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+# ##### 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_info = {
+ "name": "ANT Landscape",
+ "author": "Jimmy Hazevoet",
+ "version": (0,1,1),
+ "blender": (2, 5, 7),
+ "api": 35853,
+ "location": "View3D > Add > Mesh",
+ "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/Add_Mesh/ANT_Landscape",
+ "tracker_url": "https://projects.blender.org/tracker/index.php?"\
+ "func=detail&aid=23130",
+ "category": "Add Mesh"}
+
+'''
+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
+'''
+
+# import modules
+import bpy
+from bpy.props import *
+from mathutils import *
+from noise import *
+from math import *
+
+
+# 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).
+def create_mesh_object(context, verts, edges, faces, name):
+ scene = context.scene
+ obj_act = scene.objects.active
+
+ # 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()
+
+ 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
+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 ) ) / (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)
+ elif shape == 4:
+ # y grad.
+ s = (y*pi)
+ elif shape == 5:
+ # x grad.
+ s = (x*pi)
+ else:
+ # marble
+ s = ((x+y)*5)
+ return s
+
+# 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]
+ z += origin[2]
+ value = s + turb * turbulence_vector((x,y,z), depth, hard, basis )[0]
+
+ if bias == 1:
+ value = tri_bias( value )
+ elif bias == 2:
+ value = saw_bias( value )
+ else:
+ value = sin_bias( value )
+
+ if sharpnes == 1:
+ value = sharp( value )
+ elif sharpnes == 2:
+ value = sharper( value )
+ else:
+ value = soft( value )
+
+ 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
+
+# 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,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]
+ nsize = options[1]
+ ntype = int( options[2][0] )
+ nbasis = int( options[3][0] )
+ vlbasis = int( options[4][0] )
+ distortion = options[5]
+ hardnoise = 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]
+ 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] ) * 1000.0
+ 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, z / nsize + origin_z )
+
+ # noise basis type's
+ 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 = vl_vector( 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 )
+ else:
+ value = 0.0
+
+ # adjust height
+ if invert !=0:
+ value = (1-value) * height + heightoffset
+ else:
+ value = value * height + heightoffset
+
+ # edge falloff
+ 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
+ if ( value > platlevel ): value = platlevel
+
+ 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):
+ '''Add a landscape mesh'''
+ bl_idname = "mesh.landscape_add"
+ bl_label = "Landscape"
+ bl_options = {'REGISTER', 'UNDO'}
+ bl_description = "Add landscape mesh"
+
+ # 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,
+ max=6400,
+ default=64,
+ description="Mesh x y subdivisions")
+
+ MeshSize = FloatProperty(name="Mesh Size",
+ min=0.01,
+ max=100000.0,
+ default=2.0,
+ description="Mesh size")
+
+ RandomSeed = IntProperty(name="Random Seed",
+ 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")
+
+ 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")]
+
+ 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=0.01,
+ max=1000.0,
+ default=1.0,
+ description="Distortion amount")
+
+ HardNoise = BoolProperty(name="Hard",
+ default=True,
+ description="Hard noise")
+
+ NoiseDepth = IntProperty(name="Depth",
+ min=1,
+ max=16,
+ default=6,
+ 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.")
+
+ mLacunarity = FloatProperty(name="Lacunarity",
+ 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.")
+
+ mGain = FloatProperty(name="Gain",
+ min=0.01,
+ max=6.0,
+ default=1.0,
+ description="Gain - scale factor.")
