Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorBrendon Murphy <meta.androcto1@gmail.com>2010-08-01 06:47:03 +0400
committerBrendon Murphy <meta.androcto1@gmail.com>2010-08-01 06:47:03 +0400
commitecb5900d1e82ecf3cfc560d86c39e64781456b7d (patch)
tree75ee9594ae45f595a584427af4ca6970ecfe3349
parentb4a29c199c87485187402e519be07a3a905711fe (diff)
add_mesh_ant_landscape.py
port of script by Jimmy Hazevoet thanks to ideasman for the noise module.
-rw-r--r--add_mesh_ant_landscape.py766
1 files changed, 766 insertions, 0 deletions
diff --git a/add_mesh_ant_landscape.py b/add_mesh_ant_landscape.py
new file mode 100644
index 00000000..7bb2f677
--- /dev/null
+++ b/add_mesh_ant_landscape.py
@@ -0,0 +1,766 @@
+# ##### 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_addon_info = {
+ 'name': 'Add Mesh: ANT Landscape',
+ 'author': 'Jimmy Hazevoet',
+ 'version': '0.1.0 July-2010',
+ 'blender': (2, 5, 3),
+ 'location': 'Add Mesh menu',
+ 'description': 'Adds a landscape primitive',
+ 'warning': '', # used for warning icon and text in addons panel
+ 'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
+ 'Scripts/',
+ 'tracker_url': 'https://projects.blender.org/tracker/index.php?' \
+ 'func=detail&aid=23130&group_id=153&atid=469',
+ 'category': 'Add Mesh'}
+
+# import modules
+import bpy
+from bpy.props import *
+from mathutils import *
+from noise import *
+from math import *
+
+###------------------------------------------------------------
+# calculates the matrix for the new object depending on user pref
+def align_matrix(context):
+ loc = TranslationMatrix(context.scene.cursor_location)
+ obj_align = context.user_preferences.edit.object_align
+ if (context.space_data.type == 'VIEW_3D'
+ and obj_align == 'VIEW'):
+ rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
+ else:
+ rot = Matrix()
+ align_matrix = loc * rot
+ return align_matrix
+
+# 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).
+# edit ... Replace existing mesh data.
+# Note: Using "edit" will destroy/delete existing mesh data.
+def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix):
+ scene = context.scene
+ obj_act = scene.objects.active
+
+ # Can't edit anything, unless we have an active obj.
+ if edit and not obj_act:
+ return None
+
+ # 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()
+
+ # Deselect all objects.
+ bpy.ops.object.select_all(action='DESELECT')
+
+ if edit:
+ # Replace geometry of existing object
+
+ # Use the active obj and select it.
+ ob_new = obj_act
+ ob_new.select = True
+
+ if obj_act.mode == 'OBJECT':
+ # Get existing mesh datablock.
+ old_mesh = ob_new.data
+
+ # Set object data to nothing
+ ob_new.data = None
+
+ # Clear users of existing mesh datablock.
+ old_mesh.user_clear()
+
+ # Remove old mesh datablock if no users are left.
+ if (old_mesh.users == 0):
+ bpy.data.meshes.remove(old_mesh)
+
+ # Assign new mesh datablock.
+ ob_new.data = mesh
+
+ else:
+ # Create new object
+ ob_new = bpy.data.objects.new(name, mesh)
+
+ # Link new object to the given scene and select it.
+ scene.objects.link(ob_new)
+ ob_new.select = True
+
+ # Place the object at the 3D cursor location.
+ # apply viewRotaion
+ ob_new.matrix_world = align_matrix
+
+ if obj_act and obj_act.mode == 'EDIT':
+ if not edit:
+ # We are in EditMode, switch to ObjectMode.
+ bpy.ops.object.mode_set(mode='OBJECT')
+
+ # Select the active object as well.
+ obj_act.select = True
+
+ # Apply location of new object.
+ scene.update()
+
+ # Join new object into the active.
+ bpy.ops.object.join()
+
+ # Switching back to EditMode.
+ bpy.ops.object.mode_set(mode='EDIT')
+
+ ob_new = obj_act
+
+ else:
+ # We are in ObjectMode.
+ # Make the new object the active one.
+ scene.objects.active = ob_new
+
+ return ob_new
+
+# A very simple "bridge" tool.
