diff options
author | meta-androcto <meta.androcto1@gmail.com> | 2016-08-17 09:39:25 +0300 |
---|---|---|
committer | meta-androcto <meta.androcto1@gmail.com> | 2016-08-17 09:39:25 +0300 |
commit | 67616315fc3c27ee2f646ea2bb3b104bd183600d (patch) | |
tree | c336411e7a12dd0f0140e406b2f00ab2e16abb2b /add_mesh_ant_landscape.py | |
parent | 37939a32083be2ca80b296bd8b030bffaf65928d (diff) |
ant landscape: code cleanup, fix for marble noise thanks @jimmyhazevoet
Diffstat (limited to 'add_mesh_ant_landscape.py')
-rw-r--r-- | add_mesh_ant_landscape.py | 582 |
1 files changed, 303 insertions, 279 deletions
diff --git a/add_mesh_ant_landscape.py b/add_mesh_ant_landscape.py index bd528b97..528c551a 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 if falloff != 0: fallofftypes = [0, hypot(x * x, y * y), hypot(x, y), abs(y), abs(x)] - dist = fallofftypes[ falloff] + dist = fallofftypes[falloff] if falloff ==1: - radius = (falloffsize/2)**2 + radius = (falloffsize / 2)**2 else: - radius = falloffsize/2 + radius = falloffsize / 2 value = value - sealevel if(dist < radius): dist = dist / radius - dist = (dist * dist * (3-2 * dist)) + dist = (dist * dist * (3 - 2 * dist)) value = (value - value * dist) + sealevel else: value = sealevel @@ -329,16 +345,16 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,'multi_fractal', 0,0,1.0,0,6, if stratatype == '1': strata *= 2 - steps = (sin( value*strata*pi) * (0.1/strata*pi)) - value = (value * (1.0-0.5) + steps*0.5) * 2.0 + steps = (sin(value * strata * pi) * (0.1 / strata * pi)) + value = (value * (1.0 - 0.5) + steps * 0.5) * 2.0 elif stratatype == '2': - steps = -abs( sin(value*(strata)*pi) * (0.1/(strata)*pi)) - value =(value * (1.0-0.5) + steps*0.5) * 2.0 + steps = -abs(sin(value * strata * pi) * (0.1 / strata * pi)) + value =(value * (1.0 - 0.5) + steps * 0.5) * 2.0 elif stratatype == '3': - steps = abs(sin(value*(strata)*pi) * (0.1/(strata)*pi)) - value =(value * (1.0-0.5) + steps*0.5) * 2.0 + steps = abs(sin(value * strata * pi) * (0.1 / strata * pi)) + value =(value * (1.0 - 0.5) + steps * 0.5) * 2.0 else: value = value @@ -351,7 +367,8 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,'multi_fractal', 0,0,1.0,0,6, return value -###------------------------------------------------------------ + +# ------------------------------------------------------------ # generate grid def grid_gen(sub_d, size_me, options): # mesh arrays @@ -360,31 +377,32 @@ def grid_gen(sub_d, size_me, options): # fill verts array for i in range (0, sub_d): - for j in range(0,sub_d): - u = (i/(sub_d-1)-1/2) - v = (j/(sub_d-1)-1/2) - x = size_me*u - y = size_me*v - z = landscape_gen(x,y,0.0,size_me,options) - vert = (x,y,z) + for j in range(0, sub_d): + u = (i / (sub_d - 1) - 1 / 2) + v = (j / (sub_d - 1) - 1 / 2) + x = size_me * u + y = size_me * v + z = landscape_gen(x, y, 0.0, size_me, options) + 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 + 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) + 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 @@ -393,32 +411,33 @@ def sphere_gen(sub_d, size_me, options): # 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 - vert = (u,v,w) + 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 + 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 + 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) + 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): """Add a landscape mesh""" @@ -429,219 +448,220 @@ class landscape_add(bpy.types.Operator): # properties AutoUpdate = BoolProperty(name="Mesh update", - default=True, - description="Update mesh") + default = True, + description = "Update mesh") SphereMesh = BoolProperty(name="Sphere", - default=False, - description="Generate Sphere mesh") + default = False, + description = "Generate Sphere mesh") SmoothMesh = BoolProperty(name="Smooth", - default=True, - description="Shade