Added poll() function to fix crash with no selected objects. Grouped registration functions.

This commit is contained in:
Bart Crouch
2010-04-30 09:58:42 +00:00
parent 7fa83667fb
commit 102ba8e6de

View File

@ -1,4 +1,4 @@
# ##### BEGIN GPL LICENSE BLOCK #####
# ##### 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
@ -20,7 +20,7 @@
bl_addon_info = {
'name': 'Object: Cloud Generator',
'author': 'Nick Keeline(nrk)',
'version': '0.5',
'version': '0.6',
'blender': (2, 5, 3),
'location': 'Tool Shelf ',
'description': 'Creates Volumetric Clouds',
@ -41,6 +41,7 @@ Rev 0.2 Added Point Density turbulence and fixed degenerate
Rev 0.3 Fixed bug in degenerate
Rev 0.4 updated for api change/changed to new apply modifier technique
Rev 0.5 made particle count equation with radius so radius increases with cloud volume
Rev 0.6 added poll function to operator, fixing crash with no selected objects
"""
import bpy
@ -48,9 +49,6 @@ import mathutils
from math import *
from bpy.props import *
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# This routine takes an object and deletes all of the geometry in it
# and adds a bounding box to it.
@ -281,7 +279,342 @@ class VIEW3D_PT_tools_cloud(View3DPanel):
col.label(text="a cloud.")
# col.label(active_obj["CloudMember"])
classes = [VIEW3D_PT_tools_cloud]
class GenerateCloud(bpy.types.Operator):
bl_idname = "cloud.generate_cloud"
bl_label = "Generate Cloud"
bl_description = "Create a Cloud."
bl_register = True
bl_undo = True
def poll(self, context):
if not context.active_object:
return False
else:
return (context.active_object.type=='MESH')
def execute(self, context):
# Make variable that is the current .blend file main data blocks
main = context.main
# Make variable that is the active object selected by user
active_object = context.active_object
# Make variable scene that is current scene
scene = context.scene
# Parameters the user may want to change:
# Number of points this number is multiplied by the volume to get
# the number of points the scripts will put in the volume.
numOfPoints = 1.0
maxNumOfPoints = 100000
scattering = 2.5
pointDensityRadiusFactor = 1.0
densityScale = 1.5
# Should we degnerate?
degenerate = degenerateCloud(active_object)
if degenerate:
# Degenerate Cloud
mainObj = active_object
cloudMembers = active_object.children
createdObjects = []
definitionObjects = []
for member in cloudMembers:
applyScaleRotLoc(scene, member)
if (member["CloudMember"] == "CreatedObj"):
createdObjects.append(member)
else:
definitionObjects.append(member)
for defObj in definitionObjects:
# @todo check if it wouldn't be better to remove this
# in the first place (see del() in degenerateCloud)
#totally agree didn't know how before now...thanks! done.
if "CloudMember" in defObj:
del(defObj["CloudMember"])
for createdObj in createdObjects:
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object and delete it.
createdObj.selected = True
scene.objects.active = createdObj
bpy.ops.object.delete()
# Delete the main object
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object and delete it.
mainObj.selected = True
scene.objects.active = mainObj
# Delete all material slots in mainObj object
for i in range(len(mainObj.material_slots)):
mainObj.active_material_index = i - 1
bpy.ops.object.material_slot_remove()
# Delete the Main Object
bpy.ops.object.delete()
# Select all of the left over boxes so people can immediately
# press generate again if they want.
for eachMember in definitionObjects:
eachMember.max_draw_type = 'SOLID'
eachMember.selected = True
scene.objects.active = eachMember
else:
# Generate Cloud
###############Create Combined Object bounds##################
# Make a list of all Selected objects.
selectedObjects = bpy.context.selected_objects
if not selectedObjects:
selectedObjects = [bpy.context.active_object]
# Create a new object bounds
bounds = addNewObject(scene,
"CloudBounds",
selectedObjects[0])
bounds.max_draw_type = 'BOUNDS'
bounds.restrict_render = False
# Just add a Definition Property designating this
# as the main object.
bounds["CloudMember"] = "MainObj"
# Since we used iteration 0 to copy with object we
# delete it off the list.
firstObject = selectedObjects[0]
del selectedObjects[0]