+# Connects two equally long vertex rows with faces.
+# Returns a list of the new faces (list of lists)
+#
+# vertIdx1 ... First vertex list (list of vertex indices).
+# vertIdx2 ... Second vertex list (list of vertex indices).
+# closed ... Creates a loop (first & last are closed).
+# flipped ... Invert the normal of the face(s).
+#
+# Note: You can set vertIdx1 to a single vertex index to create
+# a fan/star of faces.
+# Note: If both vertex idx list are the same length they have
+# to have at least 2 vertices.
+def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
+ faces = []
+
+ if not vertIdx1 or not vertIdx2:
+ return None
+
+ if len(vertIdx1) < 2 and len(vertIdx2) < 2:
+ return None
+
+ fan = False
+ if (len(vertIdx1) != len(vertIdx2)):
+ if (len(vertIdx1) == 1 and len(vertIdx2) > 1):
+ fan = True
+ else:
+ return None
+
+ total = len(vertIdx2)
+
+ if closed:
+ # Bridge the start with the end.
+ if flipped:
+ face = [
+ vertIdx1[0],
+ vertIdx2[0],
+ vertIdx2[total - 1]]
+ if not fan:
+ face.append(vertIdx1[total - 1])
+ faces.append(face)
+
+ else:
+ face = [vertIdx2[0], vertIdx1[0]]
+ if not fan:
+ face.append(vertIdx1[total - 1])
+ face.append(vertIdx2[total - 1])
+ faces.append(face)
+
+ # Bridge the rest of the faces.
+ for num in range(total - 1):
+ if flipped:
+ if fan:
+ face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
+ else:
+ face = [vertIdx2[num], vertIdx1[num],
+ vertIdx1[num + 1], vertIdx2[num + 1]]
+ faces.append(face)
+ else:
+ if fan:
+ face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
+ else:
+ face = [vertIdx1[num], vertIdx2[num],
+ vertIdx2[num + 1], vertIdx1[num + 1]]
+ faces.append(face)
+
+ return faces
+
+###------------------------------------------------------------
+
+# some functions for marbleNoise
+def no_bias(a):
+ return a
+
+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)))
+ return a
+
+def saw_bias(a):
+ b = 2 * pi
+ 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):
+ if shape == 1:
+ # ring
+ x = x*2
+ y = y*2
+ 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 ) )
+ elif shape == 3:
+ # bumps
+ x = x*2
+ y = y*2
+ s = (sin( x*pi ) + sin( y*pi ))
+ elif shape == 4:
+ # y grad.
+ s = y*pi
+ elif shape == 5:
+ # x grad.
+ s = x*pi
+ else:
+ # marble
+ s = ((x+y)*5)
+ return s
+
+# marbleNoise
+def marble_noise(x,y, origin, size, shape, bias, sharpnes, depth, turb, basis ):
+ x = x / size
+ y = y / size
+ s = shapes(x,y,shape)
+
+ x += origin[0]
+ y += origin[1]
+ value = s + turb * turbulence_vector((x,y,0.0), depth, 0, basis )[0]
+
+ if bias == 1:
+ value = sin_bias( value )
+ elif bias == 2:
+ value = tri_bias( value )
+ elif bias == 3:
+ value = saw_bias( value )
+ else:
+ value = no_bias( value )
+
+ if sharpnes == 1:
+ value = sharp( value )
+ elif sharpnes == 2:
+ value = sharper( value )
+ else:
+ value = soft( value )
+
+ return value
+
+# Shattered_hTerrain:
+def shattered_hterrain( x,y, H, lacunarity, octaves, offset, distort, basis ):
+ d = ( turbulence_vector( ( x, y, 0.0 ), 6, 0, 0, 0.5, 2.0 )[0] * 0.5 + 0.5 )*distort*0.5
+ t0 = ( turbulence_vector( ( x+d, y+d, 0.0 ), 0, 0, 7, 0.5, 2.0 )[0] + 0.5 )
+ t2 = ( hetero_terrain(( x*2, y*2, t0*0.25 ), H, lacunarity, octaves, offset, basis ) )
+ return (( t0*t2 )+t2*0.5)*0.5
+
+# landscape_gen
+def landscape_gen(x,y,falloffsize,options=[0,1.0,1, 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]):
+
+ # options
+ rseed = options[0]
+ nsize = options[1]
+ ntype = int( options[2][0] )
+ nbasis = int( options[3][0] )
+ vlbasis = int( options[4][0] )
+ distortion = options[5]
+ hard = options[6]
+ depth = options[7]
+ dimension = options[8]
+ lacunarity = options[9]
+ 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]
+ heightoffset = options[17]
+ falloff = int( options[18][0] )
+ sealevel = options[19]
+ platlevel = options[20]
+ terrace = options[21]
+
+ # origin
+ if rseed == 0:
+ origin = 0.0,0.0,0.0
+ origin_x = 0.0
+ origin_y = 0.0
+ else:
+ # randomise origin
+ seed_set( rseed )
+ origin = random_unit_vector()
+ origin_x = 0.5 - origin[0] * 1000
+ origin_y = 0.5 - origin[1] * 1000
+
+ # adjust noise size and origin
+ ncoords = ( x / nsize + origin_x, y / nsize + origin_y, 0.0 )
+
+ # noise basis type's
+ if nbasis == 9: nbasis = 14 # to get cellnoise basis you must set 14 instead of 9 (is this a bug?)
