[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [880] trunk/py/scripts/addons/ add_mesh_ant_landscape.py: add_mesh_ant_landscape.py
Brendon Murphy
meta.androcto1 at gmail.com
Sun Aug 1 04:47:06 CEST 2010
Revision: 880
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=880
Author: meta-androcto
Date: 2010-08-01 04:47:03 +0200 (Sun, 01 Aug 2010)
Log Message:
-----------
add_mesh_ant_landscape.py
port of script by Jimmy Hazevoet
thanks to ideasman for the noise module.
Added Paths:
-----------
trunk/py/scripts/addons/add_mesh_ant_landscape.py
Added: trunk/py/scripts/addons/add_mesh_ant_landscape.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_ant_landscape.py (rev 0)
+++ trunk/py/scripts/addons/add_mesh_ant_landscape.py 2010-08-01 02:47:03 UTC (rev 880)
@@ -0,0 +1,766 @@
+# ##### 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
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+bl_addon_info = {
+ 'name': 'Add Mesh: ANT Landscape',
+ 'author': 'Jimmy Hazevoet',
+ 'version': '0.1.0 July-2010',
+ 'blender': (2, 5, 3),
+ 'location': 'Add Mesh menu',
+ 'description': 'Adds a landscape primitive',
+ 'warning': '', # used for warning icon and text in addons panel
+ 'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
+ 'Scripts/',
+ 'tracker_url': 'https://projects.blender.org/tracker/index.php?' \
+ 'func=detail&aid=23130&group_id=153&atid=469',
+ 'category': 'Add Mesh'}
+
+# import modules
+import bpy
+from bpy.props import *
+from mathutils import *
+from noise import *
+from math import *
+
+###------------------------------------------------------------
+# calculates the matrix for the new object depending on user pref
+def align_matrix(context):
+ loc = TranslationMatrix(context.scene.cursor_location)
+ obj_align = context.user_preferences.edit.object_align
+ if (context.space_data.type == 'VIEW_3D'
+ and obj_align == 'VIEW'):
+ rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
+ else:
+ rot = Matrix()
+ align_matrix = loc * rot
+ return align_matrix
+
+# Create a new mesh (object) from verts/edges/faces.
+# verts/edges/faces ... List of vertices/edges/faces for the
+# new mesh (as used in from_pydata).
+# name ... Name of the new mesh (& object).
+# edit ... Replace existing mesh data.
+# Note: Using "edit" will destroy/delete existing mesh data.
+def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix):
+ scene = context.scene
+ obj_act = scene.objects.active
+
+ # Can't edit anything, unless we have an active obj.
+ if edit and not obj_act:
+ return None
+
+ # Create new mesh
+ mesh = bpy.data.meshes.new(name)
+
+ # Make a mesh from a list of verts/edges/faces.
+ mesh.from_pydata(verts, edges, faces)
+
+ # Update mesh geometry after adding stuff.
+ mesh.update()
+
+ # Deselect all objects.
+ bpy.ops.object.select_all(action='DESELECT')
+
+ if edit:
+ # Replace geometry of existing object
+
+ # Use the active obj and select it.
+ ob_new = obj_act
+ ob_new.select = True
+
+ if obj_act.mode == 'OBJECT':
+ # Get existing mesh datablock.
+ old_mesh = ob_new.data
+
+ # Set object data to nothing
+ ob_new.data = None
+
+ # Clear users of existing mesh datablock.
+ old_mesh.user_clear()
+
+ # Remove old mesh datablock if no users are left.
+ if (old_mesh.users == 0):
+ bpy.data.meshes.remove(old_mesh)
+
+ # Assign new mesh datablock.
+ ob_new.data = mesh
+
+ else:
+ # Create new object
+ ob_new = bpy.data.objects.new(name, mesh)
+
+ # Link new object to the given scene and select it.
+ scene.objects.link(ob_new)
+ ob_new.select = True
+
+ # Place the object at the 3D cursor location.
+ # apply viewRotaion
+ ob_new.matrix_world = align_matrix
+
+ if obj_act and obj_act.mode == 'EDIT':
+ if not edit:
+ # We are in EditMode, switch to ObjectMode.
+ bpy.ops.object.mode_set(mode='OBJECT')
+
+ # Select the active object as well.
+ obj_act.select = True
+
+ # Apply location of new object.
+ scene.update()
+
+ # Join new object into the active.
+ bpy.ops.object.join()
+
+ # Switching back to EditMode.
+ bpy.ops.object.mode_set(mode='EDIT')
+
+ ob_new = obj_act
+
+ else:
+ # We are in ObjectMode.
+ # Make the new object the active one.
+ scene.objects.active = ob_new
+
+ return ob_new
+
+# A very simple "bridge" tool.
+# Connects two equally long vertex rows with faces.
+# Returns a list of the new faces (list of lists)
+#
+# vertIdx1 ... First vertex list (list of vertex indices).
+# vertIdx2 ... Second vertex list (list of vertex indices).
+# closed ... Creates a loop (first & last are closed).
+# flipped ... Invert the normal of the face(s).
+#
+# Note: You can set vertIdx1 to a single vertex index to create
+# a fan/star of faces.
+# Note: If both vertex idx list are the same length they have
+# to have at least 2 vertices.
