[Bf-extensions-cvs] [d93ef9e6] master: Ant landscape, remove original file: mention rBAfcab90a6a004

meta-androcto noreply at git.blender.org
Wed Jun 14 08:58:29 CEST 2017


Commit: d93ef9e6a674d35c3df82aea6c8316272763a7d4
Author: meta-androcto
Date:   Wed Jun 14 16:58:05 2017 +1000
Branches: master
https://developer.blender.org/rBAd93ef9e6a674d35c3df82aea6c8316272763a7d4

Ant landscape, remove original file: mention rBAfcab90a6a004

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

D	add_mesh_ant_landscape.py

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

diff --git a/add_mesh_ant_landscape.py b/add_mesh_ant_landscape.py
deleted file mode 100644
index eaa19b54..00000000
--- a/add_mesh_ant_landscape.py
+++ /dev/null
@@ -1,1422 +0,0 @@
-# ##### 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_info = {
-    "name": "A.N.T. Landscape",
-    "author": "Jimmy Hazevoet",
-    "version": (0, 1, 6),
-    "blender": (2, 77, 0),
-    "location": "View3D > Add > Mesh",
-    "description": "Another Noise Tool: Add a landscape primitive",
-    "warning": "",
-    "wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/Py/"
-                "Scripts/Add_Mesh/ANT_Landscape",
-    "category": "Add Mesh",
-}
-
-"""
-# -------------------------------------------------------------
-- UPDATE: A.N.T. Landscape - Version 0,1,6 (5/2017)
-# -------------------------------------------------------------
-                - NEW:
-                -
-                - Use Blender internal texture data block - texture nodes
-                - Variable X and Y grid size and variable X and Y subdivisions
-                - Triangulate faces
-                - Slope map, z normal to vertex group weight,
-                    and optional select vertices on flat area's
-                - Place landscape at cursor position or at world center
-                - Noise variations (from old A.N.T. Blender-2.49 addon)
-                - Variable X and Y noise size (and X Y Offset since version 0.1.5)
-                - Plateau and Sealevel renamed to Maximum (plateau) and Minimum (now: seabed)
-                - Variable X and Y edge fallof with variable edge level (now: sealevel)
-                - Add water plane with variable height
-                - Use materials
-                - Some small changes and fixes
-                -
-
-# -------------------------------------------------------------
-# Another Noise Tool: Landscape mesh generator
-# -------------------------------------------------------------
-MESH OPTIONS:
-Mesh update:     Turn this on for interactive mesh refresh.
-Sphere:          Generate sphere or a grid mesh.
-Smooth:          Generate smooth shaded mesh.
-Triangulate:     Triangulate faces
-Subdivision X Y: Number of mesh X Y subdivisions, higher numbers gives more detail but slows down the script.
-Mesh size X Y:   X,Y size of the grid mesh in blender units.
-X_Offset:        Noise x offset in blender units (make tiled terrain)
-Y_Offset:        Noise y offset in blender units
-Cursor:          Place at cursor location
-Vertex Group:    Slope map, z normal value to vertex group weight,
-                    and select vertices on flat area's
-
-NOISE OPTIONS: ( Many of these options are the same as in blender textures. )
-Random seed:     Use this to randomise the origin of the noise function.
-Noise size:      Size of the noise.
-Noise type:      Available noise types: multiFractal, ridgedMFractal, fBm, hybridMFractal, heteroTerrain,
-                 Turbulence, Distorted Noise, Marble, Shattered_hTerrain, Strata_hTerrain, Planet_noise
-Noise basis:     Blender, Perlin, NewPerlin, Voronoi_F1, Voronoi_F2, Voronoi_F3, Voronoi_F4, Voronoi_F2-F1,
-                 Voronoi Crackle, Cellnoise
-Distortion:      Distortion amount.
-Hard:            Hard/Soft turbulence noise.
-Depth:           Noise depth, number of frequencies in the fBm.
-Dimension:       Musgrave: Fractal dimension of the roughest areas.
-Lacunarity:      Musgrave: Gap between successive frequencies.
-Offset:          Musgrave: Raises the terrain from sea level.
-Gain:            Musgrave: Scale factor.
-Marble Bias:     Sin, Tri, Saw
-Marble Sharpnes: Soft, Sharp, Sharper
-Marble Shape:    Shape of the marble function: Default, Ring, Swirl, Bumps, Wave, X, Y
-
-TERRAIN OPTIONS:
-Height:          Scale terrain height.
-Invert:          Invert terrain height.
-Offset:          Terrain height offset.
-Seabed:          Flattens terrain at seabed level.
-Plateau:         Flattens terrain at plateau level.
-Falloff:         Terrain height falloff: X falloff, Y falloff, XY falloff
-Edge Level:      Falloff edge level, sealevel
-FalloffSizeX:    Scale falloff x
-FalloffSizeY:    Scale falloff y
-Strata:          Strata amount, number of strata / terrace layers.
-Strata type:     Strata types, Smooth, Sharp-sub, Sharp-add, Quantize
-
-WATER:          Add water plane
