[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. @@
More information about the Bf-extensions-cvs
mailing list