# SPDX-License-Identifier: GPL-2.0-or-later bl_info = { "name": "Sapling Tree Gen", "author": "Andrew Hale (TrumanBlending), Aaron Buchler, CansecoGPC", "version": (0, 3, 4), "blender": (2, 80, 0), "location": "View3D > Add > Curve", "description": ("Adds a parametric tree. The method is presented by " "Jason Weber & Joseph Penn in their paper 'Creation and Rendering of " "Realistic Trees'"), "doc_url": "{BLENDER_MANUAL_URL}/addons/add_curve/sapling.html", "category": "Add Curve", } if "bpy" in locals(): import importlib importlib.reload(utils) else: from add_curve_sapling import utils import bpy import time import os import ast # import cProfile from bpy.types import ( Operator, Menu, ) from bpy.props import ( BoolProperty, EnumProperty, FloatProperty, FloatVectorProperty, IntProperty, IntVectorProperty, StringProperty, ) useSet = False shapeList = [('0', 'Conical (0)', 'Shape = 0'), ('1', 'Spherical (1)', 'Shape = 1'), ('2', 'Hemispherical (2)', 'Shape = 2'), ('3', 'Cylindrical (3)', 'Shape = 3'), ('4', 'Tapered Cylindrical (4)', 'Shape = 4'), ('5', 'Flame (5)', 'Shape = 5'), ('6', 'Inverse Conical (6)', 'Shape = 6'), ('7', 'Tend Flame (7)', 'Shape = 7')] shapeList3 = [('0', 'Conical', ''), ('6', 'Inverse Conical', ''), ('1', 'Spherical', ''), ('2', 'Hemispherical', ''), ('3', 'Cylindrical', ''), ('4', 'Tapered Cylindrical', ''), ('10', 'Inverse Tapered Cylindrical', ''), ('5', 'Flame', ''), ('7', 'Tend Flame', ''), ('8', 'Custom Shape', '')] shapeList4 = [('0', 'Conical', ''), ('6', 'Inverse Conical', ''), ('1', 'Spherical', ''), ('2', 'Hemispherical', ''), ('3', 'Cylindrical', ''), ('4', 'Tapered Cylindrical', ''), ('10', 'Inverse Tapered Cylindrical', ''), ('5', 'Flame', ''), ('7', 'Tend Flame', '')] handleList = [('0', 'Auto', 'Auto'), ('1', 'Vector', 'Vector')] settings = [('0', 'Geometry', 'Geometry'), ('1', 'Branch Radius', 'Branch Radius'), ('2', 'Branch Splitting', 'Branch Splitting'), ('3', 'Branch Growth', 'Branch Growth'), ('4', 'Pruning', 'Pruning'), ('5', 'Leaves', 'Leaves'), ('6', 'Armature', 'Armature'), ('7', 'Animation', 'Animation')] branchmodes = [("original", "Original", "rotate around each branch"), ("rotate", "Rotate", "evenly distribute branches to point outward from center of tree"), ("random", "Random", "choose random point")] def getPresetpath(): """Support user defined scripts directory Find the first occurrence of add_curve_sapling/presets in possible script paths and return it as preset path""" script_file = os.path.realpath(__file__) directory = os.path.dirname(script_file) directory = os.path.join(directory, "presets") return directory def getPresetpaths(): """Return paths for both local and user preset folders""" userDir = os.path.join(bpy.utils.script_path_user(), 'presets', 'operator', 'add_curve_sapling') if os.path.isdir(userDir): pass else: os.makedirs(userDir) script_file = os.path.realpath(__file__) directory = os.path.dirname(script_file) localDir = os.path.join(directory, "presets") return (localDir, userDir) class ExportData(Operator): """This operator handles writing presets to file""" bl_idname = 'sapling.exportdata' bl_label = 'Export Preset' data: StringProperty() def execute(self, context): # Unpack some data from the input data, filename, overwrite = eval(self.data) """ try: # Check whether the file exists by trying to open it. f = open(os.path.join(getPresetpaths()[1], filename + '.py'), 'r') f.close() # If it exists then report an error self.report({'ERROR_INVALID_INPUT'}, 'Preset Already Exists') return {'CANCELLED'} except IOError: if data: # If it doesn't exist, create the file with the required data f = open(os.path.join(getPresetpaths()[1], filename + '.py'), 'w') f.write(data) f.close() return {'FINISHED'} else: return {'CANCELLED'} """ fpath1 = os.path.join(getPresetpaths()[0], filename + '.py') fpath2 = os.path.join(getPresetpaths()[1], filename + '.py') if os.path.exists(fpath1): # If it exists in built-in presets then report an error self.report({'ERROR_INVALID_INPUT'}, 'Can\'t have same name as built-in preset') return {'CANCELLED'} elif (not os.path.exists(fpath2)) or (os.path.exists(fpath2) and overwrite): # if (it does not exist) or (exists and overwrite) then write file if data: # If it doesn't exist, create the file with the required data f = open(os.path.join(getPresetpaths()[1], filename + '.py'), 'w') f.write(data) f.close() return {'FINISHED'} else: return {'CANCELLED'} else: # If it exists then report an error self.report({'ERROR_INVALID_INPUT'}, 'Preset Already Exists') return {'CANCELLED'} class ImportData(Operator): """This operator handles importing existing presets""" bl_idname = "sapling.importdata" bl_label = "Import Preset" filename: StringProperty() def execute(self, context): # Make sure the operator knows about the global variables global settings, useSet # Read the preset data into the global settings try: f = open(os.path.join(getPresetpaths()[0], self.filename), 'r') except (FileNotFoundError, IOError): f = open(os.path.join(getPresetpaths()[1], self.filename), 'r') # Find the first non-comment, non-blank line, this must contain preset text (all on one line). for settings in f: if settings and (not settings.startswith("#")): break f.close() # print(settings) settings = ast.literal_eval(settings) # use old attractup if type(settings['attractUp']) == float: atr = settings['attractUp'] settings['attractUp'] = [0, 0, atr, atr] # use old leaf rotations if 'leafDownAngle' not in settings: l = settings['levels'] settings['leafDownAngle'] = settings['downAngle'][min(l, 3)] settings['leafDownAngleV'] = settings['downAngleV'][min(l, 3)] settings['leafRotate'] = settings['rotate'][min(l, 3)] settings['leafRotateV'] = settings['rotateV'][min(l, 3)] # zero leaf bend settings['bend'] = 0 # Set the flag to use the settings useSet = True return {'FINISHED'} class PresetMenu(Menu): """Create the preset menu by finding all preset files in the preset directory""" bl_idname = "SAPLING_MT_preset" bl_label = "Presets" def draw(self, context): # Get all the sapling presets presets = [a for a in os.listdir(getPresetpaths()[0]) if a[-3:] == '.py'] presets.extend([a for a in os.listdir(getPresetpaths()[1]) if a[-3:] == '.py']) layout = self.layout # Append all to the menu for p in presets: layout.operator("sapling.importdata", text=p[:-3]).filename = p class AddTree(Operator): bl_idname = "curve.tree_add" bl_label = "Sapling: Add Tree" bl_options = {'REGISTER', 'UNDO'} # Keep the strings in memory, see T83360. _objectList_static_strings = [] def objectList(self, context): objects = AddTree._objectList_static_strings objects.clear() for obj in bpy.data.objects: if (obj.type in {'MESH', 'CURVE', 'SURFACE'}) and (obj.name not in {'tree', 'leaves'}): objects.append((obj.name, obj.name, "")) if not objects: objects.append(('NONE', "No objects", "No appropriate objects in the Scene")) return objects def update_tree(self, context): self.do_update = True def update_leaves(self, context): if self.showLeaves: self.do_update = True else: self.do_update = False def no_update_tree(self, context): self.do_update = False do_update: BoolProperty( name='Do Update', default=True, options={'HIDDEN'} ) chooseSet: EnumProperty( name='Settings', description='Choose the settings to modify', items=settings, default='0', update=no_update_tree ) bevel: BoolProperty( name='Bevel', description='Whether the curve is beveled', default=False, update=update_tree ) prune: BoolProperty( name='Prune', description='Whether the tree is pruned', default=False, update=update_tree ) showLeaves: BoolProperty( name='Show