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Diffstat (limited to 'add_mesh_ant_landscape.py')
-rw-r--r-- | add_mesh_ant_landscape.py | 766 |
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()
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