[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [12577] trunk/blender/release/scripts/ wizard_curve2tree.py: - new UV scaling option works better for big/ small branches.
Campbell Barton
ideasman42 at gmail.com
Tue Nov 13 17:50:44 CET 2007
Revision: 12577
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=12577
Author: campbellbarton
Date: 2007-11-13 17:50:43 +0100 (Tue, 13 Nov 2007)
Log Message:
-----------
- new UV scaling option works better for big/small branches.
- Can constrain twigs to only grow in a bounding mesh. And an option to prune twigs that grow out.
Modified Paths:
--------------
trunk/blender/release/scripts/wizard_curve2tree.py
Modified: trunk/blender/release/scripts/wizard_curve2tree.py
===================================================================
--- trunk/blender/release/scripts/wizard_curve2tree.py 2007-11-13 15:32:27 UTC (rev 12576)
+++ trunk/blender/release/scripts/wizard_curve2tree.py 2007-11-13 16:50:43 UTC (rev 12577)
@@ -101,7 +101,10 @@
self.branches_twigs = []
self.mesh = None
self.armature = None
- self.object = None
+ self.objectCurve = None
+ self.objectTwigBounds = None # use for twigs only at the moment.
+ self.objectTwigBoundsIMat = None
+ self.objectTwigBoundsMesh = None
self.limbScale = 1.0
self.debug_objects = []
@@ -110,16 +113,16 @@
s = ''
s += '[Tree]'
s += ' limbScale: %.6f' % self.limbScale
- s += ' object: %s' % self.object
+ s += ' object: %s' % self.objectCurve
for brch in self.branches_root:
s += str(brch)
return s
- def fromCurve(self, object):
+ def fromCurve(self, objectCurve):
# Now calculate the normals
- self.object = object
- curve = object.data
+ self.objectCurve = objectCurve
+ curve = objectCurve.data
steps = curve.resolu # curve resolution
# Set the curve object scale
@@ -163,7 +166,7 @@
for ii in (0,1,2):
forward_diff_bezier(bez1_vec[1][ii], bez1_vec[2][ii], bez2_vec[0][ii], bez2_vec[1][ii], pointlist, steps, ii)
- # radius - no axis
+ # radius - no axis, Copied from blenders BBone roll interpolation.
forward_diff_bezier(radius1, radius1 + 0.390464*(radius2-radius1), radius2 - 0.390464*(radius2-radius1), radius2, radlist, steps, None)
bpoints = [ bpoint(brch, Vector(pointlist[ii]), Vector(), radlist[ii] * self.limbScale) for ii in xrange(len(pointlist)) ]
@@ -180,13 +183,33 @@
# Sort from big to small, so big branches get priority
self.branches_all.sort( key = lambda brch: -brch.bpoints[0].radius )
+ def setTwigBounds(self, objectMesh):
+ self.objectTwigBounds = objectMesh
+ self.objectTwigBoundsMesh = objectMesh.getData(mesh=1)
+ self.objectTwigBoundsIMat = objectMesh.matrixWorld.copy().invert()
-
+ for brch in self.branches_all:
+ brch.calcTwigBounds(self)
+
+ def isPointInTwigBounds(self, co):
+ return self.objectTwigBoundsMesh.pointInside(co ) #* self.objectTwigBoundsIMat)
+
def resetTags(self, value):
for brch in self.branches_all:
brch.tag = value
- def buildConnections(self, sloppy=1.0, base_trim = 1.0, do_twigs = False, twig_ratio=2.0, twig_scale=0.8, twig_random_orientation= 0.5, twig_recursive=True):
+ def buildConnections( self,\
+ sloppy = 1.0,\
+ base_trim = 1.0,\
+ do_twigs = False,\
+ twig_ratio = 2.0,\
+ twig_scale = 0.8,\
+ twig_random_orientation = 180,\
+ twig_recursive=True,\
+ twig_ob_bounds=None,\
+ twig_ob_bounds_prune=True,\
+ twig_ob_bounds_prune_taper=True,\
+ ):
'''
