[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [882] trunk/py/scripts/addons/ add_mesh_ant_landscape.py: SVN maintenance.
gsr b3d
gsr.b3d at infernal-iceberg.com
Sun Aug 1 23:21:56 CEST 2010
Revision: 882
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-extensions&revision=882
Author: gsrb3d
Date: 2010-08-01 23:21:56 +0200 (Sun, 01 Aug 2010)
Log Message:
-----------
SVN maintenance.
Modified Paths:
--------------
trunk/py/scripts/addons/add_mesh_ant_landscape.py
Property Changed:
----------------
trunk/py/scripts/addons/add_mesh_ant_landscape.py
Modified: trunk/py/scripts/addons/add_mesh_ant_landscape.py
===================================================================
--- trunk/py/scripts/addons/add_mesh_ant_landscape.py 2010-08-01 16:57:26 UTC (rev 881)
+++ trunk/py/scripts/addons/add_mesh_ant_landscape.py 2010-08-01 21:21:56 UTC (rev 882)
@@ -1,766 +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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