forked from bartvdbraak/blender
pass pep8 checker.
This commit is contained in:
parent
ce2be37026
commit
9ba57b6518
@ -23,11 +23,12 @@ 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"
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
|
||||
density = EnumProperty(items=(
|
||||
('LIGHT', "Light", ""),
|
||||
('MEDIUM', "Medium", ""),
|
||||
@ -35,61 +36,62 @@ class MakeFur(bpy.types.Operator):
|
||||
name="Fur Density",
|
||||
description="",
|
||||
default='MEDIUM')
|
||||
|
||||
|
||||
view_percentage = IntProperty(name="View %",
|
||||
default=10, min=1, max=100, soft_min=1, soft_max=100)
|
||||
|
||||
|
||||
length = FloatProperty(name="Length",
|
||||
default=0.1, min=0.001, max=100, soft_min=0.01, soft_max=10)
|
||||
|
||||
|
||||
def execute(self, context):
|
||||
count = 0
|
||||
for ob in context.selected_objects:
|
||||
|
||||
|
||||
if(ob == None or ob.type != 'MESH'):
|
||||
continue
|
||||
|
||||
|
||||
count += 1
|
||||
|
||||
|
||||
context.scene.objects.active = ob
|
||||
|
||||
|
||||
bpy.ops.object.particle_system_add()
|
||||
|
||||
|
||||
psys = ob.particle_systems[-1]
|
||||
psys.settings.type = 'HAIR'
|
||||
|
||||
|
||||
if self.density == 'LIGHT':
|
||||
psys.settings.count = 100
|
||||
elif self.density == 'MEDIUM':
|
||||
psys.settings.count = 1000
|
||||
elif self.density == 'HEAVY':
|
||||
psys.settings.count = 10000
|
||||
|
||||
|
||||
psys.settings.child_nbr = self.view_percentage
|
||||
psys.settings.hair_length = self.length
|
||||
psys.settings.use_strand_primitive = True
|
||||
psys.settings.use_hair_bspline = True
|
||||
psys.settings.child_type = 'INTERPOLATED'
|
||||
|
||||
|
||||
if count == 0:
|
||||
self.report({'ERROR'}, "Select at least one mesh object.")
|
||||
return {'CANCELLED'}
|
||||
|
||||
|
||||
mat = bpy.data.materials.new("Fur Material")
|
||||
mat.strand.tip_size = 0.25
|
||||
mat.strand.blend_distance = 0.5
|
||||
|
||||
|
||||
for ob in context.selected_objects:
|
||||
ob.data.materials.append(mat)
|
||||
ob.particle_systems[-1].settings.material = len(ob.material_slots)
|
||||
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
class MakeSmoke(bpy.types.Operator):
|
||||
bl_idname = "object.make_smoke"
|
||||
bl_label = "Make Smoke"
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
|
||||
style = EnumProperty(items=(
|
||||
('STREAM', "Stream", ""),
|
||||
('PUFF', "Puff", ""),
|
||||
@ -97,26 +99,26 @@ class MakeSmoke(bpy.types.Operator):
|
||||
name="Smoke Style",
|
||||
description="",
|
||||
default='STREAM')
|
||||
|
||||
|
||||
show_flows = BoolProperty(name="Render Smoke Objects",
|
||||
description="Keep the smoke objects visible during rendering.",
|
||||
default=False)
|
||||
|
||||
|
||||
def execute(self, context):
|
||||
count = 0
|
||||
min_co = Vector((0,0,0))
|
||||
max_co = Vector((0,0,0))
|
||||
min_co = Vector()
|
||||
max_co = Vector()
|
||||
for ob in context.selected_objects:
|
||||
|
||||
|
||||
if(ob == None or ob.type != 'MESH'):
|
||||
continue
|
||||
|
||||
|
||||
context.scene.objects.active = ob
|
||||
|
||||
|
||||
# make each selected object a smoke flow
|
||||
bpy.ops.object.modifier_add(type='SMOKE')
|
||||
ob.modifiers[-1].smoke_type = 'FLOW'
|
||||
|
||||
|
||||
psys = ob.particle_systems[-1]
|
||||
if self.style == 'PUFF':
|
||||
psys.settings.frame_end = psys.settings.frame_start
|
||||
@ -126,18 +128,18 @@ class MakeSmoke(bpy.types.Operator):
|
||||
psys.settings.effector_weights.gravity = -1
|
||||
psys.settings.lifetime = 5
|
||||
psys.settings.count = 100000
|
||||
|
||||
|
||||
ob.modifiers[-2].flow_settings.initial_velocity = True
|
||||
ob.modifiers[-2].flow_settings.temperature = 2
|
||||
|
||||
|
||||
psys.settings.use_render_emitter = self.show_flows
|
||||
if not self.show_flows:
|
||||
ob.draw_type = 'WIRE'
|
||||
|
||||
|
||||
# store bounding box min/max for the domain object
|
||||
for i in range(0, 8):
|
||||
bb_vec = Vector((ob.bound_box[i][0], ob.bound_box[i][1], ob.bound_box[i][2])) * ob.matrix_world
|
||||
|
||||
|
||||
if count == 0 and i == 0:
|
||||
min_co += bb_vec
|
||||
max_co += bb_vec
|
||||
@ -148,26 +150,26 @@ class MakeSmoke(bpy.types.Operator):
|
||||
max_co[0] = max(bb_vec[0], max_co[0])
|
||||
max_co[1] = max(bb_vec[1], max_co[1])
|
||||
max_co[2] = max(bb_vec[2], max_co[2])
|
||||
|
||||
|
||||
count += 1
|
||||
|
||||
|
||||
if count == 0:
|
||||
self.report({'ERROR'}, "Select at least one mesh object.")
