Initial commit add advanced objects: T51110 T50357
This commit is contained in:
parent
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# Contributed to by:
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# meta-androcto, Bill Currie, Jorge Hernandez - Melenedez Jacob Morris, Oscurart #
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# Rebellion, Antonis Karvelas, Eleanor Howick, lijenstina, Daniel Schalla, Domlysz #
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# Unnikrishnan(kodemax), Florian Meyer, Omar ahmed, Brian Hinton (Nichod), liero #
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# Dannyboy, Mano-Wii, Kursad Karatas, teldredge
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bl_info = {
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"name": "Add Advanced Objects",
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"author": "Meta Androcto,",
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"version": (0, 1, 1),
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"blender": (2, 78, 0),
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"location": "View3D > Add ",
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"description": "Add Object & Camera extras",
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"warning": "",
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"wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6"
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"/Py/Scripts",
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"tracker_url": "",
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"category": "Object"}
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if "bpy" in locals():
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import importlib
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importlib.reload(add_light_template)
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importlib.reload(scene_objects_bi)
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importlib.reload(scene_objects_cycles)
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importlib.reload(scene_texture_render)
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importlib.reload(trilighting)
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importlib.reload(pixelate_3d)
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importlib.reload(object_add_chain)
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importlib.reload(drop_to_ground)
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importlib.reload(circle_array)
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importlib.reload(unfold_transition)
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importlib.reload(copy2)
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importlib.reload(make_struts)
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importlib.reload(random_box_structure)
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importlib.reload(cubester)
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importlib.reload(rope_alpha)
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importlib.reload(add_mesh_aggregate)
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importlib.reload(object_mangle_tools)
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importlib.reload(arrange_on_curve)
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importlib.reload(object_laplace_lightning)
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importlib.reload(mesh_easylattice)
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importlib.reload(DelaunayVoronoi)
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importlib.reload(delaunayVoronoiBlender)
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importlib.reload(oscurart_constellation)
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importlib.reload(oscurart_chain_maker)
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else:
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from . import (
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add_light_template,
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scene_objects_bi,
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scene_objects_cycles,
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scene_texture_render,
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trilighting,
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pixelate_3d,
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object_add_chain,
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oscurart_chain_maker,
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drop_to_ground,
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circle_array,
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unfold_transition,
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copy2,
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make_struts,
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random_box_structure,
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cubester,
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rope_alpha,
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add_mesh_aggregate,
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object_mangle_tools,
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arrange_on_curve,
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object_laplace_lightning,
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mesh_easylattice
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)
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from .delaunay_voronoi import (
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DelaunayVoronoi,
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delaunayVoronoiBlender,
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oscurart_constellation
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)
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import bpy
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from bpy.types import (
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Menu,
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AddonPreferences,
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)
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class INFO_MT_scene_elements_add(Menu):
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# Define the "scenes" menu
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bl_idname = "INFO_MT_scene_elements"
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bl_label = "Test scenes"
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def draw(self, context):
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layout = self.layout
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layout.operator_context = 'INVOKE_REGION_WIN'
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layout.operator("bi.add_scene",
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text="Scene_Objects_BI")
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layout.operator("objects_cycles.add_scene",
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text="Scene_Objects_Cycles")
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layout.operator("objects_texture.add_scene",
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text="Scene_Textures_Cycles")
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class INFO_MT_mesh_lamps_add(Menu):
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# Define the "lights" menu
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bl_idname = "INFO_MT_scene_lamps"
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bl_label = "Lighting Sets"
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def draw(self, context):
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layout = self.layout
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layout.operator_context = 'INVOKE_REGION_WIN'
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layout.operator("object.add_light_template",
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text="Add Light Template")
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layout.operator("object.trilighting",
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text="Add Tri Lighting")
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class INFO_MT_mesh_chain_add(Menu):
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# Define the "Chains" menu
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bl_idname = "INFO_MT_mesh_chain"
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bl_label = "Chains"
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def draw(self, context):
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layout = self.layout
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layout.operator_context = 'INVOKE_REGION_WIN'
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layout.operator("mesh.primitive_chain_add", icon="LINKED")
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layout.operator("mesh.primitive_oscurart_chain_add", icon="LINKED")
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class INFO_MT_array_mods_add(Menu):
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# Define the "array" menu
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bl_idname = "INFO_MT_array_mods"
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bl_label = "Array Mods"
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def draw(self, context):
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layout = self.layout
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layout.operator_context = 'INVOKE_REGION_WIN'
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self.layout.menu("INFO_MT_mesh_chain", icon="LINKED")
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layout.operator("objects.circle_array_operator",
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text="Circle Array", icon='MOD_ARRAY')
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layout.operator("object.agregate_mesh",
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text="Aggregate Mesh", icon='MOD_ARRAY')
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obj = context.object
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if obj.type in ['MESH',]:
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layout.operator("mesh.copy2",
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text="Copy To Vert/Edge", icon='MOD_ARRAY')
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class INFO_MT_quick_blocks_add(Menu):
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# Define the "Blocks" menu
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bl_idname = "INFO_MT_quick_tools"
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bl_label = "Block Tools"
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def draw(self, context):
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layout = self.layout
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layout.operator_context = 'INVOKE_REGION_WIN'
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layout.operator('object.pixelate', icon='MESH_GRID')
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obj = context.object
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if obj.type in ['MESH',]:
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layout.operator("mesh.generate_struts",
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text="Struts", icon='GRID')
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layout.operator("object.easy_lattice",
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text="Easy Lattice", icon='MOD_LATTICE')
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layout.operator("object.make_structure",
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text="Random Boxes", icon='SEQ_SEQUENCER')
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class INFO_MT_Physics_tools_add(Menu):
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# Define the "mesh objects" menu
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bl_idname = "INFO_MT_physics_tools"
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bl_label = "Physics Tools"
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def draw(self, context):
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layout = self.layout
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layout.operator_context = 'INVOKE_REGION_WIN'
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layout.operator("object.drop_on_active",
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text="Drop To Ground")
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layout.operator("ball.rope",
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text="Wrecking Ball", icon='PHYSICS')
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layout.operator("clot.rope",
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text="Cloth Rope", icon='PHYSICS')
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# Define "Extras" menu
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def menu(self, context):
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layout = self.layout
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layout.operator_context = 'INVOKE_REGION_WIN'
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self.layout.separator()
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self.layout.menu("INFO_MT_scene_elements", icon="SCENE_DATA")
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self.layout.menu("INFO_MT_scene_lamps", icon="LAMP_SPOT")
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self.layout.separator()
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self.layout.menu("INFO_MT_array_mods", icon="MOD_ARRAY")
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self.layout.menu("INFO_MT_quick_tools", icon="MOD_BUILD")
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self.layout.menu("INFO_MT_physics_tools", icon="PHYSICS")
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# Addons Preferences
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class AddonPreferences(AddonPreferences):
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bl_idname = __name__
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def draw(self, context):
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layout = self.layout
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layout.label(text="----Add Menu Advanced----")
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layout.label(text="Quick Tools:")
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layout.label(text="Drop, Pixelate & Wrecking Ball")
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layout.label(text="Array Mods:")
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layout.label(text="Circle Array, Chains, Vert to Edge, Aggregate")
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def register():
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object_mangle_tools.register()
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arrange_on_curve.register()
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bpy.utils.register_module(__name__)
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# Add "Extras" menu to the "Add" menu
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bpy.types.INFO_MT_add.append(menu)
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try:
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bpy.types.VIEW3D_MT_AddMenu.append(menu)
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except:
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pass
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def unregister():
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object_mangle_tools.unregister()
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arrange_on_curve.unregister()
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# Remove "Extras" menu from the "Add" menu.
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bpy.types.INFO_MT_add.remove(menu)
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try:
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bpy.types.VIEW3D_MT_AddMenu.remove(menu)
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except:
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pass
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bpy.utils.unregister_module(__name__)
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if __name__ == "__main__":
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register()
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# gpl: author Rebellion
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import bpy
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from bpy.types import Operator
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from bpy.props import BoolProperty
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def add_lamps(self, context):
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try:
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if self.bKeyLight:
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keyLight = bpy.data.lamps.new(name="Key_Light", type="SPOT")
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ob = bpy.data.objects.new("Key_Light", keyLight)
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constraint = ob.constraints.new(type='COPY_LOCATION')
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constraint.use_offset = True
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constraint.owner_space = 'LOCAL'
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constraint.target = self.camera
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constraint = ob.constraints.new(type='TRACK_TO')
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constraint.target = self.target
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constraint.track_axis = 'TRACK_NEGATIVE_Z'
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constraint.up_axis = 'UP_X'
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constraint.owner_space = 'LOCAL'
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bpy.context.scene.objects.link(ob)
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ob.rotation_euler[2] = -0.785398
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if self.bFillLight:
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fillLight = bpy.data.lamps.new(name="Fill_Light", type="SPOT")
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ob = bpy.data.objects.new("Fill_Light", fillLight)
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constraint = ob.constraints.new(type='COPY_LOCATION')
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constraint.use_offset = True
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constraint.owner_space = 'LOCAL'
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constraint.target = self.camera
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constraint = ob.constraints.new(type='TRACK_TO')
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constraint.target = self.target
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constraint.track_axis = 'TRACK_NEGATIVE_Z'
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constraint.up_axis = 'UP_X'
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constraint.owner_space = 'LOCAL'
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bpy.context.scene.objects.link(ob)
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ob.rotation_euler[2] = 0.785398
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ob.data.energy = 0.3
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if self.bBackLight:
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backLight = bpy.data.lamps.new(name="Back_Light", type="SPOT")
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ob = bpy.data.objects.new("Back_Light", backLight)
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constraint = ob.constraints.new(type='COPY_LOCATION')
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constraint.use_offset = True
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constraint.owner_space = 'LOCAL'
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constraint.target = self.camera
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constraint = ob.constraints.new(type='TRACK_TO')
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constraint.target = self.target
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constraint.track_axis = 'TRACK_NEGATIVE_Z'
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constraint.up_axis = 'UP_X'
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constraint.owner_space = 'LOCAL'
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bpy.context.scene.objects.link(ob)
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ob.rotation_euler[2] = 3.14159
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ob.data.energy = 0.2
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if self.camera_constraint:
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constraint = self.camera.constraints.new(type='TRACK_TO')
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constraint.target = self.target
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constraint.track_axis = 'TRACK_NEGATIVE_Z'
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constraint.up_axis = 'UP_Y'
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except Exception as e:
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self.report({'WARNING'},
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"Some operations could not be performed (See Console for more info)")
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print("\n[object.add_light_template]\nError: {}".format(e))
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class OBJECT_OT_add_light_template(Operator):
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bl_idname = "object.add_light_template"
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bl_label = "Add Light Template"
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bl_description = "Add Key, Fill & Back Lights"
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bl_options = {'REGISTER', 'UNDO'}
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camera = None
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target = None
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bKeyLight = BoolProperty(
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name="Key Light",
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default=True
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)
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bFillLight = BoolProperty(
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name="Fill Light",
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default=True
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)
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bBackLight = BoolProperty(
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name="Back Light",
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default=True
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)
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camera_constraint = BoolProperty(
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name="Camera Constraint",
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default=False
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)
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@classmethod
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def poll(cls, context):
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return context.active_object is not None
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def execute(self, context):
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objects = context.selected_objects
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if len(objects) == 2:
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for ob in objects:
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if ob.type == 'CAMERA':
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self.camera = ob
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else:
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self.target = ob
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elif len(objects) == 1:
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if objects[0].type == 'CAMERA':
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self.camera = objects[0]
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bpy.ops.object.empty_add()
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self.target = context.active_object
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else:
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self.camera = context.scene.camera
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self.target = context.active_object
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elif len(objects) == 0:
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bpy.ops.object.empty_add()
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self.target = context.active_object
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self.camera = context.scene.camera
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add_lamps(self, context)
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return {'FINISHED'}
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def register():
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bpy.utils.register_class(OBJECT_OT_add_light_template)
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def unregister():
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bpy.utils.unregister_class(OBJECT_OT_add_light_template)
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if __name__ == "__main__":
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register()
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@ -0,0 +1,318 @@
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# ##### BEGIN GPL LICENSE BLOCK #####
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||||
#
|
||||
# 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 #####
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# Simple aggregate of particles / meshes
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# Copy the selected objects on the active object
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# Based on the position of the cursor and a defined volume
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# Allows to control growth by using a Build modifier
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bl_info = {
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"name": "Aggregate Mesh",
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"author": "liero",
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"version": (0, 0, 5),
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"blender": (2, 7, 0),
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"location": "View3D > Tool Shelf",
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"description": "Adds geometry to a mesh like in DLA aggregators",
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"category": "Object"}
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import bpy
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import bmesh
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from random import (
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choice,
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gauss,
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seed,
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)
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from mathutils import Matrix
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from bpy.props import (
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BoolProperty,
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FloatProperty,
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IntProperty,
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)
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from bpy.types import Operator
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def use_random_seed(self):
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seed(self.rSeed)
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return
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def rg(n):
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return (round(gauss(0, n), 2))
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def remover(sel=False):
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bpy.ops.object.editmode_toggle()
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if sel:
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.mesh.remove_doubles(threshold=0.0001)
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bpy.ops.object.mode_set()
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class OBJECT_OT_agregate_mesh(Operator):
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bl_idname = "object.agregate_mesh"
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bl_label = "Aggregate"
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bl_description = ("Adds geometry to a mesh like in DLA aggregators\n"
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"Needs at least two selected Mesh objects")
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bl_options = {'REGISTER', 'UNDO', 'PRESET'}
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updateMeNow = BoolProperty(
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name="Update",
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||||
description="Update",
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||||
default=True
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||||
)
|
||||
volX = FloatProperty(
|
||||
name="Volume X",
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||||
min=0.1, max=25,
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||||
default=3,
|
||||
description="The cloud around cursor"
|
||||
)
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||||
volY = FloatProperty(
|
||||
name="Volume Y",
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||||
min=0.1, max=25,
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||||
default=3,
|
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description="The cloud around cursor"
|
||||
)
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||||
volZ = FloatProperty(
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||||
name="Volume Z",
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||||
min=0.1, max=25,
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||||
default=3,
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||||
description="The cloud around cursor"
|
||||
)
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baseSca = FloatProperty(
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||||
name="Scale",
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||||
min=0.01, max=5,
|
||||
default=.25,
|
||||
description="Particle Scale"
|
||||
)
|
||||
varSca = FloatProperty(
|
||||
name="Var",
|
||||
min=0, max=1,
|
||||
default=0,
|
||||
description="Particle Scale Variation"
|
||||
)
|
||||
rotX = FloatProperty(
|
||||
name="Rot Var X",
|
||||
min=0, max=2,
|
||||
default=0,
|
||||
description="X Rotation Variation"
|
||||
)
|
||||
rotY = FloatProperty(
|
||||
name="Rot Var Y",
|
||||
min=0, max=2,
|
||||
default=0,
|
||||
description="Y Rotation Variation"
|
||||
)
|
||||
rotZ = FloatProperty(
|
||||
name="Rot Var Z",
|
||||
min=0, max=2,
|
||||
default=1,
|
||||
description="Z Rotation Variation"
|
||||
)
|
||||
rSeed = IntProperty(
|
||||
name="Random seed",
|
||||
min=0, max=999999,
|
||||
default=1,
|
||||
description="Seed to feed random values"
|
||||
)
|
||||
numP = IntProperty(
|
||||
name="Number",
|
||||
min=1,
|
||||
max=9999, soft_max=500,
|
||||
default=50,
|
||||
description="Number of particles"
|
||||
)
|
||||
nor = BoolProperty(
|
||||
name="Normal Oriented",
|
||||
default=False,
|
||||
description="Align Z axis with Faces normals"
|
||||
)
|
||||
cent = BoolProperty(
|
||||
name="Use Face Center",
|
||||
default=False,
|
||||
description="Center on Faces"
|
||||
)
|
||||
track = BoolProperty(
|
||||
name="Cursor Follows",
|
||||
default=False,
|
||||
description="Cursor moves as structure grows / more compact results"
|
||||
)
|
||||
anim = BoolProperty(
|
||||
name="Animatable",
|
||||
default=False,
|
||||
description="Sort faces so you can regrow with Build Modifier, materials are lost"
|
||||
)
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
col = layout.column(align=True)
|
||||
col.prop(self, "updateMeNow", toggle=True)
|
||||
col.separator()
|
||||
|
||||
col = layout.column(align=True)
|
||||
col.prop(self, "volX", slider=True)
|
||||
col.prop(self, "volY", slider=True)
|
||||
col.prop(self, "volZ", slider=True)
|
||||
|
||||
layout.label(text="Particles:")
|
||||
col = layout.column(align=True)
|
||||
col.prop(self, "baseSca", slider=True)
|
||||
col.prop(self, "varSca", slider=True)
|
||||
|
||||
col = layout.column(align=True)
|
||||
col.prop(self, "rotX", slider=True)
|
||||
col.prop(self, "rotY", slider=True)
|
||||
col.prop(self, "rotZ", slider=True)
|
||||
|
||||
col = layout.column(align=True)
|
||||
col.prop(self, "rSeed", slider=False)
|
||||
|
||||
col = layout.column(align=True)
|
||||
col.prop(self, "nor")
|
||||
col.prop(self, "cent")
|
||||
col.prop(self, "track")
|
||||
col.prop(self, "anim")
|
||||
|
||||
col.prop(self, 'numP')
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return(len(bpy.context.selected_objects) > 1 and bpy.context.object.type == 'MESH')
|
||||
|
||||
def invoke(self, context, event):
|
||||
self.updateMeNow = True
|
||||
return self.execute(context)
|
||||
|
||||
def execute(self, context):
|
||||
if not self.updateMeNow:
|
||||
return {'PASS_THROUGH'}
|
||||
|
||||
scn = bpy.context.scene
|
||||
obj = bpy.context.active_object
|
||||
|
||||
use_random_seed(self)
|
||||
|
||||
mat = Matrix((
|
||||
(1, 0, 0, 0),
|
||||
(0, 1, 0, 0),
|
||||
(0, 0, 1, 0),
|
||||
(0, 0, 0, 1))
|
||||
)
|
||||
if obj.matrix_world != mat:
|
||||
self.report({'WARNING'}, "Apply transformations to Active Object first!")
|
||||
return{'FINISHED'}
|
||||
par = [o for o in bpy.context.selected_objects if o.type == 'MESH' and o != obj]
|
||||
if not par:
|
||||
return{'FINISHED'}
|
||||
|
||||
bpy.ops.object.mode_set()
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
obj.select = True
|
||||
msv = []
|
||||
|
||||
for i in range(len(obj.modifiers)):
|
||||
msv.append(obj.modifiers[i].show_viewport)
|
||||
obj.modifiers[i].show_viewport = False
|
||||
|
||||
cur = scn.cursor_location
|
||||
for i in range(self.numP):
|
||||
|
||||
mes = choice(par).data
|
||||
newobj = bpy.data.objects.new('nuevo', mes)
|
||||
scn.objects.link(newobj)
|
||||
origen = (rg(self.volX) + cur[0], rg(self.volY) + cur[1], rg(self.volZ) + cur[2])
|
||||
|
||||
cpom = obj.closest_point_on_mesh(origen)
|
||||
|
||||
if self.cent:
|
||||
bm = bmesh.new()
|
||||
bm.from_mesh(obj.data)
|
||||
if hasattr(bm.verts, "ensure_lookup_table"):
|
||||
bm.verts.ensure_lookup_table()
|
||||
bm.faces.ensure_lookup_table()
|
||||
|
||||
newobj.location = bm.faces[cpom[3]].calc_center_median()
|
||||
|
||||
bm.free()
|
||||
else:
|
||||
newobj.location = cpom[1]
|
||||
|
||||
if self.nor:
|
||||
newobj.rotation_mode = 'QUATERNION'
|
||||
newobj.rotation_quaternion = cpom[1].to_track_quat('Z', 'Y')
|
||||
newobj.rotation_mode = 'XYZ'
|
||||
newobj.rotation_euler[0] += rg(self.rotX)
|
||||
newobj.rotation_euler[1] += rg(self.rotY)
|
||||
newobj.rotation_euler[2] += rg(self.rotZ)
|
||||
else:
|
||||
newobj.rotation_euler = (rg(self.rotX), rg(self.rotY), rg(self.rotZ))
|
||||
|
||||
newobj.scale = [self.baseSca + self.baseSca * rg(self.varSca)] * 3
|
||||
|
||||
if self.anim:
|
||||
newobj.select = True
|
||||
bpy.ops.object.make_single_user(type='SELECTED_OBJECTS', obdata=True)
|
||||
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
|
||||
|
||||
bme = bmesh.new()
|
||||
bme.from_mesh(obj.data)
|
||||
|
||||
tmp = bmesh.new()
|
||||
tmp.from_mesh(newobj.data)
|
||||
|
||||
for f in tmp.faces:
|
||||
# z = len(bme.verts)
|
||||
for v in f.verts:
|
||||
bme.verts.new(list(v.co))
|
||||
bme.faces.new(bme.verts[-len(f.verts):])
|
||||
|
||||
bme.to_mesh(obj.data)
|
||||
remover(True)
|
||||
|
||||
newobj.data.user_clear()
|
||||
bpy.data.meshes.remove(newobj.data)
|
||||
|
||||
else:
|
||||
scn.objects.active = obj
|
||||
newobj.select = True
|
||||
bpy.ops.object.join()
|
||||
|
||||
if self.track:
|
||||
cur = scn.cursor_location = cpom[1]
|
||||
|
||||
for i in range(len(msv)):
|
||||
obj.modifiers[i].show_viewport = msv[i]
|
||||
|
||||
for o in par:
|
||||
o.select = True
|
||||
|
||||
obj.select = True
|
||||
|
||||
return{'FINISHED'}
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(OBJECT_OT_agregate_mesh)
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_class(OBJECT_OT_agregate_mesh)
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
register()
|
|
@ -0,0 +1,362 @@
|
|||
# gpl author: Mano-Wii
|
||||
|
||||
bl_info = {
|
||||
"name": "Arrange on Curve",
|
||||
"author": "Mano-Wii",
|
||||
"version": (6, 3, 0),
|
||||
"blender": (2, 7, 7),
|
||||
"location": "View3D > TOOLS",
|
||||
"description": "Arrange objects along a curve",
|
||||
"warning": "Select curve",
|
||||
"wiki_url": "",
|
||||
"tracker_url": "https://developer.blender.org/maniphest/task/edit/form/2/",
|
||||
"category": "3D View"
|
||||
}
|
||||
|
||||
import bpy
|
||||
import mathutils
|
||||
from bpy.types import (
|
||||
Operator,
|
||||
Panel,
|
||||
)
|
||||
from bpy.props import (
|
||||
BoolProperty,
|
||||
EnumProperty,
|
||||
FloatProperty,
|
||||
IntProperty,
|
||||
StringProperty,
|
||||
)
|
||||
|
||||
FLT_MIN = 0.004
|
||||
|
||||
|
||||
class PanelDupliCurve(Panel):
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_region_type = "TOOLS"
|
||||
bl_context = "objectmode"
|
||||
bl_category = "Create"
|
||||
bl_label = "Duplicate on curve"
|
||||
bl_options = {'DEFAULT_CLOSED'}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return context.object and context.mode == 'OBJECT' and context.object.type == 'CURVE'
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
layout.prop(context.scene, "use_selected")
|
||||
if not context.scene.use_selected:
|
||||
layout.prop(context.scene, "select_type", expand=True)
|
||||
if context.scene.select_type == 'O':
|
||||
layout.column(align=True).prop_search(
|
||||
context.scene, "objeto_arranjar",
|
||||
bpy.data, "objects"
|
||||
)
|
||||
elif context.scene.select_type == 'G':
|
||||
layout.column(align=True).prop_search(
|
||||
context.scene, "objeto_arranjar",
|
||||
bpy.data, "groups"
|
||||
)
|
||||
if context.object.type == 'CURVE':
|
||||
layout.operator("object.arranjar_numa_curva", text="Arrange Objects")
|
||||
|
||||
|
||||
class DupliCurve(Operator):
|
||||
bl_idname = "object.arranjar_numa_curva"
|
||||
bl_label = "Arrange Objects"
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
use_distance = EnumProperty(
|
||||
items=[
|
||||
("D", "Distance", "Objects are arranged depending on the distance", 0),
|
||||
("Q", "Quantity", "Objects are arranged depending on the quantity", 1),
|
||||
("R", "Range", "Objects are arranged uniformly between the corners", 2)
|
||||
]
|
||||
)
|
||||
distance = FloatProperty(
|
||||
name="Distance",
|
||||
description="Distancia entre objetos",
|
||||
default=1.0,
|
||||
min=FLT_MIN,
|
||||
soft_min=0.1,
|
||||
unit='LENGTH',
|
||||
)
|
||||
object_qt = IntProperty(
|
||||
name="Quantity",
|
||||
description="Object amount.",
|
||||
default=2,
|
||||
min=0,
|
||||
)
|
||||
scale = FloatProperty(
|
||||
name="Scale",
|
||||
description="Object Scale",
|
||||
default=1.0,
|
||||
min=FLT_MIN,
|
||||
unit='LENGTH',
|
||||
)
|
||||
Yaw = FloatProperty(
|
||||
default=0.0,
|
||||
name="X",
|
||||
unit='ROTATION'
|
||||
)
|
||||
Pitch = FloatProperty(
|
||||
default=0.0,
|
||||
name="Y",
|
||||
unit='ROTATION'
|
||||
)
|
||||
Roll = FloatProperty(
|
||||
default=0.0,
|
||||
name="Z",
|
||||
unit='ROTATION'
|
||||
)
|
||||
max_angle = FloatProperty(
|
||||
default=1.57079,
|
||||
max=3.141592,
|
||||
name="Angle",
|
||||
unit='ROTATION'
|
||||
)
|
||||
offset = FloatProperty(
|
||||
default=0.0,
|
||||
name="offset",
|
||||
unit='LENGTH'
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return context.mode == 'OBJECT'
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
col = layout.column()
|
||||
col.prop(self, "use_distance", text="")
|
||||
col = layout.column(align=True)
|
||||
if self.use_distance == "D":
|
||||
col.prop(self, "distance")
|
||||
elif self.use_distance == "Q":
|
||||
col.prop(self, "object_qt")
|
||||
else:
|
||||
col.prop(self, "distance")
|
||||
col.prop(self, "max_angle")
|
||||
col.prop(self, "offset")
|
||||
|
||||
col = layout.column(align=True)
|
||||
col.prop(self, "scale")
|
||||
col.prop(self, "Yaw")
|
||||
col.prop(self, "Pitch")
|
||||
col.prop(self, "Roll")
|
||||
|
||||
def Glpoints(self, curve):
|
||||
Gpoints = []
|
||||
for i, spline in enumerate(curve.data.splines):
|
||||
segments = len(spline.bezier_points)
|
||||
if segments >= 2:
|
||||
r = spline.resolution_u + 1
|
||||
|
||||
points = []
|
||||
for j in range(segments):
|
||||
bp1 = spline.bezier_points[j]
|
||||
inext = (j + 1)
|
||||
if inext == segments:
|
||||
if not spline.use_cyclic_u:
|
||||
break
|
||||
inext = 0
|
||||
bp2 = spline.bezier_points[inext]
|
||||
if bp1.handle_right_type == bp2.handle_left_type == 'VECTOR':
|
||||
_points = (bp1.co, bp2.co) if j == 0 else (bp2.co,)
|
||||
else:
|
||||
knot1 = bp1.co
|
||||
handle1 = bp1.handle_right
|
||||
handle2 = bp2.handle_left
|
||||
knot2 = bp2.co
|
||||
_points = mathutils.geometry.interpolate_bezier(knot1, handle1, handle2, knot2, r)
|
||||
points.extend(_points)
|
||||
Gpoints.append(tuple((curve.matrix_world * p for p in points)))
|
||||
elif len(spline.points) >= 2:
|
||||
l = [curve.matrix_world * p.co.xyz for p in spline.points]
|
||||
if spline.use_cyclic_u:
|
||||
l.append(l[0])
|
||||
Gpoints.append(tuple(l))
|
||||
|
||||
if self.use_distance == "R":
|
||||
max_angle = self.max_angle
|
||||
tmp_Gpoints = []
|
||||
sp = Gpoints[i]
|
||||
sp2 = [sp[0], sp[1]]
|
||||
lp = sp[1]
|
||||
v1 = lp - sp[0]
|
||||
for p in sp[2:]:
|
||||
v2 = p - lp
|
||||
try:
|
||||
if (3.14158 - v1.angle(v2)) < max_angle:
|
||||
tmp_Gpoints.append(tuple(sp2))
|
||||
sp2 = [lp]
|
||||
except Exception as e:
|
||||
print(e)
|
||||
pass
|
||||
sp2.append(p)
|
||||
v1 = v2
|
||||
lp = p
|
||||
tmp_Gpoints.append(tuple(sp2))
|
||||
Gpoints = Gpoints[:i] + tmp_Gpoints
|
||||
|
||||
lengths = []
|
||||
if self.use_distance != "D":
|
||||
for sp in Gpoints:
|
||||
lp = sp[1]
|
||||
leng = (lp - sp[0]).length
|
||||
for p in sp[2:]:
|
||||
leng += (p - lp).length
|
||||
lp = p
|
||||
lengths.append(leng)
|
||||
return Gpoints, lengths
|
||||
|
||||
def execute(self, context):
|
||||
if context.object.type != 'CURVE':
|
||||
return {'CANCELLED'}
|
||||
|
||||
curve = context.active_object
|
||||
Gpoints, lengs = self.Glpoints(curve)
|
||||
|
||||
if context.scene.use_selected:
|
||||
G_Objeto = context.selected_objects
|
||||
G_Objeto.remove(curve)
|
||||
if not G_Objeto:
|
||||
return {'CANCELLED'}
|
||||
elif context.scene.select_type == 'O':
|
||||
G_Objeto = bpy.data.objects[context.scene.objeto_arranjar],
|
||||
elif context.scene.select_type == 'G':
|
||||
G_Objeto = bpy.data.groups[context.scene.objeto_arranjar].objects
|
||||
yawMatrix = mathutils.Matrix.Rotation(self.Yaw, 4, 'X')
|
||||
pitchMatrix = mathutils.Matrix.Rotation(self.Pitch, 4, 'Y')
|
||||
rollMatrix = mathutils.Matrix.Rotation(self.Roll, 4, 'Z')
|
||||
|
||||
max_angle = self.max_angle # is this used?
