[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [33680] trunk/blender/release/scripts/op/ object_randomize_transform.py: Randomize Transform operator:
Daniel Salazar
zanqdo at gmail.com
Wed Dec 15 09:21:59 CET 2010
Revision: 33680
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=33680
Author: zanqdo
Date: 2010-12-15 09:21:58 +0100 (Wed, 15 Dec 2010)
Log Message:
-----------
Randomize Transform operator:
Added support for working on delta transformations instead of plain
transform. this should help the fact that you cant randomize animated
objects (still need to check into that)
Removed minimun scale since it was not well done, need a stronger
version of this
Modified Paths:
--------------
trunk/blender/release/scripts/op/object_randomize_transform.py
Modified: trunk/blender/release/scripts/op/object_randomize_transform.py
===================================================================
--- trunk/blender/release/scripts/op/object_randomize_transform.py 2010-12-15 07:15:51 UTC (rev 33679)
+++ trunk/blender/release/scripts/op/object_randomize_transform.py 2010-12-15 08:21:58 UTC (rev 33680)
@@ -21,7 +21,7 @@
import bpy
-def randomize_selected(seed, loc, rot, scale, scale_even, scale_min):
+def randomize_selected(seed, delta, loc, rot, scale, scale_even):
import random
from random import uniform
@@ -35,20 +35,31 @@
for obj in bpy.context.selected_objects:
if loc:
- obj.location += rand_vec(loc)
+ if delta:
+ obj.delta_location += rand_vec(loc)
+ else:
+ obj.location += rand_vec(loc)
else: # otherwise the values change under us
uniform(0.0, 0.0), uniform(0.0, 0.0), uniform(0.0, 0.0)
if rot: # TODO, non euler's
vec = rand_vec(rot)
- obj.rotation_euler[0] += vec[0]
- obj.rotation_euler[1] += vec[1]
- obj.rotation_euler[2] += vec[2]
+ if delta:
+ obj.delta_rotation_euler[0] += vec[0]
+ obj.delta_rotation_euler[1] += vec[1]
+ obj.delta_rotation_euler[2] += vec[2]
+ else:
+ obj.rotation_euler[0] += vec[0]
+ obj.rotation_euler[1] += vec[1]
+ obj.rotation_euler[2] += vec[2]
else:
uniform(0.0, 0.0), uniform(0.0, 0.0), uniform(0.0, 0.0)
if scale:
- org_sca_x, org_sca_y, org_sca_z = obj.scale
+ if delta:
+ org_sca_x, org_sca_y, org_sca_z = obj.delta_scale
+ else:
+ org_sca_x, org_sca_y, org_sca_z = obj.scale
if scale_even:
sca_x = sca_y = sca_z = uniform(scale[0], - scale[0])
@@ -57,22 +68,15 @@
sca_x, sca_y, sca_z = rand_vec(scale)
aX = sca_x + org_sca_x
- bX = org_sca_x * scale_min
aY = sca_y + org_sca_y
- bY = org_sca_y * scale_min
aZ = sca_z + org_sca_z
- bZ = org_sca_z * scale_min
- if aX < bX:
- aX = bX
- if aY < bY:
- aY = bY
- if aZ < bZ:
- aZ = bZ
-
- obj.scale = aX, aY, aZ
+ if delta:
+ obj.delta_scale = aX, aY, aZ
+ else:
+ obj.scale = aX, aY, aZ
else:
uniform(0.0, 0.0), uniform(0.0, 0.0), uniform(0.0, 0.0)
@@ -89,8 +93,11 @@
description="Seed value for the random generator",
default=0, min=0, max=1000)
+ use_delta = BoolProperty(name="Transform Delta",
+ description="Randomize delta transform values instead of regular transform", default=False)
+
use_loc = BoolProperty(name="Randomize Location",
- description="Randomize the scale values", default=True)
+ description="Randomize the location values", default=True)
loc = FloatVectorProperty(name="Location",
description="Maximun distance the objects can spread over each axis",
@@ -109,9 +116,9 @@
scale_even = BoolProperty(name="Scale Even",
description="Use the same scale value for all axis", default=False)
- scale_min = FloatProperty(name="Minimun Scale Factor",
+ '''scale_min = FloatProperty(name="Minimun Scale Factor",
description="Lowest scale percentage possible",
- default=0.15, min=-1.0, max=1.0, precision=3)
+ default=0.15, min=-1.0, max=1.0, precision=3)'''
scale = FloatVectorProperty(name="Scale",
description="Maximum scale randomization over each axis",
@@ -119,16 +126,19 @@
def execute(self, context):
from math import radians
+
seed = self.random_seed
+ delta = self.use_delta
+
loc = None if not self.use_loc else self.loc
rot = None if not self.use_rot else self.rot * radians(1.0)
scale = None if not self.use_scale else self.scale
scale_even = self.scale_even
- scale_min = self.scale_min
+ #scale_min = self.scale_min
- randomize_selected(seed, loc, rot, scale, scale_even, scale_min)
+ randomize_selected(seed, delta, loc, rot, scale, scale_even)
return {'FINISHED'}
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