[Bf-extensions-cvs] SVN commit: /data/svn/bf-extensions [2440] branches/geodesic_domes/ geodesic_259.py: minimal request from gui_259: generate (only printing " generate called"

Peter K.H. Gragert pkhgragert at gmail.com
Fri Oct 14 12:42:44 CEST 2011


Revision: 2440
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-extensions&revision=2440
Author:   pkhg
Date:     2011-10-14 10:42:44 +0000 (Fri, 14 Oct 2011)
Log Message:
-----------
minimal request from gui_259: generate (only printing "generate called"

Only two def's  for geodesic object left over:
get_chosen_type and get_parameter_of_chosen_type

Modified Paths:
--------------
    branches/geodesic_domes/geodesic_259.py

Modified: branches/geodesic_domes/geodesic_259.py
===================================================================
--- branches/geodesic_domes/geodesic_259.py	2011-10-14 10:26:21 UTC (rev 2439)
+++ branches/geodesic_domes/geodesic_259.py	2011-10-14 10:42:44 UTC (rev 2440)
@@ -1,1094 +1,13 @@
 import bpy
 
 def generate(context):
-    chosen_type  = get_chosen_type(context)
-    print(chosen_type) #PKHG seems to work
-    parameters = get_parameter_of_chosen_type(chosen_type)
-    print("parameters of ", chosen_type, parameters)
+#    chosen_type  = get_chosen_type(context)
+#    print(chosen_type) #PKHG seems to work
+#    parameters = get_parameter_of_chosen_type(chosen_type)
+#    print("parameters of ", chosen_type, parameters)
+    print("generate called")
     return {'FINISHED'}
-    
-    # Make variable that is the current .blend file main data blocks
-    blend_data = context.blend_data 
-    
-    # Make variable that is the active object selected by user
-    active_object = context.active_object
-    
-    # Make variable scene that is current scene
-    scene = context.scene
-    
-    # Parameters the user may want to change:
-    # Number of points this number is multiplied by the volume to get
-    # the number of points the scripts will put in the volume.
-    numOfPoints = 1.0
-    maxNumOfPoints = 100000
-    maxPointDensityRadius = 1.5
-    scattering = 2.5
-    pointDensityRadiusFactor = 1.0
-    densityScale = 1.5
-         
-    # What should we do?
-    WhatToDo = getActionToDo(active_object)
-    
-    if WhatToDo == 'DEGENERATE':
-    # Degenerate Cloud
-        mainObj = active_object
-            
-        cloudMembers = active_object.children
 