|
||||
|
||||
if self.use_distance == "D":
|
||||
dist = self.distance
|
||||
for sp_points in Gpoints:
|
||||
dx = 0.0 # Length of initial calculation of section
|
||||
last_point = sp_points[0]
|
||||
j = 0
|
||||
for point in sp_points[1:]:
|
||||
vetorx = point - last_point # Vector spline section
|
||||
quat = mathutils.Vector.to_track_quat(vetorx, 'X', 'Z') # Tracking the selected objects
|
||||
quat = quat.to_matrix().to_4x4()
|
||||
|
||||
v_len = vetorx.length
|
||||
if v_len > 0.0:
|
||||
dx += v_len # Defined length calculation equal total length of the spline section
|
||||
v_norm = vetorx / v_len
|
||||
while dx > dist:
|
||||
object = G_Objeto[j % len(G_Objeto)]
|
||||
j += 1
|
||||
dx -= dist # Calculating the remaining length of the section
|
||||
obj = object.copy()
|
||||
context.scene.objects.link(obj)
|
||||
obj.matrix_world = quat * yawMatrix * pitchMatrix * rollMatrix
|
||||
# Placing in the correct position
|
||||
obj.matrix_world.translation = point - v_norm * dx
|
||||
obj.scale *= self.scale
|
||||
last_point = point
|
||||
|
||||
elif self.use_distance == "Q":
|
||||
object_qt = self.object_qt + 1
|
||||
for i, sp_points in enumerate(Gpoints):
|
||||
dx = 0.0 # Length of initial calculation of section
|
||||
dist = lengs[i] / object_qt
|
||||
last_point = sp_points[0]
|
||||
j = 0
|
||||
for point in sp_points[1:]:
|
||||
vetorx = point - last_point # Vector spline section
|
||||
# Tracking the selected objects
|
||||
quat = mathutils.Vector.to_track_quat(vetorx, 'X', 'Z')
|
||||
quat = quat.to_matrix().to_4x4()
|
||||
|
||||
v_len = vetorx.length
|
||||
if v_len > 0.0:
|
||||
# Defined length calculation equal total length of the spline section
|
||||
dx += v_len
|
||||
v_norm = vetorx / v_len
|
||||
while dx > dist:
|
||||
object = G_Objeto[j % len(G_Objeto)]
|
||||
j += 1
|
||||
dx -= dist # Calculating the remaining length of the section
|
||||
obj = object.copy()
|
||||
context.scene.objects.link(obj)
|
||||
obj.matrix_world = quat * yawMatrix * pitchMatrix * rollMatrix
|
||||
# Placing in the correct position
|
||||
obj.matrix_world.translation = point - v_norm * dx
|
||||
obj.scale *= self.scale
|
||||
last_point = point
|
||||
|
||||
else:
|
||||
dist = self.distance
|
||||
offset2 = 2 * self.offset
|
||||
for i, sp_points in enumerate(Gpoints):
|
||||
leng = lengs[i] - offset2
|
||||
rest = leng % dist
|
||||
offset = offset2 + rest
|
||||
leng -= rest
|
||||
offset /= 2
|
||||
last_point = sp_points[0]
|
||||
|
||||
dx = dist - offset # Length of initial calculation of section
|
||||
j = 0
|
||||
for point in sp_points[1:]:
|
||||
vetorx = point - last_point # Vector spline section
|
||||
# Tracking the selected objects
|
||||
quat = mathutils.Vector.to_track_quat(vetorx, 'X', 'Z')
|
||||
quat = quat.to_matrix().to_4x4()
|
||||
|
||||
v_len = vetorx.length
|
||||
if v_len > 0.0:
|
||||
dx += v_len
|
||||
v_norm = vetorx / v_len
|
||||
while dx >= dist and leng >= 0.0:
|
||||
leng -= dist
|
||||
dx -= dist # Calculating the remaining length of the section
|
||||
object = G_Objeto[j % len(G_Objeto)]
|
||||
j += 1
|
||||
obj = object.copy()
|
||||
context.scene.objects.link(obj)
|
||||
obj.matrix_world = quat * yawMatrix * pitchMatrix * rollMatrix
|
||||
# Placing in the correct position
|
||||
obj.matrix_world.translation = point - v_norm * dx
|
||||
obj.scale *= self.scale
|
||||
last_point = point
|
||||
|
||||
return {"FINISHED"}
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(PanelDupliCurve)
|
||||
bpy.utils.register_class(DupliCurve)
|
||||
bpy.types.Scene.use_selected = BoolProperty(
|
||||
name='Use Selected',
|
||||
description='Use the selected objects to duplicate',
|
||||
default=True,
|
||||
)
|
||||
bpy.types.Scene.objeto_arranjar = StringProperty(
|
||||
name=""
|
||||
)
|
||||
bpy.types.Scene.select_type = EnumProperty(
|
||||
name="Type",
|
||||
description="Select object or group",
|
||||
items=[
|
||||
('O', "OBJECT", "make duplicates of a specific object"),
|
||||
('G', "GROUP", "make duplicates of the objects in a group"),
|
||||
],
|
||||
default='O',
|
||||
)
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_class(PanelDupliCurve)
|
||||
bpy.utils.unregister_class(DupliCurve)
|
||||
del bpy.types.Scene.objeto_arranjar
|
||||
del bpy.types.Scene.use_selected
|
||||
del bpy.types.Scene.select_type
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
|
@ -0,0 +1,143 @@
|
|||
# gpl author: Antonis Karvelas
|
||||
|
||||
# -*- coding: utf-8 -*-
|
||||
|
||||
bl_info = {
|
||||
"name": "Circle Array",
|
||||
"author": "Antonis Karvelas",
|
||||
"version": (1, 0),
|
||||
"blender": (2, 6, 7),
|
||||
"location": "View3D > Object > Circle_Array",
|
||||
"description": "Uses an existing array and creates an empty, "
|
||||
"rotates it properly and makes a Circle Array",
|
||||
"warning": "",
|
||||
"wiki_url": "",
|
||||
"tracker_url": "",
|
||||
"category": "Mesh"
|
||||
}
|
||||
|
||||
|
||||
import bpy
|
||||
from bpy.types import Operator
|
||||
from math import radians
|
||||
|
||||
|
||||
class Circle_Array(Operator):
|
||||
bl_label = "Circle Array"
|
||||
bl_idname = "objects.circle_array_operator"
|
||||
bl_description = ("Creates an Array Modifier with offset empty object\n"
|
||||
"Works with Mesh, Curve, Text & Surface")
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return context.active_object is not None
|
||||
|
||||
def check_empty_name(self, context):
|
||||
new_name, def_name = "", "EMPTY_C_Array"
|
||||
suffix = 1
|
||||
try:
|
||||
# first slap a simple linear count + 1 for numeric suffix, if it fails
|
||||
# harvest for the rightmost numbers and append the max value
|
||||
list_obj = []
|
||||
obj_all = context.scene.objects
|
||||
list_obj = [obj.name for obj in obj_all if obj.name.startswith(def_name)]
|
||||
new_name = "{}_{}".format(def_name, len(list_obj) + 1)
|
||||
|
||||
if new_name in list_obj:
|
||||
from re import findall
|
||||
test_num = [findall("\d+", words) for words in list_obj]
|
||||
suffix += max([int(l[-1]) for l in test_num])
|
||||
new_name = "{}_{}".format(def_name, suffix)
|
||||
return new_name
|
||||
except:
|
||||
return None
|
||||
|
||||
def execute(self, context):
|
||||
try:
|
||||
allowed_obj = ['MESH', 'CURVE', 'SURFACE', 'FONT']
|
||||
if context.active_object.type not in allowed_obj:
|
||||
self.report(
|
||||
{"WARNING"},
|
||||
"Operation Cancelled. The active object is not of "
|
||||
"Mesh, Curve, Surface or Font type"
|
||||
)
|
||||
return {'CANCELLED'}
|
||||
|
||||
default_name = self.check_empty_name(context) or "EMPTY_C_Array"
|
||||
bpy.ops.object.modifier_add(type='ARRAY')
|
||||
|
||||
if len(bpy.context.selected_objects) == 2:
|
||||
list = bpy.context.selected_objects
|
||||
active = list[0]
|
||||
active.modifiers[0].use_object_offset = True
|
||||
active.modifiers[0].use_relative_offset = False
|
||||
active.select = False
|
||||
bpy.context.scene.objects.active = list[0]
|
||||
bpy.ops.view3d.snap_cursor_to_selected()
|
||||
if active.modifiers[0].offset_object is None:
|
||||
bpy.ops.object.add(type='EMPTY')
|
||||
empty_name = bpy.context.active_object
|
||||
empty_name.name = default_name
|
||||
active.modifiers[0].offset_object = empty_name
|
||||
else:
|
||||
empty_name = active.modifiers[0].offset_object
|
||||
|
||||
bpy.context.scene.objects.active = active
|
||||
num = active.modifiers["Array"].count
|
||||
rotate_num = 360 / num
|
||||
active.select = True
|
||||
bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)
|
||||
empty_name.rotation_euler = (0, 0, radians(rotate_num))
|
||||
empty_name.select = False
|
||||
active.select = True
|
||||
bpy.ops.object.origin_set(type="ORIGIN_CURSOR")
|
||||
|
||||
return {'FINISHED'}
|
||||
else:
|
||||
active = context.active_object
|
||||
active.modifiers[0].use_object_offset = True
|
||||
active.modifiers[0].use_relative_offset = False
|
||||
bpy.ops.view3d.snap_cursor_to_selected()
|
||||
if active.modifiers[0].offset_object is None:
|
||||
bpy.ops.object.add(type='EMPTY')
|
||||
empty_name = bpy.context.active_object
|
||||
empty_name.name = default_name
|
||||
active.modifiers[0].offset_object = empty_name
|
||||
else:
|
||||
empty_name = active.modifiers[0].offset_object
|
||||
|
||||
bpy.context.scene.objects.active = active
|
||||
num = active.modifiers["Array"].count
|
||||
rotate_num = 360 / num
|
||||
active.select = True
|
||||
bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)
|
||||
empty_name.rotation_euler = (0, 0, radians(rotate_num))
|
||||
empty_name.select = False
|
||||
active.select = True
|
||||
|
||||
return {'FINISHED'}
|
||||
except Exception as e:
|
||||
self.report({'WARNING'},
|
||||
"Circle Array operator could not be executed (See the console for more info)")
|
||||
print("\n[objects.circle_array_operator]\nError: {}\n".format(e))
|
||||
|
||||
return {'CANCELLED'}
|
||||
|
||||
|
||||
# Register
|
||||
def circle_array_menu(self, context):
|
||||
self.layout.operator(Circle_Array.bl_idname, text="Circle_Array")
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(Circle_Array)
|
||||
bpy.types.VIEW3D_MT_object.append(circle_array_menu)
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_class(Circle_Array)
|
||||
bpy.types.VIEW3D_MT_object.remove(circle_array_menu)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
|
@ -0,0 +1,288 @@
|
|||
# ***** 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 3 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, see http://www.gnu.org/licenses/
|
||||
# or write to the Free Software Foundation, Inc., 51 Franklin Street,
|
||||
# Fifth Floor, Boston, MA 02110-1301, USA.
|
||||
#
|
||||
# ***** END GPL LICENSE BLOCK *****
|
||||
|
||||
bl_info = {
|
||||
"name": "Copy2 vertices, edges or faces",
|
||||
"author": "Eleanor Howick (elfnor.com)",
|
||||
"version": (0, 1),
|
||||
"blender": (2, 71, 0),
|
||||
"location": "3D View > Object > Copy 2",
|
||||
"description": "Copy one object to the selected vertices, edges or faces of another object",
|
||||
"warning": "",
|
||||
"category": "Object"
|
||||
}
|
||||
|
||||
import bpy
|
||||
|
||||
from mathutils import Vector, Matrix
|
||||
|
||||
|
||||
class Copy2(bpy.types.Operator):
|
||||
bl_idname = "mesh.copy2"
|
||||
bl_label = "Copy 2"
|
||||
bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
obj_list = None
|
||||
|
||||
def obj_list_cb(self, context):
|
||||
return Copy2.obj_list
|
||||
|
||||
def sec_axes_list_cb(self, context):
|
||||
if self.priaxes == 'X':
|
||||
sec_list = [('Y', 'Y', 'Y'), ('Z', 'Z', 'Z')]
|
||||
|
||||
if self.priaxes == 'Y':
|
||||
sec_list = [('X', 'X', 'X'), ('Z', 'Z', 'Z')]
|
||||
|
||||
if self.priaxes == 'Z':
|
||||
sec_list = [('X', 'X', 'X'), ('Y', 'Y', 'Y')]
|
||||
return sec_list
|
||||
|
||||
copytype = bpy.props.EnumProperty(items=(('V', '', 'paste to vertices', 'VERTEXSEL', 0),
|
||||
('E', '', 'paste to edges', 'EDGESEL', 1),
|
||||
('F', '', 'paste to faces', 'FACESEL', 2)),
|
||||
description='where to paste to')
|
||||
|
||||
copyfromobject = bpy.props.EnumProperty(items=obj_list_cb, name='Copy from:')
|
||||
|
||||
priaxes = bpy.props.EnumProperty(items=(('X', 'X', 'along X'),
|
||||
('Y', 'Y', 'along Y'),
|
||||
('Z', 'Z', 'along Z')),
|
||||
)
|
||||
|
||||
edgescale = bpy.props.BoolProperty(name='Scale to fill edge?')
|
||||
|
||||
secaxes = bpy.props.EnumProperty(items=sec_axes_list_cb, name='Secondary Axis')
|
||||
|
||||
scale = bpy.props.FloatProperty(default=1.0, min=0.0, name='Scale')
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
|
||||
layout.prop(self, 'copyfromobject')
|
||||
layout.label("to:")
|
||||
layout.prop(self, 'copytype', expand=True)
|
||||
layout.label("primary axis:")
|
||||
layout.prop(self, 'priaxes', expand=True)
|
||||
layout.label("secondary axis:")
|
||||
layout.prop(self, 'secaxes', expand=True)
|
||||
if self.copytype == 'E':
|
||||
layout.prop(self, 'edgescale')
|
||||
if self.edgescale:
|
||||
layout.prop(self, 'scale')
|
||||
return
|
||||
|
||||
def execute(self, context):
|
||||
copytoobject = context.active_object.name
|
||||
axes = self.priaxes + self.secaxes
|
||||
copy_list = copy_to_from(context.scene,
|
||||
bpy.data.objects[copytoobject],
|
||||
bpy.data.objects[self.copyfromobject],
|
||||
self.copytype,
|
||||
axes,
|
||||
self.edgescale,
|
||||
self.scale)
|
||||
return {"FINISHED"}
|
||||
|
||||
def invoke(self, context, event):
|
||||
Copy2.obj_list = [(obj.name, obj.name, obj.name) for obj in bpy.data.objects]
|
||||
return {"FINISHED"}
|
||||
# end Copy2 class
|
||||
|
||||
#---------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
def add_to_menu(self, context):
|
||||
self.layout.operator(Copy2.bl_idname)
|
||||
return
|
||||
|
||||
|
||||
#-----------------------------------------------------------------
|
||||
|
||||
def copy_to_from(scene, to_obj, from_obj, copymode, axes, edgescale, scale):
|
||||
if copymode == 'V':
|
||||
copy_list = vertex_copy(scene, to_obj, from_obj, axes)
|
||||
if copymode == 'E':
|
||||
copy_list = edge_copy(scene, to_obj, from_obj, axes, edgescale, scale)
|
||||
if copymode == 'F':
|
||||
copy_list = face_copy(scene, to_obj, from_obj, axes)
|
||||
return copy_list
|
||||
|
||||
axes_dict = {'XY': (1, 2, 0),
|
||||
'XZ': (2, 1, 0),
|
||||
'YX': (0, 2, 1),
|
||||
'YZ': (2, 0, 1),
|
||||
'ZX': (0, 1, 2),
|
||||
'ZY': (1, 0, 2)}
|
||||
|
||||
|
||||
def copyto(scene, source_obj, pos, xdir, zdir, axes, scale=None):
|
||||
"""
|
||||
copy the source_obj to pos, so its primary axis points in zdir and its
|
||||
secondary axis points in xdir
|
||||
"""
|
||||
copy_obj = source_obj.copy()
|
||||
scene.objects.link(copy_obj)
|
||||
|
||||
xdir = xdir.normalized()
|
||||
zdir = zdir.normalized()
|
||||
# rotation first
|
||||
z_axis = zdir
|
||||
x_axis = xdir
|
||||
y_axis = z_axis.cross(x_axis)
|
||||
# use axes_dict to assign the axis as chosen in panel
|
||||
A, B, C = axes_dict[axes]
|
||||
rot_mat = Matrix()
|
||||
rot_mat[A].xyz = x_axis
|
||||
rot_mat[B].xyz = y_axis
|
||||
rot_mat[C].xyz = z_axis
|
||||
rot_mat.transpose()
|
||||
|
||||
# rotate object
|
||||
copy_obj.matrix_world = rot_mat
|
||||
|
||||
# move object into position
|
||||
copy_obj.location = pos
|
||||
|
||||
# scale object
|
||||
if scale != None:
|
||||
copy_obj.scale = scale
|
||||
|
||||
return copy_obj
|
||||
|
||||
|
||||
def vertex_copy(scene, obj, source_obj, axes):
|
||||
# vertex select mode
|
||||
sel_verts = []
|
||||
copy_list = []
|
||||
for v in obj.data.vertices:
|
||||
if v.select == True:
|
||||
sel_verts.append(v)
|
||||
|
||||
# make a set for each vertex. The set contains all the connected vertices
|
||||
# use sets so the list is unique
|
||||
vert_con = [set() for i in range(len(obj.data.vertices))]
|
||||
for e in obj.data.edges:
|
||||
vert_con[e.vertices[0]].add(e.vertices[1])
|
||||
vert_con[e.vertices[1]].add(e.vertices[0])
|
||||
|
||||
for v in sel_verts:
|
||||
pos = v.co * obj.matrix_world.transposed()
|
||||
xco = obj.data.vertices[list(vert_con[v.index])[0]].co * obj.matrix_world.transposed()
|
||||
|
||||
zdir = (v.co + v.normal) * obj.matrix_world.transposed() - pos
|
||||
zdir = zdir.normalized()
|
||||
|
||||
edir = pos - xco
|
||||
|
||||
# edir is nor perpendicular to z dir
|
||||
# want xdir to be projection of edir onto plane through pos with direction zdir
|
||||
xdir = edir - edir.dot(zdir) * zdir
|
||||
xdir = -xdir.normalized()
|
||||
|
||||
copy = copyto(scene, source_obj, pos, xdir, zdir, axes)
|
||||
copy_list.append(copy)
|
||||
# select all copied objects
|
||||
for copy in copy_list:
|
||||
copy.select = True
|
||||
obj.select = False
|
||||
return copy_list
|
||||
|
||||
|
||||
def edge_copy(scene, obj, source_obj, axes, es, scale):
|
||||
# edge select mode
|
||||
sel_edges = []
|
||||
copy_list = []
|
||||
for e in obj.data.edges:
|
||||
if e.select == True:
|
||||
sel_edges.append(e)
|
||||
for e in sel_edges:
|
||||
# pos is average of two edge vertexs
|
||||
v0 = obj.data.vertices[e.vertices[0]].co * obj.matrix_world.transposed()
|
||||
v1 = obj.data.vertices[e.vertices[1]].co * obj.matrix_world.transposed()
|
||||
pos = (v0 + v1) / 2
|
||||
# xdir is along edge
|
||||
xdir = v0 - v1
|
||||
xlen = xdir.magnitude
|
||||
xdir = xdir.normalized()
|
||||
# project each edge vertex normal onto plane normal to xdir
|
||||
vn0 = (obj.data.vertices[e.vertices[0]].co * obj.matrix_world.transposed()
|
||||
+ obj.data.vertices[e.vertices[0]].normal) - v0
|
||||
vn1 = (obj.data.vertices[e.vertices[1]].co * obj.matrix_world.transposed()
|
||||
+ obj.data.vertices[e.vertices[1]].normal) - v1
|
||||
vn0p = vn0 - vn0.dot(xdir) * xdir
|
||||
vn1p = vn1 - vn1.dot(xdir) * xdir
|
||||
# the mean of the two projected normals is the zdir
|
||||
zdir = vn0p + vn1p
|
||||
zdir = zdir.normalized()
|
||||
escale = None
|
||||
if es:
|
||||
escale = Vector([1.0, 1.0, 1.0])
|
||||
i = list('XYZ').index(axes[1])
|
||||
escale[i] = scale * xlen / source_obj.dimensions[i]
|
||||
|
||||
copy = copyto(scene, source_obj, pos, xdir, zdir, axes, scale=escale)
|
||||
copy_list.append(copy)
|
||||
# select all copied objects
|
||||
for copy in copy_list:
|
||||
copy.select = True
|
||||
obj.select = False
|
||||
return copy_list
|
||||
|
||||
|
||||
def face_copy(scene, obj, source_obj, axes):
|
||||
# face select mode
|
||||
sel_faces = []
|
||||
copy_list = []
|
||||
for f in obj.data.polygons:
|
||||
if f.select == True:
|
||||
sel_faces.append(f)
|
||||
for f in sel_faces:
|
||||
fco = f.center * obj.matrix_world.transposed()
|
||||
# get first vertex corner of transformed object
|
||||
vco = obj.data.vertices[f.vertices[0]].co * obj.matrix_world.transposed()
|
||||
# get face normal of transformed object
|
||||
fn = (f.center + f.normal) * obj.matrix_world.transposed() - fco
|
||||
fn = fn.normalized()
|
||||
|
||||
copy = copyto(scene, source_obj, fco, vco - fco, fn, axes)
|
||||
copy_list.append(copy)
|
||||
# select all copied objects
|
||||
for copy in copy_list:
|
||||
copy.select = True
|
||||
obj.select = False
|
||||
return copy_list
|
||||
|
||||
#-------------------------------------------------------------------
|
||||
|
||||
|
||||
def register():
|
||||
|
||||
bpy.utils.register_module(__name__)
|
||||
bpy.types.VIEW3D_MT_object.append(add_to_menu)
|
||||
|
||||
|
||||
def unregister():
|
||||
|
||||
bpy.types.VIEW3D_MT_object.remove(add_to_menu)
|
||||
bpy.utils.unregister_module(__name__)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,52 @@
|
|||
# -*- coding:utf-8 -*-
|
||||
|
||||
# ##### 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 #####
|
||||
|
||||
bl_info = {
|
||||
"name": "Delaunay Voronoi",
|
||||
"description": "Points cloud Delaunay triangulation in 2.5D "
|
||||
"(suitable for terrain modelling) or Voronoi diagram in 2D",
|
||||
"author": "Domlysz, Oscurart",
|
||||
"version": (1, 3),
|
||||
"blender": (2, 7, 0),
|
||||
"location": "View3D > Tools > GIS",
|
||||
"warning": "",
|
||||
"wiki_url": "https://github.com/domlysz/BlenderGIS/wiki",
|
||||
"tracker_url": "",
|
||||
"category": ""
|
||||
}
|
||||
|
||||
if "bpy" in locals():
|
||||
import importlib
|
||||
importlib.reload(oscurart_constellation)
|
||||
|
||||
else:
|
||||
from . import oscurart_constellation
|
||||
|
||||
import bpy
|
||||
from .delaunayVoronoiBlender import ToolsPanelDelaunay
|
||||
|
||||
|
||||
# Register
|
||||
def register():
|
||||
bpy.utils.register_module(__name__)
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_module(__name__)
|
|
@ -0,0 +1,234 @@
|
|||
# -*- coding:utf-8 -*-
|
||||
|
||||
import bpy
|
||||
from .DelaunayVoronoi import (
|
||||
computeVoronoiDiagram,
|
||||
computeDelaunayTriangulation,
|
||||
)
|
||||
from bpy.types import (
|
||||
Operator,
|
||||
Panel,
|
||||
)
|
||||
from bpy.props import EnumProperty
|
||||
|
||||
|
||||
class Point:
|
||||
def __init__(self, x, y, z):
|
||||
self.x, self.y, self.z = x, y, z
|
||||
|
||||
|
||||
def unique(L):
|
||||
"""Return a list of unhashable elements in s, but without duplicates.
|
||||
[[1, 2], [2, 3], [1, 2]] >>> [[1, 2], [2, 3]]"""
|
||||
# For unhashable objects, you can sort the sequence and
|
||||
# then scan from the end of the list, deleting duplicates as you go
|
||||
nDupli = 0
|
||||
nZcolinear = 0
|
||||
# sort() brings the equal elements together; then duplicates
|
||||
# are easy to weed out in a single pass
|
||||
L.sort()
|
||||
last = L[-1]
|
||||
for i in range(len(L) - 2, -1, -1):
|
||||
if last[:2] == L[i][:2]: # XY coordinates compararison
|
||||
if last[2] == L[i][2]: # Z coordinates compararison
|
||||
nDupli += 1 # duplicates vertices
|
||||
else: # Z colinear
|
||||
nZcolinear += 1
|
||||
del L[i]
|
||||
else:
|
||||
last = L[i]
|
||||
# list data type is mutable, input list will automatically update
|
||||
# and doesn't need to be returned
|
||||
return (nDupli, nZcolinear)
|
||||
|
||||
|
||||
def checkEqual(lst):
|
||||
return lst[1:] == lst[:-1]
|
||||
|
||||
|
||||
class ToolsPanelDelaunay(Panel):
|
||||
bl_category = "Create"
|
||||
bl_label = "Delaunay Voronoi"
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_context = "objectmode"
|
||||
bl_region_type = "TOOLS"
|
||||
bl_options = {"DEFAULT_CLOSED"}
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
layout.label('Constellation')
|
||||
self.layout.operator("delaunay.triangulation")
|
||||
self.layout.operator("voronoi.tesselation")
|
||||
layout.label('Constellation')
|
||||
layout.operator("mesh.constellation", text="Cross Section")
|
||||
|
||||
|
||||
class OBJECT_OT_TriangulateButton(Operator):
|
||||
bl_idname = "delaunay.triangulation"
|
||||
bl_label = "Triangulation"
|
||||
bl_description = "Terrain points cloud Delaunay triangulation in 2.5D"
|
||||
bl_options = {"UNDO"}
|
||||
|
||||
def execute(self, context):
|
||||
# Get selected obj
|
||||
objs = bpy.context.selected_objects
|
||||
if len(objs) == 0 or len(objs) > 1:
|
||||
self.report({'INFO'}, "Selection is empty or too much object selected")
|
||||
return {'FINISHED'}
|
||||
|
||||
obj = objs[0]
|
||||
if obj.type != 'MESH':
|
||||
self.report({'INFO'}, "Selection isn't a mesh")
|
||||
return {'FINISHED'}
|
||||
|
||||
# Get points coodinates
|
||||
r = obj.rotation_euler
|
||||
s = obj.scale
|
||||
mesh = obj.data
|
||||
vertsPts = [vertex.co for vertex in mesh.vertices]
|
||||
# Remove duplicate
|
||||
verts = [[vert.x, vert.y, vert.z] for vert in vertsPts]
|
||||
nDupli, nZcolinear = unique(verts)
|
||||
nVerts = len(verts)
|
||||
print(str(nDupli) + " duplicates points ignored")
|
||||
print(str(nZcolinear) + " z colinear points excluded")
|
||||
if nVerts < 3:
|
||||
self.report({'ERROR'}, "Not enough points")
|
||||
return {'FINISHED'}
|
||||
|
||||
# Check colinear
|
||||
xValues = [pt[0] for pt in verts]
|
||||
yValues = [pt[1] for pt in verts]
|
||||
|
||||
if checkEqual(xValues) or checkEqual(yValues):
|
||||
self.report({'ERROR'}, "Points are colinear")
|
||||
return {'FINISHED'}
|
||||
|
||||
# Triangulate
|
||||
print("Triangulate " + str(nVerts) + " points...")