# Apply location Rotation and Scale to all objects involved.
applyScaleRotLoc(scene, bounds)
for each in selectedObjects:
applyScaleRotLoc(scene, each)
# Let's combine all of them together.
combineObjects(scene, bounds, selectedObjects)
# Let's add some property info to the objects.
for selObj in selectedObjects:
selObj["CloudMember"] = "DefinitioinObj"
selObj.name = "DefinitioinObj"
selObj.max_draw_type = 'WIRE'
selObj.restrict_render = True
makeParent(bounds, selObj, scene)
# Do the same to the 1. object since it is no longer in list.
firstObject["CloudMember"] = "DefinitioinObj"
firstObject.name = "DefinitioinObj"
firstObject.max_draw_type = 'WIRE'
firstObject.restrict_render = True
makeParent(bounds, firstObject, scene)
###############Create Cloud for putting Cloud Mesh############
# Create a new object cloud.
cloud = addNewObject(scene, "CloudMesh", bounds)
cloud["CloudMember"] = "CreatedObj"
cloud.max_draw_type = 'WIRE'
cloud.restrict_render = True
makeParent(bounds, cloud, scene)
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.subdivide(number_cuts=2, fractal=0, smoothness=1)
bpy.ops.object.location_apply()
bpy.ops.mesh.vertices_smooth(repeat=20)
bpy.ops.mesh.tris_convert_to_quads()
bpy.ops.mesh.faces_shade_smooth()
bpy.ops.object.editmode_toggle()
###############Create Particles in cloud obj##################
# Turn off gravity.
scene.use_gravity = False
# Set time to 0.
scene.frame_current = 0
# Add a new particle system.
bpy.ops.object.particle_system_add()
#Particle settings setting it up!
cloudParticles = cloud.active_particle_system
cloudParticles.name = "CloudParticles"
cloudParticles.settings.frame_start = 0
cloudParticles.settings.frame_end = 0
cloudParticles.settings.emit_from = 'VOLUME'
cloudParticles.settings.draw_as = 'DOT'
cloudParticles.settings.ren_as = 'NONE'
cloudParticles.settings.normal_factor = 0
cloudParticles.settings.distribution = 'RAND'
####################Create Volume Material####################
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object.
bounds.selected = True
scene.objects.active = bounds
# Turn bounds object into a box.
makeObjectIntoBoundBox(bounds, .2)
# Delete all material slots in bounds object.
for i in range(len(bounds.material_slots)):
bounds.active_material_index = i - 1
bpy.ops.object.material_slot_remove()
# Add a new material.
cloudMaterial = main.materials.new("CloudMaterial")
bpy.ops.object.material_slot_add()
bounds.material_slots[0].material = cloudMaterial
# Set Up the Cloud Material
cloudMaterial.name = "CloudMaterial"
cloudMaterial.type = 'VOLUME'
mVolume = cloudMaterial.volume
mVolume.scattering = scattering
mVolume.density = 0
mVolume.density_scale = densityScale
mVolume.transmission_color = [3, 3, 3]
mVolume.step_size = 0.1
mVolume.light_cache = True
mVolume.cache_resolution = 75
# Add a texture
vMaterialTextureSlots = cloudMaterial.texture_slots
cloudtex = main.textures.new("CloudTex")
cloudMaterial.add_texture(cloudtex, 'ORCO')
cloudtex.type = 'CLOUDS'
cloudtex.noise_type = 'HARD_NOISE'
cloudtex.noise_size = 2
# Add a texture
cloudPointDensity = main.textures.new("CloudPointDensity")
cloudPointDensity.type = 'POINT_DENSITY'
cloudMaterial.add_texture(cloudPointDensity, 'ORCO')
pDensity = vMaterialTextureSlots[1].texture
vMaterialTextureSlots[1].map_density = True
vMaterialTextureSlots[1].rgb_to_intensity = True
vMaterialTextureSlots[1].texture_coordinates = 'GLOBAL'
pDensity.pointdensity.vertices_cache = 'WORLD_SPACE'
pDensity.pointdensity.turbulence = True
pDensity.pointdensity.noise_basis = 'VORONOI_F2'
pDensity.pointdensity.turbulence_depth = 3
pDensity.use_color_ramp = True
pRamp = pDensity.color_ramp
pRamp.interpolation = 'LINEAR'
pRampElements = pRamp.elements
#pRampElements[1].position = .9
#pRampElements[1].color = [.18,.18,.18,.8]