-        createdObjects = []
-        definitionObjects  = []
-        for member in cloudMembers:
-            applyScaleRotLoc(scene, member)
-            if (member["CloudMember"] == "CreatedObj"):
-                createdObjects.append(member)
-            else:
-                definitionObjects.append(member)
-              
-        for defObj in definitionObjects:
-           #Delete cloudmember data from objects
-            if "CloudMember" in defObj:
-                del(defObj["CloudMember"])
-               
-        for createdObj in createdObjects:
-            totallyDeleteObject(scene, createdObj)
-             
-        # Delete the blend_data object
-        totallyDeleteObject(scene, mainObj)
-
-        # Select all of the left over boxes so people can immediately
-        # press generate again if they want.
-        for eachMember in definitionObjects:
-            eachMember.draw_type = 'SOLID'
-            eachMember.select = True
-            eachMember.hide_render = False
-               
-    elif WhatToDo == 'CLOUD_CONVERT_TO_MESH':
-            
-        cloudParticles = active_object.particle_systems.active
-           
-        bounds = active_object.parent
-           
-        ###############Create CloudPnts for putting points in#########
-        # Create a new object cloudPnts
-        cloudPnts = addNewObject(scene, "CloudPoints", bounds)
-        cloudPnts["CloudMember"] = "CreatedObj"
-        cloudPnts.draw_type = 'WIRE'
-        cloudPnts.hide_render = True
-
-        makeParent(bounds, cloudPnts, scene) 
-            
-        convertParticlesToMesh(scene, cloudParticles, cloudPnts, True)
-          
-        removeParticleSystemFromObj(scene, active_object)
-           
-        pDensity = getpdensitytexture(bounds)
-        pDensity.point_density.point_source = 'OBJECT'
-        pDensity.point_density.object = cloudPnts
-           
-        #Let's resize the bound box to be more accurate.
-        how_much_bigger =  pDensity.point_density.radius 
-        makeObjectIntoBoundBox(scene, bounds, how_much_bigger, cloudPnts)
-           
-    else:
-           
-            # Generate Cloud
-
-            ###############Create Combined Object bounds##################
-            # Make a list of all Selected objects.
-            selectedObjects = bpy.context.selected_objects
-            if not selectedObjects:
-                selectedObjects = [bpy.context.active_object]
-
-            # Create a new object bounds
-            bounds = addNewObject(scene,
-                "CloudBounds",
-                selectedObjects[0])
-
-            bounds.draw_type = 'BOUNDS'
-            bounds.hide_render = False
-
-            # Just add a Definition Property designating this
-            # as the blend_data object.
-            bounds["CloudMember"] = "MainObj"
-
-            # Since we used iteration 0 to copy with object we
-            # delete it off the list.
-            firstObject = selectedObjects[0]
-            del selectedObjects[0]
-
-            # Apply location Rotation and Scale to all objects involved.
-            applyScaleRotLoc(scene, bounds)
-            for each in selectedObjects:
-                applyScaleRotLoc(scene, each)
-
-            # Lets combine all of them together.
-            combineObjects(scene, bounds, selectedObjects)
-
-            # Lets add some property info to the objects.
-            for selObj in selectedObjects:
-                selObj["CloudMember"] = "DefinitioinObj"
-                selObj.name = "DefinitioinObj"
-                selObj.draw_type = 'WIRE'
-                selObj.hide_render = True
-                makeParent(bounds, selObj, scene)
-
-            # Do the same to the 1. object since it is no longer in list.
-            firstObject["CloudMember"] = "DefinitioinObj"
-            firstObject.name = "DefinitioinObj"
-            firstObject.draw_type = 'WIRE'
-            firstObject.hide_render = True
-            makeParent(bounds, firstObject, scene)
-
-            ###############Create Cloud for putting Cloud Mesh############
-            # Create a new object cloud.
-            cloud = addNewObject(scene, "CloudMesh", bounds)
-            cloud["CloudMember"] = "CreatedObj"
-            cloud.draw_type = 'WIRE'
-            cloud.hide_render = True
-
-            makeParent(bounds, cloud, scene)
-
-            bpy.ops.object.editmode_toggle()
-            bpy.ops.mesh.select_all(action='SELECT')
-            
-            #Don't subdivide object or smooth if smoothing box not checked.
-            if scene.cloudsmoothing:            
-                bpy.ops.mesh.subdivide(number_cuts=2, fractal=0, smoothness=1)
-                bpy.ops.object.transform_apply(location=True)
-                bpy.ops.mesh.vertices_smooth(repeat=20)
-            bpy.ops.mesh.tris_convert_to_quads()
-            bpy.ops.mesh.faces_shade_smooth()
-            bpy.ops.object.editmode_toggle()
-
-            ###############Create Particles in cloud obj##################
-
-            # Set time to 0.
-#            scene.frame_current = 0
-            
-            # Add a new particle system.
-            bpy.ops.object.particle_system_add()
-
-            #Particle settings setting it up!
-            
-            cloudParticles = cloud.particle_systems.active
-            cloudParticles.name = "CloudParticles"
-            cloudParticles.settings.frame_start = 0
-            cloudParticles.settings.frame_end = 0
-            cloudParticles.settings.emit_from = 'VOLUME'
-            cloudParticles.settings.lifetime = scene.frame_end
-            cloudParticles.settings.draw_method = 'DOT'
-            cloudParticles.settings.render_type = 'NONE'
-            cloudParticles.settings.distribution = 'RAND'
-            cloudParticles.settings.physics_type = 'NEWTON'
-            cloudParticles.settings.normal_factor = 0
-            
-            #Gravity does not effect the particle system
-            eWeights = cloudParticles.settings.effector_weights
-            eWeights.gravity = 0
-            
-
-            ####################Create Volume Material####################
-            # Deselect All
-            bpy.ops.object.select_all(action='DESELECT')
-
-            # Select the object.
-            bounds.select = True
-            scene.objects.active = bounds
-
-            # Turn bounds object into a box.  Use itself as a reference.
-            makeObjectIntoBoundBox(scene, bounds,  1.0, bounds)
-
-            # Delete all material slots in bounds object.
-            for i in range(len(bounds.material_slots)):
-                bounds.active_material_index = i - 1
-                bpy.ops.object.material_slot_remove()
-
-            # Add a new material.
-            cloudMaterial = blend_data.materials.new("CloudMaterial")
-            bpy.ops.object.material_slot_add()
-            bounds.material_slots[0].material = cloudMaterial
-
-            # Set Up the Cloud Material
-            cloudMaterial.name = "CloudMaterial"
-            cloudMaterial.type = 'VOLUME'
-            mVolume = cloudMaterial.volume
-            mVolume.scattering = scattering
-            mVolume.density = 0
-            mVolume.density_scale = densityScale
-            mVolume.transmission_color = [3, 3, 3]
-            mVolume.step_size = 0.1
-            mVolume.use_light_cache = True
-            mVolume.cacheresolution = 45
-
-            # Add a texture
-            # vMaterialTextureSlots = cloudMaterial.texture_slots  # UNUSED
-            cloudtex = blend_data.textures.new("CloudTex", type='CLOUDS')
-            cloudtex.noise_type = 'HARD_NOISE'
-            cloudtex.noise_scale = 2
-            mtex = cloudMaterial.texture_slots.add()
-            mtex.texture = cloudtex
-            mtex.texture_coords = 'ORCO'
-            mtex.use_map_color_diffuse = True
-
-            # Set time
-            scene.frame_current = 1
-
-            # Add a Point Density texture
-            pDensity = blend_data.textures.new("CloudPointDensity", 'POINT_DENSITY')
-            
-            mtex = cloudMaterial.texture_slots.add()
-            mtex.texture = pDensity
-            mtex.texture_coords = 'GLOBAL'
-            mtex.use_map_density = True
-            mtex.use_rgb_to_intensity = True
-            mtex.texture_coords = 'GLOBAL'
-
-            pDensity.point_density.vertex_cache_space = 'WORLD_SPACE'
-            pDensity.point_density.use_turbulence = True
-            pDensity.point_density.noise_basis = 'VORONOI_F2'
-            pDensity.point_density.turbulence_depth = 3
-
-            pDensity.use_color_ramp = True
-            pRamp = pDensity.color_ramp
-            #pRamp.use_interpolation = 'LINEAR'

@@ Diff output truncated at 10240 characters. @@


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