|
||||
vertsPts = [Point(vert[0], vert[1], vert[2]) for vert in verts]
|
||||
triangles = computeDelaunayTriangulation(vertsPts)
|
||||
# reverse point order --> if all triangles are specified anticlockwise then all faces up
|
||||
triangles = [tuple(reversed(tri)) for tri in triangles]
|
||||
|
||||
print(str(len(triangles)) + " triangles")
|
||||
|
||||
# Create new mesh structure
|
||||
print("Create mesh...")
|
||||
tinMesh = bpy.data.meshes.new("TIN") # create a new mesh
|
||||
tinMesh.from_pydata(verts, [], triangles) # Fill the mesh with triangles
|
||||
tinMesh.update(calc_edges=True) # Update mesh with new data
|
||||
|
||||
# Create an object with that mesh
|
||||
tinObj = bpy.data.objects.new("TIN", tinMesh)
|
||||
# Place object
|
||||
tinObj.location = obj.location.copy()
|
||||
tinObj.rotation_euler = r
|
||||
tinObj.scale = s
|
||||
# Update scene
|
||||
bpy.context.scene.objects.link(tinObj) # Link object to scene
|
||||
bpy.context.scene.objects.active = tinObj
|
||||
tinObj.select = True
|
||||
obj.select = False
|
||||
# Report
|
||||
self.report({'INFO'}, "Mesh created (" + str(len(triangles)) + " triangles)")
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class OBJECT_OT_VoronoiButton(Operator):
|
||||
bl_idname = "voronoi.tesselation"
|
||||
bl_label = "Diagram"
|
||||
bl_description = "Points cloud Voronoi diagram in 2D"
|
||||
bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
meshType = EnumProperty(
|
||||
items=[("Edges", "Edges", ""), ("Faces", "Faces", "")],
|
||||
name="Mesh type",
|
||||
description=""
|
||||
)
|
||||
|
||||
def execute(self, context):
|
||||
# Get selected obj
|
||||
objs = bpy.context.selected_objects
|
||||
if len(objs) == 0 or len(objs) > 1:
|
||||
self.report({'INFO'}, "Selection is empty or too much object selected")
|
||||
return {'FINISHED'}
|
||||
|
||||
obj = objs[0]
|
||||
if obj.type != 'MESH':
|
||||
self.report({'INFO'}, "Selection isn't a mesh")
|
||||
return {'FINISHED'}
|
||||
|
||||
# Get points coodinates
|
||||
r = obj.rotation_euler
|
||||
s = obj.scale
|
||||
mesh = obj.data
|
||||
vertsPts = [vertex.co for vertex in mesh.vertices]
|
||||
|
||||
# Remove duplicate
|
||||
verts = [[vert.x, vert.y, vert.z] for vert in vertsPts]
|
||||
nDupli, nZcolinear = unique(verts)
|
||||
nVerts = len(verts)
|
||||
|
||||
print(str(nDupli) + " duplicates points ignored")
|
||||
print(str(nZcolinear) + " z colinear points excluded")
|
||||
|
||||
if nVerts < 3:
|
||||
self.report({'ERROR'}, "Not enough points")
|
||||
return {'FINISHED'}
|
||||
|
||||
# Check colinear
|
||||
xValues = [pt[0] for pt in verts]
|
||||
yValues = [pt[1] for pt in verts]
|
||||
if checkEqual(xValues) or checkEqual(yValues):
|
||||
self.report({'ERROR'}, "Points are colinear")
|
||||
return {'FINISHED'}
|
||||
|
||||
# Create diagram
|
||||
print("Tesselation... (" + str(nVerts) + " points)")
|
||||
xbuff, ybuff = 5, 5
|
||||
zPosition = 0
|
||||
vertsPts = [Point(vert[0], vert[1], vert[2]) for vert in verts]
|
||||
if self.meshType == "Edges":
|
||||
pts, edgesIdx = computeVoronoiDiagram(
|
||||
vertsPts, xbuff, ybuff, polygonsOutput=False, formatOutput=True
|
||||
)
|
||||
else:
|
||||
pts, polyIdx = computeVoronoiDiagram(
|
||||
vertsPts, xbuff, ybuff, polygonsOutput=True,
|
||||
formatOutput=True, closePoly=False
|
||||
)
|
||||
|
||||
pts = [[pt[0], pt[1], zPosition] for pt in pts]
|
||||
|
||||
# Create new mesh structure
|
||||
voronoiDiagram = bpy.data.meshes.new("VoronoiDiagram") # create a new mesh
|
||||
|
||||
if self.meshType == "Edges":
|
||||
# Fill the mesh with triangles
|
||||
voronoiDiagram.from_pydata(pts, edgesIdx, [])
|
||||
else:
|
||||
# Fill the mesh with triangles
|
||||
voronoiDiagram.from_pydata(pts, [], list(polyIdx.values()))
|
||||
|
||||
voronoiDiagram.update(calc_edges=True) # Update mesh with new data
|
||||
# create an object with that mesh
|
||||
voronoiObj = bpy.data.objects.new("VoronoiDiagram", voronoiDiagram)
|
||||
# place object
|
||||
voronoiObj.location = obj.location.copy()
|
||||
voronoiObj.rotation_euler = r
|
||||
voronoiObj.scale = s
|
||||
|
||||
# update scene
|
||||
bpy.context.scene.objects.link(voronoiObj) # Link object to scene
|
||||
bpy.context.scene.objects.active = voronoiObj
|
||||
voronoiObj.select = True
|
||||
obj.select = False
|
||||
|
||||
# Report
|
||||
if self.meshType == "Edges":
|
||||
self.report({'INFO'}, "Mesh created (" + str(len(edgesIdx)) + " edges)")
|
||||
else:
|
||||
self.report({'INFO'}, "Mesh created (" + str(len(polyIdx)) + " polygons)")
|
||||
|
||||
return {'FINISHED'}
|
|
@ -0,0 +1,106 @@
|
|||
# ##### 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 #####
|
||||
|
||||
bl_info = {
|
||||
"name": "Mesh: Constellation",
|
||||
"author": "Oscurart",
|
||||
"version": (1, 0),
|
||||
"blender": (2, 67, 0),
|
||||
"location": "Add > Mesh > Constellation",
|
||||
"description": "Adds a new Mesh From Selected",
|
||||
"warning": "",
|
||||
"wiki_url": "",
|
||||
"tracker_url": "",
|
||||
"category": "Add Mesh"}
|
||||
|
||||
import bpy
|
||||
from bpy.types import Operator
|
||||
from bpy.props import FloatProperty
|
||||
from math import sqrt
|
||||
|
||||
|
||||
def VertDis(a, b):
|
||||
dst = sqrt(pow(a.co.x - b.co.x, 2) +
|
||||
pow(a.co.y - b.co.y, 2) +
|
||||
pow(a.co.z - b.co.z, 2))
|
||||
return(dst)
|
||||
|
||||
|
||||
def OscConstellation(limit):
|
||||
actobj = bpy.context.object
|
||||
vertlist = []
|
||||
edgelist = []
|
||||
edgei = 0
|
||||
|
||||
for ind, verta in enumerate(actobj.data.vertices[:]):
|
||||
for vertb in actobj.data.vertices[ind:]:
|
||||
if VertDis(verta, vertb) <= limit:
|
||||
vertlist.append(verta.co[:])
|
||||
vertlist.append(vertb.co[:])
|
||||
edgelist.append((edgei, edgei + 1))
|
||||
edgei += 2
|
||||
|
||||
mesh = bpy.data.meshes.new("rsdata")
|
||||
object = bpy.data.objects.new("rsObject", mesh)
|
||||
bpy.context.scene.objects.link(object)
|
||||
mesh.from_pydata(vertlist, edgelist, [])
|
||||
|
||||
|
||||
class Oscurart_Constellation (Operator):
|
||||
bl_idname = "mesh.constellation"
|
||||
bl_label = "Constellation"
|
||||
bl_description = "Create a Constellation Mesh"
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
limit = FloatProperty(
|
||||
name='Limit',
|
||||
default=2,
|
||||
min=0
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return(bpy.context.active_object.type == "MESH")
|
||||
|
||||
def execute(self, context):
|
||||
OscConstellation(self.limit)
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
# Register
|
||||
|
||||
def add_osc_constellation_button(self, context):
|
||||
self.layout.operator(
|
||||
Oscurart_Constellation.bl_idname,
|
||||
text="Constellation",
|
||||
icon="PLUGIN")
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(Oscurart_Constellation)
|
||||
bpy.types.INFO_MT_mesh_add.append(add_osc_constellation_button)
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_class(Oscurart_Constellation)
|
||||
bpy.types.INFO_MT_mesh_add.remove(add_osc_constellation_button)
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
register()
|
|
@ -0,0 +1,315 @@
|
|||
# ##### 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 #####
|
||||
|
||||
bl_info = {
|
||||
"name": "Drop to Ground1",
|
||||
"author": "Unnikrishnan(kodemax), Florian Meyer(testscreenings)",
|
||||
"version": (1, 2),
|
||||
"blender": (2, 71, 0),
|
||||
"location": "3D View > Toolshelf > Tools Tab",
|
||||
"description": "Drop selected objects on active object",
|
||||
"warning": "",
|
||||
"wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/Py/"
|
||||
"Scripts/Object/Drop_to_ground",
|
||||
"tracker_url": "https://developer.blender.org/maniphest/task/edit/form/2/",
|
||||
"category": "Object"}
|
||||
|
||||
|
||||
import bpy
|
||||
import bmesh
|
||||
from mathutils import (
|
||||
Vector,
|
||||
Matrix,
|
||||
)
|
||||
from bpy.types import (
|
||||
Operator,
|
||||
Panel,
|
||||
)
|
||||
from bpy.props import BoolProperty
|
||||
|
||||
|
||||
def get_align_matrix(location, normal):
|
||||
up = Vector((0, 0, 1))
|
||||
angle = normal.angle(up)
|
||||
axis = up.cross(normal)
|
||||
mat_rot = Matrix.Rotation(angle, 4, axis)
|
||||
mat_loc = Matrix.Translation(location)
|
||||
mat_align = mat_rot * mat_loc
|
||||
return mat_align
|
||||
|
||||
|
||||
def transform_ground_to_world(sc, ground):
|
||||
tmpMesh = ground.to_mesh(sc, True, 'PREVIEW')
|
||||
tmpMesh.transform(ground.matrix_world)
|
||||
tmp_ground = bpy.data.objects.new('tmpGround', tmpMesh)
|
||||
sc.objects.link(tmp_ground)
|
||||
sc.update()
|
||||
return tmp_ground
|
||||
|
||||
|
||||
def get_lowest_world_co_from_mesh(ob, mat_parent=None):
|
||||
bme = bmesh.new()
|
||||
bme.from_mesh(ob.data)
|
||||
mat_to_world = ob.matrix_world.copy()
|
||||
if mat_parent:
|
||||
mat_to_world = mat_parent * mat_to_world
|
||||
lowest = None
|
||||
for v in bme.verts:
|
||||
if not lowest:
|
||||
lowest = v
|
||||
if (mat_to_world * v.co).z < (mat_to_world * lowest.co).z:
|
||||
lowest = v
|
||||
lowest_co = mat_to_world * lowest.co
|
||||
bme.free()
|
||||
|
||||
return lowest_co
|
||||
|
||||
|
||||
def get_lowest_world_co(context, ob, mat_parent=None):
|
||||
if ob.type == 'MESH':
|
||||
return get_lowest_world_co_from_mesh(ob)
|
||||
|
||||
elif ob.type == 'EMPTY' and ob.dupli_type == 'GROUP':
|
||||
if not ob.dupli_group:
|
||||
return None
|
||||
|
||||
else:
|
||||
lowest_co = None
|
||||
for ob_l in ob.dupli_group.objects:
|
||||
if ob_l.type == 'MESH':
|
||||
lowest_ob_l = get_lowest_world_co_from_mesh(ob_l, ob.matrix_world)
|
||||
if not lowest_co:
|
||||
lowest_co = lowest_ob_l
|
||||
if lowest_ob_l.z < lowest_co.z:
|
||||
lowest_co = lowest_ob_l
|
||||
|
||||
return lowest_co
|
||||
|
||||
|
||||
def drop_objectsall(self, context):
|
||||
ground = bpy.context.active_object
|
||||
name = ground.name
|
||||
|
||||
for obs in bpy.context.scene.objects:
|
||||
obs.select = True
|
||||
if obs.name == name:
|
||||
obs.select = False
|
||||
|
||||
obs2 = context.selected_objects
|
||||
|
||||
tmp_ground = transform_ground_to_world(context.scene, ground)
|
||||
down = Vector((0, 0, -10000))
|
||||
|
||||
for ob in obs2:
|
||||
if self.use_origin:
|
||||
lowest_world_co = ob.location
|
||||
else:
|
||||
lowest_world_co = get_lowest_world_co(context, ob)
|
||||
if not lowest_world_co:
|
||||
print(ob.type, 'is not supported. Failed to drop', ob.name)
|
||||
continue
|
||||
is_hit, hit_location, hit_normal, hit_index = tmp_ground.ray_cast(lowest_world_co, down)
|
||||
if not is_hit:
|
||||
print(ob.name, 'didn\'t hit the ground')
|
||||
continue
|
||||
|
||||
# simple drop down
|
||||
to_ground_vec = hit_location - lowest_world_co
|
||||
ob.location += to_ground_vec
|
||||
|
||||
# drop with align to hit normal
|
||||
if self.align:
|
||||
to_center_vec = ob.location - hit_location # vec: hit_loc to origin
|
||||
# rotate object to align with face normal
|
||||
mat_normal = get_align_matrix(hit_location, hit_normal)
|
||||
rot_euler = mat_normal.to_euler()
|
||||
mat_ob_tmp = ob.matrix_world.copy().to_3x3()
|
||||
mat_ob_tmp.rotate(rot_euler)
|
||||
mat_ob_tmp = mat_ob_tmp.to_4x4()
|
||||
ob.matrix_world = mat_ob_tmp
|
||||
# move_object to hit_location
|
||||
ob.location = hit_location
|
||||
# move object above surface again
|
||||
to_center_vec.rotate(rot_euler)
|
||||
ob.location += to_center_vec
|
||||
|
||||
# cleanup
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
tmp_ground.select = True
|
||||
bpy.ops.object.delete('EXEC_DEFAULT')
|
||||
for ob in obs2:
|
||||
ob.select = True
|
||||
ground.select = True
|
||||
|
||||
|
||||
def drop_objects(self, context):
|
||||
ground = context.object
|
||||
obs = context.selected_objects
|
||||
obs.remove(ground)
|
||||
tmp_ground = transform_ground_to_world(context.scene, ground)
|
||||
down = Vector((0, 0, -10000))
|
||||
|
||||
for ob in obs:
|
||||
if self.use_origin:
|
||||
lowest_world_co = ob.location
|
||||
else:
|
||||
lowest_world_co = get_lowest_world_co(context, ob)
|
||||
if not lowest_world_co:
|
||||
print(ob.type, 'is not supported. Failed to drop', ob.name)
|
||||
continue
|
||||
is_hit, hit_location, hit_normal, hit_index = tmp_ground.ray_cast(lowest_world_co, down)
|
||||
if not is_hit:
|
||||
print(ob.name, 'didn\'t hit the ground')
|
||||
continue
|
||||
|
||||
# simple drop down
|
||||
to_ground_vec = hit_location - lowest_world_co
|
||||
ob.location += to_ground_vec
|
||||
|
||||
# drop with align to hit normal
|
||||
if self.align:
|
||||
to_center_vec = ob.location - hit_location # vec: hit_loc to origin
|
||||
# rotate object to align with face normal
|
||||
mat_normal = get_align_matrix(hit_location, hit_normal)
|
||||
rot_euler = mat_normal.to_euler()
|
||||
mat_ob_tmp = ob.matrix_world.copy().to_3x3()
|
||||
mat_ob_tmp.rotate(rot_euler)
|
||||
mat_ob_tmp = mat_ob_tmp.to_4x4()
|
||||
ob.matrix_world = mat_ob_tmp
|
||||
# move_object to hit_location
|
||||
ob.location = hit_location
|
||||
# move object above surface again
|
||||
to_center_vec.rotate(rot_euler)
|
||||
ob.location += to_center_vec
|
||||
|
||||
# cleanup
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
tmp_ground.select = True
|
||||
bpy.ops.object.delete('EXEC_DEFAULT')
|
||||
for ob in obs:
|
||||
ob.select = True
|
||||
ground.select = True
|
||||
|
||||
|
||||
class OBJECT_OT_drop_to_ground(Operator):
|
||||
bl_idname = "object.drop_on_active"
|
||||
bl_label = "Drop to Ground"
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
bl_description = "Drop selected objects on active object"
|
||||
|
||||
align = BoolProperty(
|
||||
name="Align to ground",
|
||||
description="Aligns the object to the ground",
|
||||
default=True)
|
||||
use_origin = BoolProperty(
|
||||
name="Use Center",
|
||||
description="Drop to objects origins",
|
||||
default=False)
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return len(context.selected_objects) >= 2
|
||||
|
||||
def execute(self, context):
|
||||
print('\nDropping Objects')
|
||||
drop_objects(self, context)
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class OBJECT_OT_drop_all_ground(Operator):
|
||||
bl_idname = "object.drop_all_active"
|
||||
bl_label = "Drop to Ground"
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
bl_description = "Drop selected objects on active object"
|
||||
|
||||
align = BoolProperty(
|
||||
name="Align to ground",
|
||||
description="Aligns the object to the ground",
|
||||
default=True)
|
||||
use_origin = BoolProperty(
|
||||
name="Use Center",
|
||||
description="Drop to objects origins",
|
||||
default=False)
|
||||
|
||||
def execute(self, context):
|
||||
print('\nDropping Objects')
|
||||
drop_objectsall(self, context)
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class drop_help(Operator):
|
||||
bl_idname = "help.drop"
|
||||
bl_label = ""
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
layout.label("To use:")
|
||||
layout.label("___________________________")
|
||||
|
||||
layout.label("Drop selected :-")
|
||||
|
||||
layout.label("Name the base object 'Ground'")
|
||||
layout.label("Select the object/s to drop")
|
||||
layout.label("Then Shift Select 'Ground'")
|
||||
layout.label("___________________________")
|
||||
|
||||
layout.label("Drop all :-")
|
||||
|
||||
layout.label("select the ground mesh , and press Drop all")
|
||||
|
||||
def execute(self, context):
|
||||
return {'FINISHED'}
|
||||
|
||||
def invoke(self, context, event):
|
||||
return context.window_manager.invoke_popup(self, width=300)
|
||||
|
||||
|
||||
class Drop_Operator_Panel(Panel):
|
||||
bl_label = "Drop To Ground"
|
||||
bl_region_type = "TOOLS"
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_options = {'DEFAULT_CLOSED'}
|
||||
bl_context = "objectmode"
|
||||
bl_category = "Create"
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
row = layout.row()
|
||||
row = layout.split(0.80)
|
||||
row.operator(OBJECT_OT_drop_to_ground.bl_idname,
|
||||
text="Drop Selected")
|
||||
row = layout.row()
|
||||
row.operator(OBJECT_OT_drop_all_ground.bl_idname,
|
||||
text="Drop All")
|
||||
row.operator('help.drop', icon='INFO')
|
||||
|
||||
|
||||
# Register
|
||||
def register():
|
||||
bpy.utils.register_module(__name__)
|
||||
pass
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_module(__name__)
|
||||
pass
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
|
@ -0,0 +1,571 @@
|
|||
# Copyright (C) 2012 Bill Currie <bill@taniwha.org>
|
||||
# Date: 2012/2/20
|
||||
|
||||
# ##### 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 #####
|
||||
|
||||
# <pep8 compliant>
|
||||
|
||||
"""
|
||||
bl_info = {
|
||||
"name": "Strut Generator",
|
||||
"author": "Bill Currie",
|
||||
"blender": (2, 6, 3),
|
||||
"api": 35622,
|
||||
"location": "View3D > Add > Mesh > Struts",
|
||||
"description": "Add struts meshes based on selected truss meshes",
|
||||
"warning": "can get very high-poly",
|
||||
"wiki_url": "",
|
||||
"tracker_url": "",
|
||||
"category": "Add Mesh"}
|
||||
"""
|
||||
|
||||
import bpy
|
||||
import bmesh
|
||||
from bpy.props import (
|
||||
FloatProperty,
|
||||
IntProperty,
|
||||
BoolProperty,
|
||||
)
|
||||
from mathutils import (
|
||||
Vector,
|
||||
Matrix,
|
||||
Quaternion,
|
||||
)
|
||||
from math import (
|
||||
pi,
|
||||
cos,
|
||||
sin,
|
||||
)
|
||||
|
||||
cossin = []
|
||||
|
||||
# Initialize the cossin table based on the number of segments.
|
||||
#
|
||||
# @param n The number of segments into which the circle will be
|
||||
# divided.
|
||||
# @return None
|
||||
|
||||
|
||||
def build_cossin(n):
|
||||
global cossin
|
||||
cossin = []
|
||||
for i in range(n):
|
||||
a = 2 * pi * i / n
|
||||
cossin.append((cos(a), sin(a)))
|
||||
|
||||
|
||||
def select_up(axis):
|
||||
if (abs(axis[0] / axis.length) < 1e-5 and abs(axis[1] / axis.length) < 1e-5):
|
||||
up = Vector((-1, 0, 0))
|
||||
else:
|
||||
up = Vector((0, 0, 1))
|
||||
return up
|
||||
|
||||
# Make a single strut in non-manifold mode.
|
||||
#
|
||||
# The strut will be a "cylinder" with @a n sides. The vertices of the
|
||||
# cylinder will be @a od / 2 from the center of the cylinder. Optionally,
|
||||
# extra loops will be placed (@a od - @a id) / 2 from either end. The
|
||||
# strut will be either a simple, open-ended single-surface "cylinder", or a
|
||||
# double walled "pipe" with the outer wall vertices @a od / 2 from the center
|
||||
# and the inner wall vertices @a id / 2 from the center. The two walls will
|
||||
# be joined together at the ends with a face ring such that the entire strut
|
||||
# is a manifold object. All faces of the strut will be quads.
|
||||
#
|
||||
# @param v1 Vertex representing one end of the strut's center-line.
|
||||
# @param v2 Vertex representing the other end of the strut's
|
||||
# center-line.
|
||||
# @param id The diameter of the inner wall of a solid strut. Used for
|
||||
# calculating the position of the extra loops irrespective
|
||||
# of the solidity of the strut.
|
||||
# @param od The diameter of the outer wall of a solid strut, or the
|
||||
# diameter of a non-solid strut.
|
||||
# @param solid If true, the strut will be made solid such that it has an
|
||||
# inner wall (diameter @a id), an outer wall (diameter
|
||||
# @a od), and face rings at either end of the strut such
|
||||
# the strut is a manifold object. If false, the strut is
|
||||
# a simple, open-ended "cylinder".
|
||||
# @param loops If true, edge loops will be placed at either end of the
|
||||
# strut, (@a od - @a id) / 2 from the end of the strut. The
|
||||
# loops make subsurfed solid struts work nicely.
|
||||
# @return A tuple containing a list of vertices and a list of faces.
|
||||
# The face vertex indices are accurate only for the list of
|
||||
# vertices for the created strut.
|
||||
|
||||
|
||||
def make_strut(v1, v2, id, od, n, solid, loops):
|
||||
v1 = Vector(v1)
|
||||
v2 = Vector(v2)
|
||||
axis = v2 - v1
|
||||
pos = [(0, od / 2)]
|
||||
if loops:
|
||||
pos += [((od - id) / 2, od / 2),
|
||||
(axis.length - (od - id) / 2, od / 2)]
|
||||
pos += [(axis.length, od / 2)]
|
||||
if solid:
|
||||
pos += [(axis.length, id / 2)]
|
||||
if loops:
|
||||
pos += [(axis.length - (od - id) / 2, id / 2),
|
||||
((od - id) / 2, id / 2)]
|
||||
pos += [(0, id / 2)]
|
||||
vps = len(pos)
|
||||
fps = vps
|
||||
if not solid:
|
||||
fps -= 1
|
||||
fw = axis.copy()
|
||||
fw.normalize()
|
||||
up = select_up(axis)
|
||||
lf = up.cross(fw)
|
||||
lf.normalize()
|
||||
up = fw.cross(lf)
|
||||
mat = Matrix((fw, lf, up))
|
||||
mat.transpose()
|
||||
verts = [None] * n * vps
|
||||
faces = [None] * n * fps
|
||||
for i in range(n):
|
||||
base = (i - 1) * vps
|
||||
x = cossin[i][0]
|
||||
y = cossin[i][1]
|
||||
for j in range(vps):
|
||||
p = Vector((pos[j][0], pos[j][1] * x, pos[j][1] * y))
|
||||
p = mat * p
|
||||
verts[i * vps + j] = p + v1
|
||||
if i:
|
||||
for j in range(fps):
|
||||
f = (i - 1) * fps + j
|
||||
faces[f] = [base + j, base + vps + j,
|
||||
base + vps + (j + 1) % vps, base + (j + 1) % vps]
|
||||
base = len(verts) - vps
|
||||
i = n
|
||||
for j in range(fps):
|
||||
f = (i - 1) * fps + j
|
||||
faces[f] = [base + j, j, (j + 1) % vps, base + (j + 1) % vps]
|
||||
# print(verts,faces)
|
||||
return verts, faces
|
||||
|
||||
|
||||
# Project a point along a vector onto a plane.
|
||||
#
|
||||
# Really, just find the intersection of the line represented by @a point
|
||||
# and @a dir with the plane represented by @a norm and @a p. However, if
|
||||
# the point is on or in front of the plane, or the line is parallel to
|
||||
# the plane, the original point will be returned.
|
||||
#
|
||||
# @param point The point to be projected onto the plane.
|
||||
# @param dir The vector along which the point will be projected.
|
||||
# @param norm The normal of the plane onto which the point will be
|
||||
# projected.
|
||||
# @param p A point through which the plane passes.
|
||||
# @return A vector representing the projected point, or the
|
||||
# original point.
|
||||
|
||||
def project_point(point, dir, norm, p):
|
||||
d = (point - p).dot(norm)
|
||||
if d >= 0:
|
||||
# the point is already on or in front of the plane
|
||||
return point
|
||||
v = dir.dot(norm)
|
||||
if v * v < 1e-8:
|
||||
# the plane is unreachable
|
||||
return point
|
||||
return point - dir * d / v
|
||||
|
||||
|
||||
# Make a simple strut for debugging.
|
||||
#
|
||||
# The strut is just a single quad representing the Z axis of the edge.
|
||||
#
|
||||
# @param mesh The base mesh. Used for finding the edge vertices.
|
||||
# @param edge_num The number of the current edge. For the face vertex
|
||||
# indices.
|
||||
# @param edge The edge for which the strut will be built.
|
||||
# @param od Twice the width of the strut.
|
||||
# @return A tuple containing a list of vertices and a list of faces.
|
||||
# The face vertex indices are pre-adjusted by the edge
|
||||
# number.
|
||||
# @fixme The face vertex indices should be accurate for the local
|
||||
# vertices (consistency)
|
||||
|
||||
def make_debug_strut(mesh, edge_num, edge, od):
|
||||
v = [mesh.verts[edge.verts[0].index].co,
|
||||
mesh.verts[edge.verts[1].index].co,
|
||||
None, None]
|
||||
v[2] = v[1] + edge.z * od / 2
|
||||
v[3] = v[0] + edge.z * od / 2
|
||||
f = [[edge_num * 4 + 0, edge_num * 4 + 1,
|
||||
edge_num * 4 + 2, edge_num * 4 + 3]]
