Quick Explode operator:
authorJanne Karhu <jhkarh@gmail.com>
Sun, 12 Jun 2011 11:14:28 +0000 (11:14 +0000)
committerJanne Karhu <jhkarh@gmail.com>
Sun, 12 Jun 2011 11:14:28 +0000 (11:14 +0000)
* Sets up a particle system and an explode modifier.
* In "blend" mode requires two selected objects and creates "crossed keyed" particle systems between the objects for a simple blend effect where the first object explodes and then recombines as the second object.
* Also renamed the other quick effect operators as "Quick ..." to bring some consistency to the operators (also nice that now you can just write "quick" to the operator search and get all these operators).

release/scripts/startup/bl_operators/object_quick_effects.py

index 21640fa3ee6bef24823f2d0eb099b8ac672807c6..90b0fa0af8352adee120379abb62c2f93f317412 100644 (file)
@@ -22,10 +22,9 @@ from mathutils import Vector
 import bpy
 from bpy.props import BoolProperty, EnumProperty, IntProperty, FloatProperty, FloatVectorProperty
 
-
-class MakeFur(bpy.types.Operator):
-    bl_idname = "object.make_fur"
-    bl_label = "Make Fur"
+class QuickFur(bpy.types.Operator):
+    bl_idname = "object.quick_fur"
+    bl_label = "Quick Fur"
     bl_options = {'REGISTER', 'UNDO'}
 
     density = EnumProperty(items=(
@@ -79,6 +78,155 @@ class MakeFur(bpy.types.Operator):
 