+def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
+ faces = []
+
+ if not vertIdx1 or not vertIdx2:
+ return None
+
+ if len(vertIdx1) < 2 and len(vertIdx2) < 2:
+ return None
+
+ fan = False
+ if (len(vertIdx1) != len(vertIdx2)):
+ if (len(vertIdx1) == 1 and len(vertIdx2) > 1):
+ fan = True
+ else:
+ return None
+
+ total = len(vertIdx2)
+
+ if closed:
+ # Bridge the start with the end.
+ if flipped:
+ face = [
+ vertIdx1[0],
+ vertIdx2[0],
+ vertIdx2[total - 1]]
+ if not fan:
+ face.append(vertIdx1[total - 1])
+ faces.append(face)
+
+ else:
+ face = [vertIdx2[0], vertIdx1[0]]
+ if not fan:
+ face.append(vertIdx1[total - 1])
+ face.append(vertIdx2[total - 1])
+ faces.append(face)
+
+ # Bridge the rest of the faces.
+ for num in range(total - 1):
+ if flipped:
+ if fan:
+ face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
+ else:
+ face = [vertIdx2[num], vertIdx1[num],
+ vertIdx1[num + 1], vertIdx2[num + 1]]
+ faces.append(face)
+ else:
+ if fan:
+ face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
+ else:
+ face = [vertIdx1[num], vertIdx2[num],
+ vertIdx2[num + 1], vertIdx1[num + 1]]
+ faces.append(face)
+
+ return faces
+
+###------------------------------------------------------------
+
+# some functions for marbleNoise
+def no_bias(a):
+ return a
+
+def sin_bias(a):
+ return 0.5 + 0.5 * sin(a)
+
+def tri_bias(a):
+ b = 2 * pi
+ a = 1 - 2 * abs(floor((a * (1/b))+0.5) - (a*(1/b)))
+ return a
+
+def saw_bias(a):
+ b = 2 * pi
+ n = int(a/b)
+ a -= n * b
+ if a < 0: a += b
+ return a / b
+
+def soft(a):
+ return a
+
+def sharp(a):
+ return a**0.5
+
+def sharper(a):
+ return sharp(sharp(a))
+
+def shapes(x,y,shape=0):
+ if shape == 1:
+ # ring
+ x = x*2
+ y = y*2
+ s = -cos(x**2+y**2)/(x**2+y**2+0.5)
+ elif shape == 2:
+ # swirl
+ x = x*2
+ y = y*2
+ s = ( x*sin( x*x+y*y ) + y*cos( x*x+y*y ) )
+ elif shape == 3:
+ # bumps
+ x = x*2
+ y = y*2
+ s = (sin( x*pi ) + sin( y*pi ))
+ elif shape == 4:
+ # y grad.
+ s = y*pi
+ elif shape == 5:
+ # x grad.
+ s = x*pi
+ else:
+ # marble
+ s = ((x+y)*5)
+ return s
+
+# marbleNoise
+def marble_noise(x,y, origin, size, shape, bias, sharpnes, depth, turb, basis ):
+ x = x / size
+ y = y / size
+ s = shapes(x,y,shape)
+
+ x += origin[0]
+ y += origin[1]
+ value = s + turb * turbulence_vector((x,y,0.0), depth, 0, basis )[0]
+
+ if bias == 1:
+ value = sin_bias( value )
+ elif bias == 2:
+ value = tri_bias( value )
+ elif bias == 3:
+ value = saw_bias( value )
+ else:
+ value = no_bias( value )
+
+ if sharpnes == 1:
+ value = sharp( value )
+ elif sharpnes == 2:
+ value = sharper( value )
+ else:
+ value = soft( value )
+
+ return value
+
+# Shattered_hTerrain:
+def shattered_hterrain( x,y, H, lacunarity, octaves, offset, distort, basis ):
+ d = ( turbulence_vector( ( x, y, 0.0 ), 6, 0, 0, 0.5, 2.0 )[0] * 0.5 + 0.5 )*distort*0.5
+ t0 = ( turbulence_vector( ( x+d, y+d, 0.0 ), 0, 0, 7, 0.5, 2.0 )[0] + 0.5 )
+ t2 = ( hetero_terrain(( x*2, y*2, t0*0.25 ), H, lacunarity, octaves, offset, basis ) )
+ return (( t0*t2 )+t2*0.5)*0.5
+
+# landscape_gen
+def landscape_gen(x,y,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.0,0,0,0, 1.0,0.0,1,0.0,1.0,0]):
+
+ # options
+ rseed = options[0]
+ nsize = options[1]
+ ntype = int( options[2][0] )
+ nbasis = int( options[3][0] )
+ vlbasis = int( options[4][0] )
+ distortion = options[5]
+ hard = options[6]
+ depth = options[7]
+ dimension = options[8]
+ lacunarity = options[9]
+ offset = options[10]
+ gain = options[11]
+ marblebias = int( options[12][0] )
+ marblesharpnes = int( options[13][0] )
+ marbleshape = int( options[14][0] )
+ invert = options[15]
+ height = options[16]
+ heightoffset = options[17]
+ falloff = int( options[18][0] )
+ sealevel = options[19]
+ platlevel = options[20]
+ terrace = options[21]
+
+ # origin
+ if rseed == 0:
+ origin = 0.0,0.0,0.0
+ origin_x = 0.0
+ origin_y = 0.0
+ else:
+ # randomise origin
+ seed_set( rseed )
+ origin = random_unit_vector()
+ origin_x = 0.5 - origin[0] * 1000
+ origin_y = 0.5 - origin[1] * 1000
+
+ # adjust noise size and origin
@@ Diff output truncated at 10240 characters. @@
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