def execute(self, context):
        props = context.scene.physfxtoolspro_props
        active_objects = context.selected_objects
        if len(active_objects) > 0:
            main_obj = active_objects[0]
            context.view_layer.objects.active = main_obj
            if main_obj.type == 'MESH':
                if main_obj.rigid_body is None:
                    bpy.ops.rigidbody.object_add()
                if props.rigidbody_is_active:
                    main_obj.rigid_body.mass = props.rigidbody_mass
                main_obj.rigid_body.collision_shape = props.rigidbody_shape
                main_obj.rigid_body.mesh_source = props.rigidbody_source
                main_obj.rigid_body.friction = props.rigidbody_friction
                main_obj.rigid_body.restitution = props.rigidbody_bounce
                main_obj.rigid_body.use_margin = True
                main_obj.rigid_body.collision_margin = props.rigidbody_margin

                bpy.ops.rigidbody.object_settings_copy()
                return {'FINISHED'}
            else:
                show_message_box("Uh oh!", "Please select a mesh!", "ERROR")
                return {'CANCELLED'}
        else:
            show_message_box("Uh oh!", "No objects selected!", "ERROR")
            return {'CANCELLED'}
 def execute(self, context):
     active_objects = context.selected_objects
     if len(active_objects) > 0:
         bpy.ops.rigidbody.objects_remove()
         return {'FINISHED'}
     else:
         show_message_box("Uh oh!", "No objects selected!", "ERROR")
         return {'CANCELLED'}
Esempio n. 3
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 def execute(self, context):
     active_object = context.active_object
     if (active_object is not None):
         bpy.ops.object.modifier_remove(modifier="Softbody")
         return {'FINISHED'}
     else:
         show_message_box("Uh oh!",
                          "No active object selected!",
                          icon="ERROR")
         return {'CANCELLED'}
 def execute(self, context):
     active_objects = context.selected_objects
     if len(active_objects) > 0:
         for obj in active_objects:
             if obj.type == "MESH":
                 for mod in obj.modifiers:
                     if mod.type == "COLLISION":
                         obj.modifiers.remove(mod) 
         return {'FINISHED'}
     else:
         show_message_box("Uh oh!", "No objects selected!", "ERROR")
         return {'CANCELLED'}
Esempio n. 5
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    def execute(self, context):
        home_path = os.path.join(parent_path, 'presets', 'cellfracture')
        target_path = os.path.join(bpy.utils.user_resource('SCRIPTS'),
                                   'presets', 'operator',
                                   'object.add_fracture_cell_objects')

        if not os.path.isdir(target_path):
            show_message_box("Uh oh!",
                             "Couldn't find the cell fracture preset folder.",
                             icon="ERROR")
            return {'CANCELLED'}
        else:
            for file in os.listdir(home_path):
                shutil.copy2(os.path.join(home_path, file), target_path)
            return {'FINISHED'}
    def execute(self, context):
        props = context.scene.physfxtoolspro_props
        active_objects = context.selected_objects
        if len(active_objects) > 0:
            for obj in active_objects:
                if (obj.type == 'MESH'):
                    obj.modifiers.new("Group Collision", 'COLLISION')
                    mod = obj.collision
                    mod.use_particle_kill = props.kill_particles
                    mod.damping_factor = props.particle_damping
                    mod.friction_factor = props.particle_friction

                    mod.damping_random = props.particle_random
                    mod.friction_random = props.particle_random

                    mod.damping = props.cloth_damping
                    mod.thickness_outer = props.cloth_thickness
                    mod.cloth_friction = props.cloth_friction
            return {'FINISHED'}
        else:
            show_message_box("Uh oh!", "No objects selected!", "ERROR")
            return {'CANCELLED'}
    def execute(self, context):
        active_objects = []

        if len(context.selected_objects) > 0:
            for obj in context.selected_objects:
                active_objects.append(obj)

            for obj in active_objects:
                if (obj.type == "MESH"):
                    resize_scale = obj.dimensions / 2.0
                    bpy.ops.mesh.primitive_cube_add()
                    proxy_mesh = context.object
                    proxy_mesh.name = obj.name + "_proxy"
                    proxy_mesh.scale = resize_scale
                    proxy_mesh.location = obj.location
                    proxy_mesh.rotation_euler = obj.rotation_euler

                    tmp_mod = proxy_mesh.modifiers.new("Subdivide_tmp", "SUBSURF")
                    tmp_mod.subdivision_type = 'SIMPLE'
                    tmp_mod.levels = 6

                    tmp_mod = proxy_mesh.modifiers.new('Shrinkwrap_tmp', "SHRINKWRAP")
                    tmp_mod.offset = context.scene.physfxtoolspro_props.proxy_offset
                    tmp_mod.wrap_mode = "ABOVE_SURFACE"
                    tmp_mod.target = obj