smooth") + default = True, + description = "Shade smooth") Subdivision = IntProperty(name="Subdivisions", - min=4, - max=6400, - default=128, - description="Mesh x y subdivisions") + min = 4, + max = 6400, + default = 128, + description = "Mesh x y subdivisions") MeshSize = FloatProperty(name="Mesh Size", - min=0.01, - max=100000.0, - default=2.0, - description="Mesh size") + min = 0.01, + max = 100000.0, + default = 2.0, + description = "Mesh size") XOffset = FloatProperty(name="X Offset", - default=0.0, - description="X Offset") + default = 0.0, + description = "X Offset") YOffset = FloatProperty(name="Y Offset", - default=0.0, - description="Y Offset") + default = 0.0, + description = "Y Offset") RandomSeed = IntProperty(name="Random Seed", - min=0, - max=9999, - default=0, - description="Randomize noise origin") + min = 0, + max = 9999, + default = 0, + description = "Randomize noise origin") NoiseSize = FloatProperty(name="Noise Size", - min=0.01, - max=10000.0, - default=1.0, - description="Noise size") + min = 0.01, + max = 10000.0, + default = 1.0, + description = "Noise size") NoiseTypes = [ - ('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")] + ('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", - items=NoiseTypes) + 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")] + ("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) + 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")] + ("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) + description = "VLNoise basis", + items = VLBasisTypes) Distortion = FloatProperty(name="Distortion", - min=0.01, - max=1000.0, - default=1.0, - description="Distortion amount") + min = 0.01, + max = 1000.0, + default = 1.0, + description = "Distortion amount") HardNoise = BoolProperty(name="Hard", - default=False, - description="Hard noise") + default = False, + description = "Hard noise") NoiseDepth = IntProperty(name="Depth", - min=1, - max=16, - default=8, + min = 1, + max = 16, + default = 8, description="Noise Depth - number of frequencies in the fBm") mDimension = FloatProperty(name="Dimension", - min=0.01, - max=2.0, - default=1.0, - description="H - fractal dimension of the roughest areas") + min = 0.01, + max = 2.0, + default = 1.0, + description = "H - fractal dimension of the roughest areas") mLacunarity = FloatProperty(name="Lacunarity", - min=0.01, - max=6.0, - default=2.0, - description="Lacunarity - gap between successive frequencies") + min = 0.01, + max = 6.0, + default = 2.0, + description = "Lacunarity - gap between successive frequencies") mOffset = FloatProperty(name="Offset", - min=0.01, - max=6.0, - default=1.0, - description="Offset - raises the terrain from sea level") + min = 0.01, + max = 6.0, + default = 1.0, + description = "Offset - raises the terrain from sea level") mGain = FloatProperty(name="Gain", - min=0.01, - max=6.0, - default=1.0, - description="Gain - scale factor") + min = 0.01, + max = 6.0, + default = 1.0, + description = "Gain - scale factor") BiasTypes = [ - ("0","Sin","Sin"), - ("1","Tri","Tri"), - ("2","Saw","Saw")] + ("0", "Sin", "Sin"), + ("1", "Tri", "Tri"), + ("2", "Saw", "Saw")] MarbleBias = EnumProperty(name="Bias", - description="Marble bias", - items=BiasTypes) + description = "Marble bias", + items = BiasTypes) SharpTypes = [ - ("0","Soft","Soft"), - ("1","Sharp","Sharp"), - ("2","Sharper","Sharper")] + ("0", "Soft", "Soft"), + ("1", "Sharp", "Sharp"), + ("2", "Sharper", "Sharper")] MarbleSharp = EnumProperty(name="Sharp", - description="Marble sharp", - items=SharpTypes) + description = "Marble sharp", + items = SharpTypes) ShapeTypes = [ - ("0","Default","Default"), - ("1","Ring","Ring"), - ("2","Swirl","Swirl"), - ("3","Bump","Bump"), - ("4","Y","Y"), - ("5","X","X")] + ("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) + description = "Marble shape", + items = ShapeTypes) Invert = BoolProperty(name="Invert", - default=False, - description="Invert noise input") + default = False, + description = "Invert noise input") Height = FloatProperty(name="Height", - min=0.01, - max=10000.0, - default=0.5, - description="Height scale") + min = 0.01, + max = 10000.0, + default = 0.5, + description = "Height scale") Offset = FloatProperty(name="Offset", - min=-10000.0, - max=10000.0, - default=0.0, - description="Height offset") + min = -10000.0, + 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")] + ("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) + description = "Edge falloff", + default = "1", + items = fallTypes) Sealevel = FloatProperty(name="Sealevel", - min=-10000.0, - max=10000.0, - default=0.0, - description="Sealevel") + min = -10000.0, + max = 10000.0, + default = 0.0, + description = "Sealevel") Plateaulevel = FloatProperty(name="Plateau", - min=-10000.0, - max=10000.0, - default=1.0, - description="Plateau level") + min = -10000.0, + max = 10000.0, + default = 1.0, + description = "Plateau level") Strata = FloatProperty(name="Strata", - min=0.01, - max=1000.0, - default=5.0, - description="Strata amount") + min = 0.01, + max = 1000.0, + default = 5.0, + description = "Strata amount") StrataTypes = [ - ("0","None","None"), - ("1","Type 1","Type 1"), - ("2","Type 2","Type 2"), - ("3","Type 3","Type 3")] + ("0", "None", "None"), + ("1", "Type 1", "Type 1"), + ("2", "Type 2", "Type 2"), + ("3", "Type 3", "Type 3")] StrataType = EnumProperty(name="Strata", - description="Strata type", - default="0", - items=StrataTypes) + description = "Strata type", + default = "0", + items = StrataTypes) - ###------------------------------------------------------------ + + # ------------------------------------------------------------ # Draw def draw(self, context): layout = self.layout @@ -728,7 +748,8 @@ class landscape_add(bpy.types.Operator): if self.StrataType != '0': box.prop(self, 'Strata') - ###------------------------------------------------------------ + + # ------------------------------------------------------------ # Execute def execute(self, context): @@ -745,32 +766,32 @@ class landscape_add(bpy.types.Operator): # options options = [ - self.RandomSeed, #0 - self.NoiseSize, #1 - self.NoiseType, #2 - self.BasisType, #3 - self.VLBasisType, #4 - self.Distortion, #5 - self.HardNoise, #6 - self.NoiseDepth, #7 - self.mDimension, #8 - self.mLacunarity, #9 - self.mOffset, #10 - self.mGain, #11 - self.MarbleBias, #12 - self.MarbleSharp, #13 - self.MarbleShape, #14 - self.Invert, #15 - self.Height, #16 - self.Offset, #17 - self.Falloff, #18 - self.Sealevel, #19 - self.Plateaulevel, #20 - self.Strata, #21 - self.StrataType, #22 - self.SphereMesh, #23 - self.XOffset, #24 - self.YOffset #25 + self.RandomSeed, + self.NoiseSize, + self.NoiseType, + self.BasisType, + self.VLBasisType, + self.Distortion, + self.HardNoise, + self.NoiseDepth, + self.mDimension, + self.mLacunarity, + self.mOffset, + self.mGain, + self.MarbleBias, + self.MarbleSharp, + self.MarbleShape, + self.Invert, + self.Height, + self.Offset, + self.Falloff, + self.Sealevel, + self.Plateaulevel, + self.Strata, + self.StrataType, + self.SphereMesh, + self.XOffset, + self.YOffset ] # Main function @@ -805,22 +826,25 @@ class landscape_add(bpy.types.Operator): return {'PASS_THROUGH'} -###------------------------------------------------------------ +# ------------------------------------------------------------ # Register # Define "Landscape" menu def menu_func_landscape(self, context): self.layout.operator(landscape_add.bl_idname, text="Landscape", icon="RNDCURVE") + def register(): bpy.utils.register_module(__name__) bpy.types.INFO_MT_mesh_add.append(menu_func_landscape) + def unregister(): bpy.utils.unregister_module(__name__) bpy.types.INFO_MT_mesh_add.remove(menu_func_landscape) + if __name__ == "__main__": register() |