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authorBrendon Murphy <meta.androcto1@gmail.com>2010-08-31 13:42:02 +0400
committerBrendon Murphy <meta.androcto1@gmail.com>2010-08-31 13:42:02 +0400
commitc223dfe359731c94abdc34bcfcce8c76f741ef2c (patch)
tree0a1d3ce31b0f21daedc67e7d6cf21aed972e3ccc /add_mesh_ant_landscape.py
parent01564c0f25797dd213157388291331b66034488e (diff)
Script update,
new: spherical mesh, strata functions, interactive update, shade smooth.
Diffstat (limited to 'add_mesh_ant_landscape.py')
-rw-r--r--add_mesh_ant_landscape.py501
1 files changed, 326 insertions, 175 deletions
diff --git a/add_mesh_ant_landscape.py b/add_mesh_ant_landscape.py
index 6fccbab4..c4b62506 100644
--- a/add_mesh_ant_landscape.py
+++ b/add_mesh_ant_landscape.py
@@ -16,6 +16,45 @@
#
# ##### END GPL LICENSE BLOCK #####
+'''
+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)
+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).
+
+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 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.
+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, X, Y
+
+HEIGHT OPTIONS:
+Invert: Invert terrain height.
+Height: Scale terrain height.
+Offset: Terrain height offset.
+Falloff: Terrain height falloff: Type 1, Type 2, X, Y
+Sealevel: Flattens terrain below sealevel.
+Platlevel: Flattens terrain above plateau level.
+Strata: Strata amount, number of strata/terrace layers.
+Strata type: Strata types, Smooth, Sharp-sub, Sharp-add
+'''
+
+
bl_addon_info = {
"name": "ANT Landscape",
"author": "Jimmy Hazevoet",
@@ -38,6 +77,7 @@ from mathutils import *
from noise import *
from math import *
+
###------------------------------------------------------------
# calculates the matrix for the new object depending on user pref
def align_matrix(context):
@@ -207,12 +247,10 @@ def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
return faces
-###------------------------------------------------------------
-
-# some functions for marbleNoise
-def no_bias(a):
- return a
+###------------------------------------------------------------
+###------------------------------------------------------------
+# some functions for marble_noise
def sin_bias(a):
return 0.5 + 0.5 * sin(a)
@@ -242,46 +280,46 @@ def shapes(x,y,shape=0):
# 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 ) )
+ 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 = (sin( x*pi ) + sin( y*pi ))
+ 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)
return s
-# marbleNoise
-def marble_noise(x,y, origin, size, shape, bias, sharpnes, depth, turb, basis ):
+# marble_noise
+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)
x += origin[0]
y += origin[1]
- value = s + turb * turbulence_vector((x,y,0.0), depth, 0, basis )[0]
+ z += origin[2]
+ value = s + turb * turbulence_vector((x,y,z), depth, hard, basis )[0]
if bias == 1:
- value = sin_bias( value )
- elif bias == 2:
value = tri_bias( value )
- elif bias == 3:
+ elif bias == 2:
value = saw_bias( value )
else:
- value = no_bias( value )
+ value = sin_bias( value )
if sharpnes == 1:
value = sharp( value )
@@ -292,15 +330,25 @@ def marble_noise(x,y, origin, size, shape, bias, sharpnes, depth, turb, basis ):
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
+###------------------------------------------------------------
+# 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
+# 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 )
+
+###------------------------------------------------------------
# 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]):
+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]):
# options
rseed = options[0]
@@ -309,7 +357,7 @@ 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,
nbasis = int( options[3][0] )
vlbasis = int( options[4][0] )
distortion = options[5]
- hard = options[6]
+ hardnoise = options[6]
depth = options[7]
dimension = options[8]
lacunarity = options[9]
@@ -324,25 +372,29 @@ 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,
falloff = int( options[18][0] )
sealevel = options[19]
platlevel = options[20]
- terrace = options[21]
+ strata = options[21]
+ stratatype = options[22]
+ sphere = options[23]
# origin
if rseed == 0:
origin = 0.0,0.0,0.0
origin_x = 0.0
origin_y = 0.0
+ origin_z = 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