                    tmp_mod = proxy_mesh.modifiers.new('Remesh_tmp', "REMESH")
                    tmp_mod.mode = 'SMOOTH'
                    tmp_mod.octree_depth = bpy.context.scene.physfxtoolspro_props.proxy_resolution
                    tmp_mod.use_smooth_shade = True

                    proxy_mesh.parent = obj
                    proxy_mesh.matrix_parent_inverse = obj.matrix_world.inverted()

                    bpy.ops.object.convert(target='MESH', keep_original=False)
            return {'FINISHED'}
        else:
            show_message_box("Uh oh!", "No objects selected!", "ERROR")
            return {'CANCELLED'}
Esempio n. 8
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    def execute(self, context):
        _collection = bpy.context.collection
        _objects = bpy.context.selected_objects
        depsgraph = context.evaluated_depsgraph_get()
        props = context.scene.physfxtoolspro_props

        try:
            bpy.ops.rigidbody.world_add()
        except:
            pass

        if (props.glue_collection):
            if _collection.name == "Scene Collection":
                show_message_box("Uh oh!", "Cannot glue 'Scene Collection'!",
                                 "ERROR")
                return {'CANCELLED'}
            else:
                _objects = _collection.objects
                gluecollectionname = _collection.name + "_glue"
        else:
            gluecollectionname = "_glue"

        gluecollection = bpy.data.collections.get(gluecollectionname)
        if gluecollection is None:
            gluecollection = bpy.data.collections.new(gluecollectionname)

        if gluecollectionname not in _collection:
            _collection.children.link(gluecollection)

        for idx, obj_a in enumerate(_objects):
            if obj_a.type == "MESH":
                mesh_a = depsgraph.objects.get(obj_a.name, None)
                if mesh_a is not None:
                    for __, obj_b in enumerate(_objects[idx + 1:]):
                        if obj_b.type == "MESH":
                            mesh_b = depsgraph.objects.get(obj_b.name, None)
                            if mesh_b is not None:
                                try:
                                    is_obj_a_intersection, obj_a_intersection_point = obj_a.ray_cast(
                                        obj_a.location - obj_a.location,
                                        arrdiff(obj_a.location,
                                                obj_b.location))[:2]
                                    is_obj_b_intersection, obj_b_intersection_point = obj_b.ray_cast(
                                        obj_b.location - obj_b.location,
                                        arrdiff(obj_b.location,
                                                obj_a.location))[:2]

                                except RuntimeError:
                                    show_message_box(
                                        'Uh oh!', 'A Runtime Error occured.',
                                        "ERROR")
                                    return {'CANCELLED'}

                                obj_a_intersection_point += obj_b.location
                                obj_b_intersection_point += obj_a.location

                                if (is_obj_a_intersection
                                        and is_obj_b_intersection):
                                    print(obj_a.name, obj_b.name)
                                    if (
                                            obj_a_intersection_point -
                                            obj_b_intersection_point
                                    ).length_squared <= props.glue_distance:
                                        name = f"Glue-[{obj_a.name}, {obj_b.name}]"

                                        mesh = bpy.data.meshes.new(name)
                                        constraint_obj = bpy.data.objects.new(
                                            name, mesh)
                                        constraint_obj.name = name
                                        constraint_obj.color = (1, 1, 1, 1)
                                        constraint_obj.display_type = 'WIRE'
                                        constraint_obj.show_in_front = True

                                        gluecollection.objects.link(
                                            constraint_obj)

                                        context.view_layer.objects.active = constraint_obj

                                        if not constraint_obj.data.is_editmode:
                                            bpy.ops.object.mode_set(
                                                mode='EDIT')

                                        constraint_mesh = bmesh.from_edit_mesh(
                                            constraint_obj.data)
                                        v1 = constraint_mesh.verts.new(
                                            obj_a.location)
                                        v2 = constraint_mesh.verts.new(
                                            obj_b.location)
                                        constraint_mesh.edges.new([v1, v2])
                                        bmesh.update_edit_mesh(
                                            constraint_obj.data)
                                        constraint_mesh.free()
                                        bpy.ops.object.mode_set(mode='OBJECT')
                                        bpy.ops.rigidbody.constraint_add()
                                        constraint = constraint_obj.rigid_body_constraint
                                        constraint.type = 'FIXED'
                                        constraint.object1 = obj_a
                                        constraint.object2 = obj_b
                                        if (props.breaking_threshold == -1):
                                            constraint.use_breaking = False
                                        else:
                                            constraint.use_breaking = True
                                            constraint.breaking_threshold = props.breaking_threshold
        return {'FINISHED'}