+ if vlbasis ==9: vlbasis = 14
+ # noise type's
+ if ntype == 0: value = multi_fractal( ncoords, dimension, lacunarity, depth, nbasis ) * 0.5
+ elif ntype == 1: value = ridged_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
+ elif ntype == 2: value = hybrid_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
+ elif ntype == 3: value = hetero_terrain( ncoords, dimension, lacunarity, depth, offset, nbasis ) * 0.25
+ elif ntype == 4: value = fractal( ncoords, dimension, lacunarity, depth, nbasis )
+ elif ntype == 5: value = turbulence_vector( ncoords, depth, hard, nbasis )[0]
+ elif ntype == 6: value = vl_vector( ncoords, distortion, nbasis, vlbasis ) + 0.5
+ elif ntype == 7: value = cell( ncoords ) + 0.5
+ elif ntype == 8: value = shattered_hterrain( ncoords[0],ncoords[1], dimension, lacunarity, depth, offset, distortion, nbasis ) * 0.5
+ elif ntype == 9: value = marble_noise( x*2.0/falloffsize,y*2.0/falloffsize, origin, nsize, marbleshape, marblebias, marblesharpnes, depth, distortion, nbasis )
+ else:
+ value = 0.0
+
+ # adjust height
+ if invert !=0:
+ value = (1-value) * height + heightoffset
+ else:
+ value = value * height + heightoffset
+
+ # edge falloff
+ if falloff != 0:
+ fallofftypes = [ 0, sqrt((x*x)**2+(y*y)**2), sqrt(x*x+y*y), sqrt(y*y), sqrt(x*x) ]
+ dist = fallofftypes[ falloff]
+ if falloff ==1:
+ radius = (falloffsize/2)**2
+ else:
+ radius = falloffsize/2
+ value = value - sealevel
+ if( dist < radius ):
+ dist = dist / radius
+ dist = ( (dist) * (dist) * ( 3-2*(dist) ) )
+ value = ( value - value * dist ) + sealevel
+ else:
+ value = sealevel
+
+ # terraces / terrain layers
+ if terrace !=0:
+ terrace *=2
+ steps = ( sin( value*terrace*pi ) * ( 0.1/terrace*pi ) )
+ value = ( value * (1.0-0.5) + steps*0.5 ) * 2.0
+
+ # clamp height
+ if ( value < sealevel ): value = sealevel
+ if ( value > platlevel ): value = platlevel
+
+ return value
+
+###------------------------------------------------------------
+# Add landscape
+class landscape_add(bpy.types.Operator):
+ '''Add a landscape mesh'''
+ bl_idname = "Add_landscape"
+ bl_label = "Landscape"
+ bl_options = {'REGISTER', 'UNDO'}
+ bl_description = "Add landscape mesh"
+
+ # edit - Whether to add or update.
