Quick Explode operator:

* Sets up a particle system and an explode modifier.
* In "blend" mode requires two selected objects and creates "crossed keyed" particle systems between the objects for a simple blend effect where the first object explodes and then recombines as the second object.
* Also renamed the other quick effect operators as "Quick ..." to bring some consistency to the operators (also nice that now you can just write "quick" to the operator search and get all these operators).
This commit is contained in:
Janne Karhu 2011-06-12 11:14:28 +00:00
parent 09492d9072
commit e8a1d03570

@ -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'}