build tree data - fromCurve must run first
@@ -252,6 +275,11 @@
# Important we so this with existing parent/child but before connecting and calculating verts.
if do_twigs:
+ irational_num = 22.0/7.0 # use to make the random number more odd
+
+ if twig_ob_bounds: # Only spawn twigs inside this mesh
+ self.setTwigBounds(twig_ob_bounds)
+
self.buildTwigs(twig_ratio)
branches_twig_attached = []
@@ -266,11 +294,10 @@
brch_twig_index_LAST = brch_twig_index
# new twigs have been added, recalculate
- branches_twig_sort = [(brch.bestTwigSegment(), brch) for brch in self.branches_all]
+ branches_twig_sort = [brch.bestTwigSegment() for brch in self.branches_all]
branches_twig_sort.sort() # this will sort the branches with best braches for adding twigs to at the start of the list
- for twig_data, brch_parent in branches_twig_sort:
- twig_pt_index = twig_data[1]
+ for tmp_sortval, twig_pt_index, brch_parent in branches_twig_sort: # tmp_sortval is not used.
if twig_pt_index != -1:
@@ -279,22 +306,20 @@
if brch_twig_index >= len(self.branches_twigs):
break
- #print "twig"
-
brch_twig = self.branches_twigs[brch_twig_index]
+ parent_pt = brch_parent.bpoints[twig_pt_index]
- parent_pt = brch_parent.bpoints[twig_pt_index]
+ #if parent_pt.inTwigBounds == False:
+ # raise "Error"
+
brch_twig.parent_pt = parent_pt
parent_pt.childCount += 1
- #angle = brch_parent.getParentAngle()
-
# Align this with the existing branch
angle = AngleBetweenVecs(zup, parent_pt.no)
cross = CrossVecs(zup, parent_pt.no)
mat_align = RotationMatrix(angle, 3, 'r', cross)
- # brch_twig.transform(mat)
# Use the bend on the point to work out which way to make the branch point!
if parent_pt.prev: cross = CrossVecs(parent_pt.no, parent_pt.prev.no - parent_pt.no)
@@ -316,23 +341,48 @@
mat_scale = Matrix([scale,0,0],[0,scale,0],[0,0,scale])
# Random orientation
+ # THIS IS NOT RANDOM - Dont be real random so we can always get re-produceale results.
+ # Number b
+ rnd = (((irational_num * scale * 10000000) % 360) - 180) * twig_random_orientation
- rnd = Rand(0, twig_random_orientation)
+ mat_orientation = RotationMatrix(rnd, 3, 'r', parent_pt.no)
- mat_orientation = RotationMatrix(rnd*180, 3, 'r', parent_pt.no)
-
brch_twig.transform(mat_scale * mat_branch_angle * mat_align * mat_orientation, parent_pt.co)
+
+
+ # When using a bounding mesh, clip and calculate points in bounds.
#print "Attempting to trim base"
brch_twig.baseTrim(base_trim)
+ if twig_ob_bounds and (twig_ob_bounds_prune or twig_recursive):
+ brch_twig.calcTwigBounds(self)
+
+ # we would not have been but here if the bounds were outside
+ if twig_ob_bounds_prune:
+ brch_twig.boundsTrim()
+
+ if twig_ob_bounds_prune_taper:
+ # taper to a point.