+ origin_x = ( 0.5 - origin[0] ) * 1000.0
+ origin_y = ( 0.5 - origin[1] ) * 1000.0
+ origin_z = ( 0.5 - origin[2] ) * 1000.0
# adjust noise size and origin
- ncoords = ( x / nsize + origin_x, y / nsize + origin_y, 0.0 )
+ ncoords = ( x / nsize + origin_x, y / nsize + origin_y, z / nsize + origin_z )
# 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 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
@@ -350,11 +402,11 @@ 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,
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 == 5: value = turbulence_vector( ncoords, depth, hardnoise, 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 )
+ 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 )
else:
value = 0.0
@@ -365,26 +417,37 @@ 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,
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 ) )
+ if sphere == 0: # no edge falloff if spherical
+ 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
+
+ # strata / terrace / layered
+ if stratatype !='0':
+ strata = strata / height
+ 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
+ elif stratatype == '2':
+ 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
+ else:
+ value = value
# clamp height
if ( value < sealevel ): value = sealevel
@@ -392,6 +455,64 @@ 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,
return value
+
+# generate grid
+def grid_gen( sub_d, size_me, options ):
+
+ 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,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
+
+ return verts, faces
+
+
+# generate sphere
+def sphere_gen( sub_d, size_me, options ):
+
+ 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
+ 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
+
+ return verts, faces
+
+
###------------------------------------------------------------
# Add landscape
class landscape_add(bpy.types.Operator):
@@ -411,27 +532,39 @@ class landscape_add(bpy.types.Operator):
align_matrix = Matrix()
# properties
+ AutoUpdate = BoolProperty(name="Mesh update",
+ default=True,
+ description="Update mesh")
+
+ SphereMesh = BoolProperty(name="Sphere",
+ default=False,
+ description="Generate Sphere mesh")
+
+ SmoothMesh = BoolProperty(name="Smooth",
+ default=True,
+ description="Shade smooth")
+
Subdivision = IntProperty(name="Subdivisions",
- min=4, soft_min=4,
- max=1024, soft_max=1024,
+ min=4,
+ max=6400,
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,
+ min=0.01,
+ max=100000.0,
default=2.0,
- description="Mesh size in blender units")
+ description="Mesh size")
RandomSeed = IntProperty(name="Random Seed",
- min=0, soft_min=0,
- max=999, soft_max=999,
+ min=0,
+ max=9999,
default=0,
- description="Random seed")
+ description="Randomize noise origin")
NoiseSize = FloatProperty(name="Noise Size",
- min=0.01, soft_min=0.01,
- max=10000.0, soft_max=10000.0,
+ min=0.01,
+ max=10000.0,
default=1.0,
description="Noise size")
@@ -443,9 +576,10 @@ class landscape_add(bpy.types.Operator):
("4","fBm","fBm"),
("5","Turbulence","Turbulence"),
("6","Distorted Noise","Distorted Noise"),
- ("7","Cellnoise","Cellnoise"),
+ ("7","Marble","Marble"),
("8","Shattered_hTerrain","Shattered_hTerrain"),
- ("9","Marble","Marble")]
+ ("9","Strata_hTerrain","Strata_hTerrain")]
+
NoiseType = EnumProperty(name="Type",
description="Noise type",
items=NoiseTypes)
@@ -481,8 +615,8 @@ class landscape_add(bpy.types.Operator):
items=VLBasisTypes)
Distortion = FloatProperty(name="Distortion",
- min=0.0, soft_min=0.0,
- max=100.0, soft_max=100.0,
+ min=0.01,
+ max=1000.0,
default=1.0,
description="Distortion amount")
@@ -491,43 +625,41 @@ class landscape_add(bpy.types.Operator):
description="Hard noise")
NoiseDepth = IntProperty(name="Depth",
- min=1, soft_min=1,
- max=12, soft_max=12,
+ min=1,
+ max=16,
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,
+ min=0.01,
+ 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,
+ min=0.01,
+ 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,
+ min=0.01,
+ max=6.0,
default=1.0,
- description="Offset - it raises the terrain from 'sea level'.")
+ description="Offset - raises the terrain from sea level.")
mGain = FloatProperty(name="Gain",
- min=0.01, soft_min=0.01,
- max=6.0, soft_max=6.0,
+ min=0.01,
+ max=6.0,
default=1.0,
description="Gain - scale factor.")