+ edit = BoolProperty(name="",
+ description="",
+ default=False,
+ options={'HIDDEN'})
+
+ # align_matrix for the invoke
+ align_matrix = Matrix()
+
+ # properties
+ Subdivision = IntProperty(name="Subdivisions",
+ min=4, soft_min=4,
+ max=1024, soft_max=1024,
+ default=64,
+ description="Mesh x y subdivisions")
+
+ MeshSize = FloatProperty(name="Mesh Size",
+ min=0.01, soft_min=0.01,
+ max=100000.0, soft_max=100000.0,
+ default=2.0,
+ description="Mesh size in blender units")
+
+ RandomSeed = IntProperty(name="Random Seed",
+ min=0, soft_min=0,
+ max=999, soft_max=999,
+ default=0,
+ description="Random seed")
+
+ NoiseSize = FloatProperty(name="Noise Size",
+ min=0.01, soft_min=0.01,
+ max=10000.0, soft_max=10000.0,
+ default=1.0,
+ description="Noise size")
+
+ NoiseTypes = [
+ ("0","multiFractal","multiFractal"),
+ ("1","ridgedMFractal","ridgedMFractal"),
+ ("2","hybridMFractal","hybridMFractal"),
+ ("3","heteroTerrain","heteroTerrain"),
+ ("4","fBm","fBm"),
+ ("5","Turbulence","Turbulence"),
+ ("6","Distorted Noise","Distorted Noise"),
+ ("7","Cellnoise","Cellnoise"),
+ ("8","Shattered_hTerrain","Shattered_hTerrain"),
+ ("9","Marble","Marble")]
+ NoiseType = EnumProperty(name="Type",
+ description="Noise type",
+ items=NoiseTypes)
+
+ BasisTypes = [
+ ("0","Blender","Blender"),
+ ("1","Perlin","Perlin"),
+ ("2","NewPerlin","NewPerlin"),
+ ("3","Voronoi_F1","Voronoi_F1"),
+ ("4","Voronoi_F2","Voronoi_F2"),
+ ("5","Voronoi_F3","Voronoi_F3"),
+ ("6","Voronoi_F4","Voronoi_F4"),
+ ("7","Voronoi_F2-F1","Voronoi_F2-F1"),
+ ("8","Voronoi Crackle","Voronoi Crackle"),
+ ("9","Cellnoise","Cellnoise")]
+ BasisType = EnumProperty(name="Basis",
+ description="Noise basis",
+ items=BasisTypes)
+
+ VLBasisTypes = [
+ ("0","Blender","Blender"),
+ ("1","Perlin","Perlin"),
+ ("2","NewPerlin","NewPerlin"),
+ ("3","Voronoi_F1","Voronoi_F1"),
+ ("4","Voronoi_F2","Voronoi_F2"),
+ ("5","Voronoi_F3","Voronoi_F3"),
+ ("6","Voronoi_F4","Voronoi_F4"),
+ ("7","Voronoi_F2-F1","Voronoi_F2-F1"),
+ ("8","Voronoi Crackle","Voronoi Crackle"),
+ ("9","Cellnoise","Cellnoise")]
+ VLBasisType = EnumProperty(name="VLBasis",
+ description="VLNoise basis",
+ items=VLBasisTypes)
+
+ Distortion = FloatProperty(name="Distortion",
+ min=0.0, soft_min=0.0,
+ max=100.0, soft_max=100.0,
+ default=1.0,
+ description="Distortion amount")
+
+ HardNoise = BoolProperty(name="Hard",
+ default=True,
+ description="Hard noise")
+
+ NoiseDepth = IntProperty(name="Depth",
+ min=1, soft_min=1,
+ max=12, soft_max=12,
+ default=6,
+ description="Noise Depth - number of frequencies in the fBm.")
+
+ mDimension = FloatProperty(name="Dimension",
+ min=0.01, soft_min=0.01,
+ max=2.0, soft_max=2.0,
+ default=1.0,
+ description="H - fractal dimension of the roughest areas.")
+
+ mLacunarity = FloatProperty(name="Lacunarity",
+ min=0.01, soft_min=0.01,
+ max=6.0, soft_max=6.0,
+ default=2.0,
+ description="Lacunarity - gap between successive frequencies.")
+
+ mOffset = FloatProperty(name="Offset",
+ min=0.01, soft_min=0.01,
+ max=6.0, soft_max=6.0,
+ default=1.0,
+ description="Offset - it raises the terrain from 'sea level'.")
