[Bf-extensions-cvs] [00fc9bdd] master: Port 'A.N.T. Landscape' addon to Blender 2.8

Amir Shehata noreply at git.blender.org
Mon Dec 31 15:03:23 CET 2018


Commit: 00fc9bddbcf8cef1ebfc29f69166e2d5b919f5dc
Author: Amir Shehata
Date:   Mon Dec 31 13:38:57 2018 +0100
Branches: master
https://developer.blender.org/rBA00fc9bddbcf8cef1ebfc29f69166e2d5b919f5dc

Port 'A.N.T. Landscape' addon to Blender 2.8

Differential Revision: https://developer.blender.org/D4122

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

M	ant_landscape/__init__.py
M	ant_landscape/add_mesh_ant_landscape.py
M	ant_landscape/ant_functions.py
M	ant_landscape/ant_noise.py
M	ant_landscape/mesh_ant_displace.py
M	presets/operator/mesh.landscape_add/abstract.py
M	presets/operator/mesh.landscape_add/another_noise.py
M	presets/operator/mesh.landscape_add/billow.py
M	presets/operator/mesh.landscape_add/canyon.py
M	presets/operator/mesh.landscape_add/canyons.py
M	presets/operator/mesh.landscape_add/cauliflower_hills.py
M	presets/operator/mesh.landscape_add/cliff.py
M	presets/operator/mesh.landscape_add/crystalline.py
M	presets/operator/mesh.landscape_add/default.py
M	presets/operator/mesh.landscape_add/default_large.py
M	presets/operator/mesh.landscape_add/dunes.py
M	presets/operator/mesh.landscape_add/flatstones.py
M	presets/operator/mesh.landscape_add/gully.py
M	presets/operator/mesh.landscape_add/lakes_1.py
M	presets/operator/mesh.landscape_add/lakes_2.py
M	presets/operator/mesh.landscape_add/large_terrain.py
M	presets/operator/mesh.landscape_add/mesa.py
M	presets/operator/mesh.landscape_add/mounds.py
M	presets/operator/mesh.landscape_add/mountain_1.py
M	presets/operator/mesh.landscape_add/mountain_2.py
M	presets/operator/mesh.landscape_add/planet.py
M	presets/operator/mesh.landscape_add/planet_noise.py
M	presets/operator/mesh.landscape_add/ridged.py
M	presets/operator/mesh.landscape_add/river.py
M	presets/operator/mesh.landscape_add/rock.py
M	presets/operator/mesh.landscape_add/slick_rock.py
M	presets/operator/mesh.landscape_add/tech_effect.py
M	presets/operator/mesh.landscape_add/techno_cell.py
M	presets/operator/mesh.landscape_add/vlnoise_turbulence.py
M	presets/operator/mesh.landscape_add/volcano.py
M	presets/operator/mesh.landscape_add/voronoi_hills.py
M	presets/operator/mesh.landscape_add/yin_yang.py

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

diff --git a/ant_landscape/__init__.py b/ant_landscape/__init__.py
index 49432e81..b9888d52 100644
--- a/ant_landscape/__init__.py
+++ b/ant_landscape/__init__.py
@@ -23,7 +23,7 @@ bl_info = {
     "name": "A.N.T.Landscape",
     "author": "Jimmy Hazevoet",
     "version": (0, 1, 8),
-    "blender": (2, 78, 0),
+    "blender": (2, 80, 0),
     "location": "View3D > Tool Shelf",
     "description": "Another Noise Tool: Landscape and Displace",
     "warning": "",
@@ -75,13 +75,13 @@ def menu_func_landscape(self, context):
 
 
 # Landscape Add Panel
-class panel_func_add_landscape(bpy.types.Panel):
+class AntLandscapeAddPanel(bpy.types.Panel):
     bl_idname = "ANTLANDSCAPE_PT_add"
     bl_space_type = "VIEW_3D"
     bl_context = "objectmode"
-    bl_region_type = "TOOLS"
+    bl_region_type = "UI"
     bl_label = "Landscape"
-    bl_category = "Create"
+    bl_category = "A.N.T. Landscape"
     bl_options = {'DEFAULT_CLOSED'}
 
     def draw(self, context):
@@ -94,9 +94,9 @@ class AntLandscapeToolsPanel(bpy.types.Panel):
     bl_idname = "ANTLANDSCAPE_PT_tools"
     bl_space_type = "VIEW_3D"
     bl_context = "objectmode"
-    bl_region_type = "TOOLS"
+    bl_region_type = "UI"
     bl_label = "Landscape Tools"
-    bl_category = "Tools"
+    bl_category = "A.N.T. Landscape"
     bl_options = {'DEFAULT_CLOSED'}
 