|
||||
return v, f
|
||||
|
||||
|
||||
# Make a cylinder with ends clipped to the end-planes of the edge.
|
||||
#
|
||||
# The strut is just a single quad representing the Z axis of the edge.
|
||||
#
|
||||
# @param mesh The base mesh. Used for finding the edge vertices.
|
||||
# @param edge_num The number of the current edge. For the face vertex
|
||||
# indices.
|
||||
# @param edge The edge for which the strut will be built.
|
||||
# @param od The diameter of the strut.
|
||||
# @return A tuple containing a list of vertices and a list of faces.
|
||||
# The face vertex indices are pre-adjusted by the edge
|
||||
# number.
|
||||
# @fixme The face vertex indices should be accurate for the local
|
||||
# vertices (consistency)
|
||||
|
||||
def make_clipped_cylinder(mesh, edge_num, edge, od):
|
||||
n = len(cossin)
|
||||
cyl = [None] * n
|
||||
v0 = mesh.verts[edge.verts[0].index].co
|
||||
c0 = v0 + od * edge.y
|
||||
v1 = mesh.verts[edge.verts[1].index].co
|
||||
c1 = v1 - od * edge.y
|
||||
for i in range(n):
|
||||
x = cossin[i][0]
|
||||
y = cossin[i][1]
|
||||
r = (edge.z * x - edge.x * y) * od / 2
|
||||
cyl[i] = [c0 + r, c1 + r]
|
||||
for p in edge.verts[0].planes:
|
||||
cyl[i][0] = project_point(cyl[i][0], edge.y, p, v0)
|
||||
for p in edge.verts[1].planes:
|
||||
cyl[i][1] = project_point(cyl[i][1], -edge.y, p, v1)
|
||||
v = [None] * n * 2
|
||||
f = [None] * n
|
||||
base = edge_num * n * 2
|
||||
for i in range(n):
|
||||
v[i * 2 + 0] = cyl[i][1]
|
||||
v[i * 2 + 1] = cyl[i][0]
|
||||
f[i] = [None] * 4
|
||||
f[i][0] = base + i * 2 + 0
|
||||
f[i][1] = base + i * 2 + 1
|
||||
f[i][2] = base + (i * 2 + 3) % (n * 2)
|
||||
f[i][3] = base + (i * 2 + 2) % (n * 2)
|
||||
return v, f
|
||||
|
||||
|
||||
# Represent a vertex in the base mesh, with additional information.
|
||||
#
|
||||
# These vertices are @b not shared between edges.
|
||||
#
|
||||
# @var index The index of the vert in the base mesh
|
||||
# @var edge The edge to which this vertex is attached.
|
||||
# @var edges A tuple of indicess of edges attached to this vert, not
|
||||
# including the edge to which this vertex is attached.
|
||||
# @var planes List of vectors representing the normals of the planes that
|
||||
# bisect the angle between this vert's edge and each other
|
||||
# adjacant edge.
|
||||
|
||||
class SVert:
|
||||
# Create a vertex holding additional information about the bmesh vertex.
|
||||
# @param bmvert The bmesh vertex for which additional information is
|
||||
# to be stored.
|
||||
# @param bmedge The edge to which this vertex is attached.
|
||||
|
||||
def __init__(self, bmvert, bmedge, edge):
|
||||
self.index = bmvert.index
|
||||
self.edge = edge
|
||||
edges = bmvert.link_edges[:]
|
||||
edges.remove(bmedge)
|
||||
self.edges = tuple(map(lambda e: e.index, edges))
|
||||
self.planes = []
|
||||
|
||||
def calc_planes(self, edges):
|
||||
for ed in self.edges:
|
||||
self.planes.append(calc_plane_normal(self.edge, edges[ed]))
|
||||
|
||||
|
||||
# Represent an edge in the base mesh, with additional information.
|
||||
#
|
||||
# Edges do not share vertices so that the edge is always on the front (back?
|
||||
# must verify) side of all the planes attached to its vertices. If the
|
||||
# vertices were shared, the edge could be on either side of the planes, and
|
||||
# there would be planes attached to the vertex that are irrelevant to the
|
||||
# edge.
|
||||
#
|
||||
# @var index The index of the edge in the base mesh.
|
||||
# @var bmedge Cached reference to this edge's bmedge
|
||||
# @var verts A tuple of 2 SVert vertices, one for each end of the
|
||||
# edge. The vertices are @b not shared between edges.
|
||||
# However, if two edges are connected via a vertex in the
|
||||
# bmesh, their corresponding SVert vertices will have the
|
||||
# the same index value.
|
||||
# @var x The x axis of the edges local frame of reference.
|
||||
# Initially invalid.
|
||||
# @var y The y axis of the edges local frame of reference.
|
||||
# Initialized such that the edge runs from verts[0] to
|
||||
# verts[1] along the negative y axis.
|
||||
# @var z The z axis of the edges local frame of reference.
|
||||
# Initially invalid.
|
||||
|
||||
|
||||
class SEdge:
|
||||
|
||||
def __init__(self, bmesh, bmedge):
|
||||
|
||||
self.index = bmedge.index
|
||||
self.bmedge = bmedge
|
||||
bmesh.verts.ensure_lookup_table()
|
||||
self.verts = (SVert(bmedge.verts[0], bmedge, self),
|
||||
SVert(bmedge.verts[1], bmedge, self))
|
||||
self.y = (bmesh.verts[self.verts[0].index].co -
|
||||
bmesh.verts[self.verts[1].index].co)
|
||||
self.y.normalize()
|
||||
self.x = self.z = None
|
||||
|
||||
def set_frame(self, up):
|
||||
self.x = self.y.cross(up)
|
||||
self.x.normalize()
|
||||
self.z = self.x.cross(self.y)
|
||||
|
||||
def calc_frame(self, base_edge):
|
||||
baxis = base_edge.y
|
||||
if (self.verts[0].index == base_edge.verts[0].index or
|
||||
self.verts[1].index == base_edge.verts[1].index):
|
||||
axis = -self.y
|
||||
elif (self.verts[0].index == base_edge.verts[1].index or
|
||||
self.verts[1].index == base_edge.verts[0].index):
|
||||
axis = self.y
|
||||
else:
|
||||
raise ValueError("edges not connected")
|
||||
if baxis.dot(axis) in (-1, 1):
|
||||
# aligned axis have their up/z aligned
|
||||
up = base_edge.z
|
||||
else:
|
||||
# Get the unit vector dividing the angle (theta) between baxis and
|
||||
# axis in two equal parts
|
||||
h = (baxis + axis)
|
||||
h.normalize()
|
||||
# (cos(theta/2), sin(theta/2) * n) where n is the unit vector of the
|
||||
# axis rotating baxis onto axis
|
||||
q = Quaternion([baxis.dot(h)] + list(baxis.cross(h)))
|
||||
# rotate the base edge's up around the rotation axis (blender
|
||||
# quaternion shortcut:)
|
||||
up = q * base_edge.z
|
||||
self.set_frame(up)
|
||||
|
||||
def calc_vert_planes(self, edges):
|
||||
for v in self.verts:
|
||||
v.calc_planes(edges)
|
||||
|
||||
def bisect_faces(self):
|
||||
n1 = self.bmedge.link_faces[0].normal
|
||||
if len(self.bmedge.link_faces) > 1:
|
||||
n2 = self.bmedge.link_faces[1].normal
|
||||
return (n1 + n2).normalized()
|
||||
return n1
|
||||
|
||||
def calc_simple_frame(self):
|
||||
return self.y.cross(select_up(self.y)).normalized()
|
||||
|
||||
def find_edge_frame(self, sedges):
|
||||
if self.bmedge.link_faces:
|
||||
return self.bisect_faces()
|
||||
if self.verts[0].edges or self.verts[1].edges:
|
||||
edges = list(self.verts[0].edges + self.verts[1].edges)
|
||||
for i in range(len(edges)):
|
||||
edges[i] = sedges[edges[i]]
|
||||
while edges and edges[-1].y.cross(self.y).length < 1e-3:
|
||||
edges.pop()
|
||||
if not edges:
|
||||
return self.calc_simple_frame()
|
||||
n1 = edges[-1].y.cross(self.y).normalized()
|
||||
edges.pop()
|
||||
while edges and edges[-1].y.cross(self.y).cross(n1).length < 1e-3:
|
||||
edges.pop()
|
||||
if not edges:
|
||||
return n1
|
||||
n2 = edges[-1].y.cross(self.y).normalized()
|
||||
return (n1 + n2).normalized()
|
||||
return self.calc_simple_frame()
|
||||
|
||||
|
||||
def calc_plane_normal(edge1, edge2):
|
||||
if edge1.verts[0].index == edge2.verts[0].index:
|
||||
axis1 = -edge1.y
|
||||
axis2 = edge2.y
|
||||
elif edge1.verts[1].index == edge2.verts[1].index:
|
||||
axis1 = edge1.y
|
||||
axis2 = -edge2.y
|
||||
elif edge1.verts[0].index == edge2.verts[1].index:
|
||||
axis1 = -edge1.y
|
||||
axis2 = -edge2.y
|
||||
elif edge1.verts[1].index == edge2.verts[0].index:
|
||||
axis1 = edge1.y
|
||||
axis2 = edge2.y
|
||||
else:
|
||||
raise ValueError("edges not connected")
|
||||
# Both axis1 and axis2 are unit vectors, so this will produce a vector
|
||||
# bisects the two, so long as they are not 180 degrees apart (in which
|
||||
# there are infinite solutions).
|
||||
return (axis1 + axis2).normalized()
|
||||
|
||||
|
||||
def build_edge_frames(edges):
|
||||
edge_set = set(edges)
|
||||
while edge_set:
|
||||
edge_queue = [edge_set.pop()]
|
||||
edge_queue[0].set_frame(edge_queue[0].find_edge_frame(edges))
|
||||
while edge_queue:
|
||||
current_edge = edge_queue.pop()
|
||||
for i in (0, 1):
|
||||
for e in current_edge.verts[i].edges:
|
||||
edge = edges[e]
|
||||
if edge.x is not None: # edge already processed
|
||||
continue
|
||||
edge_set.remove(edge)
|
||||
edge_queue.append(edge)
|
||||
edge.calc_frame(current_edge)
|
||||
|
||||
|
||||
def make_manifold_struts(truss_obj, od, segments):
|
||||
bpy.context.scene.objects.active = truss_obj
|
||||
bpy.ops.object.editmode_toggle()
|
||||
truss_mesh = bmesh.from_edit_mesh(truss_obj.data).copy()
|
||||
bpy.ops.object.editmode_toggle()
|
||||
edges = [None] * len(truss_mesh.edges)
|
||||
for i, e in enumerate(truss_mesh.edges):
|
||||
edges[i] = SEdge(truss_mesh, e)
|
||||
build_edge_frames(edges)
|
||||
verts = []
|
||||
faces = []
|
||||
for e, edge in enumerate(edges):
|
||||
# v, f = make_debug_strut(truss_mesh, e, edge, od)
|
||||
edge.calc_vert_planes(edges)
|
||||
v, f = make_clipped_cylinder(truss_mesh, e, edge, od)
|
||||
verts += v
|
||||
faces += f
|
||||
return verts, faces
|
||||
|
||||
|
||||
def make_simple_struts(truss_mesh, id, od, segments, solid, loops):
|
||||
vps = 2
|
||||
if solid:
|
||||
vps *= 2
|
||||
if loops:
|
||||
vps *= 2
|
||||
fps = vps
|
||||
if not solid:
|
||||
fps -= 1
|
||||
|
||||
verts = [None] * len(truss_mesh.edges) * segments * vps
|
||||
faces = [None] * len(truss_mesh.edges) * segments * fps
|
||||
vbase = 0
|
||||
fbase = 0
|
||||
for e in truss_mesh.edges:
|
||||
v1 = truss_mesh.vertices[e.vertices[0]]
|
||||
v2 = truss_mesh.vertices[e.vertices[1]]
|
||||
v, f = make_strut(v1.co, v2.co, id, od, segments, solid, loops)
|
||||
for fv in f:
|
||||
for i in range(len(fv)):
|
||||
fv[i] += vbase
|
||||
for i in range(len(v)):
|
||||
verts[vbase + i] = v[i]
|
||||
for i in range(len(f)):
|
||||
faces[fbase + i] = f[i]
|
||||
# if not base % 12800:
|
||||
# print (base * 100 / len(verts))
|
||||
vbase += vps * segments
|
||||
fbase += fps * segments
|
||||
# print(verts,faces)
|
||||
return verts, faces
|
||||
|
||||
|
||||
def create_struts(self, context, id, od, segments, solid, loops, manifold):
|
||||
build_cossin(segments)
|
||||
|
||||
bpy.context.user_preferences.edit.use_global_undo = False
|
||||
for truss_obj in bpy.context.scene.objects:
|
||||
if not truss_obj.select:
|
||||
continue
|
||||
truss_obj.select = False
|
||||
truss_mesh = truss_obj.to_mesh(context.scene, True, 'PREVIEW')
|
||||
if not truss_mesh.edges:
|
||||
continue
|
||||
if manifold:
|
||||
verts, faces = make_manifold_struts(truss_obj, od, segments)
|
||||
else:
|
||||
verts, faces = make_simple_struts(truss_mesh, id, od, segments,
|
||||
solid, loops)
|
||||
mesh = bpy.data.meshes.new("Struts")
|
||||
mesh.from_pydata(verts, [], faces)
|
||||
obj = bpy.data.objects.new("Struts", mesh)
|
||||
bpy.context.scene.objects.link(obj)
|
||||
obj.select = True
|
||||
obj.location = truss_obj.location
|
||||
bpy.context.scene.objects.active = obj
|
||||
mesh.update()
|
||||
bpy.context.user_preferences.edit.use_global_undo = True
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class Struts(bpy.types.Operator):
|
||||
"""Add one or more struts meshes based on selected truss meshes"""
|
||||
bl_idname = "mesh.generate_struts"
|
||||
bl_label = "Struts"
|
||||
bl_description = """Add one or more struts meshes based on selected truss meshes"""
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
id = FloatProperty(name="Inside Diameter",
|
||||
description="diameter of inner surface",
|
||||
min=0.0,
|
||||
soft_min=0.0,
|
||||
max=100,
|
||||
soft_max=100,
|
||||
default=0.04)
|
||||
od = FloatProperty(name="Outside Diameter",
|
||||
description="diameter of outer surface",
|
||||
min=0.001,
|
||||
soft_min=0.001,
|
||||
max=100,
|
||||
soft_max=100,
|
||||
default=0.05)
|
||||
manifold = BoolProperty(name="Manifold",
|
||||
description="Connect struts to form a single solid.",
|
||||
default=False)
|
||||
solid = BoolProperty(name="Solid",
|
||||
description="Create inner surface.",
|
||||
default=False)
|
||||
loops = BoolProperty(name="Loops",
|
||||
description="Create sub-surf friendly loops.",
|
||||
default=False)
|
||||
segments = IntProperty(name="Segments",
|
||||
description="Number of segments around strut",
|
||||
min=3, soft_min=3,
|
||||
max=64, soft_max=64,
|
||||
default=12)
|
||||
|
||||
def execute(self, context):
|
||||
keywords = self.as_keywords()
|
||||
return create_struts(self, context, **keywords)
|
||||
|
||||
|
||||
def menu_func(self, context):
|
||||
self.layout.operator(Struts.bl_idname, text="Struts", icon='PLUGIN')
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_module(__name__)
|
||||
bpy.types.INFO_MT_mesh_add.append(menu_func)
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_module(__name__)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
|
@ -0,0 +1,381 @@
|
|||
# ##### 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 #####
|
||||
|
||||
|
||||
bl_info = {
|
||||
"name": "Easy Lattice Object",
|
||||
"author": "Kursad Karatas",
|
||||
"version": (0, 5),
|
||||
"blender": (2, 66, 0),
|
||||
"location": "View3D > Easy Lattice",
|
||||
"description": "Create a lattice for shape editing",
|
||||
"warning": "",
|
||||
"wiki_url": "https://wiki.blender.org/index.php/Easy_Lattice_Editing_Addon",
|
||||
"tracker_url": "https://bitbucket.org/kursad/blender_addons_easylattice/src",
|
||||
"category": "Mesh"}
|
||||
|
||||
|
||||
import bpy
|
||||
from mathutils import (
|
||||
Matrix,
|
||||
Vector,
|
||||
)
|
||||
from bpy.props import (
|
||||
EnumProperty,
|
||||
IntProperty,
|
||||
)
|
||||
|
||||
|
||||
# Cleanup
|
||||
def modifiersDelete(obj):
|
||||
for mod in obj.modifiers:
|
||||
if mod.name == "latticeeasytemp":
|
||||
try:
|
||||
if mod.object == bpy.data.objects['LatticeEasytTemp']:
|
||||
bpy.ops.object.modifier_apply(apply_as='DATA', modifier=mod.name)
|
||||
except:
|
||||
bpy.ops.object.modifier_remove(modifier=mod.name)
|
||||
|
||||
|
||||
def modifiersApplyRemove(obj):
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
bpy.ops.object.select_pattern(pattern=obj.name, extend=False)
|
||||
bpy.context.scene.objects.active = obj
|
||||
|
||||
for mod in obj.modifiers:
|
||||
if mod.name == "latticeeasytemp":
|
||||
if mod.object == bpy.data.objects['LatticeEasytTemp']:
|
||||
bpy.ops.object.modifier_apply(apply_as='DATA', modifier=mod.name)
|
||||
|
||||
|
||||
def latticeDelete(obj):
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
for ob in bpy.context.scene.objects:
|
||||
if "LatticeEasytTemp" in ob.name:
|
||||
ob.select = True
|
||||
bpy.ops.object.delete(use_global=False)
|
||||
|
||||
obj.select = True
|
||||
|
||||
|
||||
def createLattice(obj, size, pos, props):
|
||||
# Create lattice and object
|
||||
lat = bpy.data.lattices.new('LatticeEasytTemp')
|
||||
ob = bpy.data.objects.new('LatticeEasytTemp', lat)
|
||||
|
||||
loc, rot, scl = getTransformations(obj)
|
||||
|
||||
# the position comes from the bbox
|
||||
ob.location = pos
|
||||
|
||||
# the size from bbox
|
||||
ob.scale = size
|
||||
|
||||
# the rotation comes from the combined obj world matrix which was converted to euler pairs
|
||||
ob.rotation_euler = buildRot_World(obj)
|
||||
|
||||
ob.show_x_ray = True
|
||||
# Link object to scene
|
||||
scn = bpy.context.scene
|
||||
scn.objects.link(ob)
|
||||
scn.objects.active = ob
|
||||
scn.update()
|
||||
|
||||
# Set lattice attributes
|
||||
lat.interpolation_type_u = props[3]
|
||||
lat.interpolation_type_v = props[3]
|
||||
lat.interpolation_type_w = props[3]
|
||||
|
||||
lat.use_outside = False
|
||||
|
||||
lat.points_u = props[0]
|
||||
lat.points_v = props[1]
|
||||
lat.points_w = props[2]
|
||||
|
||||
return ob
|
||||
|
||||
|
||||
def selectedVerts_Grp(obj):
|
||||
vertices = obj.data.vertices
|
||||
selverts = []
|
||||
|
||||
if obj.mode == "EDIT":
|
||||
bpy.ops.object.editmode_toggle()
|
||||
|
||||
for grp in obj.vertex_groups:
|
||||
if "templatticegrp" in grp.name:
|
||||
bpy.ops.object.vertex_group_set_active(group=grp.name)
|
||||
bpy.ops.object.vertex_group_remove()
|
||||
|
||||
tempgroup = obj.vertex_groups.new("templatticegrp")
|
||||
|
||||
for vert in vertices:
|
||||
if vert.select is True:
|
||||
selverts.append(vert)
|
||||
tempgroup.add([vert.index], 1.0, "REPLACE")
|
||||
|
||||
return selverts
|
||||
|
||||
|
||||
def getTransformations(obj):
|
||||
rot = obj.rotation_euler
|
||||
loc = obj.location
|
||||
size = obj.scale
|
||||
|
||||
return [loc, rot, size]
|
||||
|
||||
|
||||
def findBBox(obj, selvertsarray):
|
||||
|
||||
mat = buildTrnScl_WorldMat(obj)
|
||||
mat_world = obj.matrix_world
|
||||
|
||||
minx, miny, minz = selvertsarray[0].co
|
||||
maxx, maxy, maxz = selvertsarray[0].co
|
||||
|
||||
c = 1
|
||||
|
||||
for c in range(len(selvertsarray)):
|
||||
co = selvertsarray[c].co
|
||||
|
||||
if co.x < minx:
|
||||
minx = co.x
|
||||
if co.y < miny:
|
||||
miny = co.y
|
||||
if co.z < minz:
|
||||
minz = co.z
|
||||
|
||||
if co.x > maxx:
|
||||
maxx = co.x
|
||||
if co.y > maxy:
|
||||
maxy = co.y
|
||||
if co.z > maxz:
|
||||
maxz = co.z
|
||||
c += 1
|
||||
|
||||
minpoint = Vector((minx, miny, minz))
|
||||
maxpoint = Vector((maxx, maxy, maxz))
|
||||
|
||||
# middle point has to be calculated based on the real world matrix
|
||||
middle = ((minpoint + maxpoint) / 2)
|
||||
|
||||
minpoint = mat * minpoint # Calculate only based on loc/scale
|
||||
maxpoint = mat * maxpoint # Calculate only based on loc/scale
|
||||
middle = mat_world * middle # the middle has to be calculated based on the real world matrix
|
||||
|
||||
size = maxpoint - minpoint
|
||||
size = Vector((abs(size.x), abs(size.y), abs(size.z)))
|
||||
|
||||
return [minpoint, maxpoint, size, middle]
|
||||
|
||||
|
||||
def buildTrnSclMat(obj):
|
||||
# This function builds a local matrix that encodes translation
|
||||
# and scale and it leaves out the rotation matrix
|
||||
# The rotation is applied at obejct level if there is any
|
||||
mat_trans = Matrix.Translation(obj.location)
|
||||
mat_scale = Matrix.Scale(obj.scale[0], 4, (1, 0, 0))
|
||||
mat_scale *= Matrix.Scale(obj.scale[1], 4, (0, 1, 0))
|
||||
mat_scale *= Matrix.Scale(obj.scale[2], 4, (0, 0, 1))
|
||||
|
||||
mat_final = mat_trans * mat_scale
|
||||
|
||||
return mat_final
|
||||
|
||||
|
||||
def buildTrnScl_WorldMat(obj):
|
||||
# This function builds a real world matrix that encodes translation
|
||||
# and scale and it leaves out the rotation matrix
|
||||
# The rotation is applied at obejct level if there is any
|
||||
loc, rot, scl = obj.matrix_world.decompose()
|
||||
mat_trans = Matrix.Translation(loc)
|
||||
|
||||
mat_scale = Matrix.Scale(scl[0], 4, (1, 0, 0))
|
||||
mat_scale *= Matrix.Scale(scl[1], 4, (0, 1, 0))
|
||||
mat_scale *= Matrix.Scale(scl[2], 4, (0, 0, 1))
|
||||
|
||||
mat_final = mat_trans * mat_scale
|
||||
|
||||
return mat_final
|
||||
|
||||
|
||||
# Feature use
|
||||
def buildRot_WorldMat(obj):
|
||||
# This function builds a real world matrix that encodes rotation
|
||||
# and it leaves out translation and scale matrices
|
||||
loc, rot, scl = obj.matrix_world.decompose()
|
||||
rot = rot.to_euler()
|
||||
|
||||
mat_rot = Matrix.Rotation(rot[0], 4, 'X')
|
||||
mat_rot *= Matrix.Rotation(rot[1], 4, 'Z')
|
||||
mat_rot *= Matrix.Rotation(rot[2], 4, 'Y')
|
||||
return mat_rot
|
||||
|
||||
|
||||
def buildTrn_WorldMat(obj):
|
||||
# This function builds a real world matrix that encodes translation
|
||||
# and scale and it leaves out the rotation matrix
|
||||
# The rotation is applied at obejct level if there is any
|
||||
loc, rot, scl = obj.matrix_world.decompose()
|
||||
mat_trans = Matrix.Translation(loc)
|
||||
|
||||
return mat_trans
|
||||
|
||||
|
||||
def buildScl_WorldMat(obj):
|
||||
# This function builds a real world matrix that encodes translation
|
||||
# and scale and it leaves out the rotation matrix
|
||||
# The rotation is applied at obejct level if there is any
|
||||
loc, rot, scl = obj.matrix_world.decompose()
|
||||
|
||||
mat_scale = Matrix.Scale(scl[0], 4, (1, 0, 0))
|
||||
mat_scale *= Matrix.Scale(scl[1], 4, (0, 1, 0))
|
||||
mat_scale *= Matrix.Scale(scl[2], 4, (0, 0, 1))
|
||||
|
||||
return mat_scale
|
||||
|
||||
|
||||
def buildRot_World(obj):
|
||||
# This function builds a real world rotation values
|
||||
loc, rot, scl = obj.matrix_world.decompose()
|
||||
rot = rot.to_euler()
|
||||
|
||||
return rot
|
||||
|
||||
|
||||
def run(lat_props):
|
||||
obj = bpy.context.object
|
||||
|
||||
if obj.type == "MESH":
|
||||
# set global property for the currently active latticed object
|
||||
bpy.types.Scene.activelatticeobject = bpy.props.StringProperty(
|
||||
name="currentlatticeobject",
|
||||
default=""
|
||||
)
|
||||
bpy.types.Scene.activelatticeobject = obj.name
|
||||
|
||||
modifiersDelete(obj)
|
||||
selvertsarray = selectedVerts_Grp(obj)
|
||||
bbox = findBBox(obj, selvertsarray)
|
||||
|
||||
size = bbox[2]
|
||||
pos = bbox[3]
|
||||
|
||||
latticeDelete(obj)
|
||||
lat = createLattice(obj, size, pos, lat_props)
|
||||
|
||||
modif = obj.modifiers.new("latticeeasytemp", "LATTICE")
|
||||
modif.object = lat
|
||||
modif.vertex_group = "templatticegrp"
|
||||
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
bpy.ops.object.select_pattern(pattern=lat.name, extend=False)
|
||||
bpy.context.scene.objects.active = lat
|
||||
|
||||
bpy.context.scene.update()
|
||||
bpy.ops.object.mode_set(mode='EDIT')
|
||||
|
||||
if obj.type == "LATTICE":
|
||||
if bpy.types.Scene.activelatticeobject:
|
||||
name = bpy.types.Scene.activelatticeobject
|
||||
|
||||
# Are we in edit lattice mode? If so move on to object mode
|
||||
if obj.mode == "EDIT":
|
||||
bpy.ops.object.editmode_toggle()
|
||||
|
||||
for ob in bpy.context.scene.objects:
|
||||
if ob.name == name: # found the object with the lattice mod
|
||||
object = ob
|
||||
modifiersApplyRemove(object)
|
||||
latticeDelete(obj)
|
||||
|
||||
return
|
||||
|
||||
|
||||
def main(context, latticeprops):
|
||||
run(latticeprops)
|
||||
|
||||
|
||||
class EasyLattice(bpy.types.Operator):
|
||||
"""Adds a Lattice modifier ready to edit"""
|
||||
bl_idname = "object.easy_lattice"
|
||||
bl_label = "Easy Lattice Creator"
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_region_type = "TOOLS"
|
||||
|
||||
lat_u = IntProperty(
|
||||
name="Lattice u",
|
||||
default=3
|
||||
)
|
||||
lat_w = IntProperty(
|
||||
name="Lattice w",
|
||||
default=3
|
||||
)
|
||||
lat_m = IntProperty(
|
||||
name="Lattice m",
|
||||
default=3
|
||||
)
|
||||
lat_types = (('0', 'KEY_LINEAR', '0'),
|
||||
('1', 'KEY_CARDINAL', '1'),
|
||||
('2', 'KEY_BSPLINE', '2'))
|
||||
lat_type = EnumProperty(
|
||||
name="Lattice Type",
|
||||
items=lat_types,
|
||||
default='0'
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return context.active_object is not None
|
||||
|
||||
def execute(self, context):
|
||||
lat_u = self.lat_u
|
||||
lat_w = self.lat_w
|
||||
lat_m = self.lat_m
|
||||
|
||||
# this is a reference to the "items" used to generate the
|
||||
# enum property
|
||||
lat_type = self.lat_types[int(self.lat_type)][1]
|
||||
lat_props = [lat_u, lat_w, lat_m, lat_type]
|
||||
|
||||
main(context, lat_props)
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
def invoke(self, context, event):
|
||||
wm = context.window_manager
|
||||
return wm.invoke_props_dialog(self)
|
||||
|
||||
|
||||
def menu_draw(self, context):
|
||||
self.layout.operator_context = 'INVOKE_REGION_WIN'
|
||||
self.layout.operator(EasyLattice.bl_idname, "Easy Lattice")
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(EasyLattice)
|
||||
bpy.types.VIEW3D_MT_edit_mesh_specials.append(menu_draw)
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_class(EasyLattice)
|
||||
bpy.types.VIEW3D_MT_edit_mesh_specials.remove(menu_draw)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
|
@ -0,0 +1,170 @@
|
|||
# ##### 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 #####
|
||||
|
||||
bl_info = {
|
||||
"name": "Add Chain",
|
||||
"author": "Brian Hinton (Nichod)",
|
||||
"version": (0, 1, 2),
|
||||
"blender": (2, 71, 0),
|
||||
"location": "Toolshelf > Create Tab",
|
||||
"description": "Adds Chain with curve guide for easy creation",
|
||||
"warning": "",
|
||||
"wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/Py/"
|
||||
"Scripts/Object/Add_Chain",
|
||||
"category": "Object",
|
||||
}
|
||||
|
||||
import bpy
|
||||
from bpy.types import (
|
||||
Operator,
|
||||
Panel,
|
||||
)
|
||||
|
||||
|
||||
def Add_Chain():
|
||||
# Adds Empty to scene
|
||||
bpy.ops.object.add(type='EMPTY',
|
||||
view_align=False,
|
||||
enter_editmode=False,
|
||||
location=(0, 0, 0),
|
||||
rotation=(0, 0, 0),
|
||||
)
|
||||
|
||||
# Changes name of Empty to rot_link adds variable emp
|
||||
emp = bpy.context.object
|
||||
emp.name = "rot_link"
|
||||
|
||||
# Rotate emp ~ 90 degrees
|
||||
emp.rotation_euler = [1.570796, 0, 0]
|
||||
|
||||
# Adds Curve Path to scene
|
||||
bpy.ops.curve.primitive_nurbs_path_add(view_align=False,
|
||||
enter_editmode=False,
|
||||
location=(0, 0, 0),
|
||||
rotation=(0, 0, 0),
|
||||
)
|
||||
|
||||
# Change Curve name to deform adds variable curv
|
||||
curv = bpy.context.object
|
||||
curv.name = "deform"
|
||||
|
||||
# Inserts Torus primitive
|
||||
bpy.ops.mesh.primitive_torus_add(major_radius=1,
|
||||
minor_radius=0.25,
|
||||
major_segments=12,
|
||||
minor_segments=4,
|
||||
abso_major_rad=1,
|
||||
abso_minor_rad=0.5,
|
||||
)
|
||||
|
||||
# Positions Torus primitive to center of scene
|
||||
bpy.context.active_object.location = 0.0, 0.0, 0.0
|
||||
|
||||
# Reseting Torus rotation in case of 'Align to view' option enabled
|
||||
bpy.context.active_object.rotation_euler = 0.0, 0.0, 0.0
|
||||
|
||||
# Changes Torus name to chain adds variable tor
|
||||
tor = bpy.context.object
|
||||
tor.name = "chain"
|
||||
|
||||
# Adds Array Modifier to tor
|
||||
bpy.ops.object.modifier_add(type='ARRAY')
|
||||
|
||||
# Adds subsurf modifier tor
|
||||
bpy.ops.object.modifier_add(type='SUBSURF')
|
||||
|
||||
# Smooths tor
|
||||
bpy.ops.object.shade_smooth()
|
||||
|
||||
# Select curv
|
||||
sce = bpy.context.scene
|
||||
sce.objects.active = curv
|
||||
|
||||
# Toggle into editmode
|
||||
bpy.ops.object.editmode_toggle()