Leaves', description='Whether the leaves are shown', default=False, update=update_tree ) useArm: BoolProperty( name='Use Armature', description='Whether the armature is generated', default=False, update=update_tree ) seed: IntProperty( name='Random Seed', description='The seed of the random number generator', default=0, update=update_tree ) handleType: IntProperty( name='Handle Type', description='The type of curve handles', min=0, max=1, default=0, update=update_tree ) levels: IntProperty( name='Levels', description='Number of recursive branches (Levels)', min=1, max=6, soft_max=4, default=3, update=update_tree ) length: FloatVectorProperty( name='Length', description='The relative lengths of each branch level (nLength)', min=0.000001, default=[1, 0.3, 0.6, 0.45], size=4, update=update_tree ) lengthV: FloatVectorProperty( name='Length Variation', description='The relative length variations of each level (nLengthV)', min=0.0, max=1.0, default=[0, 0, 0, 0], size=4, update=update_tree ) taperCrown: FloatProperty( name='Taper Crown', description='Shorten trunk splits toward outside of tree', min=0.0, soft_max=1.0, default=0, update=update_tree ) branches: IntVectorProperty( name='Branches', description='The number of branches grown at each level (nBranches)', min=0, default=[50, 30, 10, 10], size=4, update=update_tree ) curveRes: IntVectorProperty( name='Curve Resolution', description='The number of segments on each branch (nCurveRes)', min=1, default=[3, 5, 3, 1], size=4, update=update_tree ) curve: FloatVectorProperty( name='Curvature', description='The angle of the end of the branch (nCurve)', default=[0, -40, -40, 0], size=4, update=update_tree ) curveV: FloatVectorProperty( name='Curvature Variation', description='Variation of the curvature (nCurveV)', default=[20, 50, 75, 0], size=4, update=update_tree ) curveBack: FloatVectorProperty( name='Back Curvature', description='Curvature for the second half of a branch (nCurveBack)', default=[0, 0, 0, 0], size=4, update=update_tree ) baseSplits: IntProperty( name='Base Splits', description='Number of trunk splits at its base (nBaseSplits)', min=0, default=0, update=update_tree ) segSplits: FloatVectorProperty( name='Segment Splits', description='Number of splits per segment (nSegSplits)', min=0, soft_max=3, default=[0, 0, 0, 0], size=4, update=update_tree ) splitByLen: BoolProperty( name='Split relative to length', description='Split proportional to branch length', default=False, update=update_tree ) rMode: EnumProperty( name="", # "Branching Mode" description='Branching and Rotation Mode', items=branchmodes, default="rotate", update=update_tree ) splitAngle: FloatVectorProperty( name='Split Angle', description='Angle of branch splitting (nSplitAngle)', default=[0, 0, 0, 0], size=4, update=update_tree ) splitAngleV: FloatVectorProperty( name='Split Angle Variation', description='Variation in the split angle (nSplitAngleV)', default=[0, 0, 0, 0], size=4, update=update_tree ) scale: FloatProperty( name='Scale', description='The tree scale (Scale)', min=0.0, default=13.0, update=update_tree) scaleV: FloatProperty(name='Scale Variation', description='The variation in the tree scale (ScaleV)', default=3.0, update=update_tree ) attractUp: FloatVectorProperty( name='Vertical Attraction', description='Branch upward attraction', default=[0, 0, 0, 0], size=4, update=update_tree ) attractOut: FloatVectorProperty( name='Outward Attraction', description='Branch outward attraction', default=[0, 0, 0, 0], min=0.0, max=1.0, size=4, update=update_tree ) shape: EnumProperty( name='Shape', description='The overall shape of the tree (Shape)', items=shapeList3, default='7', update=update_tree ) shapeS: EnumProperty( name='Secondary Branches Shape', description='The shape of secondary