# Estimate the number of particles for the size of bounds.
volumeBoundBox = (bounds.dimensions[0] * bounds.dimensions[1]* bounds.dimensions[2])
numParticles = int((2.4462 * volumeBoundBox + 430.4) * numOfPoints)
if numParticles > maxNumOfPoints:
numParticles = maxNumOfPoints
print(numParticles)
# Set the number of particles according to the volume
# of bounds.
cloudParticles.settings.amount = numParticles
pDensity.pointdensity.radius = (.00013764 * volumeBoundBox + .3989) * pointDensityRadiusFactor
# Set time to 1.
scene.frame_current = 1
###############Create CloudPnts for putting points in#########
# Create a new object cloudPnts
cloudPnts = addNewObject(scene, "CloudPoints", bounds)
cloudPnts["CloudMember"] = "CreatedObj"
cloudPnts.max_draw_type = 'WIRE'
cloudPnts.restrict_render = True
makeParent(bounds, cloudPnts, scene)
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.delete(type='ALL')
meshPnts = cloudPnts.data
listCloudParticles = cloudParticles.particles
listMeshPnts = []
for pTicle in listCloudParticles:
listMeshPnts.append(pTicle.location)
# Must be in object mode fro from_pydata to work.
bpy.ops.object.mode_set(mode='OBJECT')
# Add in the mesh data.
meshPnts.from_pydata(listMeshPnts, [], [])
# Update the mesh.
meshPnts.update()
# Add a modifier.
bpy.ops.object.modifier_add(type='DISPLACE')
cldPntsModifiers = cloudPnts.modifiers
cldPntsModifiers[0].name = "CloudPnts"
cldPntsModifiers[0].texture = cloudtex
cldPntsModifiers[0].texture_coordinates = 'OBJECT'
cldPntsModifiers[0].texture_coordinate_object = cloud
cldPntsModifiers[0].strength = -1.4
# Apply modifier
bpy.ops.object.modifier_apply(apply_as='DATA', modifier=cldPntsModifiers[0].name)
pDensity.pointdensity.point_source = 'OBJECT'
pDensity.pointdensity.object = cloudPnts
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object.
cloud.selected = True
scene.objects.active = cloud
bpy.ops.object.particle_system_remove()
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object.
bounds.selected = True
scene.objects.active = bounds
# Add a force field to the points.
#cloudField = bounds.field
#cloudField.type = 'TEXTURE'
#cloudField.strength = 2
#cloudField.texture = cloudtex
# Set time
#for i in range(12):
# scene.current_frame = i
# scene.update()
#bpy.ops.ptcache.bake_all(bake=False)
return {'FINISHED'}
classes = [VIEW3D_PT_tools_cloud,
GenerateCloud]
def register():
@ -295,344 +628,6 @@ def unregister():
for cls in classes:
unregister(cls)
if __name__ == "__main__":
register()
class GenerateCloud(bpy.types.Operator):
bl_idname = "cloud.generate_cloud"
bl_label = "Generate Cloud"
bl_description = "Create a Cloud."
bl_register = True
bl_undo = True
def execute(self, context):
# Make variable that is the current .blend file main data blocks
main = context.main
# Make variable that is the active object selected by user
active_object = context.active_object
# Make variable scene that is current scene
scene = context.scene
if active_object and active_object.type == 'MESH':
# Parameters the user may want to change:
# Number of points this number is multiplied by the volume to get
# the number of points the scripts will put in the volume.
numOfPoints = 1.0
maxNumOfPoints = 100000
scattering = 2.5
pointDensityRadiusFactor = 1.0
densityScale = 1.5
# Should we degnerate?
degenerate = degenerateCloud(active_object)
if degenerate:
if active_object is not None:
# Degenerate Cloud
mainObj = active_object
cloudMembers = active_object.children
createdObjects = []
definitionObjects = []
for member in cloudMembers:
applyScaleRotLoc(scene, member)
if (member["CloudMember"] == "CreatedObj"):
createdObjects.append(member)
else:
definitionObjects.append(member)
for defObj in definitionObjects:
# @todo check if it wouldn't be better to remove this
# in the first place (see del() in degenerateCloud)
#totally agree didn't know how before now...thanks! done.