|
||||
return {'CANCELLED'}
|
||||
|
||||
|
||||
# add the smoke domain object
|
||||
bpy.ops.mesh.primitive_cube_add()
|
||||
ob = context.active_object
|
||||
ob.name = "Smoke Domain"
|
||||
|
||||
|
||||
# give the smoke some room above the flows
|
||||
ob.location[0] = (max_co[0] + min_co[0]) * 0.5
|
||||
ob.location[1] = (max_co[1] + min_co[1]) * 0.5
|
||||
ob.location[2] = max_co[2] - min_co[2]
|
||||
ob.scale[0] = max_co[0] - min_co[0]
|
||||
ob.scale[1] = max_co[1] - min_co[1]
|
||||
ob.scale[2] = 2*(max_co[2] - min_co[2])
|
||||
|
||||
ob.scale[2] = 2.0 * (max_co[2] - min_co[2])
|
||||
|
||||
# setup smoke domain
|
||||
bpy.ops.object.modifier_add(type='SMOKE')
|
||||
ob.modifiers[-1].smoke_type = 'DOMAIN'
|
||||
@ -175,22 +177,22 @@ class MakeSmoke(bpy.types.Operator):
|
||||
ob.modifiers[-1].domain_settings.use_dissolve_smoke = True
|
||||
ob.modifiers[-1].domain_settings.dissolve_speed = 20
|
||||
ob.modifiers[-1].domain_settings.use_high_resolution = True
|
||||
|
||||
|
||||
# create a volume material with a voxel data texture for the domain
|
||||
bpy.ops.object.material_slot_add()
|
||||
|
||||
|
||||
mat = ob.material_slots[0].material
|
||||
mat.name = "Smoke Domain Material"
|
||||
mat.type = 'VOLUME'
|
||||
mat.volume.density = 0
|
||||
mat.volume.density_scale = 5
|
||||
|
||||
|
||||
mat.texture_slots.add()
|
||||
mat.texture_slots[0].texture = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
|
||||
mat.texture_slots[0].texture.voxel_data.domain_object = ob
|
||||
mat.texture_slots[0].use_map_color_emission = False
|
||||
mat.texture_slots[0].use_map_density = True
|
||||
|
||||
|
||||
# for fire add a second texture for emission and emission color
|
||||
if self.style == 'FIRE':
|
||||
mat.volume.emission = 5
|
||||
@ -198,57 +200,58 @@ class MakeSmoke(bpy.types.Operator):
|
||||
mat.texture_slots[1].texture = bpy.data.textures.new("Smoke Heat", 'VOXEL_DATA')
|
||||
mat.texture_slots[1].texture.voxel_data.domain_object = ob
|
||||
mat.texture_slots[1].texture.use_color_ramp = True
|
||||
|
||||
|
||||
ramp = mat.texture_slots[1].texture.color_ramp
|
||||
|
||||
|
||||
elem = ramp.elements.new(0.333)
|
||||
elem.color[0] = elem.color[3] = 1
|
||||
elem.color[1] = elem.color[2] = 0
|
||||
|
||||
|
||||
elem = ramp.elements.new(0.666)
|
||||
elem.color[0] = elem.color[1] = elem.color[3] = 1
|
||||
elem.color[2] = 0
|
||||
|
||||
|
||||
mat.texture_slots[1].use_map_emission = True
|
||||
mat.texture_slots[1].blend_type = 'MULTIPLY'
|
||||
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
|
||||
|
||||
class MakeFluid(bpy.types.Operator):
|
||||
bl_idname = "object.make_fluid"
|
||||
bl_label = "Make Fluid"
|
||||
bl_options = {'REGISTER', 'UNDO'}
|
||||
|
||||
|
||||
style = EnumProperty(items=(
|
||||
('INFLOW', "Inflow", ""),
|
||||
('BASIC', "Basic", "")),
|
||||
name="Fluid Style",
|
||||
description="",
|
||||
default='BASIC')
|
||||
|
||||
|
||||
initial_velocity = FloatVectorProperty(name="Initial Velocity",
|
||||
description="Initial velocity of the fluid",
|
||||
default=(0.0, 0.0, 0.0), min=-100.0, max=100.0, subtype='VELOCITY')
|
||||
|
||||
|
||||
show_flows = BoolProperty(name="Render Fluid Objects",
|
||||