     @classmethod
@@ -412,128 +412,128 @@ class AntDisplaceSettingsPanel(bpy.types.Panel):
 # Properties group
 class AntLandscapePropertiesGroup(bpy.types.PropertyGroup):
 
-    ant_terrain_name = StringProperty(
+    ant_terrain_name: StringProperty(
             name="Name",
             default="Landscape"
             )
-    land_material = StringProperty(
+    land_material: StringProperty(
             name='Material',
             default="",
             description="Terrain material"
             )
-    water_material = StringProperty(
+    water_material: StringProperty(
             name='Material',
             default="",
             description="Water plane material"
             )
-    texture_block = StringProperty(
+    texture_block: StringProperty(
             name="Texture",
             default=""
             )
-    at_cursor = BoolProperty(
+    at_cursor: BoolProperty(
             name="Cursor",
             default=True,
             description="Place at cursor location",
             )
-    smooth_mesh = BoolProperty(
+    smooth_mesh: BoolProperty(
             name="Smooth",
             default=True,
             description="Shade smooth"
             )
-    tri_face = BoolProperty(
+    tri_face: BoolProperty(
             name="Triangulate",
             default=False,
             description="Triangulate faces"
             )
-    sphere_mesh = BoolProperty(
+    sphere_mesh: BoolProperty(
             name="Sphere",
             default=False,
             description="Generate uv sphere - remove doubles when ready"
             )
-    subdivision_x = IntProperty(
+    subdivision_x: IntProperty(
             name="Subdivisions X",
             default=128,
             min=4,
             max=6400,
             description="Mesh X subdivisions"
             )
-    subdivision_y = IntProperty(
+    subdivision_y: IntProperty(
             default=128,
             name="Subdivisions Y",
             min=4,
             max=6400,
             description="Mesh Y subdivisions"
             )
-    mesh_size = FloatProperty(
+    mesh_size: FloatProperty(
             default=2.0,
             name="Mesh Size",
             min=0.01,
             max=100000.0,
             description="Mesh size"
             )
-    mesh_size_x = FloatProperty(
+    mesh_size_x: FloatProperty(
             default=2.0,
             name="Mesh Size X",
             min=0.01,
             description="Mesh x size"
             )
-    mesh_size_y = FloatProperty(
+    mesh_size_y: FloatProperty(
             name="Mesh Size Y",
             default=2.0,
             min=0.01,
             description="Mesh y size"
             )
 
