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authormeta-androcto <meta.androcto1@gmail.com>2016-07-31 14:03:24 +0300
committermeta-androcto <meta.androcto1@gmail.com>2016-07-31 14:03:24 +0300
commite3f4241e295df0e1efa725606b3823f06db7a36b (patch)
treed5f0611381f70114090251dfa97b0e657313f72f
parent1833798d7d71abe8099ec01d2bdf38d2099f0fd5 (diff)
update add_mesh_ant_landscape.py add Farsthary planet noise re: T48967
-rw-r--r--add_mesh_ant_landscape.py270
1 files changed, 116 insertions, 154 deletions
diff --git a/add_mesh_ant_landscape.py b/add_mesh_ant_landscape.py
index e4a1a297..262d06a3 100644
--- a/add_mesh_ant_landscape.py
+++ b/add_mesh_ant_landscape.py
@@ -19,13 +19,14 @@
bl_info = {
"name": "ANT Landscape",
"author": "Jimmy Hazevoet",
- "version": (0,1,3),
+ "version": (0, 1, 4),
"blender": (2, 77, 0),
"location": "View3D > Add > Mesh",
"description": "Add a landscape primitive",
"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",
}
@@ -34,15 +35,17 @@ Another Noise Tool: Landscape mesh generator
MESH OPTIONS:
Mesh update: Turn this on for interactive mesh update.
-Sphere: Generate sphere or a grid mesh. (Turn height falloff off for sphere mesh)
+Sphere: Generate sphere or a grid mesh.
Smooth: Generate smooth shaded mesh.
Subdivision: Number of mesh subdivisions, higher numbers gives more detail but also slows down the script.
-Mesh size: X,Y size of the grid mesh (in blender units).
+Mesh size: 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
NOISE OPTIONS: ( Most 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, hybridMFractal, heteroTerrain, Turbulence, Distorted Noise, Cellnoise, Shattered_hTerrain, Marble
+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
VLNoise basis: Blender, Perlin, NewPerlin, Voronoi_F1, Voronoi_F2, Voronoi_F3, Voronoi_F4, Voronoi_F2-F1, Voronoi Crackle, Cellnoise
Distortion: Distortion amount.
@@ -92,75 +95,6 @@ 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)
-# 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 marble_noise
@@ -259,14 +193,30 @@ def strata_hterrain( x,y,z, H, lacunarity, octaves, offset, distort, basis ):
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
+def planet_noise(coords, oct=6, hard=0, noisebasis=1, nabla=0.001):
+ x,y,z = coords
+ d = 0.001
+ offset = nabla * 1000
+ 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)
+ return (zdy - ydz), (zdx - xdz), (ydx - xdy)
+
###------------------------------------------------------------
# landscape_gen
-def landscape_gen(x,y,z,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.0,0,0,0, 1.0,0.0,1,0.0,1.0,0,0,0,0.0,0.0]):
+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 = int( options[2][0] )
+ ntype = options[2]
nbasis = int( options[3][0] )
vlbasis = int( options[4][0] )
distortion = options[5]
@@ -312,16 +262,17 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.
if nbasis == 9: nbasis = 14 # to get cellnoise basis you must set 14 instead of 9
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, hardnoise, nbasis )[0]
- elif ntype == 6: value = variable_lacunarity( ncoords, distortion, nbasis, vlbasis ) + 0.5
- elif ntype == 7: 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 == 8: value = shattered_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis )
- elif ntype == 9: value = strata_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis )
+ if ntype == 'multi_fractal': value = multi_fractal( ncoords, dimension, lacunarity, depth, nbasis ) * 0.5
+ elif ntype == 'ridged_multi_fractal': value = ridged_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
+ elif ntype == 'hybrid_multi_fractal': value = hybrid_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
+ elif ntype == 'hetero_terrain': value = hetero_terrain( ncoords, dimension, lacunarity, depth, offset, nbasis ) * 0.25
+ elif ntype == 'fractal': value = fractal( ncoords, dimension, lacunarity, depth, nbasis )
+ elif ntype == 'turbulence_vector': value = turbulence_vector( ncoords, depth, hardnoise, nbasis )[0]
+ elif ntype == 'variable_lacunarity': value = variable_lacunarity( ncoords, distortion, nbasis, vlbasis ) + 0.5
+ elif ntype == 'marble_noise': 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 )
+ elif ntype == 'strata_hterrain': 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
else:
value = 0.0
@@ -370,64 +321,73 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.