+ brch_twig.taper()
+
+
+
+
+
+
+
# Make sure this dosnt mess up anything else
brch_twig_index += 1
# Add to the branches
#self.branches_all.append(brch_twig)
- branches_twig_attached.append(brch_twig)
+ if len(brch_twig.bpoints) > 4:
+ branches_twig_attached.append(brch_twig)
+ else:
+ # Dont add the branch
+ parent_pt.childCount -= 1
# Watch This! - move 1 tab down for no recursive twigs
if twig_recursive:
@@ -467,11 +517,11 @@
- def toMesh(self, mesh=None, do_uv=True, do_uv_scalewidth=True, uv_image = None, uv_x_scale=1.0, uv_y_scale=4.0, do_cap_ends=False):
+ def toMesh(self, mesh=None, do_uv=True, do_uv_keep_vproportion=True, do_uv_uscale=False, uv_image = None, uv_x_scale=1.0, uv_y_scale=4.0, do_cap_ends=False):
# Simple points
'''
self.mesh = bpy.data.meshes.new()
- self.object = bpy.data.scenes.active.objects.new(self.mesh)
+ self.objectCurve = bpy.data.scenes.active.objects.new(self.mesh)
self.mesh.verts.extend([ pt.co for brch in self.branches_all for pt in brch.bpoints ])
'''
if mesh:
@@ -644,13 +694,23 @@
for brch in self.branches_all:
+ uv_x_scale_branch = 1.0
+ if do_uv_uscale:
+ uv_x_scale_branch = 0.0
+ for pt in brch.bpoints:
+ uv_x_scale_branch += pt.radius
+
+ uv_x_scale_branch = uv_x_scale_branch / len(brch.bpoints)
+ # uv_x_scale_branch = brch.bpoints[0].radius
+
+
y_val = 0.0
for pt in brch.bpoints:
if pt.next:
y_size = (pt.co-pt.next.co).length
- # scale the uvs by the radiusm, avoids stritching.
- if do_uv_scalewidth:
+ # scale the uvs by the radius, avoids stritching.
+ if do_uv_keep_vproportion:
y_size = y_size / pt.radius * uv_y_scale
for i in (0,1,2,3):
@@ -658,10 +718,11 @@
if uv_image:
pt.faces[i].image = uv_image
- x1 = i*0.25 * uv_x_scale
- x2 = (i+1)*0.25 * uv_x_scale
+ uvs = pt.faces[i].uv
- uvs = pt.faces[i].uv
+ x1 = i*0.25 * uv_x_scale * uv_x_scale_branch
+ x2 = (i+1)*0.25 * uv_x_scale * uv_x_scale_branch
+
uvs[3].x = x1;
uvs[3].y = y_val+y_size
@@ -673,9 +734,7 @@
uvs[2].x = x2
uvs[2].y = y_val+y_size
-
- do_uv_scalewidth
if pt.next:
y_val += y_size
else:
@@ -818,7 +877,7 @@
# When we have the same trees next to eachother, they will animate the same way unless we give each its own texture or offset settings.
# We can use the object's location as a factor - this also will have the advantage? of seeing the animation move across the tree's
# allow a scale so the difference between tree textures can be adjusted.
- anim_offset = self.object.matrixWorld.translationPart() * anim_offset_scale
+ anim_offset = self.objectCurve.matrixWorld.translationPart() * anim_offset_scale
anim_speed_final = anim_speed
# Assign drivers to them all
@@ -867,7 +926,7 @@
class bpoint(object):
''' The point in the middle of the branch, not the mesh points
'''
- __slots__ = 'branch', 'co', 'no', 'radius', 'vecs', 'verts', 'children', 'faces', 'next', 'prev', 'childCount', 'bpbone', 'roll_angle', 'nextMidCo', 'childrenMidCo', 'childrenMidRadius', 'targetCos'
+ __slots__ = 'branch', 'co', 'no', 'radius', 'vecs', 'verts', 'children', 'faces', 'next', 'prev', 'childCount', 'bpbone', 'roll_angle', 'nextMidCo', 'childrenMidCo', 'childrenMidRadius', 'targetCos', 'inTwigBounds'
def __init__(self, brch, co, no, radius):
self.branch = brch
self.co = co
@@ -902,6 +961,9 @@
# Target locations are used when you want to move the point to a new location but there are
# more then 1 influence, build up a list and then apply
self.targetCos = []
+
+ # When we use twig bounding mesh, store if this point is in the bounding mesh. Assume true unless we set to false and do the test
+ self.inTwigBounds = True
def __repr__(self):
s = ''
@@ -911,7 +973,10 @@
s += '\t\tchildren:', [(child != False) for child in self.children]
return s
-
+ def makeLast(self):
+ self.next = None
+ self.nextMidCo = None
+ self.childrenMidCo = None
def setCo(self, co):
self.co[:] = co
@@ -1289,10 +1354,23 @@
self.bpoints[-1].prev = self.bpoints[-2]
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list