         return {'FINISHED'}
 
+class QuickExplode(bpy.types.Operator):
+    bl_idname = "object.quick_explode"
+    bl_label = "Quick Explode"
+    bl_options = {'REGISTER', 'UNDO'}
+
+    style = EnumProperty(items=(
+                        ('EXPLODE', "Explode", ""),
+                        ('BLEND', "Blend", "")),
+                name="Explode Style",
+                description="",
+                default='EXPLODE')
+
+    amount = IntProperty(name="Amount of pieces",
+            default=100, min=2, max=10000, soft_min=2, soft_max=10000)
+
+    duration = IntProperty(name="Duration",
+            default=50, min=1, max=10000, soft_min=1, soft_max=10000)
+
+    start_frame = IntProperty(name="Start Frame",
+            default=1, min=1, max=10000, soft_min=1, soft_max=10000)
+
+    end_frame = IntProperty(name="End Frame",
+            default=10, min=1, max=10000, soft_min=1, soft_max=10000)
+
+    velocity = FloatProperty(name="Outwards Velocity",
+            default=1, min=0, max=1000, soft_min=0, soft_max=10)
+
+    fade = BoolProperty(name="Fade",
+                description="Fade the pieces over time.",
+                default=True)
+
+    invert_order = BoolProperty(name="Invert Order",
+                description="Blend objects in the opposite direction (only for Blend style explosion).",
+                default=False)
+
+    def execute(self, context):
+        fake_context = bpy.context.copy()
+        mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH']
+
+        if self.style == 'BLEND' and len(mesh_objects) != 2:
+            self.report({'ERROR'}, "Select two mesh objects.")
+            return {'CANCELLED'}
+        elif not mesh_objects:
+            self.report({'ERROR'}, "Select at least one mesh object.")
+            return {'CANCELLED'}
+
+        for obj in mesh_objects:
+            if len(obj.particle_systems) > 0:
+                self.report({'ERROR'}, "Selected object's can't have particle systems.")
+                return {'CANCELLED'}
+
+        if self.fade:
+            tex = bpy.data.textures.new("Explode fade", 'BLEND')
+            tex.use_color_ramp = True
+
+            if self.style == 'BLEND':
+                tex.color_ramp.elements[0].position = 0.333
+                tex.color_ramp.elements[1].position = 0.666
+
+            tex.color_ramp.elements[0].color[3] = 1
+            tex.color_ramp.elements[1].color[3] = 0
+
+        if self.style == 'BLEND':
+            if self.invert_order:
+                from_obj = mesh_objects[1]
+                to_obj = mesh_objects[0]
+            else:
+                from_obj = mesh_objects[0]
+                to_obj = mesh_objects[1]
+
+        for obj in mesh_objects:
+            fake_context["object"] = obj
+            bpy.ops.object.particle_system_add(fake_context)
+
+            settings = obj.particle_systems[-1].settings
+            settings.count = self.amount
+            settings.frame_start = self.start_frame
+            settings.frame_end = self.end_frame - self.duration
+            settings.lifetime = self.duration
+            settings.normal_factor = self.velocity
+            settings.render_type = 'NONE'
+
+            bpy.ops.object.modifier_add(fake_context, type='EXPLODE')
+            explode = obj.modifiers[-1]
+            explode.use_edge_cut = True
+
+            if self.fade:
+                explode.show_dead = False
+                bpy.ops.mesh.uv_texture_add(fake_context);
+                uv = obj.data.uv_textures[-1]
+                uv.name = "Explode fade"
+                explode.particle_uv = uv.name
+
+                if len(obj.material_slots) == 0:
+                    obj.data.materials.append(bpy.data.materials.new("Explode fade"))
+
+                mat = obj.data.materials[0]
+                mat.use_transparency = True
+                mat.use_transparent_shadows = True
+                mat.alpha = 0
+                mat.specular_alpha = 0
+
+                tex_slot = mat.texture_slots.add()
+
+                tex_slot.texture = tex
+                tex_slot.texture_coords = 'UV'
+                tex_slot.uv_layer = uv.name
+
+                tex_slot.use_map_alpha = True
+
+                if self.style == 'BLEND':
+                    if obj == to_obj:
+                        tex_slot.alpha_factor = -1
+                        elem = tex.color_ramp.elements[1]
+                        elem.color[0] = mat.diffuse_color[0]
+                        elem.color[1] = mat.diffuse_color[1]
+                        elem.color[2] = mat.diffuse_color[2]
+                    else:
+                        elem = tex.color_ramp.elements[0]
+                        elem.color[0] = mat.diffuse_color[0]
+                        elem.color[1] = mat.diffuse_color[1]
+                        elem.color[2] = mat.diffuse_color[2]
+                else:
+                    tex_slot.use_map_color_diffuse = False
+
+            if self.style == 'BLEND':
+                settings.physics_type = 'KEYED'
+                settings.use_emit_random = False
+                settings.rotation_mode = 'NOR'
+
+                psys = obj.particle_systems[-1]
+
+                fake_context["particle_system"] = obj.particle_systems[-1]
+                bpy.ops.particle.new_target(fake_context)
+                bpy.ops.particle.new_target(fake_context)
+
+                if obj == from_obj:
+                    psys.targets[1].object = to_obj
+                else:
+                    psys.targets[0].object = from_obj
+                    settings.normal_factor = -self.velocity
+                    explode.show_unborn = False
+                    explode.show_dead = True
+            else:
+                settings.factor_random = self.velocity
+                settings.angular_velocity_factor = self.velocity/10
+
+        return {'FINISHED'}
+
 
 def obj_bb_minmax(obj, min_co, max_co):
     for i in range(0, 8):
@@ -92,9 +240,9 @@ def obj_bb_minmax(obj, min_co, max_co):
         max_co[2] = max(bb_vec[2], max_co[2])
 
 
-class MakeSmoke(bpy.types.Operator):
-    bl_idname = "object.make_smoke"
-    bl_label = "Make Smoke"
+class QuickSmoke(bpy.types.Operator):
+    bl_idname = "object.quick_smoke"
+    bl_label = "Quick Smoke"
     bl_options = {'REGISTER', 'UNDO'}
 
     style = EnumProperty(items=(
@@ -201,9 +349,9 @@ class MakeSmoke(bpy.types.Operator):
         return {'FINISHED'}
 
 
-class MakeFluid(bpy.types.Operator):
-    bl_idname = "object.make_fluid"
-    bl_label = "Make Fluid"
+class QuickFluid(bpy.types.Operator):
+    bl_idname = "object.quick_fluid"
+    bl_label = "Quick Fluid"
     bl_options = {'REGISTER', 'UNDO'}
 
     style = EnumProperty(items=(
@@ -293,4 +441,4 @@ class MakeFluid(bpy.types.Operator):
         if self.start_baking:
             bpy.ops.fluid.bake()
 
-        return {'FINISHED'}
+        return {'FINISHED'}
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