-    random_seed = IntProperty(
+    random_seed: IntProperty(
             name="Random Seed",
             default=0,
             min=0,
             description="Randomize noise origin"
             )
-    noise_offset_x = FloatProperty(
+    noise_offset_x: FloatProperty(
             name="Offset X",
             default=0.0,
             description="Noise X Offset"
             )
-    noise_offset_y = FloatProperty(
+    noise_offset_y: FloatProperty(
             name="Offset Y",
             default=0.0,
             description="Noise Y Offset"
             )
-    noise_offset_z = FloatProperty(
+    noise_offset_z: FloatProperty(
             name="Offset Z",
             default=0.0,
             description="Noise Z Offset"
             )
-    noise_size_x = FloatProperty(
+    noise_size_x: FloatProperty(
             default=1.0,
             name="Size X",
             min=0.01,
             max=1000.0,
             description="Noise x size"
             )
-    noise_size_y = FloatProperty(
+    noise_size_y: FloatProperty(
             name="Size Y",
             default=1.0,
             min=0.01,
             max=1000.0,
             description="Noise y size"
             )
-    noise_size_z = FloatProperty(
+    noise_size_z: FloatProperty(
             name="Size Z",
             default=1.0,
             min=0.01,
             max=1000.0,
             description="Noise Z size"
             )
-    noise_size = FloatProperty(
+    noise_size: FloatProperty(
             name="Noise Size",
             default=1.0,
             min=0.01,
             max=1000.0,
             description="Noise size"
             )
-    noise_type = EnumProperty(
+    noise_type: EnumProperty(
             name="Noise Type",
             default='hetero_terrain',
             description="Noise type",
@@ -558,46 +558,26 @@ class AntLandscapePropertiesGroup(bpy.types.PropertyGroup):
                 ('planet_noise', "Planet Noise", "Planet Noise by: Farsthary", 17),
                 ('blender_texture', "Blender Texture - Texture Nodes", "Blender texture data block", 18)]
             )
-    basis_type = EnumProperty(
+    basis_type: EnumProperty(
             name="Noise Basis",
-            default="0",
+            default=ant_noise.noise_basis_default,
             description="Noise basis algorithms",
-            items = [
-                ("0", "Blender", "Blender default noise", 0),
-                ("1", "Perlin", "Perlin noise", 1),
-                ("2", "New Perlin", "New Perlin noise", 2),
-                ("3", "Voronoi F1", "Voronoi F1", 3),
-                ("4", "Voronoi F2", "Voronoi F2", 4),
-                ("5", "Voronoi F3", "Voronoi F3", 5),
-                ("6", "Voronoi F4", "Voronoi F4", 6),
-                ("7", "Voronoi F2-F1", "Voronoi F2-F1", 7),
-                ("8", "Voronoi Crackle", "Voronoi Crackle", 8),
-                ("9", "Cell Noise", "Cell noise", 9)]
-            )
-    vl_basis_type = EnumProperty(
+            items = ant_noise.noise_basis
+            )
+    vl_basis_type: EnumProperty(
             name="vlNoise Basis",
-            default="0",
+            default=ant_noise.noise_basis_default,
             description="VLNoise basis algorithms",
-            items = [
-                ("0", "Blender", "Blender default noise", 0),
-                ("1", "Perlin", "Perlin noise", 1),
-                ("2", "New Perlin", "New Perlin noise", 2),
-                ("3", "Voronoi F1", "Voronoi F1", 3),
-                ("4", "Voronoi F2", "Voronoi F2", 4),
-                ("5", "Voronoi F3", "Voronoi F3", 5),
-                ("6", "Voronoi F4", "Voronoi F4", 6),
-                ("7", "Voronoi F2-F1", "Voronoi F2-F1", 7),
-                ("8", "Voronoi Crackle", "Voronoi Crackle", 8),
-                ("9", "Cell Noise", "Cell noise", 9)]
-            )
-    distortion = FloatProperty(
+            items =  ant_noise.noise_basis
+            )
+    distortion: FloatProperty(
             name="Distortion",
             default=1.0,
             min=0.01,
             max=100.0,
             description="Distortion amount"
             )
-    hard_noise = EnumProperty(
+    hard_noise: EnumProperty(
             name="Soft Hard",
             default="0",
             description="Soft Noise, Hard noise",
@@ -605,56 +585,56 @@ class AntLandscapePropertiesGroup(bpy.types.PropertyGroup):
                 ("0", "Soft", "Soft Noise", 0),
                 ("1", "Hard", "Hard noise", 1)]
             )
-    noise_depth = IntProperty(
+    noise_depth: IntProperty(
             name="Depth",
             default=8,
             min=0,
             max=16,
             description="Noise Depth - number of frequencies in the fBm"
             )
-    amplitude = FloatProperty(
+    amplitude: FloatProperty(
             name="Amp",
             default=0.5,
             min=0.01,
             max=1.0,
             description="Amplitude"
             )
-    frequency = FloatProperty(
+    frequency: FloatProperty(
             name="Freq",
             default=2.0,
             min=0.01,
             max=5.0,
             description="Frequency"
             )
-    dimension = FloatProperty(
+    dimension: FloatProperty(
             name="Dimension",
             default=1.0,
             min=0.01,
             max=2.0,
             description="H - fractal dimension of the roughest areas"
             )
-    lacunarity = FloatProperty(
+    lacunarity: FloatProperty(
             name="Lacunarity",
             min=0.01,
             max=6.0,
             default=2.0,
             description="Lacunarity - gap between successive frequencies"
             )
-    offset = FloatProperty(
+    offset: FloatProperty(
             name="Offset",
             default=1.0,
             min=0.01,
             max=6.0,
             description="Offset - raises the terrain from sea level"
             )
-    gain = FloatProperty(
+    gain: FloatProperty(
             name="Gain",
             default=1.0,
             min=0.01,
             max=6.0,
             description="Gain - scale factor"
             )
-    marble_bias = EnumProperty(
+    marble_bias:

@@ Diff output truncated at 10240 characters. @@



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