+
+ mGain = FloatProperty(name="Gain",
+ min=0.01, soft_min=0.01,
+ max=6.0, soft_max=6.0,
+ default=1.0,
+ description="Gain - scale factor.")
+
+ BiasTypes = [
+ ("0","None","None"),
+ ("1","Sin","Sin"),
+ ("2","Tri","Tri"),
+ ("3","Saw","Saw")]
+ MarbleBias = EnumProperty(name="Bias",
+ description="Marble bias",
+ default='1',
+ items=BiasTypes)
+
+ SharpTypes = [
+ ("0","Soft","Soft"),
+ ("1","Sharp","Sharp"),
+ ("2","Sharper","Sharper")]
+ MarbleSharp = EnumProperty(name="Sharp",
+ description="Marble sharp",
+ items=SharpTypes)
+
+ ShapeTypes = [
+ ("0","Default","Default"),
+ ("1","Ring","Ring"),
+ ("2","Swirl","Swirl"),
+ ("3","Bump","Bump"),
+ ("4","Y","Y"),
+ ("5","X","X")]
+ MarbleShape = EnumProperty(name="Shape",
+ description="Marble shape",
+ items=ShapeTypes)
+
+
+ Invert = BoolProperty(name="Invert Height",
+ default=False,
+ description="Invert height")
+
+ Height = FloatProperty(name="Height",
+ min=0.0, soft_min=0.0,
+ max=10000.0, soft_max=10000.0,
+ default=0.5,
+ description="Height scale")
+
+ Offset = FloatProperty(name="Offset",
+ min=-10000.0, soft_min=-10000.0,
+ max=10000.0, soft_max=10000.0,
+ default=0.0,
+ description="Height offset")
+
+ fallTypes = [
+ ("0","None","None"),
+ ("1","Type 1","Type 1"),
+ ("2","Type 2","Type 2"),
+ ("3","Y","Y"),
+ ("4","X","X")]
+ Falloff = EnumProperty(name="Falloff",
+ description="Edge falloff",
+ default="1",
+ items=fallTypes)
+
+ Sealevel = FloatProperty(name="Sealevel",
+ min=-10000.0, soft_min=-10000.0,
+ max=10000.0, soft_max=10000.0,
+ default=0.0,
+ description="Sealevel")
+
+ Plateaulevel = FloatProperty(name="Plateau",
+ min=-10000.0, soft_min=-10000.0,
+ max=10000.0, soft_max=10000.0,
+ default=1.0,
+ description="Plateau level")
+
+ Terrace = IntProperty(name="Terrace",
+ min=0, soft_min=0,
+ max=100, soft_max=100,
+ default=0,
+ description="Terrain layers amount")
+
+ ###------------------------------------------------------------
+ # Draw
+ def draw(self, context):
+ props = self.properties
+ layout = self.layout
+
+ box = layout.box()
+ box.prop(props, 'Subdivision')
+ box.prop(props, 'MeshSize')
+
+ box = layout.box()
+ box.prop(props, 'RandomSeed')
+
+ box = layout.box()
+ box.prop(props, 'NoiseType')
+ if props.NoiseType != '7':
+ box.prop(props, 'BasisType')
+
+ box.prop(props, 'NoiseSize')
+ if props.NoiseType == '0':
+ box.prop(props, 'NoiseDepth')
+ box.prop(props, 'mDimension')
+ box.prop(props, 'mLacunarity')
+ if props.NoiseType == '1':
+ box.prop(props, 'NoiseDepth')
+ box.prop(props, 'mDimension')
+ box.prop(props, 'mLacunarity')
+ box.prop(props, 'mOffset')
+ box.prop(props, 'mGain')
+ if props.NoiseType == '2':
+ box.prop(props, 'NoiseDepth')
+ box.prop(props, 'mDimension')
+ box.prop(props, 'mLacunarity')
+ box.prop(props, 'mOffset')
+ box.prop(props, 'mGain')
+ if props.NoiseType == '3':
+ box.prop(props, 'NoiseDepth')
+ box.prop(props, 'mDimension')
+ box.prop(props, 'mLacunarity')
+ box.prop(props, 'mOffset')
+ if props.NoiseType == '4':
+ box.prop(props, 'NoiseDepth')
+ box.prop(props, 'mDimension')
+ box.prop(props, 'mLacunarity')
+ if props.NoiseType == '5':