if "CloudMember" in defObj:
del(defObj["CloudMember"])
for createdObj in createdObjects:
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object and delete it.
createdObj.selected = True
scene.objects.active = createdObj
bpy.ops.object.delete()
# Delete the main object
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object and delete it.
mainObj.selected = True
scene.objects.active = mainObj
# Delete all material slots in mainObj object
for i in range(len(mainObj.material_slots)):
mainObj.active_material_index = i - 1
bpy.ops.object.material_slot_remove()
# Delete the Main Object
bpy.ops.object.delete()
# Select all of the left over boxes so people can immediately
# press generate again if they want.
for eachMember in definitionObjects:
eachMember.max_draw_type = 'SOLID'
eachMember.selected = True
scene.objects.active = eachMember
else:
# Generate Cloud
###############Create Combined Object bounds##################
# Make a list of all Selected objects.
selectedObjects = bpy.context.selected_objects
# Create a new object bounds
if selectedObjects is None:
bounds = addNewObject(scene,
"CloudBounds",
[])
else:
bounds = addNewObject(scene,
"CloudBounds",
selectedObjects[0])
bounds.max_draw_type = 'BOUNDS'
bounds.restrict_render = False
# Just add a Definition Property designating this
# as the main object.
bounds["CloudMember"] = "MainObj"
# Since we used iteration 0 to copy with object we
# delete it off the list.
firstObject = selectedObjects[0]
del selectedObjects[0]
# Apply location Rotation and Scale to all objects involved.
applyScaleRotLoc(scene, bounds)
for each in selectedObjects:
applyScaleRotLoc(scene, each)
# Let's combine all of them together.
combineObjects(scene, bounds, selectedObjects)
# Let's add some property info to the objects.
for selObj in selectedObjects:
selObj["CloudMember"] = "DefinitioinObj"
selObj.name = "DefinitioinObj"
selObj.max_draw_type = 'WIRE'
selObj.restrict_render = True
makeParent(bounds, selObj, scene)
# Do the same to the 1. object since it is no longer in list.
firstObject["CloudMember"] = "DefinitioinObj"
firstObject.name = "DefinitioinObj"
firstObject.max_draw_type = 'WIRE'
firstObject.restrict_render = True
makeParent(bounds, firstObject, scene)
###############Create Cloud for putting Cloud Mesh############
# Create a new object cloud.
cloud = addNewObject(scene, "CloudMesh", bounds)
cloud["CloudMember"] = "CreatedObj"
cloud.max_draw_type = 'WIRE'
cloud.restrict_render = True
makeParent(bounds, cloud, scene)
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.subdivide(number_cuts=2, fractal=0, smoothness=1)
bpy.ops.object.location_apply()
bpy.ops.mesh.vertices_smooth(repeat=20)
bpy.ops.mesh.tris_convert_to_quads()
bpy.ops.mesh.faces_shade_smooth()
bpy.ops.object.editmode_toggle()
###############Create Particles in cloud obj##################
# Turn off gravity.
scene.use_gravity = False
# Set time to 0.
scene.frame_current = 0
# Add a new particle system.
bpy.ops.object.particle_system_add()
#Particle settings setting it up!
cloudParticles = cloud.active_particle_system
cloudParticles.name = "CloudParticles"
cloudParticles.settings.frame_start = 0
cloudParticles.settings.frame_end = 0
cloudParticles.settings.emit_from = 'VOLUME'
cloudParticles.settings.draw_as = 'DOT'
cloudParticles.settings.ren_as = 'NONE'
cloudParticles.settings.normal_factor = 0
cloudParticles.settings.distribution = 'RAND'
####################Create Volume Material####################
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object.
bounds.selected = True
scene.objects.active = bounds
# Turn bounds object into a box.
makeObjectIntoBoundBox(bounds, .2)
# Delete all material slots in bounds object.
for i in range(len(bounds.material_slots)):
bounds.active_material_index = i - 1
bpy.ops.object.material_slot_remove()
