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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_addon_info = {
- "name": "ANT Landscape",
- "author": "Jimmy Hazevoet",
- "version": (0,1,0),
- "blender": (2, 5, 3),
- "api": 31854,
- "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/Add_Mesh/ANT_Landscape",
- "tracker_url": "https://projects.blender.org/tracker/index.php?"\
- "func=detail&aid=23130&group_id=153&atid=469",
- "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 *
-
-
-###------------------------------------------------------------
-# calculates the matrix for the new object depending on user pref
-def align_matrix(context):
- loc = Matrix.Translation(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 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 = "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
- 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):
- props = self.properties
- 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, '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')
- 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':
- 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')
- box.prop(props, 'mLacunarity')
- box.prop(props, 'mOffset')
- box.prop(props, 'Distortion')
- if props.NoiseType == '9':
- box.prop(props, 'NoiseDepth')
- box.prop(props, 'mDimension')
- box.prop(props, 'mLacunarity')
- box.prop(props, 'mOffset')
- 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')
- 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):
-
- props = self.properties
- edit = props.edit
-
- #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)
- self.execute(context)
- return {'FINISHED'}
-
-###------------------------------------------------------------
-# Register
-import space_info
-
- # Define "Landscape" menu
-def menu_func_landscape(self, context):
- self.layout.operator(landscape_add.bl_idname, text="Landscape", icon="PLUGIN")
-
-def register():
- space_info.INFO_MT_mesh_add.append(menu_func_landscape)
-
-def unregister():
- space_info.INFO_MT_mesh_add.remove(menu_func_landscape)
-
-if __name__ == "__main__":
- register()