|
||||
|
||||
# TODO, may be better to move objects directly.
|
||||
# Translate curve object
|
||||
bpy.ops.transform.translate(value=(2, 0, 0),
|
||||
constraint_axis=(True, False, False),
|
||||
constraint_orientation='GLOBAL',
|
||||
mirror=False,
|
||||
proportional='DISABLED',
|
||||
proportional_edit_falloff='SMOOTH',
|
||||
proportional_size=1,
|
||||
snap=False,
|
||||
snap_target='CLOSEST',
|
||||
snap_point=(0, 0, 0),
|
||||
snap_align=False,
|
||||
snap_normal=(0, 0, 0),
|
||||
release_confirm=False,
|
||||
)
|
||||
|
||||
# Toggle into objectmode
|
||||
bpy.ops.object.editmode_toggle()
|
||||
|
||||
# Select tor or chain
|
||||
sce.objects.active = tor
|
||||
|
||||
# Selects Array Modifier for editing
|
||||
array = tor.modifiers['Array']
|
||||
|
||||
# Change Array Modifier Parameters
|
||||
array.fit_type = 'FIT_CURVE'
|
||||
array.curve = curv
|
||||
array.offset_object = emp
|
||||
array.use_object_offset = True
|
||||
array.relative_offset_displace = 0.549, 0.0, 0.0
|
||||
|
||||
# Add curve modifier
|
||||
bpy.ops.object.modifier_add(type='CURVE')
|
||||
|
||||
# Selects Curve Modifier for editing
|
||||
cur = tor.modifiers['Curve']
|
||||
|
||||
# Change Curve Modifier Parameters
|
||||
cur.object = curv
|
||||
|
||||
|
||||
class AddChain(Operator):
|
||||
bl_idname = "mesh.primitive_chain_add"
|
||||
bl_label = "Add Chain"
|
||||
bl_description = ("Create a Chain segment with helper objects controlling modifiers:\n"
|
||||
"1) A Curve Modifier Object (deform) for the length and shape,\n"
|
||||
"Edit the Path to extend Chain Length\n"
|
||||
"2) An Empty (rot_link) as an Array Offset for rotation")
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
def execute(self, context):
|
||||
Add_Chain()
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_module(__name__)
|
||||
pass
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_module(__name__)
|
||||
pass
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
File diff suppressed because it is too large
Load Diff
|
@ -0,0 +1,211 @@
|
|||
# mangle_tools.py (c) 2011 Phil Cote (cotejrp1)
|
||||
#
|
||||
# ***** 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 LICENCE BLOCK *****
|
||||
|
||||
bl_info = {
|
||||
"name": "Mangle Tools",
|
||||
"author": "Phil Cote",
|
||||
"version": (0, 2),
|
||||
"blender": (2, 71, 0),
|
||||
"location": "View3D > Toolshelf > Tools Tab",
|
||||
"description": "Set of tools to mangle curves, meshes, and shape keys",
|
||||
"warning": "", # used for warning icon and text in addons panel
|
||||
"wiki_url": "",
|
||||
"tracker_url": "https://developer.blender.org/maniphest/task/edit/form/2/",
|
||||
"category": "Object"}
|
||||
|
||||
|
||||
import bpy
|
||||
import random
|
||||
import time
|
||||
from math import pi
|
||||
import bmesh
|
||||
|
||||
def move_coordinate(context, co, is_curve=False):
|
||||
xyz_const = context.scene.constraint_vector
|
||||
random.seed(time.time())
|
||||
multiplier = 1
|
||||
|
||||
# For curves, we base the multiplier on the circumference formula.
|
||||
# This helps make curve changes more noticable.
|
||||
if is_curve:
|
||||
multiplier = 2 * pi
|
||||
random_mag = context.scene.random_magnitude
|
||||
if xyz_const[0]:
|
||||
co.x += .01 * random.randrange( -random_mag, random_mag ) * multiplier
|
||||
if xyz_const[1]:
|
||||
co.y += .01 * random.randrange( -random_mag, random_mag ) * multiplier
|
||||
if xyz_const[2]:
|
||||
co.z += .01 * random.randrange( -random_mag, random_mag ) * multiplier
|
||||
|
||||
|
||||
class MeshManglerOperator(bpy.types.Operator):
|
||||
"""Push vertices on the selected object around in random """ \
|
||||
"""directions to create a crumpled look"""
|
||||
bl_idname = "ba.mesh_mangler"
|
||||
bl_label = "Mangle Mesh"
|
||||
bl_options = { "REGISTER", "UNDO" }
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
ob = context.active_object
|
||||
return ob != None and ob.type == 'MESH'
|
||||
|
||||
def execute(self, context):
|
||||
mesh = context.active_object.data
|
||||
bm = bmesh.new()
|
||||
bm.from_mesh(mesh)
|
||||
verts, faces = bm.verts, bm.faces
|
||||
randomMag = context.scene.random_magnitude
|
||||
random.seed( time.time() )
|
||||
|
||||
if mesh.shape_keys != None:
|
||||
self.report({'INFO'}, "Cannot mangle mesh: Shape keys present")
|
||||
return {'CANCELLED'}
|
||||
|
||||
for vert in verts:
|
||||
xVal = .01 * random.randrange( -randomMag, randomMag )
|
||||
yVal = .01 * random.randrange( -randomMag, randomMag)
|
||||
zVal = .01 * random.randrange( -randomMag, randomMag )
|
||||
vert.co.x = vert.co.x + xVal
|
||||
vert.co.y = vert.co.y + yVal
|
||||
vert.co.z = vert.co.z + zVal
|
||||
|
||||
bm.to_mesh(mesh)
|
||||
mesh.update()
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class AnimanglerOperator(bpy.types.Operator):
|
||||
"""Make a shape key and pushes the verts around on it """ \
|
||||
"""to set up for random pulsating animation"""
|
||||
bl_idname = "ba.ani_mangler"
|
||||
bl_label = "Mangle Shape Key"
|
||||
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
ob = context.active_object
|
||||
return ob != None and ob.type in [ 'MESH', 'CURVE' ]
|
||||
|
||||
def execute(self, context):
|
||||
scn = context.scene
|
||||
mangleName = scn.mangle_name
|
||||
ob = context.object
|
||||
shapeKey = ob.shape_key_add( name=mangleName )
|
||||
verts = shapeKey.data
|
||||
|
||||
for vert in verts:
|
||||
move_coordinate(context, vert.co, is_curve=ob.type=='CURVE')
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class CurveManglerOp(bpy.types.Operator):
|
||||
"""Mangle a curve to the degree the user specifies"""
|
||||
bl_idname = "ba.curve_mangler"
|
||||
bl_label = "Mangle Curve"
|
||||
bl_options = { 'REGISTER', 'UNDO' }
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
ob = context.active_object
|
||||
return ob != None and ob.type == "CURVE"
|
||||
|
||||
|
||||
def execute(self, context):
|
||||
|
||||
ob = context.active_object
|
||||
if ob.data.shape_keys != None:
|
||||
self.report({'INFO'}, "Cannot mangle curve. Shape keys present")
|
||||
return {'CANCELLED'}
|
||||
splines = context.object.data.splines
|
||||
|
||||
for spline in splines:
|
||||
if spline.type == 'BEZIER':
|
||||
points = spline.bezier_points
|
||||
elif spline.type in {'POLY', 'NURBS'}:
|
||||
points = spline.points
|
||||
|
||||
for point in points:
|
||||
move_coordinate(context, point.co, is_curve=True)
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class MangleToolsPanel(bpy.types.Panel):
|
||||
bl_label = "Mangle Tools"
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_context = "objectmode"
|
||||
bl_region_type="TOOLS"
|
||||
bl_category = "Create"
|
||||
bl_options = {'DEFAULT_CLOSED'}
|
||||
|
||||
|
||||
def draw(self, context):
|
||||
scn = context.scene
|
||||
obj = context.object
|
||||
if obj.type in ['MESH',]:
|
||||
layout = self.layout
|
||||
col = layout.column()
|
||||
col.prop(scn, "constraint_vector")
|
||||
col.prop(scn, "random_magnitude")
|
||||
col.operator("ba.mesh_mangler")
|
||||
col.separator()
|
||||
col.prop(scn, "mangle_name")
|
||||
col.operator("ba.ani_mangler")
|
||||
else:
|
||||
layout = self.layout
|
||||
col = layout.column()
|
||||
col.label("Please Select Mesh Object")
|
||||
|
||||
IntProperty = bpy.props.IntProperty
|
||||
StringProperty = bpy.props.StringProperty
|
||||
BoolVectorProperty = bpy.props.BoolVectorProperty
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(AnimanglerOperator)
|
||||
bpy.utils.register_class(MeshManglerOperator)
|
||||
bpy.utils.register_class(CurveManglerOp)
|
||||
bpy.utils.register_class(MangleToolsPanel)
|
||||
scnType = bpy.types.Scene
|
||||
|
||||
|
||||
scnType.constraint_vector = BoolVectorProperty(name="Mangle Constraint",
|
||||
default=(True,True,True),
|
||||
subtype='XYZ',
|
||||
description="Constrains Mangle Direction")
|
||||
|
||||
scnType.random_magnitude = IntProperty( name = "Mangle Severity",
|
||||
default = 5, min = 1, max = 30,
|
||||
description = "Severity of mangling")
|
||||
|
||||
scnType.mangle_name = StringProperty(name="Shape Key Name",
|
||||
default="mangle",
|
||||
description="Name given for mangled shape keys")
|
||||
def unregister():
|
||||
bpy.utils.unregister_class(AnimanglerOperator)
|
||||
bpy.utils.unregister_class(MeshManglerOperator)
|
||||
bpy.utils.unregister_class(MangleToolsPanel)
|
||||
bpy.utils.unregister_class(CurveManglerOp)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
|
@ -0,0 +1,280 @@
|
|||
# ##### 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 #####
|
||||
|
||||
# TODO: translate the comments into English
|
||||
|
||||
bl_info = {
|
||||
"name": "Oscurart Chain Maker",
|
||||
"author": "Oscurart",
|
||||
"version": (1, 1),
|
||||
"blender": (2, 56, 0),
|
||||
"location": "Add > Mesh > Oscurart Chain",
|
||||
"description": "Create chain links from armatures",
|
||||
"warning": "",
|
||||
"wiki_url": "oscurart.blogspot.com",
|
||||
"tracker_url": "",
|
||||
"category": "Object"}
|
||||
|
||||
|
||||
import bpy
|
||||
from bpy.props import (
|
||||
BoolProperty,
|
||||
FloatProperty,
|
||||
)
|
||||
from bpy.types import Operator
|
||||
|
||||
|
||||
def makeChain(self, context, mult, curverig):
|
||||
|
||||
if not context.active_object.type == 'ARMATURE':
|
||||
self.report({'WARNING'}, "Active Object must be an Armature")
|
||||
return False
|
||||
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
VAR_SWITCH = abs(1)
|
||||
ARMATURE = bpy.context.active_object
|
||||
|
||||
def creahuesocero(hueso):
|
||||
# create data to link
|
||||
mesh = bpy.data.meshes.new("objectData" + str(hueso.name))
|
||||
object = bpy.data.objects.new("EslabonCero" + str(hueso.name), mesh)
|
||||
mesh.from_pydata(
|
||||
[(-0.04986128956079483, -0.6918092370033264, -0.17846597731113434),
|
||||
(-0.04986128956079483, -0.6918091773986816, 0.17846640944480896),
|
||||
(-0.049861326813697815, -0.154555082321167, 0.17846627533435822),
|
||||
(-0.049861326813697815, -0.15455523133277893, -0.17846614122390747),
|
||||
(-0.04986133798956871, -0.03475356101989746, 0.25805795192718506),
|
||||
(-0.04986133798956871, -0.03475397825241089, -0.25805795192718506),
|
||||
(-0.049861278384923935, -0.8116106986999512, -0.2580576539039612),
|
||||
(-0.049861278384923935, -0.8116104602813721, 0.25805822014808655),
|
||||
(-0.04986128211021423, -0.7692053318023682, 2.6668965347198537e-07),
|
||||
(-0.04986127093434334, -0.923523485660553, 2.7834033744511544e-07),
|
||||
(-0.04986133426427841, -0.0771591067314148, 3.5627678585115063e-08),
|
||||
(-0.04986134544014931, 0.0771591067314148, -3.5627678585115063e-08),
|
||||
(0.04986133798956871, -0.03475397825241089, -0.25805795192718506),
|
||||
(0.04986133053898811, 0.0771591067314148, -3.5627678585115063e-08),
|
||||
(0.04986133798956871, -0.03475356101989746, 0.25805795192718506),
|
||||
(0.04986134544014931, -0.15455523133277893, -0.17846614122390747),
|
||||
(0.04986134544014931, -0.0771591067314148, 3.5627678585115063e-08),
|
||||
(0.04986134544014931, -0.154555082321167, 0.17846627533435822),
|
||||
(0.049861397594213486, -0.8116106986999512, -0.2580576539039612),
|
||||
(0.04986140504479408, -0.923523485660553, 2.7834033744511544e-07),
|
||||
(0.049861397594213486, -0.8116104602813721, 0.25805822014808655),
|
||||
(0.04986139014363289, -0.6918091773986816, 0.17846640944480896),
|
||||
(0.04986139014363289, -0.7692053318023682, 2.6668965347198537e-07),
|
||||
(0.04986139014363289, -0.6918092370033264, -0.17846597731113434)],
|
||||
[(1, 2), (0, 3), (3, 5), (2, 4), (0, 6), (5, 6), (1, 7), (4, 7), (0, 8), (1, 8),
|
||||
(7, 9), (6, 9), (8, 9), (2, 10), (3, 10), (4, 11), (5, 11), (10, 11), (5, 12),
|
||||
(12, 13), (11, 13), (13, 14), (4, 14), (10, 16), (15, 16), (3, 15), (2, 17),
|
||||
(16, 17), (9, 19), (18, 19), (6, 18), (7, 20), (19, 20), (8, 22), (21, 22),
|
||||
(1, 21), (0, 23), (22, 23), (14, 20), (12, 18), (15, 23), (17, 21), (12, 15),
|
||||
(13, 16), (14, 17), (20, 21), (19, 22), (18, 23)],
|
||||
[(6, 0, 3, 5), (1, 7, 4, 2), (0, 6, 9, 8), (8, 9, 7, 1), (2, 4, 11, 10), (10, 11, 5, 3),
|
||||
(11, 13, 12, 5), (4, 14, 13, 11), (3, 15, 16, 10), (10, 16, 17, 2), (6, 18, 19, 9),
|
||||
(9, 19, 20, 7), (1, 21, 22, 8), (23, 0, 8, 22), (7, 20, 14, 4), (5, 12, 18, 6),
|
||||
(0, 23, 15, 3), (2, 17, 21, 1), (16, 15, 12, 13), (17, 16, 13, 14), (22, 21, 20, 19),
|
||||
(23, 22, 19, 18), (21, 17, 14, 20), (15, 23, 18, 12)]
|
||||
)
|
||||
mesh.validate()
|
||||
bpy.context.scene.objects.link(object)
|
||||
# scale to the bone
|
||||
bpy.data.objects['EslabonCero' + str(hueso.name)].scale = (hueso.length * mult,
|
||||
hueso.length * mult,
|
||||
hueso.length * mult)
|
||||
# Parent Objects
|
||||
bpy.data.objects['EslabonCero' + str(hueso.name)].parent = ARMATURE
|
||||
bpy.data.objects['EslabonCero' + str(hueso.name)].parent_type = 'BONE'
|
||||
bpy.data.objects['EslabonCero' + str(hueso.name)].parent_bone = hueso.name
|
||||
|
||||
def creahuesonoventa(hueso):
|
||||
# create data to link
|
||||
mesh = bpy.data.meshes.new("objectData" + str(hueso.name))
|
||||
object = bpy.data.objects.new("EslabonNov" + str(hueso.name), mesh)
|
||||
mesh.from_pydata(
|
||||
[(0.1784660965204239, -0.6918091773986816, -0.049861203879117966),
|
||||
(-0.1784662902355194, -0.6918091773986816, -0.04986126348376274),
|
||||
(-0.17846627533435822, -0.1545550525188446, -0.04986134544014931),
|
||||
(0.17846617102622986, -0.15455520153045654, -0.04986128583550453),
|
||||
(-0.25805795192718506, -0.03475359082221985, -0.049861375242471695),
|
||||
(0.25805795192718506, -0.034753888845443726, -0.04986129328608513),
|
||||
(0.2580578327178955, -0.8116105794906616, -0.04986117407679558),
|
||||
(-0.2580580413341522, -0.8116105198860168, -0.049861256033182144),
|
||||
(-9.672299938756623e-08, -0.7692052721977234, -0.04986122250556946),
|
||||
(-8.99775329799013e-08, -0.923523485660553, -0.04986120015382767),
|
||||
(-7.764004550381287e-09, -0.07715904712677002, -0.049861326813697815),
|
||||
(4.509517737005808e-08, 0.0771591067314148, -0.049861349165439606),
|
||||
(0.25805795192718506, -0.034753888845443726, 0.049861375242471695),
|
||||
(-2.2038317837314025e-08, 0.0771591067314148, 0.049861326813697815),
|
||||
(-0.25805795192718506, -0.03475359082221985, 0.04986129328608513),
|
||||
(0.17846617102622986, -0.15455520153045654, 0.04986138269305229),
|
||||
(-1.529285498236277e-08, -0.07715907692909241, 0.049861352890729904),
|
||||
(-0.17846627533435822, -0.1545550525188446, 0.049861323088407516),
|
||||
(0.2580578029155731, -0.8116105794906616, 0.049861494451761246),
|
||||
(-1.5711103173998708e-07, -0.923523485660553, 0.04986147582530975),
|
||||
(-0.2580580711364746, -0.8116105198860168, 0.04986141249537468),
|
||||
(-0.1784663051366806, -0.6918091773986816, 0.049861419945955276),
|
||||
(-1.340541757599567e-07, -0.7692052721977234, 0.049861449748277664),
|
||||
(0.1784660816192627, -0.6918091773986816, 0.04986146464943886)],
|
||||
[(1, 2), (0, 3), (3, 5), (2, 4), (0, 6), (5, 6), (1, 7), (4, 7), (0, 8),
|
||||
(1, 8), (7, 9), (6, 9), (8, 9), (2, 10), (3, 10), (4, 11), (5, 11), (10, 11),
|
||||
(5, 12), (12, 13), (11, 13), (13, 14), (4, 14), (10, 16), (15, 16), (3, 15),
|
||||
(2, 17), (16, 17), (9, 19), (18, 19), (6, 18), (7, 20), (19, 20), (8, 22),
|
||||
(21, 22), (1, 21), (0, 23), (22, 23), (14, 20), (12, 18), (15, 23), (17, 21),
|
||||
(12, 15), (13, 16), (14, 17), (20, 21), (19, 22), (18, 23)],
|
||||
[(6, 0, 3, 5), (1, 7, 4, 2), (0, 6, 9, 8), (8, 9, 7, 1), (2, 4, 11, 10),
|
||||
(10, 11, 5, 3), (11, 13, 12, 5), (4, 14, 13, 11), (3, 15, 16, 10), (10, 16, 17, 2),
|
||||
(6, 18, 19, 9), (9, 19, 20, 7), (1, 21, 22, 8), (23, 0, 8, 22), (7, 20, 14, 4),
|
||||
(5, 12, 18, 6), (0, 23, 15, 3), (2, 17, 21, 1), (16, 15, 12, 13), (17, 16, 13, 14),
|
||||
(22, 21, 20, 19), (23, 22, 19, 18), (21, 17, 14, 20), (15, 23, 18, 12)]
|
||||
)
|
||||
mesh.validate()
|
||||
bpy.context.scene.objects.link(object)
|
||||
# scale to the bone
|
||||
bpy.data.objects['EslabonNov' + str(hueso.name)].scale = (hueso.length * mult,
|
||||
hueso.length * mult,
|
||||
hueso.length * mult)
|
||||
# Parent objects
|
||||
bpy.data.objects['EslabonNov' + str(hueso.name)].parent = ARMATURE
|
||||
bpy.data.objects['EslabonNov' + str(hueso.name)].parent_type = 'BONE'
|
||||
bpy.data.objects['EslabonNov' + str(hueso.name)].parent_bone = hueso.name
|
||||
|
||||
for hueso in bpy.context.active_object.pose.bones:
|
||||
if VAR_SWITCH == 1:
|
||||
creahuesocero(hueso)
|
||||
else:
|
||||
creahuesonoventa(hueso)
|
||||
if VAR_SWITCH == 1:
|
||||
VAR_SWITCH = 0
|
||||
else:
|
||||
VAR_SWITCH = 1
|
||||
|
||||
# if curve rig is activated
|
||||
if curverig is True:
|
||||
# variables
|
||||
LISTA_POINTC = []
|
||||
ACTARM = bpy.context.active_object
|
||||
|
||||
# create data and link the object to the scene
|
||||
crv = bpy.data.curves.new("CurvaCable", "CURVE")
|
||||
obCable = bpy.data.objects.new("Cable", crv)
|
||||
bpy.context.scene.objects.link(obCable)
|
||||
|
||||
# set the attributes
|
||||
crv.dimensions = "3D"
|
||||
crv.resolution_u = 10
|
||||
crv.resolution_v = 10
|
||||
crv.twist_mode = "MINIMUM"
|
||||
|
||||
# create the list of tail and head coordinates
|
||||
LISTA_POINTC.append((
|
||||
ACTARM.data.bones[0].head_local[0],
|
||||
ACTARM.data.bones[0].head_local[1],
|
||||
ACTARM.data.bones[0].head_local[2],
|
||||
1
|
||||
))
|
||||
|
||||
for hueso in ACTARM.data.bones:
|
||||
LISTA_POINTC.append((
|
||||
hueso.tail_local[0],
|
||||
hueso.tail_local[1],
|
||||
hueso.tail_local[2],
|
||||
1
|
||||
))
|
||||
|
||||
# create the Spline
|
||||
spline = crv.splines.new("NURBS")
|
||||
lencoord = len(LISTA_POINTC)
|
||||
rango = range(lencoord)
|
||||
spline.points.add(lencoord - 1)
|
||||
|
||||
for punto in rango:
|
||||
spline.points[punto].co = LISTA_POINTC[punto]
|
||||
|
||||
# set the endpoint
|
||||
bpy.data.objects['Cable'].data.splines[0].use_endpoint_u = True
|
||||
# select the curve
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
bpy.data.objects['Cable'].select = 1
|
||||
bpy.context.scene.objects.active = bpy.data.objects['Cable']
|
||||
# switch to Edit mode
|
||||
bpy.ops.object.mode_set(mode='EDIT')
|
||||
|
||||
# create hooks
|
||||
POINTSTEP = 0
|
||||
for POINT in bpy.data.objects['Cable'].data.splines[0].points:
|
||||
bpy.ops.curve.select_all(action="DESELECT")
|
||||
bpy.data.objects['Cable'].data.splines[0].points[POINTSTEP].select = 1
|
||||
bpy.ops.object.hook_add_newob()
|
||||
POINTSTEP += 1
|
||||
|
||||
# Objects selection step
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
ACTARM.select = 1
|
||||
bpy.context.scene.objects.active = bpy.data.objects['Armature']
|
||||
bpy.ops.object.mode_set(mode='POSE')
|
||||
bpy.ops.pose.select_all(action='DESELECT')
|
||||
ACTARM.data.bones[-1].select = 1
|
||||
ACTARM.data.bones.active = ACTARM.data.bones[-1]
|
||||
|
||||
# set IK Spline
|
||||
bpy.ops.pose.constraint_add_with_targets(type='SPLINE_IK')
|
||||
ACTARM.pose.bones[-1].constraints['Spline IK'].target = bpy.data.objects['Cable']
|
||||
ACTARM.pose.bones[-1].constraints['Spline IK'].chain_count = 100
|
||||
bpy.context.active_object.pose.bones[-1].constraints['Spline IK'].use_y_stretch = False
|
||||
# return to Object mode
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
|
||||
|
||||
class MESH_OT_primitive_oscurart_chain_add(Operator):
|
||||
bl_idname = "mesh.primitive_oscurart_chain_add"
|
||||
bl_label = "Chain to Bones"
|
||||
bl_description = ("Add Chain Parented to an Existing Armature\n"
|
||||
"The Active/Last Selected Object must be an Armature")
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
curverig = BoolProperty(
|
||||
name="Curve Rig",
|
||||
default=False
|
||||
)
|
||||
multiplier = FloatProperty(
|
||||
name="Scale",
|
||||
default=1,
|
||||
min=0.01, max=100.0
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
obj = context.active_object
|
||||
return (obj is not None and obj.type == "ARMATURE")
|
||||
|
||||
def execute(self, context):
|
||||
makeChain(self, context, self.multiplier, self.curverig)
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(MESH_OT_primitive_oscurart_chain_add)
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_class(MESH_OT_primitive_oscurart_chain_add)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
|
@ -0,0 +1,104 @@
|
|||
#######################################################
|
||||
# very simple 'pixelization' or 'voxelization' engine #
|
||||
#######################################################
|
||||
|
||||
bl_info = {
|
||||
"name": "3D Pix",
|
||||
"author": "liero",
|
||||
"version": (0, 5, 1),
|
||||
"blender": (2, 74, 0),
|
||||
"location": "View3D > Tool Shelf",
|
||||
"description": "Creates a 3d pixelated version of the object.",
|
||||
"category": "Object"}
|
||||
|
||||
import bpy
|
||||
import mathutils
|
||||
from mathutils import Vector
|
||||
|
||||
bpy.types.WindowManager.size = bpy.props.FloatProperty(name='Size', min=.05, max=5, default=.25, description='Size of the cube / grid')
|
||||
bpy.types.WindowManager.gap = bpy.props.IntProperty(name='Gap', min=0, max=90, default=10, subtype='PERCENTAGE', description='Separation - percent of size')
|
||||
bpy.types.WindowManager.smooth = bpy.props.FloatProperty(name='Smooth', min=0, max=1, default=.0, description='Smooth factor when subdividing mesh')
|
||||
|
||||
|
||||
def pix(obj):
|
||||
sce = bpy.context.scene
|
||||
wm = bpy.context.window_manager
|
||||
obj.hide = obj.hide_render = True
|
||||
mes = obj.to_mesh(sce, True, 'RENDER')
|
||||
mes.transform(obj.matrix_world)
|
||||
dup = bpy.data.objects.new('dup', mes)
|
||||
sce.objects.link(dup)
|
||||
dup.dupli_type = 'VERTS'
|
||||
sce.objects.active = dup
|
||||
bpy.ops.object.mode_set()
|
||||
ver = mes.vertices
|
||||
|
||||
for i in range(250):
|
||||
fin = True
|
||||
for i in dup.data.edges:
|
||||
d = ver[i.vertices[0]].co - ver[i.vertices[1]].co
|
||||
if d.length > wm.size:
|
||||
ver[i.vertices[0]].select = True
|
||||
ver[i.vertices[1]].select = True
|
||||
fin = False
|
||||
bpy.ops.object.editmode_toggle()
|
||||
bpy.ops.mesh.subdivide(number_cuts=1, smoothness=wm.smooth)
|
||||
bpy.ops.mesh.select_all(action='DESELECT')
|
||||
bpy.ops.object.editmode_toggle()
|
||||
if fin:
|
||||
break
|
||||
|
||||
for i in ver:
|
||||
for n in range(3):
|
||||
i.co[n] -= (.001 + i.co[n]) % wm.size
|
||||
|
||||
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
|
||||
bpy.ops.mesh.select_all(action='SELECT')
|
||||
bpy.ops.mesh.remove_doubles(threshold=0.0001)
|
||||
bpy.ops.mesh.delete(type='EDGE_FACE')
|
||||
bpy.ops.object.mode_set()
|
||||
sca = wm.size * (100 - wm.gap) * .005
|
||||
bpy.ops.mesh.primitive_cube_add(layers=[True] + [False] * 19)
|
||||
bpy.ops.transform.resize(value=[sca] * 3)
|
||||
bpy.context.scene.objects.active = dup
|
||||
bpy.ops.object.parent_set(type='OBJECT')
|
||||
|
||||
|
||||
class Pixelate(bpy.types.Operator):
|
||||
bl_idname = 'object.pixelate'
|
||||
bl_label = 'Pixelate Object'
|
||||
bl_description = 'Create a 3d pixelated version of the object.'