return value
-
+###------------------------------------------------------------
# generate grid
def grid_gen( sub_d, size_me, options ):
-
+ # mesh arrays
verts = []
faces = []
- edgeloop_prev = []
-
- delta = size_me / (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
+ # fill verts array
+ for i in range (0, sub_d):
+ for j in range(0,sub_d):
+ u = (i/sub_d-1/2)
+ v = (j/sub_d-1/2)
+ x = size_me*u
+ y = size_me*v
z = landscape_gen(x,y,0.0,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
-
+ vert = (x,y,z)
+ verts.append(vert)
+
+ # fill faces array
+ count = 0
+ for i in range (0, sub_d *(sub_d-1)):
+ if count < sub_d-1:
+ A = i+1
+ B = i
+ C = (i+sub_d)
+ D = (i+sub_d)+1
+ face = (A,B,C,D)
+ faces.append(face)
+ count = count + 1
+ else:
+ count = 0
+
return verts, faces
-
# generate sphere
def sphere_gen( sub_d, size_me, options ):
-
+ # mesh arrays
verts = []
faces = []
- edgeloop_prev = []
-
- for row_x in range(sub_d):
- edgeloop_cur = []
- for row_y in range(sub_d):
- u = sin(row_y*pi*2/(sub_d-1)) * cos(-pi/2+row_x*pi/(sub_d-1)) * size_me/2
- v = cos(row_y*pi*2/(sub_d-1)) * cos(-pi/2+row_x*pi/(sub_d-1)) * size_me/2
- w = sin(-pi/2+row_x*pi/(sub_d-1)) * size_me/2
+
+ # fill verts array
+ for i in range (0, sub_d):
+ for j in range(0,sub_d):
+ u = sin(j*pi*2/(sub_d-1)) * cos(-pi/2+i*pi/(sub_d-1)) * size_me/2
+ v = cos(j*pi*2/(sub_d-1)) * cos(-pi/2+i*pi/(sub_d-1)) * size_me/2
+ w = sin(-pi/2+i*pi/(sub_d-1)) * size_me/2
h = landscape_gen(u,v,w,size_me,options) / size_me
u,v,w = u+u*h, v+v*h, w+w*h
-
- edgeloop_cur.append(len(verts))
- verts.append((u, v, w))
-
- if len(edgeloop_prev) > 0:
- faces_row = createFaces(edgeloop_prev, edgeloop_cur)
- faces.extend(faces_row)
-
- edgeloop_prev = edgeloop_cur
-
+ vert = (u,v,w)
+ verts.append(vert)
+
+ # fill faces array
+ count = 0
+ for i in range (0, sub_d *(sub_d-1)):
+ if count < sub_d-1:
+ A = i+1
+ B = i
+ C = (i+sub_d)
+ D = (i+sub_d)+1
+ face = (A,B,C,D)
+ faces.append(face)
+ count = count + 1
+ else:
+ count = 0
+
return verts, faces
-
###------------------------------------------------------------
# Add landscape
class landscape_add(bpy.types.Operator):
@@ -453,7 +413,7 @@ class landscape_add(bpy.types.Operator):
Subdivision = IntProperty(name="Subdivisions",
min=4,
max=6400,
- default=64,
+ default=128,
description="Mesh x y subdivisions")
MeshSize = FloatProperty(name="Mesh Size",
@@ -483,16 +443,17 @@ class landscape_add(bpy.types.Operator):
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","Marble","Marble"),
- ("8","Shattered_hTerrain","Shattered_hTerrain"),
- ("9","Strata_hTerrain","Strata_hTerrain")]
+ ('multi_fractal',"multiFractal","multiFractal"),
+ ('ridged_multi_fractal',"ridgedMFractal","ridgedMFractal"),
+ ('hybrid_multi_fractal',"hybridMFractal","hybridMFractal"),
+ ('hetero_terrain',"heteroTerrain","heteroTerrain"),
+ ('fractal',"fBm","fBm"),
+ ('turbulence_vector',"Turbulence","Turbulence"),
+ ('variable_lacunarity',"Distorted Noise","Distorted Noise"),
+ ('marble_noise',"Marble","Marble"),
+ ('shattered_hterrain',"Shattered_hTerrain","Shattered_hTerrain"),
+ ('strata_hterrain',"Strata_hTerrain","Strata_hTerrain"),
+ ('planet_noise',"Planet_Noise","Planet_Noise")]