description="Keep the fluid objects visible during rendering.",
|
||||
default=False)
|
||||
|
||||
|
||||
start_baking = BoolProperty(name="Start Fluid Bake",
|
||||
description="Start baking the fluid immediately after creating the domain object.",
|
||||
default=False)
|
||||
|
||||
|
||||
def execute(self, context):
|
||||
count = 0
|
||||
min_co = Vector((0,0,0))
|
||||
max_co = Vector((0,0,0))
|
||||
min_co = Vector()
|
||||
max_co = Vector()
|
||||
for ob in context.selected_objects:
|
||||
|
||||
|
||||
if(ob == None or ob.type != 'MESH'):
|
||||
continue
|
||||
|
||||
|
||||
context.scene.objects.active = ob
|
||||
|
||||
|
||||
# make each selected object a fluid
|
||||
bpy.ops.object.modifier_add(type='FLUID_SIMULATION')
|
||||
if self.style == 'INFLOW':
|
||||
@ -257,15 +260,15 @@ class MakeFluid(bpy.types.Operator):
|
||||
else:
|
||||
ob.modifiers[-1].settings.type = 'FLUID'
|
||||
ob.modifiers[-1].settings.initial_velocity = self.initial_velocity.copy()
|
||||
|
||||
|
||||
ob.hide_render = not self.show_flows
|
||||
if not self.show_flows:
|
||||
ob.draw_type = 'WIRE'
|
||||
|
||||
|
||||
# store bounding box min/max for the domain object
|
||||
for i in range(0, 8):
|
||||
bb_vec = Vector((ob.bound_box[i][0], ob.bound_box[i][1], ob.bound_box[i][2])) * ob.matrix_world
|
||||
|
||||
|
||||
if count == 0 and i == 0:
|
||||
min_co += bb_vec
|
||||
max_co += bb_vec
|
||||
@ -276,36 +279,36 @@ class MakeFluid(bpy.types.Operator):
|
||||
max_co[0] = max(bb_vec[0], max_co[0])
|
||||
max_co[1] = max(bb_vec[1], max_co[1])
|
||||
max_co[2] = max(bb_vec[2], max_co[2])
|
||||
|
||||
|
||||
count += 1
|
||||
|
||||
|
||||
if count == 0:
|
||||
self.report({'ERROR'}, "Select at least one mesh object.")
|
||||
return {'CANCELLED'}
|
||||
|
||||
|
||||
# add the fluid domain object
|
||||
bpy.ops.mesh.primitive_cube_add()
|
||||
ob = context.active_object
|
||||
ob.name = "Fluid Domain"
|
||||
|
||||
|
||||
# give the smoke some room above the flows
|
||||
ob.location[0] = (max_co[0] + min_co[0]) * 0.5
|
||||
ob.location[1] = (max_co[1] + min_co[1]) * 0.5
|
||||
ob.location[2] = min_co[2] - max_co[2]
|
||||
ob.scale[0] = max_co[0] - min_co[0]
|
||||
ob.scale[1] = max_co[1] - min_co[1]
|
||||
ob.scale[2] = 2*(max_co[2] - min_co[2])
|
||||
|
||||
ob.scale[2] = 2.0 * (max_co[2] - min_co[2])
|
||||
|
||||
# setup smoke domain
|
||||
bpy.ops.object.modifier_add(type='FLUID_SIMULATION')
|
||||
ob.modifiers[-1].settings.type = 'DOMAIN'
|
||||
|
||||
|
||||
# make the domain smooth so it renders nicely
|
||||
bpy.ops.object.shade_smooth()
|
||||
|
||||
|
||||
# create a ray-transparent material for the domain
|
||||
bpy.ops.object.material_slot_add()
|
||||
|
||||
|
||||
mat = ob.material_slots[0].material
|
||||
mat.name = "Fluid Domain Material"
|
||||
mat.specular_intensity = 1
|
||||
@ -315,8 +318,8 @@ class MakeFluid(bpy.types.Operator):
|
||||
mat.transparency_method = 'RAYTRACE'
|
||||
mat.raytrace_transparency.ior = 1.33
|
||||
mat.raytrace_transparency.depth = 4
|
||||
|
||||
|
||||
if self.start_baking:
|
||||
bpy.ops.fluid.bake()
|
||||
|
||||
return {'FINISHED'}
|
||||
|
||||
return {'FINISHED'}
|
||||
|
Loading…
Reference in New Issue
Block a user