[Bf-extensions-cvs] [6761631] master: ant landscape: code cleanup, fix for marble noise thanks @jimmyhazevoet

meta-androcto noreply at git.blender.org
Wed Aug 17 08:39:45 CEST 2016


Commit: 67616315fc3c27ee2f646ea2bb3b104bd183600d
Author: meta-androcto
Date:   Wed Aug 17 16:39:25 2016 +1000
Branches: master
https://developer.blender.org/rBA67616315fc3c27ee2f646ea2bb3b104bd183600d

ant landscape: code cleanup, fix for marble noise thanks @jimmyhazevoet

===================================================================

M	add_mesh_ant_landscape.py

===================================================================

diff --git a/add_mesh_ant_landscape.py b/add_mesh_ant_landscape.py
index bd528b9..528c551 100644
--- a/add_mesh_ant_landscape.py
+++ b/add_mesh_ant_landscape.py
@@ -26,8 +26,10 @@ bl_info = {
     "warning": "", # used for warning icon and text in addons panel
     "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
                 "Scripts/Add_Mesh/ANT_Landscape",
+    "tracker_url": "https://developer.blender.org/maniphest/task/create/?project=3&type=Bug",
     "category": "Add Mesh",
-    }
+}
+
 
 """
 Another Noise Tool: Landscape mesh generator
@@ -94,71 +96,79 @@ def create_mesh_object(context, verts, edges, faces, name):
     from bpy_extras import object_utils
     return object_utils.object_data_add(context, mesh, operator=None)
 
-###------------------------------------------------------------
-###------------------------------------------------------------
+
+# ------------------------------------------------------------
 # some functions for marble_noise
 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)))
+    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)
+    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):
+
+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))
+        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)) / (x**2+y**2+0.5))
+        x = x * 2
+        y = y * 2
+        s = ((x * sin(x * x + y * y) + y * cos(x * x + y * y)) / (x**2 + y**2 + 0.5))
     elif shape == 3:
         # bumps
-        x = x*2
-        y = y*2
-        s = ((cos( x*pi) + cos(y*pi))-0.5)
+        x = x * 2
+        y = y * 2
+        s = ((cos(x * pi) + cos(y * pi)) - 0.5)
     elif shape == 4:
         # y grad.
-        s = (y*pi)
+        s = (y * pi)
     elif shape == 5:
         # x grad.
-        s = (x*pi)
+        s = (x * pi)
     else:
-        # marble
-        s = ((x+y)*5)
+        # marble default
+        s = ((x + y) * 5)
+
     return s
 
+
 # marble_noise
-def marble_noise(x,y,z, origin, size, shape, bias, sharpnes, turb, depth, hard, basis):
+def marble_noise(x, y, z, origin, size, shape, bias, sharpnes, turb, depth, hard, basis):
     x = x / size
     y = y / size
     z = z / size
-    s = shapes(x,y,shape)
+    s = shapes(x, y, shape)
 
     x += origin[0]
     y += origin[1]
     z += origin[2]
-    value = s + turb * turbulence_vector((x,y,z), depth, hard, basis)[0]
+    value = s + turb * turbulence_vector((x, y, z), depth, hard, basis)[0]
 
     if bias == 1:
         value = tri_bias(value)
@@ -176,23 +186,26 @@ def marble_noise(x,y,z, origin, size, shape, bias, sharpnes, turb, depth, hard,
 
     return value
 
-###------------------------------------------------------------
+
+# ------------------------------------------------------------
 # custom noise types
 
 # shattered_hterrain:
-def shattered_hterrain(x,y,z, H, lacunarity, octaves, offset, distort, basis):
-    d = (turbulence_vector((x, y, z), 6, 0, 0)[0] * 0.5 + 0.5)*distort*0.5
-    t1 = (turbulence_vector((x+d, y+d, z), 0, 0, 7)[0] + 0.5)
-    t2 = (hetero_terrain((x*2, y*2, z*2), H, lacunarity, octaves, offset, basis)*0.5)
-    return ((t1*t2)+t2*0.5) * 0.5
+def shattered_hterrain(x, y, z, H, lacunarity, octaves, offset, distort, basis):
+    d = (turbulence_vector((x, y, z), 6, 0, 0)[0] * 0.5 + 0.5) * distort * 0.5
+    t1 = (turbulence_vector((x + d, y + d, z), 0, 0, 7)[0] + 0.5)
+    t2 = (hetero_terrain((x * 2, y * 2, z * 2), H, lacunarity, octaves, offset, basis) * 0.5)
+    return ((t1 * t2) + t2 * 0.5) * 0.5
+
 
 # strata_hterrain
-def strata_hterrain(x,y,z, H, lacunarity, octaves, offset, distort, basis):
-    value = hetero_terrain((x, y, z), H, lacunarity, octaves, offset, basis)*0.5
-    steps = (sin( value*(distort*5)*pi) * (0.1/(distort*5)*pi))
-    return (value * (1.0-0.5) + steps*0.5)
+def strata_hterrain(x, y, z, H, lacunarity, octaves, offset, distort, basis):
+    value = hetero_terrain((x, y, z), H, lacunarity, octaves, offset, basis) * 0.5
+    steps = (sin(value * (distort * 5) * pi) * (0.1 / (distort * 5) * pi))
+    return (value * (1.0 - 0.5) + steps * 0.5)
 