# Add a new material.
cloudMaterial = main.materials.new("CloudMaterial")
bpy.ops.object.material_slot_add()
bounds.material_slots[0].material = cloudMaterial
# Set Up the Cloud Material
cloudMaterial.name = "CloudMaterial"
cloudMaterial.type = 'VOLUME'
mVolume = cloudMaterial.volume
mVolume.scattering = scattering
mVolume.density = 0
mVolume.density_scale = densityScale
mVolume.transmission_color = [3, 3, 3]
mVolume.step_size = 0.1
mVolume.light_cache = True
mVolume.cache_resolution = 75
# Add a texture
vMaterialTextureSlots = cloudMaterial.texture_slots
cloudtex = main.textures.new("CloudTex")
cloudMaterial.add_texture(cloudtex, 'ORCO')
cloudtex.type = 'CLOUDS'
cloudtex.noise_type = 'HARD_NOISE'
cloudtex.noise_size = 2
# Add a texture
cloudPointDensity = main.textures.new("CloudPointDensity")
cloudPointDensity.type = 'POINT_DENSITY'
cloudMaterial.add_texture(cloudPointDensity, 'ORCO')
pDensity = vMaterialTextureSlots[1].texture
vMaterialTextureSlots[1].map_density = True
vMaterialTextureSlots[1].rgb_to_intensity = True
vMaterialTextureSlots[1].texture_coordinates = 'GLOBAL'
pDensity.pointdensity.vertices_cache = 'WORLD_SPACE'
pDensity.pointdensity.turbulence = True
pDensity.pointdensity.noise_basis = 'VORONOI_F2'
pDensity.pointdensity.turbulence_depth = 3
pDensity.use_color_ramp = True
pRamp = pDensity.color_ramp
pRamp.interpolation = 'LINEAR'
pRampElements = pRamp.elements
#pRampElements[1].position = .9
#pRampElements[1].color = [.18,.18,.18,.8]
# Estimate the number of particles for the size of bounds.
volumeBoundBox = (bounds.dimensions[0] * bounds.dimensions[1]* bounds.dimensions[2])
numParticles = int((2.4462 * volumeBoundBox + 430.4) * numOfPoints)
if numParticles > maxNumOfPoints:
numParticles = maxNumOfPoints
print(numParticles)
# Set the number of particles according to the volume
# of bounds.
cloudParticles.settings.amount = numParticles
pDensity.pointdensity.radius = (.00013764 * volumeBoundBox + .3989) * pointDensityRadiusFactor
# Set time to 1.
scene.frame_current = 1
###############Create CloudPnts for putting points in#########
# Create a new object cloudPnts
cloudPnts = addNewObject(scene, "CloudPoints", bounds)
cloudPnts["CloudMember"] = "CreatedObj"
cloudPnts.max_draw_type = 'WIRE'
cloudPnts.restrict_render = True
makeParent(bounds, cloudPnts, scene)
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.delete(type='ALL')
meshPnts = cloudPnts.data
listCloudParticles = cloudParticles.particles
listMeshPnts = []
for pTicle in listCloudParticles:
listMeshPnts.append(pTicle.location)
# Must be in object mode fro from_pydata to work.
bpy.ops.object.mode_set(mode='OBJECT')
# Add in the mesh data.
meshPnts.from_pydata(listMeshPnts, [], [])
# Update the mesh.
meshPnts.update()
# Add a modifier.
bpy.ops.object.modifier_add(type='DISPLACE')
cldPntsModifiers = cloudPnts.modifiers
cldPntsModifiers[0].name = "CloudPnts"
cldPntsModifiers[0].texture = cloudtex
cldPntsModifiers[0].texture_coordinates = 'OBJECT'
cldPntsModifiers[0].texture_coordinate_object = cloud
cldPntsModifiers[0].strength = -1.4
# Apply modifier
bpy.ops.object.modifier_apply(apply_as='DATA', modifier=cldPntsModifiers[0].name)
pDensity.pointdensity.point_source = 'OBJECT'
pDensity.pointdensity.object = cloudPnts
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object.
cloud.selected = True
scene.objects.active = cloud
bpy.ops.object.particle_system_remove()
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object.
bounds.selected = True
scene.objects.active = bounds
# Add a force field to the points.
#cloudField = bounds.field
#cloudField.type = 'TEXTURE'
#cloudField.strength = 2
#cloudField.texture = cloudtex
# Set time
#for i in range(12):
# scene.current_frame = i
# scene.update()
#bpy.ops.ptcache.bake_all(bake=False)
#self.report({'WARNING'}, "Generating Cloud")
return {'FINISHED'}
bpy.types.register(GenerateCloud)
if __name__ == "__main__":
bpy.ops.cloud.generate_cloud()
register()