-Level:          Adjust plane level
-
-MATERIAL:       Use materials
-"""
-
-# import modules
-import bpy
-from bpy.props import (
-        BoolProperty,
-        EnumProperty,
-        FloatProperty,
-        IntProperty,
-        StringProperty,
-        FloatVectorProperty,
-        )
-from mathutils import Vector
-from mathutils.noise import (
-        seed_set,
-        turbulence,
-        turbulence_vector,
-        fractal,
-        hybrid_multi_fractal,
-        multi_fractal,
-        ridged_multi_fractal,
-        hetero_terrain,
-        random_unit_vector,
-        variable_lacunarity,
-        )
-from math import (
-        floor, sqrt,
-        sin, cos, pi,
-        )
-
-
-# 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).
-def create_mesh_object(context, verts, edges, faces, name):
-    # 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()
-
-    from bpy_extras import object_utils
-
-    return object_utils.object_data_add(context, mesh, operator=None)
-
-
-# ------------------------------------------------------------
-# Generate XY Grid
-def grid_gen(sub_d_x, sub_d_y, tri, meshsize_x, meshsize_y, options, water_plane, water_level):
-    verts = []
-    faces = []
-    for i in range (0, sub_d_x):
-        x = meshsize_x * (i / (sub_d_x - 1) - 1 / 2)
-        for j in range(0, sub_d_y):
-            y = meshsize_y * (j / (sub_d_y - 1) - 1 / 2)
-            if water_plane:
-                z = water_level
-            else:
-                z = landscape_gen(x, y, 0, meshsize_x, meshsize_y, options)
-
-            verts.append((x,y,z))
-
-    count = 0
-    for i in range (0, sub_d_y * (sub_d_x - 1)):
-        if count < sub_d_y - 1 :
-            A = i + 1
-            B = i
-            C = (i + sub_d_y)
-            D = (i + sub_d_y) + 1
-            if tri:
-                faces.append((A, B, D))
-                faces.append((B, C, D))
-            else:
-                faces.append((A, B, C, D))
-            count = count + 1
-        else:
-            count = 0
-
-    return verts, faces
-
-
-# Generate UV Sphere
-def sphere_gen(sub_d_x, sub_d_y, tri, meshsize, options, water_plane, water_level):
-    verts = []
-    faces = []
-    sub_d_x += 1
-    sub_d_y += 1
-    for i in range(0, sub_d_x):
-        for j in range(0, sub_d_y):
-            u = sin(j * pi * 2 / (sub_d_y - 1)) * cos(-pi / 2 + i * pi / (sub_d_x - 1)) * meshsize / 2
-            v = cos(j * pi * 2 / (sub_d_y - 1)) * cos(-pi / 2 + i * pi / (sub_d_x - 1)) * meshsize / 2
-            w = sin(-pi / 2 + i * pi / (sub_d_x - 1)) * meshsize / 2
-            if water_plane:
-                h = water_level
-            else:
-                h = landscape_gen(u, v, w, meshsize, meshsize, options) / meshsize
-            verts.append(((u + u * h), (v + v * h), (w + w * h)))
-
-    count = 0
-    for i in range (0, sub_d_y * (sub_d_x - 1)):
-        if count < sub_d_y - 1 :
-            A = i + 1
-            B = i
-            C = (i + sub_d_y)
-            D = (i + sub_d_y) + 1
-            if tri:
-                faces.append((A, B, D))
-                faces.append((B, C, D))
-            else:
-                faces.append((A, B, C, D))
-            count = count + 1
-        else:
-            count = 0
-
-    return verts, faces
-
-
-# ------------------------------------------------------------
-# Z normal value to vertex group (Slope map)
-class ANTSlopeVGroup(bpy.types.Operator):
-    bl_idname = "mesh.ant_slope_vgroup"
-    bl_label = "Slope Map"
-    bl_description = "Slope map - z normal value to vertex group weight"
-    #bl_options = {'REGISTER'} 
-
-    z_method = EnumProperty(
-            name="Method:",
-            default='SLOPE_Z',
-            items=[
-                ('SLOPE_Z', "Slope Z", "Slope for planar mesh"),
-                ('SLOPE_XYZ', "Slope XYZ", "Slope for spherical mesh")
-                ])
-    group_name = StringProperty(
-            name="Vertex Group Name:",
-            default="Slope",
-            description="Name"
-            )
-    select_flat = BoolProperty(
-            name="Vert Select:",
-            default=True,
-            description="Select vertices on flat surface"
-            )
-    select_range = FloatProperty(
-            name="Vert Select Range:",
-            default=0.0,
-            min=0.0,
-            max=1.0,
-            description="Increase to select more vertices"
-            )
-
-    def invoke(self, context, event):
-        wm = context.window_manager
-        return wm.invoke_props_dialog(self)
-
-
-    def execute(self, context):
-        message = "Popup Values: %d, %f, %s, %s" % \
-            (self.select_flat, self.select_range, self.group_name, self.z_method)
-        self.report({'INFO'}, message)
-
-        ob = bpy.context.active_object


@@ Diff output truncated at 10240 characters. @@



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