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return (context.active_object and context.active_object.type == 'MESH' and context.mode == 'OBJECT')
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
|
||||
column = layout.column(align=True)
|
||||
column.prop(context.window_manager, "size")
|
||||
column.prop(context.window_manager, "gap")
|
||||
layout.prop(context.window_manager, "smooth")
|
||||
|
||||
def execute(self, context):
|
||||
objeto = bpy.context.object
|
||||
pix(objeto)
|
||||
return {'FINISHED'}
|
||||
|
||||
classes = (
|
||||
Pixelate,
|
||||
)
|
||||
|
||||
def register():
|
||||
for cls in classes:
|
||||
bpy.utils.register_class(cls)
|
||||
|
||||
|
||||
def unregister():
|
||||
for cls in classes:
|
||||
bpy.utils.unregister_class(cls)
|
||||
|
||||
if __name__ == '__main__':
|
||||
register()
|
|
@ -0,0 +1,193 @@
|
|||
bl_info = {
|
||||
"name": "Add Random Box Structure",
|
||||
"author": "Dannyboy",
|
||||
"version": (1, 0),
|
||||
"location": "View3D > Add > Make Box Structure",
|
||||
"description": "Fill selected box shaped meshes with randomly sized cubes.",
|
||||
"warning": "",
|
||||
"wiki_url": "",
|
||||
"tracker_url": "dannyboypython.blogspot.com",
|
||||
"category": "Object"}
|
||||
|
||||
import bpy
|
||||
import random
|
||||
from bpy.types import Operator
|
||||
from bpy.props import (
|
||||
BoolProperty,
|
||||
FloatProperty,
|
||||
FloatVectorProperty,
|
||||
IntProperty,
|
||||
)
|
||||
|
||||
|
||||
class makestructure(Operator):
|
||||
bl_idname = "object.make_structure"
|
||||
bl_label = "Add Random Box Structure"
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
dc = BoolProperty(
|
||||
name="Delete Base Mesh(s)?",
|
||||
default=True
|
||||
)
|
||||
wh = BoolProperty(
|
||||
name="Stay Within Base Mesh(s)?",
|
||||
description="Keeps cubes from exceeding base mesh bounds",
|
||||
default=True
|
||||
)
|
||||
uf = BoolProperty(
|
||||
name="Uniform Cube Quantity",
|
||||
default=False
|
||||
)
|
||||
qn = IntProperty(
|
||||
name="Cube Quantity",
|
||||
default=10,
|
||||
min=1, max=1500
|
||||
)
|
||||
mn = FloatVectorProperty(
|
||||
name="Min Scales",
|
||||
default=(0.1, 0.1, 0.1),
|
||||
subtype='XYZ'
|
||||
)
|
||||
mx = FloatVectorProperty(
|
||||
name="Max Scales",
|
||||
default=(2.0, 2.0, 2.0),
|
||||
subtype='XYZ'
|
||||
)
|
||||
lo = FloatVectorProperty(
|
||||
name="XYZ Offset",
|
||||
default=(0.0, 0.0, 0.0),
|
||||
subtype='XYZ'
|
||||
)
|
||||
rsd = FloatProperty(
|
||||
name="Random Seed",
|
||||
default=1
|
||||
)
|
||||
|
||||
def execute(self, context):
|
||||
rsdchange = self.rsd
|
||||
oblst = []
|
||||
uvyes = 0
|
||||
bpy.ops.group.create(name='Cubagrouper')
|
||||
bpy.ops.group.objects_remove()
|
||||
for ob in bpy.context.selected_objects:
|
||||
oblst.append(ob)
|
||||
for obj in oblst:
|
||||
bpy.ops.object.select_pattern(pattern=obj.name) # Select base mesh
|
||||
bpy.context.scene.objects.active = obj
|
||||
if obj.data.uv_layers[:] != []:
|
||||
uvyes = 1
|
||||
else:
|
||||
uvyes = 0
|
||||
bpy.ops.object.group_link(group='Cubagrouper')
|
||||
dim = obj.dimensions
|
||||
rot = obj.rotation_euler
|
||||
if self.uf is True:
|
||||
area = dim.x * dim.y * dim.z
|
||||
else:
|
||||
area = 75
|
||||
for cube in range(round((area / 75) * self.qn)):
|
||||
random.seed(rsdchange)
|
||||
pmn = self.mn # Proxy values
|
||||
pmx = self.mx
|
||||
if self.wh is True:
|
||||
if dim.x < pmx.x: # Keeping things from exceeding proper size.
|
||||
pmx.x = dim.x
|
||||
if dim.y < pmx.y:
|
||||
pmx.y = dim.y
|
||||
if dim.z < pmx.z:
|
||||
pmx.z = dim.z
|
||||
if 0.0 > pmn.x: # Keeping things from going under zero.
|
||||
pmn.x = 0.0
|
||||
if 0.0 > pmn.y:
|
||||
pmn.y = 0.0
|
||||
if 0.0 > pmn.z:
|
||||
pmn.z = 0.0
|
||||
sx = (random.random() * (pmx.x - pmn.x)) + pmn.x # Just changed self.mx and .mn to pmx.
|
||||
sy = (random.random() * (pmx.y - pmn.y)) + pmn.y
|
||||
sz = (random.random() * (pmx.z - pmn.z)) + pmn.z
|
||||
if self.wh is True: # This keeps the cubes within the base mesh.
|
||||
ex = (random.random() * (dim.x - sx)) - ((dim.x - sx) / 2) + obj.location.x
|
||||
wy = (random.random() * (dim.y - sy)) - ((dim.y - sy) / 2) + obj.location.y
|
||||
ze = (random.random() * (dim.z - sz)) - ((dim.z - sz) / 2) + obj.location.z
|
||||
elif self.wh is False:
|
||||
ex = (random.random() * dim.x) - (dim.x / 2) + obj.location.x
|
||||
wy = (random.random() * dim.y) - (dim.y / 2) + obj.location.y
|
||||
ze = (random.random() * dim.z) - (dim.z / 2) + obj.location.z
|
||||
bpy.ops.mesh.primitive_cube_add(
|
||||
radius=0.5, location=(ex + self.lo.x, wy + self.lo.y, ze + self.lo.z)
|
||||
)
|
||||
bpy.ops.object.mode_set(mode='EDIT')
|
||||
bpy.ops.mesh.select_all(action='SELECT')
|
||||
bpy.ops.transform.resize(
|
||||
value=(sx, sy, sz), constraint_axis=(True, True, True),
|
||||
constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED',
|
||||
proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True
|
||||
)
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
select = bpy.context.object # This is used to keep something selected for poll().
|
||||
bpy.ops.object.group_link(group='Cubagrouper')
|
||||
rsdchange += 3
|
||||
bpy.ops.object.select_grouped(type='GROUP')
|
||||
bpy.ops.transform.rotate(
|
||||
value=rot[0], axis=(1, 0, 0), constraint_axis=(False, False, False),
|
||||
constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED',
|
||||
proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True
|
||||
)
|
||||
bpy.ops.transform.rotate(
|
||||
value=rot[1], axis=(0, 1, 0), constraint_axis=(False, False, False),
|
||||
constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED',
|
||||
proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True
|
||||
)
|
||||
bpy.ops.transform.rotate(
|
||||
value=rot[2], axis=(0, 0, 1), constraint_axis=(False, False, False),
|
||||
constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED',
|
||||
proportional_edit_falloff='SMOOTH', proportional_size=1, release_confirm=True
|
||||
)
|
||||
bpy.context.scene.objects.active = obj # Again needed to avoid poll() taking me down.
|
||||
bpy.ops.object.make_links_data(type='MODIFIERS')
|
||||
bpy.ops.object.make_links_data(type='MATERIAL')
|
||||
if uvyes == 1:
|
||||
bpy.ops.object.join_uvs()
|
||||
bpy.ops.group.objects_remove()
|
||||
bpy.context.scene.objects.active = select
|
||||
if self.dc is True:
|
||||
bpy.context.scene.objects.unlink(obj)
|
||||
return {'FINISHED'}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
ob = context.active_object
|
||||
return ob is not None and ob.mode == 'OBJECT'
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
box = layout.box()
|
||||
box.label(text="Options")
|
||||
box.prop(self, "dc")
|
||||
box.prop(self, "wh")
|
||||
box.prop(self, "uf")
|
||||
box = layout.box()
|
||||
box.label(text="Parameters")
|
||||
box.prop(self, "qn")
|
||||
box.prop(self, "mn")
|
||||
box.prop(self, "mx")
|
||||
box.prop(self, "lo")
|
||||
box.prop(self, "rsd")
|
||||
|
||||
|
||||
def add_object_button(self, context):
|
||||
self.layout.operator(makestructure.bl_idname, text="Add Random Box structure", icon='PLUGIN')
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(makestructure)
|
||||
bpy.types.INFO_MT_add.append(add_object_button)
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_class(makestructure)
|
||||
bpy.types.INFO_MT_add.remove(add_object_button)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
|
@ -0,0 +1,762 @@
|
|||
# Copyright (c) 2012 Jorge Hernandez - Melendez
|
||||
|
||||
# ##### 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 #####
|
||||
|
||||
# TODO : translate comments, prop names into English, add missing tooltips
|
||||
|
||||
bl_info = {
|
||||
"name": "Rope Creator",
|
||||
"description": "Dynamic rope (with cloth) creator",
|
||||
"author": "Jorge Hernandez - Melenedez",
|
||||
"version": (0, 2),
|
||||
"blender": (2, 7, 3),
|
||||
"location": "Left Toolbar > ClothRope",
|
||||
"warning": "",
|
||||
"wiki_url": "",
|
||||
"tracker_url": "",
|
||||
"category": "Add Mesh"
|
||||
}
|
||||
|
||||
|
||||
import bpy
|
||||
from bpy.types import Operator
|
||||
from bpy.props import (
|
||||
BoolProperty,
|
||||
FloatProperty,
|
||||
IntProperty,
|
||||
)
|
||||
|
||||
|
||||
def desocultar(quien):
|
||||
if quien == "todo":
|
||||
for ob in bpy.data.objects:
|
||||
ob.hide = False
|
||||
else:
|
||||
bpy.data.objects[quien].hide = False
|
||||
|
||||
|
||||
def deseleccionar_todo():
|
||||
bpy.ops.object.select_all(action='DESELECT')
|
||||
|
||||
|
||||
def seleccionar_todo():
|
||||
bpy.ops.object.select_all(action='SELECT')
|
||||
|
||||
|
||||
def salir_de_editmode():
|
||||
if bpy.context.mode == "EDIT" or bpy.context.mode == "EDIT_CURVE" or bpy.context.mode == "EDIT_MESH":
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
|
||||
# Clear scene:
|
||||
|
||||
|
||||
def reset_scene():
|
||||
desocultar("todo")
|
||||
# el play back al principio
|
||||
bpy.ops.screen.frame_jump(end=False)
|
||||
try:
|
||||
salir_de_editmode()
|
||||
except:
|
||||
pass
|
||||
area = bpy.context.area
|
||||
# en el outliner expando todo para poder seleccionar los emptys hijos
|
||||
old_type = area.type
|
||||
area.type = 'OUTLINER'
|
||||
bpy.ops.outliner.expanded_toggle()
|
||||
area.type = old_type
|
||||
# vuelvo al contexto donde estaba
|
||||
seleccionar_todo()
|
||||
bpy.ops.object.delete(use_global=False)
|
||||
|
||||
|
||||
def entrar_en_editmode():
|
||||
if bpy.context.mode == "OBJECT":
|
||||
bpy.ops.object.mode_set(mode='EDIT')
|
||||
|
||||
|
||||
def select_all_in_edit_mode(ob):
|
||||
if ob.mode != 'EDIT':
|
||||
entrar_en_editmode()
|
||||
bpy.ops.mesh.select_all(action="DESELECT")
|
||||
bpy.context.tool_settings.mesh_select_mode = (True, False, False)
|
||||
salir_de_editmode()
|
||||
for v in ob.data.vertices:
|
||||
if not v.select:
|
||||
v.select = True
|
||||
entrar_en_editmode()
|
||||
# bpy.ops.mesh.select_all(action="SELECT")
|
||||
|
||||
|
||||
def deselect_all_in_edit_mode(ob):
|
||||
if ob.mode != 'EDIT':
|
||||
entrar_en_editmode()
|
||||
bpy.ops.mesh.select_all(action="DESELECT")
|
||||
bpy.context.tool_settings.mesh_select_mode = (True, False, False)
|
||||
salir_de_editmode()
|
||||
for v in ob.data.vertices:
|
||||
if not v.select:
|
||||
v.select = False
|
||||
entrar_en_editmode()
|
||||
|
||||
|
||||
def which_vertex_are_selected(ob):
|
||||
for v in ob.data.vertices:
|
||||
if v.select:
|
||||
print(str(v.index))
|
||||
print("el vertice " + str(v.index) + " esta seleccionado")
|
||||
|
||||
|
||||
def seleccionar_por_nombre(nombre):
|
||||
scn = bpy.context.scene
|
||||
bpy.data.objects[nombre].select = True
|
||||
scn.objects.active = bpy.data.objects[nombre]
|
||||
|
||||
|
||||
def deseleccionar_por_nombre(nombre):
|
||||
# scn = bpy.context.scene
|
||||
bpy.data.objects[nombre].select = False
|
||||
|
||||
|
||||
def crear_vertices(ob):
|
||||
ob.data.vertices.add(1)
|
||||
ob.data.update
|
||||
|
||||
|
||||
def borrar_elementos_seleccionados(tipo):
|
||||
if tipo == "vertices":
|
||||
bpy.ops.mesh.delete(type='VERT')
|
||||
|
||||
|
||||
def tab_editmode():
|
||||
bpy.ops.object.editmode_toggle()
|
||||
|
||||
|
||||
def obtener_coords_vertex_seleccionados():
|
||||
coordenadas_de_vertices = []
|
||||
for ob in bpy.context.selected_objects:
|
||||
print(ob.name)
|
||||
if ob.type == 'MESH':
|
||||
for v in ob.data.vertices:
|
||||
if v.select:
|
||||
coordenadas_de_vertices.append([v.co[0], v.co[1], v.co[2]])
|
||||
return coordenadas_de_vertices[0]
|
||||
|
||||
|
||||
def crear_locator(pos):
|
||||
bpy.ops.object.empty_add(
|
||||
type='PLAIN_AXES', radius=1, view_align=False,
|
||||
location=(pos[0], pos[1], pos[2]),
|
||||
layers=(True, False, False, False, False, False, False,
|
||||
False, False, False, False, False, False, False,
|
||||
False, False, False, False, False, False)
|
||||
)
|
||||
|
||||
|
||||
def extruir_vertices(longitud, cuantos_segmentos):
|
||||
bpy.ops.mesh.extrude_region_move(
|
||||
MESH_OT_extrude_region={"mirror": False},
|
||||
TRANSFORM_OT_translate={
|
||||
"value": (longitud / cuantos_segmentos, 0, 0),
|
||||
"constraint_axis": (True, False, False),
|
||||
"constraint_orientation": 'GLOBAL', "mirror": False,
|
||||
"proportional": 'DISABLED', "proportional_edit_falloff": 'SMOOTH',
|
||||
"proportional_size": 1, "snap": False, "snap_target": 'CLOSEST',
|
||||
"snap_point": (0, 0, 0), "snap_align": False, "snap_normal": (0, 0, 0),
|
||||
"gpencil_strokes": False, "texture_space": False,
|
||||
"remove_on_cancel": False, "release_confirm": False
|
||||
}
|
||||
)
|
||||
|
||||
|
||||
def select_all_vertex_in_curve_bezier(bc):
|
||||
for i in range(len(bc.data.splines[0].points)):
|
||||
bc.data.splines[0].points[i].select = True
|
||||
|
||||
|
||||
def deselect_all_vertex_in_curve_bezier(bc):
|
||||
for i in range(len(bc.data.splines[0].points)):
|
||||
bc.data.splines[0].points[i].select = False
|
||||
|
||||
|
||||
def ocultar_relationships():
|
||||
for area in bpy.context.screen.areas:
|
||||
if area.type == 'VIEW_3D':
|
||||
area.spaces[0].show_relationship_lines = False
|
||||
|
||||
|
||||
class ClothRope(Operator):
|
||||
bl_idname = "clot.rope"
|
||||
bl_label = "Rope Cloth"
|
||||
|
||||
ropelenght = IntProperty(
|
||||
name="longitud",
|
||||
default=5
|
||||
)
|
||||
ropesegments = IntProperty(
|
||||
name="rsegments",
|
||||
default=5
|
||||
)
|
||||
qcr = IntProperty(
|
||||
name="qualcolr",
|
||||
min=1, max=20,
|
||||
default=20
|
||||
)
|
||||
substeps = IntProperty(
|
||||
name="rsubsteps",
|
||||
min=4, max=80,
|
||||
default=50
|
||||
)
|
||||
resrope = IntProperty(
|
||||
name="resr",
|
||||
default=5
|
||||
)
|
||||
radiusrope = FloatProperty(
|
||||
name="radius",
|
||||
min=0.04, max=1,
|
||||
default=0.04
|
||||
)
|
||||
hide_emptys = BoolProperty(
|
||||
name="hemptys",
|
||||
default=False
|
||||
)
|
||||
|
||||
def execute(self, context):
|
||||
# add new scene
|
||||
bpy.ops.scene.new(type="NEW")
|
||||
scene = bpy.context.scene
|
||||
scene.name = "Test Rope"
|
||||
seleccionar_todo()
|
||||
longitud = self.ropelenght
|
||||
# para que desde el primer punto hasta el ultimo, entre
|
||||
# medias tenga x segmentos debo sumarle 1 a la cantidad:
|
||||
cuantos_segmentos = self.ropesegments + 1
|
||||
calidad_de_colision = self.qcr
|
||||
substeps = self.substeps
|
||||
deseleccionar_todo()
|
||||
# creamos el empty que sera el padre de todo
|
||||
bpy.ops.object.empty_add(
|
||||
type='SPHERE', radius=1, view_align=False, location=(0, 0, 0),
|
||||
layers=(True, False, False, False, False, False, False, False,
|
||||
False, False, False, False, False, False, False, False,
|
||||
False, False, False, False)
|
||||
)
|
||||
ob = bpy.context.selected_objects[0]
|
||||
ob.name = "Rope"
|
||||
deseleccionar_todo()
|
||||
# creamos un plano y lo borramos
|
||||
bpy.ops.mesh.primitive_plane_add(
|
||||
radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0),
|
||||
layers=(True, False, False, False, False, False, False, False, False,
|
||||
False, False, False, False, False, False, False, False,
|
||||
False, False, False)
|
||||
)
|
||||
ob = bpy.context.selected_objects[0]
|
||||
# renombrar:
|
||||
ob.name = "cuerda"
|
||||
entrar_en_editmode() # entramos en edit mode
|
||||
select_all_in_edit_mode(ob)
|
||||
# seleccionar_todo() # ya viene por default seleccionado
|
||||
borrar_elementos_seleccionados("vertices")
|
||||
salir_de_editmode() # salimos de edit mode
|
||||
crear_vertices(ob) # creamos un vertex
|
||||
# creando el grupo Group para el PIN
|
||||
# Group contiene los vertices del pin y Group.001 contiene la linea unica principal
|
||||
entrar_en_editmode() # entramos en edit mode
|
||||
bpy.ops.object.vertex_group_add() # creamos un grupo
|
||||
select_all_in_edit_mode(ob)
|
||||
bpy.ops.object.vertex_group_assign() # y lo asignamos
|
||||
# los hooks van a la curva no a la guia poligonal...
|
||||
# creo el primer hook sin necesidad de crear luego el locator a mano:
|
||||
# bpy.ops.object.hook_add_newob()
|
||||
salir_de_editmode() # salimos de edit mode
|
||||
ob.vertex_groups[0].name = "Pin"
|
||||
deseleccionar_todo()
|
||||
seleccionar_por_nombre("cuerda")
|
||||
# hago los extrudes del vertice:
|
||||
for i in range(cuantos_segmentos):
|
||||
entrar_en_editmode()
|
||||
extruir_vertices(longitud, cuantos_segmentos)
|
||||
# y los ELIMINO del grupo PIN
|
||||
bpy.ops.object.vertex_group_remove_from()
|
||||
# obtengo la direccion para lego crear el locator en su posicion
|
||||
pos = obtener_coords_vertex_seleccionados()
|
||||
# los hooks van a la curva no a la guia poligonal...
|
||||
# creo el hook sin necesidad de crear el locator a mano:
|
||||
# bpy.ops.object.hook_add_newob()
|
||||
salir_de_editmode() # salimos de edit mode
|
||||
# creo el locator en su sitio
|
||||
crear_locator(pos)
|
||||
deseleccionar_todo()
|
||||
seleccionar_por_nombre("cuerda")
|
||||
deseleccionar_todo()
|
||||
seleccionar_por_nombre("cuerda")
|
||||
# vuelvo a seleccionar la cuerda
|
||||
entrar_en_editmode()
|
||||
pos = obtener_coords_vertex_seleccionados() # y obtenemos su posicion
|
||||
salir_de_editmode()
|
||||
# creamos el ultimo locator
|
||||
crear_locator(pos)
|
||||
deseleccionar_todo()
|
||||
seleccionar_por_nombre("cuerda")
|
||||
entrar_en_editmode() # entramos en edit mode
|
||||
bpy.ops.object.vertex_group_add() # CREANDO GRUPO GUIA MAESTRA
|
||||
select_all_in_edit_mode(ob)
|
||||
bpy.ops.object.vertex_group_assign() # y lo asignamos
|
||||
ob.vertex_groups[1].name = "Guide_rope"
|
||||
# extruimos la curva para que tenga un minimo grosor para colisionar
|
||||
bpy.ops.mesh.extrude_region_move(
|
||||
MESH_OT_extrude_region={"mirror": False},
|
||||
TRANSFORM_OT_translate={
|
||||
"value": (0, 0.005, 0), "constraint_axis": (False, True, False),
|
||||
"constraint_orientation": 'GLOBAL', "mirror": False,
|
||||
"proportional": 'DISABLED', "proportional_edit_falloff": 'SMOOTH',
|
||||
"proportional_size": 1, "snap": False, "snap_target": 'CLOSEST',
|
||||
"snap_point": (0, 0, 0), "snap_align": False, "snap_normal": (0, 0, 0),
|
||||
"gpencil_strokes": False, "texture_space": False,
|
||||
"remove_on_cancel": False, "release_confirm": False
|
||||
}
|
||||
)
|
||||
bpy.ops.object.vertex_group_remove_from()
|
||||
deselect_all_in_edit_mode(ob)
|
||||
salir_de_editmode()
|
||||
bpy.ops.object.modifier_add(type='CLOTH')
|
||||
bpy.context.object.modifiers["Cloth"].settings.use_pin_cloth = True
|
||||
bpy.context.object.modifiers["Cloth"].settings.vertex_group_mass = "Pin"
|
||||
bpy.context.object.modifiers["Cloth"].collision_settings.collision_quality = calidad_de_colision
|
||||
bpy.context.object.modifiers["Cloth"].settings.quality = substeps
|
||||
# DUPLICAMOS para convertir a curva:
|
||||
# selecciono los vertices que forman parte del grupo Group.001
|
||||
seleccionar_por_nombre("cuerda")
|
||||
entrar_en_editmode()
|
||||
bpy.ops.mesh.select_all(action="DESELECT")
|
||||
bpy.context.tool_settings.mesh_select_mode = (True, False, False)
|
||||
salir_de_editmode()
|
||||
gi = ob.vertex_groups["Guide_rope"].index # get group index
|
||||
for v in ob.data.vertices:
|
||||
for g in v.groups:
|
||||
if g.group == gi: # compare with index in VertexGroupElement
|
||||
v.select = True
|
||||
entrar_en_editmode()
|
||||
# ya tenemos la guia seleccionada:
|
||||
# la duplicamos:
|
||||
bpy.ops.mesh.duplicate_move(
|
||||
MESH_OT_duplicate={"mode": 1},
|
||||
TRANSFORM_OT_translate={
|
||||
"value": (0, 0, 0), "constraint_axis": (False, False, False),
|
||||
"constraint_orientation": 'GLOBAL', "mirror": False,
|
||||
"proportional": 'DISABLED', "proportional_edit_falloff": 'SMOOTH',
|
||||
"proportional_size": 1, "snap": False, "snap_target": 'CLOSEST',
|
||||
"snap_point": (0, 0, 0), "snap_align": False, "snap_normal": (0, 0, 0),
|
||||
"gpencil_strokes": False, "texture_space": False,
|
||||
"remove_on_cancel": False, "release_confirm": False
|
||||
}
|
||||
)
|
||||
# separamos por seleccion:
|
||||
bpy.ops.mesh.separate(type='SELECTED')
|
||||
salir_de_editmode()
|
||||
deseleccionar_todo()
|
||||
seleccionar_por_nombre("cuerda.001")
|
||||
# a la nueva curva copiada le quitamos el cloth:
|
||||
bpy.ops.object.modifier_remove(modifier="Cloth")
|
||||
# la convertimos en curva:
|
||||
bpy.ops.object.convert(target='CURVE')
|
||||
# todos los emptys:
|
||||
emptys = []
|
||||
for eo in bpy.data.objects:
|
||||
if eo.type == 'EMPTY':
|
||||
if eo.name != "Rope":
|
||||
emptys.append(eo)
|
||||
# print(emptys)
|
||||
# cuantos puntos tiene la becier:
|
||||
# len(bpy.data.objects['cuerda.001'].data.splines[0].points)
|
||||
# seleccionar y deseleccionar:
|
||||
bc = bpy.data.objects['cuerda.001']
|
||||
n = 0
|
||||
for e in emptys:
|
||||
deseleccionar_todo()
|
||||
seleccionar_por_nombre(e.name)
|
||||
seleccionar_por_nombre(bc.name)
|
||||
entrar_en_editmode()
|
||||
deselect_all_vertex_in_curve_bezier(bc)
|
||||
bc.data.splines[0].points[n].select = True
|
||||
bpy.ops.object.hook_add_selob(use_bone=False)
|
||||
salir_de_editmode()
|
||||
n = n + 1
|
||||
# entrar_en_editmode()
|
||||
ob = bpy.data.objects['cuerda']
|
||||
n = 0
|
||||
for e in emptys:
|
||||
deseleccionar_todo()
|
||||
seleccionar_por_nombre(e.name)
|
||||
seleccionar_por_nombre(ob.name)
|
||||
entrar_en_editmode()
|
||||
bpy.ops.mesh.select_all(action="DESELECT")
|
||||
bpy.context.tool_settings.mesh_select_mode = (True, False, False)
|
||||
salir_de_editmode()
|
||||
for v in ob.data.vertices:
|
||||
if v.select:
|
||||
v.select = False
|
||||
ob.data.vertices[n].select = True
|
||||
entrar_en_editmode()
|
||||
bpy.ops.object.vertex_parent_set()
|
||||
# deselect_all_in_edit_mode(ob)
|
||||
salir_de_editmode()
|
||||
n = n + 1
|
||||
|
||||
# ocultar los emptys:
|
||||
# for e in emptys:
|
||||
deseleccionar_todo()
|
||||
# emparentando todo al empty esferico:
|
||||
seleccionar_por_nombre("cuerda.001")
|
||||
seleccionar_por_nombre("cuerda")
|
||||
seleccionar_por_nombre("Rope")
|
||||
bpy.ops.object.parent_set(type='OBJECT', keep_transform=True)
|
||||
deseleccionar_todo()
|
||||
# display que no muestre las relaciones
|
||||
ocultar_relationships()
|
||||
seleccionar_por_nombre("cuerda.001")
|
||||
# cuerda curva settings:
|
||||
bpy.context.object.data.fill_mode = 'FULL'
|
||||
bpy.context.object.data.bevel_depth = self.radiusrope
|
||||
bpy.context.object.data.bevel_resolution = self.resrope
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
def invoke(self, context, event):
|
||||
return context.window_manager.invoke_props_dialog(self, width=310)
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
box = layout.box()
|
||||
col = box.column()
|
||||
col.label("Rope settings:")
|
||||
rowsub0 = col.row()
|
||||
rowsub0.prop(self, "ropelenght", text='Length')
|
||||
rowsub0.prop(self, "ropesegments", text='Segments')
|
||||
rowsub0.prop(self, "radiusrope", text='Radius')
|
||||
|
||||
col.label("Quality Settings:")
|
||||
col.prop(self, "resrope", text='Resolution curve')
|
||||
col.prop(self, "qcr", text='Quality Collision')
|
||||
col.prop(self, "substeps", text='Substeps')
|
||||
|
||||
|
||||
class BallRope(Operator):
|
||||
bl_idname = "ball.rope"
|
||||
bl_label = "Rope Ball"
|
||||
|
||||
# defaults rope ball
|
||||
ropelenght2 = IntProperty(
|
||||
name="longitud",
|
||||
default=10
|
||||
)
|
||||
ropesegments2 = IntProperty(
|
||||
name="rsegments",
|
||||
min=0, max=999,
|
||||
default=6
|
||||
)
|
||||
radiuscubes = FloatProperty(
|
||||
name="radius",
|
||||
default=0.5
|
||||
)
|
||||
radiusrope = FloatProperty(
|
||||
name="radius",
|
||||
default=0.4
|
||||
)
|
||||
worldsteps = IntProperty(
|
||||
name="worldsteps",
|
||||
min=60, max=1000,
|
||||
default=250
|
||||
)
|
||||
solveriterations = IntProperty(
|
||||
name="solveriterations",
|
||||
min=10, max=100,
|
||||
default=50
|
||||
)
|
||||
massball = IntProperty(
|
||||
name="massball",
|
||||
default=1
|
||||
)
|
||||
resrope = IntProperty(
|
||||
name="resolucion",
|
||||
default=4
|
||||
)
|
||||
grados = FloatProperty(
|
||||
name="grados",
|
||||
default=45
|
||||
)
|
||||
separacion = FloatProperty(
|
||||
name="separacion",
|
||||
default=0.1
|
||||
)
|
||||
hidecubes = BoolProperty(
|
||||
name="hidecubes",
|
||||
default=False
|
||||
)
|
||||
|
||||
def execute(self, context):
