[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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