+
+ BiasTypes = [
+ ("0","Sin","Sin"),
+ ("1","Tri","Tri"),
+ ("2","Saw","Saw")]
+ MarbleBias = EnumProperty(name="Bias",
+ description="Marble bias",
+ 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",
+ default=False,
+ description="Invert noise input")
+
+ Height = FloatProperty(name="Height",
+ 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")
+
+ 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,
+ max=10000.0,
+ default=0.0,
+ description="Sealevel")
+
+ Plateaulevel = FloatProperty(name="Plateau",
+ min=-10000.0,
+ max=10000.0,
+ default=1.0,
+ description="Plateau level")
+
+ 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
+ def draw(self, context):
+ layout = self.layout
+
+ box = layout.box()
+ box.prop(self, 'AutoUpdate')
+ box.prop(self, 'SphereMesh')
+ box.prop(self, 'SmoothMesh')
+ box.prop(self, 'Subdivision')
+ box.prop(self, 'MeshSize')
+
+ box = layout.box()
+ box.prop(self, 'NoiseType')
+ if self.NoiseType != '7':
+ box.prop(self, 'BasisType')
+ box.prop(self, 'RandomSeed')
+ box.prop(self, 'NoiseSize')
+ if self.NoiseType == '0':
+ box.prop(self, 'NoiseDepth')
+ box.prop(self, 'mDimension')
+ box.prop(self, 'mLacunarity')
+ if self.NoiseType == '1':
+ box.prop(self, 'NoiseDepth')
+ box.prop(self, 'mDimension')
+ box.prop(self, 'mLacunarity')
+ box.prop(self, 'mOffset')
+ box.prop(self, 'mGain')
+ if self.NoiseType == '2':
+ box.prop(self, 'NoiseDepth')
+ box.prop(self, 'mDimension')
+ box.prop(self, 'mLacunarity')
+ box.prop(self, 'mOffset')
+ box.prop(self, 'mGain')
+ if self.NoiseType == '3':
+ box.prop(self, 'NoiseDepth')
+ box.prop(self, 'mDimension')
+ box.prop(self, 'mLacunarity')
+ box.prop(self, 'mOffset')
+ if self.NoiseType == '4':
+ box.prop(self, 'NoiseDepth')
+ box.prop(self, 'mDimension')
+ box.prop(self, 'mLacunarity')
+ if self.NoiseType == '5':
+ box.prop(self, 'NoiseDepth')
+ box.prop(self, 'HardNoise')
+ if self.NoiseType == '6':
+ box.prop(self, 'VLBasisType')
+ box.prop(self, 'Distortion')
+ if self.NoiseType == '7':
+ box.prop(self, 'MarbleShape')
+ box.prop(self, 'MarbleBias')
+ box.prop(self, 'MarbleSharp')
+ box.prop(self, 'Distortion')
+ box.prop(self, 'NoiseDepth')
+ box.prop(self, 'HardNoise')
+ if self.NoiseType == '8':
+ box.prop(self, 'NoiseDepth')
+ box.prop(self, 'mDimension')
+ box.prop(self, 'mLacunarity')
+ box.prop(self, 'mOffset')
+ box.prop(self, 'Distortion')
+ if self.NoiseType == '9':
+ box.prop(self, 'NoiseDepth')
+ box.prop(self, 'mDimension')
+ box.prop(self, 'mLacunarity')
+ box.prop(self, 'mOffset')
+ box.prop(self, 'Distortion')
+
+ box = layout.box()
+ box.prop(self, 'Invert')
+ box.prop(self, 'Height')
+ box.prop(self, 'Offset')
+ box.prop(self, 'Plateaulevel')
+ box.prop(self, 'Sealevel')
+ if self.SphereMesh == False:
+ box.prop(self, 'Falloff')
+ box.prop(self, 'StrataType')
+ if self.StrataType != '0':
+ box.prop(self, 'Strata')
+
+ ###------------------------------------------------------------
+ # Execute
+ def execute(self, context):
+
+ #mesh update
+ if self.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 = [
+ 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
+ ]
+
+ # Main function
+ if self.SphereMesh !=0:
+ # sphere
+ verts, faces = sphere_gen( self.Subdivision, self.MeshSize, options )
+ else:
+ # grid
+ verts, faces = grid_gen( self.Subdivision, self.MeshSize, options )
+
+ # create mesh object
+ obj = create_mesh_object(context, verts, [], faces, "Landscape")
+
+ # sphere, remove doubles
+ if self.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 self.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'}
+
+
+###------------------------------------------------------------
+# Register
+
+ # Define "Landscape" menu
+def menu_func_landscape(self, context):
+ self.layout.operator(landscape_add.bl_idname, text="Landscape", icon="PLUGIN")
+
+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()