|
||||
world_steps = self.worldsteps
|
||||
solver_iterations = self.solveriterations
|
||||
longitud = self.ropelenght2
|
||||
# hago un + 2 para que los segmentos sean los que hay entre los dos extremos...
|
||||
segmentos = self.ropesegments2 + 2
|
||||
offset_del_suelo = 1
|
||||
offset_del_suelo_real = (longitud / 2) + (segmentos / 2)
|
||||
radio = self.radiuscubes
|
||||
radiorope = self.radiusrope
|
||||
masa = self.massball
|
||||
resolucion = self.resrope
|
||||
rotrope = self.grados
|
||||
separation = self.separacion
|
||||
hidecubeslinks = self.hidecubes
|
||||
# add new scene
|
||||
bpy.ops.scene.new(type="NEW")
|
||||
scene = bpy.context.scene
|
||||
scene.name = "Test Ball"
|
||||
# suelo:
|
||||
bpy.ops.mesh.primitive_cube_add(
|
||||
radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0),
|
||||
layers=(True, False, False, False, False, False, False, False, False,
|
||||
False, False, False, False, False, False, False, False,
|
||||
False, False, False)
|
||||
)
|
||||
bpy.context.object.scale.x = 10 + longitud
|
||||
bpy.context.object.scale.y = 10 + longitud
|
||||
bpy.context.object.scale.z = 0.05
|
||||
bpy.context.object.name = "groundplane"
|
||||
bpy.ops.rigidbody.objects_add(type='PASSIVE')
|
||||
# creamos el primer cubo:
|
||||
cuboslink = []
|
||||
n = 0
|
||||
for i in range(segmentos):
|
||||
# si es 0 le digo que empieza desde 1
|
||||
if i == 0:
|
||||
i = offset_del_suelo
|
||||
else: # si no es 0 les tengo que sumar uno para que no se pisen al empezar el primero desde 1
|
||||
i = i + offset_del_suelo
|
||||
separacion = longitud * 2 / segmentos # distancia entre los cubos link
|
||||
bpy.ops.mesh.primitive_cube_add(
|
||||
radius=1, view_align=False, enter_editmode=False,
|
||||
location=(0, 0, i * separacion),
|
||||
layers=(True, False, False, False, False, False, False, False,
|
||||
False, False, False, False, False, False, False, False,
|
||||
False, False, False, False)
|
||||
)
|
||||
bpy.ops.rigidbody.objects_add(type='ACTIVE')
|
||||
bpy.context.object.name = "CubeLink"
|
||||
if n != 0:
|
||||
bpy.context.object.draw_type = 'WIRE'
|
||||
bpy.context.object.hide_render = True
|
||||
n += 1
|
||||
bpy.context.object.scale.z = (longitud * 2) / (segmentos * 2) - separation
|
||||
bpy.context.object.scale.x = radio
|
||||
bpy.context.object.scale.y = radio
|
||||
cuboslink.append(bpy.context.object)
|
||||
for i in range(len(cuboslink)):
|
||||
deseleccionar_todo()
|
||||
if i != len(cuboslink) - 1:
|
||||
nombre1 = cuboslink[i]
|
||||
nombre2 = cuboslink[i + 1]
|
||||
seleccionar_por_nombre(nombre1.name)
|
||||
seleccionar_por_nombre(nombre2.name)
|
||||
bpy.ops.rigidbody.connect()
|
||||
seleccionar_por_nombre
|
||||
for i in range(segmentos - 1):
|
||||
if i == 0:
|
||||
seleccionar_por_nombre("Constraint")
|
||||
else:
|
||||
if i <= 9 and i > 0:
|
||||
seleccionar_por_nombre("Constraint.00" + str(i))
|
||||
else:
|
||||
if i <= 99 and i > 9:
|
||||
seleccionar_por_nombre("Constraint.0" + str(i))
|
||||
else:
|
||||
if i <= 999 and i > 99:
|
||||
seleccionar_por_nombre("Constraint." + str(i))
|
||||
for c in bpy.context.selected_objects:
|
||||
c.rigid_body_constraint.type = 'POINT'
|
||||
deseleccionar_todo()
|
||||
|
||||
# creamos la curva bezier:
|
||||
bpy.ops.curve.primitive_bezier_curve_add(
|
||||
radius=1, view_align=False, enter_editmode=False, location=(0, 0, 0),
|
||||
layers=(True, False, False, False, False, False, False, False, False,
|
||||
False, False, False, False, False, False, False, False, False, False, False)
|
||||
)
|
||||
bpy.context.object.name = "Cuerda"
|
||||
for i in range(len(cuboslink)):
|
||||
cubonombre = cuboslink[i].name
|
||||
seleccionar_por_nombre(cubonombre)
|
||||
seleccionar_por_nombre("Cuerda")
|
||||
x = cuboslink[i].location[0]
|
||||
y = cuboslink[i].location[1]
|
||||
z = cuboslink[i].location[2]
|
||||
# si es 0 le digo que empieza desde 1 es el offset desde el suelo...
|
||||
if i == 0:
|
||||
i = offset_del_suelo
|
||||
else: # si no es 0 les tengo que sumar uno para que no se pisen al empezar el primero desde 1
|
||||
i = i + offset_del_suelo
|
||||
salir_de_editmode()
|
||||
# entrar_en_editmode()
|
||||
tab_editmode()
|
||||
if i == 1:
|
||||
# selecciono todos los vertices y los borro
|
||||
select_all_vertex_in_curve_bezier(bpy.data.objects["Cuerda"])
|
||||
bpy.ops.curve.delete(type='VERT')
|
||||
# creamos el primer vertice:
|
||||
bpy.ops.curve.vertex_add(location=(x, y, z))
|
||||
else:
|
||||
# extruimos el resto:
|
||||
bpy.ops.curve.extrude_move(
|
||||
CURVE_OT_extrude={"mode": 'TRANSLATION'},
|
||||
TRANSFORM_OT_translate={
|
||||
"value": (0, 0, z / i),
|
||||
"constraint_axis": (False, False, True),
|
||||
"constraint_orientation": 'GLOBAL', "mirror": False,
|
||||
"proportional": 'DISABLED', "proportional_edit_falloff": 'SMOOTH',
|
||||
"proportional_size": 1, "snap": False, "snap_target": 'CLOSEST',
|
||||
"snap_point": (0, 0, 0), "snap_align": False, "snap_normal": (0, 0, 0),
|
||||
"gpencil_strokes": False, "texture_space": False,
|
||||
"remove_on_cancel": False, "release_confirm": False
|
||||
}
|
||||
)
|
||||
bpy.ops.object.hook_add_selob(use_bone=False)
|
||||
salir_de_editmode()
|
||||
bpy.context.object.data.bevel_resolution = resolucion
|
||||
deseleccionar_todo()
|
||||
|
||||
# creando la esfera ball:
|
||||
deseleccionar_todo()
|
||||
seleccionar_por_nombre(cuboslink[0].name)
|
||||
entrar_en_editmode()
|
||||
z = cuboslink[0].scale.z + longitud / 2
|
||||
bpy.ops.view3d.snap_cursor_to_selected()
|
||||
bpy.ops.mesh.primitive_uv_sphere_add(
|
||||
view_align=False, enter_editmode=False,
|
||||
layers=(True, False, False, False, False, False, False,
|
||||
False, False, False, False, False, False, False,
|
||||
False, False, False, False, False, False)
|
||||
)
|
||||
bpy.ops.transform.translate(
|
||||
value=(0, 0, -z + 2), constraint_axis=(False, False, True),
|
||||
constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED',
|
||||
proportional_edit_falloff='SMOOTH', proportional_size=1
|
||||
)
|
||||
bpy.ops.transform.resize(
|
||||
value=(longitud / 2, longitud / 2, longitud / 2),
|
||||
constraint_axis=(False, False, False),
|
||||
constraint_orientation='GLOBAL',
|
||||
mirror=False, proportional='DISABLED',
|
||||
proportional_edit_falloff='SMOOTH', proportional_size=1
|
||||
)
|
||||
deselect_all_in_edit_mode(cuboslink[0])
|
||||
salir_de_editmode()
|
||||
bpy.ops.object.shade_smooth()
|
||||
bpy.context.object.rigid_body.mass = masa
|
||||
bpy.ops.object.origin_set(type='ORIGIN_CENTER_OF_MASS')
|
||||
|
||||
# lo subo todo para arriba un poco mas:
|
||||
seleccionar_todo()
|
||||
deseleccionar_por_nombre("groundplane")
|
||||
bpy.ops.transform.translate(
|
||||
value=(0, 0, offset_del_suelo_real),
|
||||
constraint_axis=(False, False, True),
|
||||
constraint_orientation='GLOBAL', mirror=False,
|
||||
proportional='DISABLED', proportional_edit_falloff='SMOOTH',
|
||||
proportional_size=1
|
||||
)
|
||||
|
||||
deseleccionar_todo()
|
||||
seleccionar_por_nombre(cuboslink[-1].name)
|
||||
bpy.ops.rigidbody.objects_add(type='PASSIVE')
|
||||
|
||||
bpy.context.scene.rigidbody_world.steps_per_second = world_steps
|
||||
bpy.context.scene.rigidbody_world.solver_iterations = solver_iterations
|
||||
|
||||
# para mover todo desde el primero de arriba:
|
||||
seleccionar_por_nombre(cuboslink[-1].name)
|
||||
bpy.ops.view3d.snap_cursor_to_selected()
|
||||
seleccionar_todo()
|
||||
deseleccionar_por_nombre("groundplane")
|
||||
deseleccionar_por_nombre(cuboslink[-1].name)
|
||||
bpy.context.space_data.pivot_point = 'CURSOR'
|
||||
bpy.ops.transform.rotate(
|
||||
value=rotrope, axis=(1, 0, 0),
|
||||
constraint_axis=(True, False, False),
|
||||
constraint_orientation='GLOBAL',
|
||||
mirror=False, proportional='DISABLED',
|
||||
proportional_edit_falloff='SMOOTH',
|
||||
proportional_size=1
|
||||
)
|
||||
bpy.context.space_data.pivot_point = 'MEDIAN_POINT'
|
||||
deseleccionar_todo()
|
||||
|
||||
seleccionar_por_nombre("Cuerda")
|
||||
bpy.context.object.data.fill_mode = 'FULL'
|
||||
bpy.context.object.data.bevel_depth = radiorope
|
||||
for ob in bpy.data.objects:
|
||||
if ob.name != cuboslink[0].name:
|
||||
if ob.name.find("CubeLink") >= 0:
|
||||
deseleccionar_todo()
|
||||
seleccionar_por_nombre(ob.name)
|
||||
if hidecubeslinks:
|
||||
bpy.context.object.hide = True
|
||||
ocultar_relationships()
|
||||
deseleccionar_todo()
|
||||
return {'FINISHED'}
|
||||
|
||||
def invoke(self, context, event):
|
||||
return context.window_manager.invoke_props_dialog(self, width=310)
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
box = layout.box()
|
||||
col = box.column()
|
||||
col.label("Rope settings:")
|
||||
rowsub0 = col.row()
|
||||
rowsub0.prop(self, "hidecubes", text='Hide Link Cubes')
|
||||
rowsub1 = col.row()
|
||||
rowsub1.prop(self, "ropelenght2", text='Length')
|
||||
rowsub1.prop(self, "ropesegments2", text='Segments')
|
||||
rowsub2 = col.row()
|
||||
rowsub2.prop(self, "radiuscubes", text='Radius Link Cubes')
|
||||
rowsub2.prop(self, "radiusrope", text='Radius Rope')
|
||||
rowsub3 = col.row()
|
||||
rowsub3.prop(self, "grados", text='Degrees')
|
||||
rowsub3.prop(self, "separacion", text='Separation Link Cubes')
|
||||
|
||||
col.label("Quality Settings:")
|
||||
col.prop(self, "resrope", text='Resolution Rope')
|
||||
col.prop(self, "massball", text='Ball Mass')
|
||||
col.prop(self, "worldsteps", text='World Steps')
|
||||
col.prop(self, "solveriterations", text='Solver Iterarions')
|
||||
|
||||
|
||||
# Register
|
||||
|
||||
def register():
|
||||
bpy.utils.register_module(__name__)
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_module(__name__)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
|
@ -0,0 +1,185 @@
|
|||
# gpl: author meta-androcto
|
||||
|
||||
import bpy
|
||||
from bpy.types import Operator
|
||||
|
||||
|
||||
class add_BI_scene(Operator):
|
||||
bl_idname = "bi.add_scene"
|
||||
bl_label = "Create test scene"
|
||||
bl_description = "BI Scene with Objects"
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
def execute(self, context):
|
||||
blend_data = context.blend_data
|
||||
# ob = bpy.context.active_object
|
||||
|
||||
# add new scene
|
||||
bpy.ops.scene.new(type="NEW")
|
||||
scene = bpy.context.scene
|
||||
scene.name = "scene_materials"
|
||||
|
||||
# render settings
|
||||
render = scene.render
|
||||
render.resolution_x = 1920
|
||||
render.resolution_y = 1080
|
||||
render.resolution_percentage = 50
|
||||
|
||||
# add new world
|
||||
world = bpy.data.worlds.new("Materials_World")
|
||||
scene.world = world
|
||||
world.use_sky_blend = True
|
||||
world.use_sky_paper = True
|
||||
world.horizon_color = (0.004393, 0.02121, 0.050)
|
||||
world.zenith_color = (0.03335, 0.227, 0.359)
|
||||
world.light_settings.use_ambient_occlusion = True
|
||||
world.light_settings.ao_factor = 0.25
|
||||
|
||||
# add camera
|
||||
bpy.ops.object.camera_add(
|
||||
location=(7.48113, -6.50764, 5.34367),
|
||||
rotation=(1.109319, 0.010817, 0.814928)
|
||||
)
|
||||
cam = bpy.context.active_object.data
|
||||
cam.lens = 35
|
||||
cam.draw_size = 0.1
|
||||
bpy.ops.view3d.viewnumpad(type='CAMERA')
|
||||
|
||||
# add point lamp
|
||||
bpy.ops.object.lamp_add(
|
||||
type="POINT", location=(4.07625, 1.00545, 5.90386),
|
||||
rotation=(0.650328, 0.055217, 1.866391)
|
||||
)
|
||||
lamp1 = bpy.context.active_object.data
|
||||
lamp1.name = "Point_Right"
|
||||
lamp1.energy = 1.0
|
||||
lamp1.distance = 30.0
|
||||
lamp1.shadow_method = "RAY_SHADOW"
|
||||
lamp1.use_sphere = True
|
||||
|
||||
# add point lamp2
|
||||
bpy.ops.object.lamp_add(
|
||||
type="POINT", location=(-0.57101, -4.24586, 5.53674),
|
||||
rotation=(1.571, 0, 0.785)
|
||||
)
|
||||
lamp2 = bpy.context.active_object.data
|
||||
lamp2.name = "Point_Left"
|
||||
lamp2.energy = 1.0
|
||||
lamp2.distance = 30.0
|
||||
|
||||
# Add cube
|
||||
bpy.ops.mesh.primitive_cube_add()
|
||||
bpy.ops.object.editmode_toggle()
|
||||
bpy.ops.mesh.subdivide(number_cuts=2)
|
||||
bpy.ops.uv.unwrap(method='CONFORMAL', margin=0.001)
|
||||
bpy.ops.object.editmode_toggle()
|
||||
|
||||
cube = bpy.context.active_object
|
||||
# add new material
|
||||
cubeMaterial = blend_data.materials.new("Cube_Material")
|
||||
bpy.ops.object.material_slot_add()
|
||||
cube.material_slots[0].material = cubeMaterial
|
||||
# Diffuse
|
||||
cubeMaterial.preview_render_type = "CUBE"
|
||||
cubeMaterial.diffuse_color = (1.000, 0.373, 0.00)
|
||||
cubeMaterial.diffuse_shader = 'OREN_NAYAR'
|
||||
cubeMaterial.diffuse_intensity = 1.0
|
||||
cubeMaterial.roughness = 0.09002
|
||||
# Specular
|
||||
cubeMaterial.specular_color = (1.000, 0.800, 0.136)
|
||||
cubeMaterial.specular_shader = "PHONG"
|
||||
cubeMaterial.specular_intensity = 1.0
|
||||
cubeMaterial.specular_hardness = 511.0
|
||||
# Shading
|
||||
cubeMaterial.ambient = 1.00
|
||||
cubeMaterial.use_cubic = False
|
||||
# Transparency
|
||||
cubeMaterial.use_transparency = False
|
||||
cubeMaterial.alpha = 0
|
||||
# Mirror
|
||||
cubeMaterial.raytrace_mirror.use = True
|
||||
cubeMaterial.mirror_color = (1.000, 0.793, 0.0)
|
||||
cubeMaterial.raytrace_mirror.reflect_factor = 0.394
|
||||
cubeMaterial.raytrace_mirror.fresnel = 2.0
|
||||
cubeMaterial.raytrace_mirror.fresnel_factor = 1.641
|
||||
cubeMaterial.raytrace_mirror.fade_to = "FADE_TO_SKY"
|
||||
cubeMaterial.raytrace_mirror.gloss_anisotropic = 1.0
|
||||
# Shadow
|
||||
cubeMaterial.use_transparent_shadows = True
|
||||
|
||||
# Add a texture
|
||||
cubetex = blend_data.textures.new("CloudTex", type='CLOUDS')
|
||||
cubetex.noise_type = 'SOFT_NOISE'
|
||||
cubetex.noise_scale = 0.25
|
||||
mtex = cubeMaterial.texture_slots.add()
|
||||
mtex.texture = cubetex
|
||||
mtex.texture_coords = 'ORCO'
|
||||
mtex.scale = (0.800, 0.800, 0.800)
|
||||
mtex.use_map_mirror = True
|
||||
mtex.mirror_factor = 0.156
|
||||
mtex.use_map_color_diffuse = True
|
||||
mtex.diffuse_color_factor = 0.156
|
||||
mtex.use_map_normal = True
|
||||
mtex.normal_factor = 0.010
|
||||
mtex.blend_type = "ADD"
|
||||
mtex.use_rgb_to_intensity = True
|
||||
mtex.color = (1.000, 0.207, 0.000)
|
||||
|
||||
# Add monkey
|
||||
bpy.ops.mesh.primitive_monkey_add(location=(-0.1, 0.08901, 1.505))
|
||||
bpy.ops.transform.rotate(value=(1.15019), axis=(0, 0, 1))
|
||||
bpy.ops.transform.rotate(value=(-0.673882), axis=(0, 1, 0))
|
||||
bpy.ops.transform.rotate(value=-0.055, axis=(1, 0, 0))
|
||||
bpy.ops.object.modifier_add(type='SUBSURF')
|
||||
bpy.ops.object.shade_smooth()
|
||||
monkey = bpy.context.active_object
|
||||
# add new material
|
||||
monkeyMaterial = blend_data.materials.new("Monkey_Material")
|
||||
bpy.ops.object.material_slot_add()
|
||||
monkey.material_slots[0].material = monkeyMaterial
|
||||
# Material settings
|
||||
monkeyMaterial.preview_render_type = "MONKEY"
|
||||
monkeyMaterial.diffuse_color = (0.239, 0.288, 0.288)
|
||||
monkeyMaterial.specular_color = (0.604, 0.465, 0.136)
|
||||
monkeyMaterial.diffuse_shader = 'LAMBERT'
|
||||
monkeyMaterial.diffuse_intensity = 1.0
|
||||
monkeyMaterial.specular_intensity = 0.3
|
||||
monkeyMaterial.ambient = 0
|
||||
monkeyMaterial.type = 'SURFACE'
|
||||
monkeyMaterial.use_cubic = True
|
||||
monkeyMaterial.use_transparency = False
|
||||
monkeyMaterial.alpha = 0
|
||||
monkeyMaterial.use_transparent_shadows = True
|
||||
monkeyMaterial.raytrace_mirror.use = True
|
||||
monkeyMaterial.raytrace_mirror.reflect_factor = 0.65
|
||||
monkeyMaterial.raytrace_mirror.fade_to = "FADE_TO_MATERIAL"
|
||||
|
||||
# Add plane
|
||||
bpy.ops.mesh.primitive_plane_add(
|
||||
radius=50, view_align=False, enter_editmode=False, location=(0, 0, -1)
|
||||
)
|
||||
bpy.ops.object.editmode_toggle()
|
||||
bpy.ops.transform.rotate(
|
||||
value=-0.8, axis=(0, 0, 1), constraint_axis=(False, False, True),
|
||||
constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED',
|
||||
proportional_edit_falloff='SMOOTH', proportional_size=1
|
||||
)
|
||||
bpy.ops.uv.unwrap(method='CONFORMAL', margin=0.001)
|
||||
bpy.ops.object.editmode_toggle()
|
||||
plane = bpy.context.active_object
|
||||
# add new material
|
||||
planeMaterial = blend_data.materials.new("Plane_Material")
|
||||
bpy.ops.object.material_slot_add()
|
||||
plane.material_slots[0].material = planeMaterial
|
||||
# Material settings
|
||||
planeMaterial.preview_render_type = "CUBE"
|
||||
planeMaterial.diffuse_color = (0.2, 0.2, 0.2)
|
||||
planeMaterial.specular_color = (0.604, 0.465, 0.136)
|
||||
planeMaterial.specular_intensity = 0.3
|
||||
planeMaterial.ambient = 0
|
||||
planeMaterial.use_cubic = True
|
||||
planeMaterial.use_transparency = False
|
||||
planeMaterial.alpha = 0
|
||||
planeMaterial.use_transparent_shadows = True
|
||||
|
||||
return {"FINISHED"}
|
|
@ -0,0 +1,130 @@
|
|||
# gpl: author meta-androcto
|
||||
|
||||
import bpy
|
||||
from bpy.types import Operator
|
||||
|
||||
|
||||
class add_cycles_scene(Operator):
|
||||
bl_idname = "objects_cycles.add_scene"
|
||||
bl_label = "Create test scene"
|
||||
bl_description = "Cycles Scene with Objects"
|
||||
bl_options = {'REGISTER'}
|
||||
|
||||
def execute(self, context):
|
||||
blend_data = context.blend_data
|
||||
# ob = bpy.context.active_object
|
||||
|
||||
# add new scene
|
||||
bpy.ops.scene.new(type="NEW")
|
||||
scene = bpy.context.scene
|
||||
bpy.context.scene.render.engine = 'CYCLES'
|
||||
scene.name = "scene_object_cycles"
|
||||
|
||||
# render settings
|
||||
render = scene.render
|
||||
render.resolution_x = 1920
|
||||
render.resolution_y = 1080
|
||||
render.resolution_percentage = 50
|
||||
|
||||
# add new world
|
||||
world = bpy.data.worlds.new("Cycles_Object_World")
|
||||
scene.world = world
|
||||
world.use_sky_blend = True
|
||||
world.use_sky_paper = True
|
||||
world.horizon_color = (0.004393, 0.02121, 0.050)
|
||||
world.zenith_color = (0.03335, 0.227, 0.359)
|
||||
world.light_settings.use_ambient_occlusion = True
|
||||
world.light_settings.ao_factor = 0.25
|
||||
|
||||
# add camera
|
||||
bpy.ops.object.camera_add(
|
||||
location=(7.48113, -6.50764, 5.34367),
|
||||
rotation=(1.109319, 0.010817, 0.814928)
|
||||
)
|
||||
cam = bpy.context.active_object.data
|
||||
cam.lens = 35
|
||||
cam.draw_size = 0.1
|
||||
bpy.ops.view3d.viewnumpad(type='CAMERA')
|
||||
|
||||
# add point lamp
|
||||
bpy.ops.object.lamp_add(
|
||||
type="POINT", location=(4.07625, 1.00545, 5.90386),
|
||||
rotation=(0.650328, 0.055217, 1.866391)
|
||||
)
|
||||
lamp1 = bpy.context.active_object.data
|
||||
lamp1.name = "Point_Right"
|
||||
lamp1.energy = 1.0
|
||||
lamp1.distance = 30.0
|
||||
lamp1.shadow_method = "RAY_SHADOW"
|
||||
lamp1.use_sphere = True
|
||||
|
||||
# add point lamp2
|
||||
bpy.ops.object.lamp_add(
|
||||
type="POINT", location=(-0.57101, -4.24586, 5.53674),
|
||||
rotation=(1.571, 0, 0.785)
|
||||
)
|
||||
lamp2 = bpy.context.active_object.data
|
||||
lamp2.name = "Point_Left"
|
||||
lamp2.energy = 1.0
|
||||
lamp2.distance = 30.0
|
||||
|
||||
# Add cube
|
||||
bpy.ops.mesh.primitive_cube_add()
|
||||
bpy.ops.object.editmode_toggle()
|
||||
bpy.ops.mesh.subdivide(number_cuts=2)
|
||||
bpy.ops.uv.unwrap(method='CONFORMAL', margin=0.001)
|
||||
bpy.ops.object.editmode_toggle()
|
||||
cube = bpy.context.active_object
|
||||
|
||||
# add cube material
|
||||
cubeMaterial = blend_data.materials.new("Cycles_Cube_Material")
|
||||
bpy.ops.object.material_slot_add()
|
||||
cube.material_slots[0].material = cubeMaterial
|
||||
# Diffuse
|
||||
cubeMaterial.preview_render_type = "CUBE"
|
||||
cubeMaterial.diffuse_color = (1.000, 0.373, 0.00)
|
||||
# Cycles
|
||||
cubeMaterial.use_nodes = True
|
||||
|
||||
# Add monkey
|
||||
bpy.ops.mesh.primitive_monkey_add(location=(-0.1, 0.08901, 1.505))
|
||||
bpy.ops.transform.rotate(value=(1.15019), axis=(0, 0, 1))
|
||||
bpy.ops.transform.rotate(value=(-0.673882), axis=(0, 1, 0))
|
||||
bpy.ops.transform.rotate(value=-0.055, axis=(1, 0, 0))
|
||||
|
||||
bpy.ops.object.modifier_add(type='SUBSURF')
|
||||
bpy.ops.object.shade_smooth()
|
||||
monkey = bpy.context.active_object
|
||||
|
||||
# add monkey material
|
||||
monkeyMaterial = blend_data.materials.new("Cycles_Monkey_Material")
|
||||
bpy.ops.object.material_slot_add()
|
||||
monkey.material_slots[0].material = monkeyMaterial
|
||||
# Diffuse
|
||||
monkeyMaterial.preview_render_type = "MONKEY"
|
||||
monkeyMaterial.diffuse_color = (0.239, 0.288, 0.288)
|
||||
# Cycles
|
||||
monkeyMaterial.use_nodes = True
|
||||
|
||||
# Add plane
|
||||
bpy.ops.mesh.primitive_plane_add(
|
||||
radius=50, view_align=False,
|
||||
enter_editmode=False, location=(0, 0, -1)
|
||||
)
|
||||
bpy.ops.object.editmode_toggle()
|
||||
bpy.ops.transform.rotate(value=-0.8, axis=(0, 0, 1), constraint_axis=(False, False, True))
|
||||
bpy.ops.uv.unwrap(method='CONFORMAL', margin=0.001)
|
||||
bpy.ops.object.editmode_toggle()
|
||||
plane = bpy.context.active_object
|
||||
|
||||
# add plane material
|
||||
planeMaterial = blend_data.materials.new("Cycles_Plane_Material")
|
||||
bpy.ops.object.material_slot_add()
|
||||
plane.material_slots[0].material = planeMaterial
|
||||
