sce.crackit_fracture_scalez,
margin=sce.crackit_fracture_margin)
crack_it.addModifiers()
crack_it.multiExtrude(off=sce.crackit_extrude_offset,
var2=sce.crackit_extrude_random, var3=sce.crackit_extrude_random)
bpy.ops.object.shade_smooth()
return {'FINISHED'}
# Apply material preset.
class MaterialOperation(bpy.types.Operator):
bl_idname = 'mesh.crackit_material' # Access by bpy.ops.mesh.crackit_material.
bl_label = "Apply Material" # Label of button on menu.
bl_description = "Apply a preset material"
bl_options = {'REGISTER', 'UNDO'}
# Input after execution------------------------
# Reference by self.~ in execute().
# -----------------------------------------
'''
@classmethod
def poll(cls, context):
return (context.object is not None)
'''
def execute(self, context):
sce = context.scene
crack_it.appendMaterial(addon_path=sce.crackit_material_addonpath, material_name=sce.crackit_material_preset)
return {'FINISHED'}
# Menu settings.
class crackitPanel(bpy.types.Panel):
bl_label = "Crack it!" # title.
bl_idname = 'crack_it' # id to reference.
bl_space_type = 'VIEW_3D' # 3Dview.
bl_region_type = 'TOOLS' # make menu on tool shelf.
bl_category = 'Create' # Tab name on tool shelf.
bl_context = (('objectmode')) # Mode to show the menu.
# Menu.
def draw(self, context):
obj = context.object
sce = context.scene
layout = self.layout
# Crack input
box = layout.box()
row = box.row()
row.label("Crack")
# Warning if fracture cell addon is not enabled.
if 'object_fracture_cell' not in bpy.context.user_preferences.addons.keys():
row = box.row()
row.label("Note: Please enable 'Object: Cell Fracture' addon!")
row = box.row()
row.prop(sce, 'crackit_fracture_childverts')
row = box.row()
row.prop(sce, 'crackit_fracture_scalex') # bpy.types.Scene.crackit_fracture_scalex.
row = box.row()
row.prop(sce, 'crackit_fracture_scaley')
row = box.row()
row.prop(sce, 'crackit_fracture_scalez')
row = box.row()
row.prop(sce, 'crackit_fracture_div')
row = box.row()
row.prop(sce, 'crackit_fracture_margin')
row = box.row()
row.prop(sce, 'crackit_extrude_offset')
row = box.row()
row.prop(sce, 'crackit_extrude_random')
row = box.row()
row.operator(FractureOperation.bl_idname) # Execute button.
# material Preset:
box = layout.box()
row = box.row()
row.label("Material Preset")
row = box.row()
row.prop(sce, 'crackit_material_preset')
row = box.row()
row.operator(MaterialOperation.bl_idname) # Execute button.