NoiseType = EnumProperty(name="Type",
description="Noise type",
@@ -541,7 +502,7 @@ class landscape_add(bpy.types.Operator):
NoiseDepth = IntProperty(name="Depth",
min=1,
max=16,
- default=6,
+ default=8,
description="Noise Depth - number of frequencies in the fBm")
mDimension = FloatProperty(name="Dimension",
@@ -637,7 +598,7 @@ class landscape_add(bpy.types.Operator):
Strata = FloatProperty(name="Strata",
min=0.01,
max=1000.0,
- default=3.0,
+ default=5.0,
description="Strata amount")
StrataTypes = [
@@ -666,60 +627,63 @@ class landscape_add(bpy.types.Operator):
box = layout.box()
box.prop(self, 'NoiseType')
- if self.NoiseType != '7':
+ if self.NoiseType != 'marble_noise':
box.prop(self, 'BasisType')
box.prop(self, 'RandomSeed')
box.prop(self, 'NoiseSize')
- if self.NoiseType == '0':
+ if self.NoiseType == 'multi_fractal':
box.prop(self, 'NoiseDepth')
box.prop(self, 'mDimension')
box.prop(self, 'mLacunarity')
- elif self.NoiseType == '1':
+ elif self.NoiseType == 'ridged_multi_fractal':
box.prop(self, 'NoiseDepth')
box.prop(self, 'mDimension')
box.prop(self, 'mLacunarity')
box.prop(self, 'mOffset')
box.prop(self, 'mGain')
- elif self.NoiseType == '2':
+ elif self.NoiseType == 'hybrid_multi_fractal':
box.prop(self, 'NoiseDepth')
box.prop(self, 'mDimension')
box.prop(self, 'mLacunarity')
box.prop(self, 'mOffset')
box.prop(self, 'mGain')
- elif self.NoiseType == '3':
+ elif self.NoiseType == 'hetero_terrain':
box.prop(self, 'NoiseDepth')
box.prop(self, 'mDimension')
box.prop(self, 'mLacunarity')
box.prop(self, 'mOffset')
- elif self.NoiseType == '4':
+ elif self.NoiseType == 'fractal':
box.prop(self, 'NoiseDepth')
box.prop(self, 'mDimension')
box.prop(self, 'mLacunarity')
- elif self.NoiseType == '5':
+ elif self.NoiseType == 'turbulence_vector':
box.prop(self, 'NoiseDepth')
box.prop(self, 'HardNoise')
- elif self.NoiseType == '6':
+ elif self.NoiseType == 'variable_lacunarity':
box.prop(self, 'VLBasisType')
box.prop(self, 'Distortion')
- elif self.NoiseType == '7':
+ elif self.NoiseType == 'marble_noise':
box.prop(self, 'MarbleShape')
box.prop(self, 'MarbleBias')
box.prop(self, 'MarbleSharp')
box.prop(self, 'Distortion')
box.prop(self, 'NoiseDepth')
box.prop(self, 'HardNoise')
- elif self.NoiseType == '8':
+ elif self.NoiseType == 'shattered_hterrain':
box.prop(self, 'NoiseDepth')
box.prop(self, 'mDimension')
box.prop(self, 'mLacunarity')
box.prop(self, 'mOffset')
box.prop(self, 'Distortion')
- elif self.NoiseType == '9':
+ elif self.NoiseType == 'strata_hterrain':
box.prop(self, 'NoiseDepth')
box.prop(self, 'mDimension')
box.prop(self, 'mLacunarity')
box.prop(self, 'mOffset')
box.prop(self, 'Distortion')
+ elif self.NoiseType == 'planet_noise':
+ box.prop(self, 'NoiseDepth')
+ box.prop(self, 'HardNoise')
box = layout.box()
box.prop(self, 'Invert')
@@ -788,9 +752,7 @@ class landscape_add(bpy.types.Operator):
# create mesh object
obj = create_mesh_object(context, verts, [], faces, "Landscape")
- bpy.ops.object.mode_set(mode='EDIT')
- bpy.ops.mesh.normals_make_consistent(inside=True)
- bpy.ops.object.mode_set(mode='OBJECT')
+
# sphere, remove doubles
if self.SphereMesh !=0:
bpy.ops.object.mode_set(mode='EDIT')