# Diffuse
|
||||
planeMaterial.preview_render_type = "FLAT"
|
||||
planeMaterial.diffuse_color = (0.2, 0.2, 0.2)
|
||||
# Cycles
|
||||
planeMaterial.use_nodes = True
|
||||
|
||||
return {'FINISHED'}
|
|
@ -0,0 +1,66 @@
|
|||
# gpl: author meta-androcto
|
||||
|
||||
import bpy
|
||||
from bpy.types import Operator
|
||||
|
||||
|
||||
class add_texture_scene(Operator):
|
||||
bl_idname = "objects_texture.add_scene"
|
||||
bl_label = "Create test scene"
|
||||
bl_description = "Cycles Scene: Camera aligned to plane"
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
def execute(self, context):
|
||||
blend_data = context.blend_data
|
||||
# ob = bpy.context.active_object
|
||||
|
||||
# add new scene
|
||||
bpy.ops.scene.new(type="NEW")
|
||||
scene = bpy.context.scene
|
||||
bpy.context.scene.render.engine = 'CYCLES'
|
||||
scene.name = "scene_texture_cycles"
|
||||
|
||||
# render settings
|
||||
render = scene.render
|
||||
render.resolution_x = 1080
|
||||
render.resolution_y = 1080
|
||||
render.resolution_percentage = 100
|
||||
|
||||
# add new world
|
||||
world = bpy.data.worlds.new("Cycles_Textures_World")
|
||||
scene.world = world
|
||||
world.use_sky_blend = True
|
||||
world.use_sky_paper = True
|
||||
world.horizon_color = (0.004393, 0.02121, 0.050)
|
||||
world.zenith_color = (0.03335, 0.227, 0.359)
|
||||
world.light_settings.use_ambient_occlusion = True
|
||||
world.light_settings.ao_factor = 0.5
|
||||
|
||||
# add camera
|
||||
bpy.ops.view3d.viewnumpad(type='TOP')
|
||||
bpy.ops.object.camera_add(location=(0, 0, 2.1850), rotation=(0, 0, 0), view_align=True)
|
||||
cam = bpy.context.active_object.data
|
||||
cam.lens = 35
|
||||
cam.draw_size = 0.1
|
||||
|
||||
# add plane
|
||||
bpy.ops.mesh.primitive_plane_add(enter_editmode=True, location=(0, 0, 0))
|
||||
bpy.ops.mesh.subdivide(number_cuts=10, smoothness=0)
|
||||
bpy.ops.uv.unwrap(method='CONFORMAL', margin=0.001)
|
||||
bpy.ops.object.editmode_toggle()
|
||||
plane = bpy.context.active_object
|
||||
|
||||
# add plane material
|
||||
planeMaterial = blend_data.materials.new("Cycles_Plane_Material")
|
||||
bpy.ops.object.material_slot_add()
|
||||
plane.material_slots[0].material = planeMaterial
|
||||
# Diffuse
|
||||
planeMaterial.preview_render_type = "FLAT"
|
||||
planeMaterial.diffuse_color = (0.2, 0.2, 0.2)
|
||||
# Cycles
|
||||
planeMaterial.use_nodes = True
|
||||
|
||||
# Back to Scene
|
||||
sc = bpy.context.scene
|
||||
bpy.ops.view3d.viewnumpad(type='CAMERA')
|
||||
return {'FINISHED'}
|
|
@ -0,0 +1,225 @@
|
|||
# gpl: author Daniel Schalla
|
||||
|
||||
import bpy
|
||||
from bpy.types import Operator
|
||||
from bpy.props import (
|
||||
EnumProperty,
|
||||
FloatProperty,
|
||||
IntProperty,
|
||||
)
|
||||
from math import (
|
||||
sin,
|
||||
cos,
|
||||
radians,
|
||||
sqrt,
|
||||
)
|
||||
|
||||
|
||||
class TriLighting(Operator):
|
||||
bl_idname = "object.trilighting"
|
||||
bl_label = "Tri-Lighting Creator"
|
||||
bl_description = ("Add 3 Point Lighting to Selected / Active Object\n"
|
||||
"Needs an active object in the scene")
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
height = FloatProperty(
|
||||
name="Height",
|
||||
default=5
|
||||
)
|
||||
distance = FloatProperty(
|
||||
name="Distance",
|
||||
default=5,
|
||||
min=0.1,
|
||||
subtype="DISTANCE"
|
||||
)
|
||||
energy = IntProperty(
|
||||
name="Base Energy",
|
||||
default=3,
|
||||
min=1
|
||||
)
|
||||
contrast = IntProperty(
|
||||
name="Contrast",
|
||||
default=50,
|
||||
min=-100, max=100,
|
||||
subtype="PERCENTAGE"
|
||||
)
|
||||
leftangle = IntProperty(
|
||||
name="Left Angle",
|
||||
default=26,
|
||||
min=1, max=90,
|
||||
subtype="ANGLE"
|
||||
)
|
||||
rightangle = IntProperty(
|
||||
name="Right Angle",
|
||||
default=45,
|
||||
min=1, max=90,
|
||||
subtype="ANGLE"
|
||||
)
|
||||
backangle = IntProperty(
|
||||
name="Back Angle",
|
||||
default=235,
|
||||
min=90, max=270,
|
||||
subtype="ANGLE"
|
||||
)
|
||||
Light_Type_List = [('POINT', 'Point', 'Point Light'),
|
||||
('SUN', 'Sun', 'Sun Light'),
|
||||
('SPOT', 'Spot', 'Spot Light'),
|
||||
('HEMI', 'Hemi', 'Hemi Light'),
|
||||
('AREA', 'Area', 'Area Light')]
|
||||
primarytype = EnumProperty(
|
||||
attr='tl_type',
|
||||
name="Key Type",
|
||||
description="Choose the type off Key Light you would like",
|
||||
items=Light_Type_List,
|
||||
default='HEMI'
|
||||
)
|
||||
secondarytype = EnumProperty(
|
||||
attr='tl_type',
|
||||
name="Fill + Back Type",
|
||||
description="Choose the type off secondary Light you would like",
|
||||
items=Light_Type_List,
|
||||
default="POINT"
|
||||
)
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return context.active_object is not None
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
|
||||
layout.label("Position:")
|
||||
col = layout.column(align=True)
|
||||
col.prop(self, "height")
|
||||
col.prop(self, "distance")
|
||||
|
||||
layout.label("Light:")
|
||||
col = layout.column(align=True)
|
||||
col.prop(self, "energy")
|
||||
col.prop(self, "contrast")
|
||||
|
||||
layout.label("Orientation:")
|
||||
col = layout.column(align=True)
|
||||
col.prop(self, "leftangle")
|
||||
col.prop(self, "rightangle")
|
||||
col.prop(self, "backangle")
|
||||
|
||||
col = layout.column()
|
||||
col.label("Key Light Type:")
|
||||
col.prop(self, "primarytype", text="")
|
||||
col.label("Fill + Back Type:")
|
||||
col.prop(self, "secondarytype", text="")
|
||||
|
||||
def execute(self, context):
|
||||
scene = context.scene
|
||||
view = context.space_data
|
||||
if view.type == 'VIEW_3D' and not view.lock_camera_and_layers:
|
||||
camera = view.camera
|
||||
else:
|
||||
camera = scene.camera
|
||||
|
||||
if (camera is None):
|
||||
cam_data = bpy.data.cameras.new(name='Camera')
|
||||
cam_obj = bpy.data.objects.new(name='Camera', object_data=cam_data)
|
||||
scene.objects.link(cam_obj)
|
||||
scene.camera = cam_obj
|
||||
bpy.ops.view3d.camera_to_view()
|
||||
camera = cam_obj
|
||||
bpy.ops.view3d.viewnumpad(type='TOP')
|
||||
|
||||
obj = bpy.context.scene.objects.active
|
||||
|
||||
# Calculate Energy for each Lamp
|
||||
if(self.contrast > 0):
|
||||
keyEnergy = self.energy
|
||||
backEnergy = (self.energy / 100) * abs(self.contrast)
|
||||
fillEnergy = (self.energy / 100) * abs(self.contrast)
|
||||
else:
|
||||
keyEnergy = (self.energy / 100) * abs(self.contrast)
|
||||
backEnergy = self.energy
|
||||
fillEnergy = self.energy
|
||||
|
||||
# Calculate Direction for each Lamp
|
||||
|
||||
# Calculate current Distance and get Delta
|
||||
obj_position = obj.location
|
||||
cam_position = camera.location
|
||||
|
||||
delta_position = cam_position - obj_position
|
||||
vector_length = sqrt(
|
||||
(pow(delta_position.x, 2) +
|
||||
pow(delta_position.y, 2) +
|
||||
pow(delta_position.z, 2))
|
||||
)
|
||||
if not vector_length:
|
||||
# division by zero most likely
|
||||
self.report({'WARNING'}, "Operation Cancelled. No viable object in the scene")
|
||||
return {'CANCELLED'}
|
||||
|
||||
single_vector = (1 / vector_length) * delta_position
|
||||
|
||||
# Calc back position
|
||||
singleback_vector = single_vector.copy()
|
||||
singleback_vector.x = cos(radians(self.backangle)) * single_vector.x + \
|
||||
(-sin(radians(self.backangle)) * single_vector.y)
|
||||
|
||||
singleback_vector.y = sin(radians(self.backangle)) * single_vector.x + \
|
||||
(cos(radians(self.backangle)) * single_vector.y)
|
||||
|
||||
backx = obj_position.x + self.distance * singleback_vector.x
|
||||
backy = obj_position.y + self.distance * singleback_vector.y
|
||||
|
||||
backData = bpy.data.lamps.new(name="TriLamp-Back", type=self.secondarytype)
|
||||
backData.energy = backEnergy
|
||||
|
||||
backLamp = bpy.data.objects.new(name="TriLamp-Back", object_data=backData)
|
||||
scene.objects.link(backLamp)
|
||||
backLamp.location = (backx, backy, self.height)
|
||||
|
||||
trackToBack = backLamp.constraints.new(type="TRACK_TO")
|
||||
trackToBack.target = obj
|
||||
trackToBack.track_axis = "TRACK_NEGATIVE_Z"
|
||||
trackToBack.up_axis = "UP_Y"
|
||||
|
||||
# Calc right position
|
||||
singleright_vector = single_vector.copy()
|
||||
singleright_vector.x = cos(radians(self.rightangle)) * single_vector.x + \
|
||||
(-sin(radians(self.rightangle)) * single_vector.y)
|
||||
|
||||
singleright_vector.y = sin(radians(self.rightangle)) * single_vector.x + \
|
||||
(cos(radians(self.rightangle)) * single_vector.y)
|
||||
|
||||
rightx = obj_position.x + self.distance * singleright_vector.x
|
||||
righty = obj_position.y + self.distance * singleright_vector.y
|
||||
|
||||
rightData = bpy.data.lamps.new(name="TriLamp-Fill", type=self.secondarytype)
|
||||
rightData.energy = fillEnergy
|
||||
rightLamp = bpy.data.objects.new(name="TriLamp-Fill", object_data=rightData)
|
||||
scene.objects.link(rightLamp)
|
||||
rightLamp.location = (rightx, righty, self.height)
|
||||
trackToRight = rightLamp.constraints.new(type="TRACK_TO")
|
||||
trackToRight.target = obj
|
||||
trackToRight.track_axis = "TRACK_NEGATIVE_Z"
|
||||
trackToRight.up_axis = "UP_Y"
|
||||
|
||||
# Calc left position
|
||||
singleleft_vector = single_vector.copy()
|
||||
singleleft_vector.x = cos(radians(-self.leftangle)) * single_vector.x + \
|
||||
(-sin(radians(-self.leftangle)) * single_vector.y)
|
||||
singleleft_vector.y = sin(radians(-self.leftangle)) * single_vector.x + \
|
||||
(cos(radians(-self.leftangle)) * single_vector.y)
|
||||
leftx = obj_position.x + self.distance * singleleft_vector.x
|
||||
lefty = obj_position.y + self.distance * singleleft_vector.y
|
||||
|
||||
leftData = bpy.data.lamps.new(name="TriLamp-Key", type=self.primarytype)
|
||||
leftData.energy = keyEnergy
|
||||
|
||||
leftLamp = bpy.data.objects.new(name="TriLamp-Key", object_data=leftData)
|
||||
scene.objects.link(leftLamp)
|
||||
leftLamp.location = (leftx, lefty, self.height)
|
||||
trackToLeft = leftLamp.constraints.new(type="TRACK_TO")
|
||||
trackToLeft.target = obj
|
||||
trackToLeft.track_axis = "TRACK_NEGATIVE_Z"
|
||||
trackToLeft.up_axis = "UP_Y"
|
||||
|
||||
return {'FINISHED'}
|
|
@ -0,0 +1,337 @@
|
|||
bl_info = {
|
||||
"name": "Unfold transition",
|
||||
"version": (0, 1, 0),
|
||||
"location": "Tool bar > Animation tab > UnFold Transition",
|
||||
"description": "Simple unfold transition / animation, will separate faces and set up an armature",
|
||||
"category": "Animation"}
|
||||
|
||||
import bpy
|
||||
from bpy.props import (
|
||||
BoolProperty,
|
||||
EnumProperty,
|
||||
FloatProperty,
|
||||
IntProperty,
|
||||
# PointerProperty,
|
||||
)
|
||||
from bpy.types import (
|
||||
Operator,
|
||||
Panel,
|
||||
)
|
||||
from random import (
|
||||
randint,
|
||||
uniform,
|
||||
)
|
||||
from mathutils import Vector
|
||||
from mathutils.geometry import intersect_point_line
|
||||
|
||||
|
||||
bpy.types.WindowManager.modo = EnumProperty(
|
||||
name="",
|
||||
items=[("cursor", "3D Cursor", "Use the Distance to 3D Cursor"),
|
||||
("weight", "Weight Map", "Use a Painted Weight map"),
|
||||
("index", "Mesh Indices", "Use Faces and Vertices index")],
|
||||
description="How to Sort Bones for animation", default="cursor"
|
||||
)
|
||||
bpy.types.WindowManager.flip = BoolProperty(
|
||||
name="Flipping Faces",
|
||||
default=False,
|
||||
description="Rotate faces around the Center & skip Scaling - "
|
||||
"keep checked for both operators"
|
||||
)
|
||||
bpy.types.WindowManager.fold_duration = IntProperty(
|
||||
name="Total Time",
|
||||
min=5, soft_min=25,
|
||||
max=10000, soft_max=2500,
|
||||
default=200,
|
||||
description="Total animation length"
|
||||
)
|
||||
bpy.types.WindowManager.sca_time = IntProperty(
|
||||
name="Scale Time",
|
||||
min=1,
|
||||
max=5000, soft_max=500,
|
||||
default=10,
|
||||
description="Faces scaling time"
|
||||
)
|
||||
bpy.types.WindowManager.rot_time = IntProperty(
|
||||
name="Rotation Time",
|
||||
min=1, soft_min=5,
|
||||
max=5000, soft_max=500,
|
||||
default=15,
|
||||
description="Faces rotation time"
|
||||
)
|
||||
bpy.types.WindowManager.rot_max = IntProperty(
|
||||
name="Angle",
|
||||
min=-180,
|
||||
max=180,
|
||||
default=135,
|
||||
description="Faces rotation angle"
|
||||
)
|
||||
bpy.types.WindowManager.fold_noise = IntProperty(
|
||||
name="Noise",
|
||||
min=0,
|
||||
max=500, soft_max=50,
|
||||
default=0,
|
||||
description="Offset some faces animation"
|
||||
)
|
||||
bpy.types.WindowManager.bounce = FloatProperty(
|
||||
name="Bounce",
|
||||
min=0,
|
||||
max=10, soft_max=2.5,
|
||||
default=0,
|
||||
description="Add some bounce to rotation"
|
||||
)
|
||||
bpy.types.WindowManager.from_point = BoolProperty(
|
||||
name="Point",
|
||||
default=False,
|
||||
description="Scale faces from a Point instead of from an Edge"
|
||||
)
|
||||
bpy.types.WindowManager.wiggle_rot = BoolProperty(
|
||||
name="Wiggle",
|
||||
default=False,
|
||||
description="Use all Axis + Random Rotation instead of X Aligned"
|
||||
)
|
||||
|
||||
|
||||
class Set_Up_Fold(Operator):
|
||||
bl_idname = "object.set_up_fold"
|
||||
bl_label = "Set Up Unfold"
|
||||
bl_description = "Set up Faces and Bones for animation"
|
||||
bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
return (bpy.context.object.type == "MESH")
|
||||
|
||||
def execute(self, context):
|
||||
bpy.ops.object.mode_set()
|
||||
wm = context.window_manager
|
||||
scn = bpy.context.scene
|
||||
obj = bpy.context.object
|
||||
dat = obj.data
|
||||
fac = dat.polygons
|
||||
ver = dat.vertices
|
||||
|
||||
# try to cleanup traces of previous actions
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
bpy.ops.mesh.remove_doubles(threshold=0.0001, use_unselected=True)
|
||||
bpy.ops.object.mode_set()
|
||||
old_vg = [vg for vg in obj.vertex_groups if vg.name.startswith("bone.")]
|
||||
for vg in old_vg:
|
||||
obj.vertex_groups.remove(vg)
|
||||
if "UnFold" in obj.modifiers:
|
||||
arm = obj.modifiers["UnFold"].object
|
||||
rig = arm.data
|
||||
try:
|
||||
scn.objects.unlink(arm)
|
||||
bpy.data.objects.remove(arm)
|
||||
bpy.data.armatures.remove(rig)
|
||||
except:
|
||||
pass
|
||||
obj.modifiers.remove(obj.modifiers["UnFold"])
|
||||
|
||||
# try to obtain the face sequence from the vertex weights
|
||||
if wm.modo == "weight":
|
||||
if len(obj.vertex_groups):
|
||||
i = obj.vertex_groups.active.index
|
||||
W = []
|
||||
for f in fac:
|
||||
v_data = []
|
||||
for v in f.vertices:
|
||||
try:
|
||||
w = ver[v].groups[i].weight
|
||||
v_data.append((w, v))
|
||||
except:
|
||||
v_data.append((0, v))
|
||||
v_data.sort(reverse=True)
|
||||
v1 = ver[v_data[0][1]].co
|
||||
v2 = ver[v_data[1][1]].co
|
||||
cen = Vector(f.center)
|
||||
its = intersect_point_line(cen, v2, v1)
|
||||
head = v2.lerp(v1, its[1])
|
||||
peso = sum([x[0] for x in v_data])
|
||||
W.append((peso, f.index, cen, head))
|
||||
W.sort(reverse=True)
|
||||
S = [x[1:] for x in W]
|
||||
else:
|
||||
self.report({"INFO"}, "First paint a Weight Map for this object")
|
||||
return {"FINISHED"}
|
||||
|
||||
# separate the faces and sort them
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
bpy.ops.mesh.select_all(action="SELECT")
|
||||
bpy.ops.mesh.edge_split()
|
||||
bpy.ops.mesh.select_all(action="SELECT")
|
||||
if wm.modo == "cursor":
|
||||
bpy.context.tool_settings.mesh_select_mode = [True, True, True]
|
||||
bpy.ops.mesh.sort_elements(type="CURSOR_DISTANCE", elements={"VERT", "EDGE", "FACE"})
|
||||
bpy.context.tool_settings.mesh_select_mode = [False, False, True]
|
||||
bpy.ops.object.mode_set()
|
||||
|
||||
# Get sequence of faces and edges from the face / vertex indices
|
||||
if wm.modo != "weight":
|
||||
S = []
|
||||
for f in fac:
|
||||
E = list(f.edge_keys)
|
||||
E.sort()
|
||||
v1 = ver[E[0][0]].co
|
||||
v2 = ver[E[0][1]].co
|
||||
cen = Vector(f.center)
|
||||
its = intersect_point_line(cen, v2, v1)
|
||||
head = v2.lerp(v1, its[1])
|
||||
S.append((f.index, f.center, head))
|
||||
|
||||
# create the armature and the modifier
|
||||
arm = bpy.data.armatures.new("arm")
|
||||
rig = bpy.data.objects.new("rig_" + obj.name, arm)
|
||||
rig.matrix_world = obj.matrix_world
|
||||
scn.objects.link(rig)
|
||||
scn.objects.active = rig
|
||||
bpy.ops.object.mode_set(mode="EDIT")
|
||||
arm.draw_type = "WIRE"
|
||||
rig.show_x_ray = True
|
||||
mod = obj.modifiers.new("UnFold", "ARMATURE")
|
||||
mod.show_in_editmode = True
|
||||
mod.object = rig
|
||||
|
||||
# create bones and vertex groups
|
||||
root = arm.edit_bones.new("bone.000")
|
||||
root.tail = (0, 0, 0)
|
||||
root.head = (0, 0, 1)
|
||||
root.select = True
|
||||
vis = [False, True] + [False] * 30
|
||||
|
||||
for fb in S:
|
||||
f = fac[fb[0]]
|
||||
b = arm.edit_bones.new("bone.000")
|
||||
if wm.flip:
|
||||
b.tail, b.head = fb[2], fb[1]
|
||||
else:
|
||||
b.tail, b.head = fb[1], fb[2]
|
||||
b.align_roll(f.normal)
|
||||
b.select = False
|
||||
b.layers = vis
|
||||
b.parent = root
|
||||
vg = obj.vertex_groups.new(b.name)
|
||||
vg.add(f.vertices, 1, "ADD")
|
||||
|
||||
bpy.ops.object.mode_set()
|
||||
if wm.modo == "weight":
|
||||
obj.vertex_groups.active_index = 0
|
||||
scn.objects.active = rig
|
||||
obj.select = False
|
||||
|
||||
return {"FINISHED"}
|
||||
|
||||
|
||||
class Animate_Fold(Operator):
|
||||
bl_idname = "object.animate_fold"
|
||||
bl_label = "Animate Unfold"
|
||||
bl_description = "Animate bones to simulate unfold... Starts on current frame"
|
||||
bl_options = {"REGISTER", "UNDO"}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context):
|
||||
obj = bpy.context.object
|
||||
return (obj.type == "ARMATURE" and obj.is_visible(bpy.context.scene))
|
||||
|
||||
def execute(self, context):
|
||||
obj = bpy.context.object
|
||||
scn = bpy.context.scene
|
||||
fra = scn.frame_current
|
||||
wm = context.window_manager
|
||||
|
||||
# clear the animation and get the list of bones
|
||||
if obj.animation_data:
|
||||
obj.animation_data_clear()
|
||||
bpy.ops.object.mode_set(mode="POSE")
|
||||
bones = obj.pose.bones[0].children_recursive
|
||||
if wm.flip:
|
||||
rot = -3.141592
|
||||
else:
|
||||
rot = wm.rot_max / 57.3
|
||||
extra = wm.rot_time * wm.bounce
|
||||
ruido = max(wm.rot_time + extra, wm.sca_time) + wm.fold_noise
|
||||
vel = (wm.fold_duration - ruido) / len(bones)
|
||||
|
||||
# introduce scale and rotation keyframes
|
||||
for a, b in enumerate(bones):
|
||||
t = fra + a * vel + randint(0, wm.fold_noise)
|
||||
if wm.flip:
|
||||
b.scale = (1, 1, 1)
|
||||
elif wm.from_point:
|
||||
b.scale = (0, 0, 0)
|
||||
else:
|
||||
b.scale = (1, 0, 0)
|
||||
if not wm.flip:
|
||||
b.keyframe_insert("scale", frame=t)
|
||||
b.scale = (1, 1, 1)
|
||||
b.keyframe_insert("scale", frame=t + wm.sca_time)
|
||||
if wm.rot_max:
|
||||
b.rotation_mode = "XYZ"
|
||||
if wm.wiggle_rot:
|
||||
euler = (uniform(-rot, rot), uniform(-rot, rot), uniform(-rot, rot))
|
||||
else:
|
||||
euler = (rot, 0, 0)
|
||||
b.rotation_euler = euler
|
||||
b.keyframe_insert("rotation_euler", frame=t)
|
||||
if wm.bounce:
|
||||
val = wm.bounce * -.10
|
||||
b.rotation_euler = (val * euler[0], val * euler[1], val * euler[2])
|
||||
b.keyframe_insert("rotation_euler", frame=t + wm.rot_time + .25 * extra)
|
||||
val = wm.bounce * .05
|
||||
b.rotation_euler = (val * euler[0], val * euler[1], val * euler[2])
|
||||
b.keyframe_insert("rotation_euler", frame=t + wm.rot_time + .50 * extra)
|
||||
val = wm.bounce * -.025
|
||||
b.rotation_euler = (val * euler[0], val * euler[1], val * euler[2])
|
||||
b.keyframe_insert("rotation_euler", frame=t + wm.rot_time + .75 * extra)
|
||||
b.rotation_euler = (0, 0, 0)
|
||||
b.keyframe_insert("rotation_euler", frame=t + wm.rot_time + extra)
|
||||
|
||||
return {"FINISHED"}
|
||||
|
||||
|
||||
class PanelFOLD(Panel):
|
||||
bl_label = "Unfold Transition"
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_region_type = "TOOLS"
|
||||
bl_category = "Create"
|
||||
bl_context = "objectmode"
|
||||
bl_options = {"DEFAULT_CLOSED"}
|
||||
|
||||
def draw(self, context):
|
||||
wm = context.window_manager
|
||||
layout = self.layout
|
||||
column = layout.column()
|
||||
column.operator("object.set_up_fold", text="1. Set Up Unfold")
|
||||
column.prop(wm, "modo")
|
||||
column.prop(wm, "flip")
|
||||
layout.separator()
|
||||
column = layout.column()
|
||||
column.operator("object.animate_fold", text="2. Animate Unfold")
|
||||
column.prop(wm, "fold_duration")
|
||||
column.prop(wm, "sca_time")
|
||||
column.prop(wm, "rot_time")
|
||||
column.prop(wm, "rot_max")
|
||||
row = column.row(align=True)
|
||||
row.prop(wm, "fold_noise")
|
||||
row.prop(wm, "bounce")
|
||||
row = column.row(align=True)
|
||||
row.prop(wm, "wiggle_rot")
|
||||
if not wm.flip:
|
||||
row.prop(wm, "from_point")
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_class(Set_Up_Fold)
|
||||
bpy.utils.register_class(Animate_Fold)
|
||||
bpy.utils.register_class(PanelFOLD)
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.utils.unregister_class(Set_Up_Fold)
|
||||
bpy.utils.unregister_class(Animate_Fold)
|
||||
bpy.utils.unregister_class(PanelFOLD)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
Loading…
Reference in New Issue