+ box.prop(props, 'NoiseDepth')
+ box.prop(props, 'HardNoise')
+ if props.NoiseType == '6':
+ box.prop(props, 'VLBasisType')
+ box.prop(props, 'Distortion')
+ #if props.NoiseType == '7':
+ if props.NoiseType == '8':
+ box.prop(props, 'NoiseDepth')
+ box.prop(props, 'mDimension')
+ box.prop(props, 'mLacunarity')
+ box.prop(props, 'mOffset')
+ box.prop(props, 'Distortion')
+ if props.NoiseType == '9':
+ box.prop(props, 'MarbleShape')
+ box.prop(props, 'MarbleBias')
+ box.prop(props, 'MarbleSharp')
+ box.prop(props, 'NoiseDepth')
+ box.prop(props, 'Distortion')
+
+ box = layout.box()
+ box.prop(props, 'Invert')
+ box.prop(props, 'Height')
+ box.prop(props, 'Offset')
+ box.prop(props, 'Plateaulevel')
+ box.prop(props, 'Sealevel')
+ box.prop(props, 'Terrace')
+ box.prop(props, 'Falloff')
+
+ ###------------------------------------------------------------
+ # Execute
+ def execute(self, context):
+ # turn off undo
+ undo = bpy.context.user_preferences.edit.global_undo
+ bpy.context.user_preferences.edit.global_undo = False
+
+ # deselect all objects
+ bpy.ops.object.select_all(action='DESELECT')
+
+ props = self.properties
+ edit = props.edit
+
+ # options
+ sub_d = props.Subdivision
+ size_me = props.MeshSize
+ options = [
+ props.RandomSeed, #0
+ props.NoiseSize, #1
+ props.NoiseType, #2
+ props.BasisType, #3
+ props.VLBasisType, #4
+ props.Distortion, #5
+ props.HardNoise, #6
+ props.NoiseDepth, #7
+ props.mDimension, #8
+ props.mLacunarity, #9
+ props.mOffset, #10
+ props.mGain, #11
+ props.MarbleBias, #12
+ props.MarbleSharp, #13
+ props.MarbleShape, #14
+ props.Invert, #15
+ props.Height, #16
+ props.Offset, #17
+ props.Falloff, #18
+ props.Sealevel, #19
+ props.Plateaulevel, #20
+ props.Terrace #21
+ ]
+
+ # Main function
+ verts = []
+ faces = []
+ edgeloop_prev = []
+
+ delta = size_me / float(sub_d - 1)
+ start = -(size_me / 2.0)
+
+ for row_x in range(sub_d):
+ edgeloop_cur = []
+ x = start + row_x * delta
+
+ for row_y in range(sub_d):
+ y = start + row_y * delta
+
+ z = landscape_gen(x,y,size_me,options)
+
+ edgeloop_cur.append(len(verts))
+ verts.append((x, y, z))
+
+ if len(edgeloop_prev) > 0:
+ faces_row = createFaces(edgeloop_prev, edgeloop_cur)
+ faces.extend(faces_row)
+
+ edgeloop_prev = edgeloop_cur
+
+ obj = create_mesh_object(context, verts, [], faces, "Landscape", edit, self.align_matrix)
+ # restore pre operator undo state
+ bpy.context.user_preferences.edit.global_undo = undo
+ return {'FINISHED'}
+
+ def invoke(self, context, event):
+ self.align_matrix = align_matrix(context)
+ self.execute(context)
+ return {'FINISHED'}
+
+###------------------------------------------------------------
+# Register
+import space_info
+
+# Define "Landscape" menu
+menu_func_landscape = (lambda self, context: self.layout.operator(
+ landscape_add.bl_idname,
+ text="Landscape",
+ icon="PLUGIN"))
+
+def register():
+ bpy.types.register(landscape_add)
+ space_info.INFO_MT_mesh_add.append(menu_func_landscape)
+
+def unregister():
+ bpy.types.unregister(landscape_add)
+ space_info.INFO_MT_mesh_add.remove(menu_func_landscape)
+
+if __name__ == "__main__":
+ register() \ No newline at end of file