-# planet_noise by Farsthary: https://blenderartists.org/forum/showthread.php?202944-New-quot-Planet-quot-procedural-texture-by-Farsthary
+
+# planet_noise by Farsthary: https://farsthary.com/2010/11/24/new-planet-procedural-texture/
 def planet_noise(coords, oct=6, hard=0, noisebasis=1, nabla=0.001):
     x,y,z = coords
     d = 0.001
@@ -200,49 +213,50 @@ def planet_noise(coords, oct=6, hard=0, noisebasis=1, nabla=0.001):
     x = turbulence((x, y, z), oct, hard, noisebasis)
     y = turbulence((x + offset, y , z), oct, hard, noisebasis)
     z = turbulence((x, y + offset, z), oct, hard, noisebasis)
-    xdy = x - turbulence((x, y + d, z), oct, hard, noisebasis)
-    xdz = x - turbulence((x, y, z + d), oct, hard, noisebasis)
-    ydx = y - turbulence((x + d, y, z), oct, hard, noisebasis)
-    ydz = y - turbulence((x, y, z + d), oct, hard, noisebasis)
-    zdx = z - turbulence((x + d, y, z), oct, hard, noisebasis)
-    zdy = z - turbulence((x, y + d, z), oct, hard, noisebasis)
+    xdy = x-turbulence((x, y + d, z), oct, hard, noisebasis)
+    xdz = x-turbulence((x, y, z + d), oct, hard, noisebasis)
+    ydx = y-turbulence((x + d, y, z), oct, hard, noisebasis)
+    ydz = y-turbulence((x, y, z + d), oct, hard, noisebasis)
+    zdx = z-turbulence((x + d, y, z), oct, hard, noisebasis)
+    zdy = z-turbulence((x, y + d, z), oct, hard, noisebasis)
     return (zdy - ydz), (zdx - xdz), (ydx - xdy)
 
-###------------------------------------------------------------
+
+# ------------------------------------------------------------
 # landscape_gen
-def landscape_gen(x,y,z,falloffsize,options=[0,1.0,'multi_fractal', 0,0,1.0,0,6,1.0,2.0,1.0,2.0,0,0,0, 1.0,0.0,1,0.0,1.0,0,0,0,0.0,0.0]):
-
-    # options
-    rseed    = options[0]
-    nsize    = options[1]
-    ntype      = options[2]
-    nbasis     = int(options[3][0])
-    vlbasis    = int(options[4][0])
+def landscape_gen(x, y, z, falloffsize, options):
+
+    # options = [0, 1.0, 'multi_fractal', 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, 0, 0, 0.0, 0.0]
+    rseed = options[0]
+    nsize = options[1]
+    ntype = options[2]
+    nbasis = int(options[3][0])
+    vlbasis = int(options[4][0])
     distortion = options[5]
-    hardnoise  = options[6]
-    depth      = options[7]
-    dimension  = options[8]
+    hardnoise = options[6]
+    depth = options[7]
+    dimension = options[8]
     lacunarity = options[9]
-    offset     = options[10]
-    gain       = options[11]
-    marblebias     = int(options[12][0])
+    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]
+    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]
-    strata       = options[21]
-    stratatype   = options[22]
-    sphere       = options[23]
-    x_offset     = options[24]
-    y_offset     = options[25]
+    falloff = int(options[18][0])
+    sealevel = options[19]
+    platlevel = options[20]
+    strata = options[21]
+    stratatype = options[22]
+    sphere = options[23]
+    x_offset = options[24]
+    y_offset = options[25]
 
     # origin    
     if rseed == 0:
-        origin = 0.0,0.0,0.0
+        origin = 0.0 + x_offset, 0.0 + y_offset, 0.0
         origin_x = x_offset
         origin_y = y_offset
         origin_z = 0.0
@@ -250,6 +264,8 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,'multi_fractal', 0,0,1.0,0,6,
         # randomise origin
         seed_set(rseed)
         origin = random_unit_vector()
+        origin[0] += x_offset
+        origin[1] += y_offset
         origin_x = ((0.5 - origin[0]) * 1000.0) + x_offset
         origin_y = ((0.5 - origin[1]) * 1000.0) + y_offset
         origin_z = (0.5 - origin[2]) * 1000.0
@@ -286,7 +302,7 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,'multi_fractal', 0,0,1.0,0,6,
         value = variable_lacunarity(ncoords, distortion, nbasis, vlbasis) + 0.5
 
     elif ntype == 'marble_noise':
-        value = marble_noise(ncoords[0]*2.0/falloffsize,ncoords[1]*2.0/falloffsize,ncoords[2]*2/falloffsize, origin, nsize, marbleshape, marblebias, marblesharpnes, distortion, depth, hardnoise, nbasis)
+        value = marble_noise(x * 2.0 / falloffsize, y * 2.0 / falloffsize, z * 2 / falloffsize, origin, nsize, marbleshape, marblebias, marblesharpnes, distortion, depth, hardnoise, nbasis)
 
     elif ntype == 'shattered_hterrain':
         value = shattered_hterrain(ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis)
@@ -295,13 +311,13 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,'multi_fractal', 0,0,1.0,0,6,
         value = strata_hterrain(ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis)
 
     elif ntype == 'planet_noise':
-        value = planet_noise(ncoords, depth, hardnoise, nbasis)[2]*0.5+0.5
+        value = planet_noise(ncoords, depth, hardnoise, nbasis)[2] * 0.5 + 0.5
     else:
         value = 0.0
 
     # adjust height
     if invert !=0:
-        value = (1-value) * height + heightoffset
+        value = (1 - value) * height + heightoffset
     else:
         value = value * height + heightoffset
 
@@ -309,16 +325,16 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,'multi_fractal', 0,0,1.0,0,6,
     if sphere == 0: # no edge falloff if spherical
    

@@ Diff output truncated at 10240 characters. @@



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