BiasTypes = [
- ("0","None","None"),
- ("1","Sin","Sin"),
- ("2","Tri","Tri"),
- ("3","Saw","Saw")]
+ ("0","Sin","Sin"),
+ ("1","Tri","Tri"),
+ ("2","Saw","Saw")]
MarbleBias = EnumProperty(name="Bias",
description="Marble bias",
- default='1',
items=BiasTypes)
SharpTypes = [
@@ -549,20 +681,19 @@ class landscape_add(bpy.types.Operator):
description="Marble shape",
items=ShapeTypes)
-
- Invert = BoolProperty(name="Invert Height",
+ Invert = BoolProperty(name="Invert",
default=False,
- description="Invert height")
+ description="Invert noise input")
Height = FloatProperty(name="Height",
- min=0.0, soft_min=0.0,
- max=10000.0, soft_max=10000.0,
+ min=0.01,
+ 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,
+ min=-10000.0,
+ max=10000.0,
default=0.0,
description="Height offset")
@@ -578,22 +709,32 @@ class landscape_add(bpy.types.Operator):
items=fallTypes)
Sealevel = FloatProperty(name="Sealevel",
- min=-10000.0, soft_min=-10000.0,
- max=10000.0, soft_max=10000.0,
+ min=-10000.0,
+ 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,
+ min=-10000.0,
+ 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")
+ Strata = FloatProperty(name="Strata",
+ min=0.01,
+ max=1000.0,
+ default=3.0,
+ description="Strata amount")
+
+ StrataTypes = [
+ ("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)
###------------------------------------------------------------
# Draw
@@ -602,17 +743,17 @@ class landscape_add(bpy.types.Operator):
layout = self.layout
box = layout.box()
+ box.prop(props, 'AutoUpdate')
+ box.prop(props, 'SphereMesh')
+ box.prop(props, 'SmoothMesh')
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, 'RandomSeed')
box.prop(props, 'NoiseSize')
if props.NoiseType == '0':
box.prop(props, 'NoiseDepth')
@@ -645,7 +786,13 @@ class landscape_add(bpy.types.Operator):
if props.NoiseType == '6':
box.prop(props, 'VLBasisType')
box.prop(props, 'Distortion')
- #if props.NoiseType == '7':
+ if props.NoiseType == '7':
+ box.prop(props, 'MarbleShape')
+ box.prop(props, 'MarbleBias')
+ box.prop(props, 'MarbleSharp')
+ box.prop(props, 'Distortion')
+ box.prop(props, 'NoiseDepth')
+ box.prop(props, 'HardNoise')
if props.NoiseType == '8':
box.prop(props, 'NoiseDepth')
box.prop(props, 'mDimension')
@@ -653,10 +800,10 @@ class landscape_add(bpy.types.Operator):
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, 'mDimension')
+ box.prop(props, 'mLacunarity')
+ box.prop(props, 'mOffset')
box.prop(props, 'Distortion')
box = layout.box()
@@ -665,80 +812,84 @@ class landscape_add(bpy.types.Operator):
box.prop(props, 'Offset')
box.prop(props, 'Plateaulevel')
box.prop(props, 'Sealevel')
- box.prop(props, 'Terrace')
- box.prop(props, 'Falloff')
+ if props.SphereMesh == False:
+ box.prop(props, 'Falloff')
+ box.prop(props, 'StrataType')
+ if props.StrataType != '0':
+ box.prop(props, 'Strata')
###------------------------------------------------------------
# Execute
def execute(self, context):
- # turn off undo
- undo = bpy.context.user_preferences.edit.use_global_undo
- bpy.context.user_preferences.edit.use_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.use_global_undo = undo
- return {'FINISHED'}
+ #mesh update
+ if props.AutoUpdate != 0:
+
+ # turn off undo
+ undo = bpy.context.user_preferences.edit.use_global_undo
+ bpy.context.user_preferences.edit.use_global_undo = False
+
+ # deselect all objects
+ bpy.ops.object.select_all(action='DESELECT')
+
+ # options
+ 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.Strata, #21
+ props.StrataType, #22
+ props.SphereMesh #23
+ ]
+
+ # Main function
+ if props.SphereMesh !=0:
+ # sphere
+ verts, faces = sphere_gen( props.Subdivision, props.MeshSize, options )
+ else:
+ # grid
+ verts, faces = grid_gen( props.Subdivision, props.MeshSize, options )
+
+ # create mesh object
+ obj = create_mesh_object(context, verts, [], faces, "Landscape", edit, self.align_matrix)
+
+ # sphere, remove doubles
+ if props.SphereMesh !=0:
+ bpy.ops.object.mode_set(mode='EDIT')
+ bpy.ops.mesh.remove_doubles(limit=0.0001)
+ bpy.ops.object.mode_set(mode='OBJECT')
+
+ # Shade smooth
+ if props.SmoothMesh !=0:
+ bpy.ops.object.shade_smooth()
+
+ # restore pre operator undo state
+ bpy.context.user_preferences.edit.use_global_undo = undo
+
+ return {'FINISHED'}
+ else:
+ return {'PASS_THROUGH'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
@@ -749,7 +900,7 @@ class landscape_add(bpy.types.Operator):
# Register
import space_info
-# Define "Landscape" menu
+ # Define "Landscape" menu
def menu_func_landscape(self, context):
self.layout.operator(landscape_add.bl_idname, text="Landscape", icon="PLUGIN")
@@ -760,4 +911,4 @@ def unregister():
space_info.INFO_MT_mesh_add.remove(menu_func_landscape)
if __name__ == "__main__":
- register()
+ register() \ No newline at end of file