splits', items=shapeList4, default='4', update=update_tree ) customShape: FloatVectorProperty( name='Custom Shape', description='custom shape branch length at (Base, Middle, Middle Position, Top)', size=4, min=.01, max=1, default=[.5, 1.0, .3, .5], update=update_tree ) branchDist: FloatProperty( name='Branch Distribution', description='Adjust branch spacing to put more branches at the top or bottom of the tree', min=0.1, soft_max=10, default=1.0, update=update_tree ) nrings: IntProperty( name='Branch Rings', description='grow branches in rings', min=0, default=0, update=update_tree ) baseSize: FloatProperty( name='Trunk Height', description='Fraction of tree height with no branches (Base Size)', min=0.0, max=1.0, default=0.4, update=update_tree ) baseSize_s: FloatProperty( name='Secondary Base Size', description='Factor to decrease base size for each level', min=0.0, max=1.0, default=0.25, update=update_tree ) splitHeight: FloatProperty( name='Split Height', description='Fraction of tree height with no splits', min=0.0, max=1.0, default=0.2, update=update_tree ) splitBias: FloatProperty( name='splitBias', description='Put more splits at the top or bottom of the tree', soft_min=-2.0, soft_max=2.0, default=0.0, update=update_tree ) ratio: FloatProperty( name='Ratio', description='Base radius size (Ratio)', min=0.0, default=0.015, update=update_tree ) minRadius: FloatProperty( name='Minimum Radius', description='Minimum branch Radius', min=0.0, default=0.0, update=update_tree ) closeTip: BoolProperty( name='Close Tip', description='Set radius at branch tips to zero', default=False, update=update_tree ) rootFlare: FloatProperty( name='Root Flare', description='Root radius factor', min=1.0, default=1.0, update=update_tree ) autoTaper: BoolProperty( name='Auto Taper', description='Calculate taper automatically based on branch lengths', default=True, update=update_tree ) taper: FloatVectorProperty( name='Taper', description='The fraction of tapering on each branch (nTaper)', min=0.0, max=1.0, default=[1, 1, 1, 1], size=4, update=update_tree ) radiusTweak: FloatVectorProperty( name='Tweak Radius', description='multiply radius by this factor', min=0.0, max=1.0, default=[1, 1, 1, 1], size=4, update=update_tree ) ratioPower: FloatProperty( name='Branch Radius Ratio', description=('Power which defines the radius of a branch compared to ' 'the radius of the branch it grew from (RatioPower)'), min=0.0, default=1.2, update=update_tree ) downAngle: FloatVectorProperty( name='Down Angle', description=('The angle between a new branch and the one it grew ' 'from (nDownAngle)'), default=[90, 60, 45, 45], size=4, update=update_tree ) downAngleV: FloatVectorProperty( name='Down Angle Variation', description="Angle to decrease Down Angle by towards end of parent branch " "(negative values add random variation)", default=[0, -50, 10, 10], size=4, update=update_tree ) useOldDownAngle: BoolProperty( name='Use old down angle variation', default=False, update=update_tree ) useParentAngle: BoolProperty( name='Use parent angle', description='(first level) Rotate branch to match parent branch', default=True, update=update_tree ) rotate: FloatVectorProperty( name='Rotate Angle', description="The angle of a new branch around the one it grew from " "(negative values rotate opposite from the previous)", default=[137.5, 137.5, 137.5, 137.5], size=4, update=update_tree ) rotateV: FloatVectorProperty( name='Rotate Angle Variation', description='Variation in the rotate angle (nRotateV)', default=[0, 0, 0, 0], size=4, update=update_tree ) scale0: FloatProperty( name='Radius Scale', description='The scale of the trunk radius (0Scale)', min=0.0, default=1.0, update=update_tree ) scaleV0: FloatProperty( name='Radius Scale Variation', description='Variation in the radius scale (0ScaleV)', min=0.0, max=1.0, default=0.2, update=update_tree ) pruneWidth: FloatProperty( name='Prune Width', description='The width of the envelope (PruneWidth)', min=0.0, default=0.4, update=update_tree ) pruneBase: FloatProperty( name='Prune Base Height', description='The height of the base of the envelope, bound by trunk height', min=0.0, max=1.0, default=0.3, update=update_tree ) pruneWidthPeak: FloatProperty( name='Prune Width Peak', description=("Fraction of envelope height where the maximum width " "occurs (PruneWidthPeak)"), min=0.0, default=0.6, update=update_tree ) prunePowerHigh: FloatProperty( name='Prune Power High', description=('Power which determines the shape of the upper portion ' 'of the envelope (PrunePowerHigh)'), default=0.5, update=update_tree ) prunePowerLow: FloatProperty( name='Prune Power Low', description=('Power which determines the shape of the lower portion ' 'of the envelope (PrunePowerLow)'), default=0.001, update=update_tree ) pruneRatio: FloatProperty( name='Prune Ratio', description='Proportion of pruned length (PruneRatio)', min=0.0, max=1.0, default=1.0, update=update_tree ) leaves: IntProperty( name='Leaves', description="Maximum number of leaves per branch (negative values grow " "leaves from branch tip (palmate compound leaves))", default=25, update=update_tree ) leafDownAngle: FloatProperty( name='Leaf Down Angle', description='The angle between a new leaf and the branch it grew from', default=45, update=update_leaves ) leafDownAngleV: FloatProperty( name='Leaf Down Angle Variation', description="Angle to decrease Down Angle by towards end of parent branch " "(negative values add random variation)", default=10, update=update_tree ) leafRotate: FloatProperty( name='Leaf Rotate Angle', description="The angle of a new leaf around the one it grew from " "(negative values rotate opposite from previous)", default=137.5, update=update_tree ) leafRotateV: FloatProperty( name='Leaf Rotate Angle Variation', description='Variation in the rotate angle', default=0.0, update=update_leaves ) leafScale: FloatProperty( name='Leaf Scale', description='The scaling applied to the whole leaf (LeafScale)', min=0.0, default=0.17, update=update_leaves ) leafScaleX: FloatProperty( name='Leaf Scale X', description=('The scaling applied to the x direction of the leaf ' '(LeafScaleX)'), min=0.0, default=1.0, update=update_leaves ) leafScaleT: FloatProperty( name='Leaf Scale Taper', description='scale leaves toward the tip or base of the patent branch', min=-1.0, max=1.0, default=0.0, update=update_leaves ) leafScaleV: FloatProperty( name='Leaf Scale Variation', description='randomize leaf scale', min=0.0, max=1.0, default=0.0, update=update_leaves ) leafShape: EnumProperty( name='Leaf Shape', description='The shape of the leaves', items=(('hex', 'Hexagonal', '0'), ('rect', 'Rectangular', '1'), ('dFace', 'DupliFaces', '2'), ('dVert', 'DupliVerts', '3')), default='hex', update=update_leaves ) leafDupliObj: EnumProperty( name='Leaf Object', description='Object to use for leaf instancing if Leaf Shape is DupliFaces or DupliVerts', items=objectList, update=update_leaves ) bend: FloatProperty( name='Leaf Bend', description='The proportion of bending applied to the leaf (Bend)', min=0.0, max=1.0, default=0.0, update=update_leaves ) leafangle: FloatProperty( name='Leaf Angle', description='Leaf vertical attraction', default=0.0, update=update_leaves ) horzLeaves: BoolProperty( name='Horizontal leaves', description='Leaves face upwards', default=True, update=update_leaves ) leafDist: EnumProperty( name='Leaf Distribution', description='The way leaves are distributed on branches', items=shapeList4, default='6', update=update_tree ) bevelRes: IntProperty( name='Bevel Resolution', description='The bevel resolution of the curves', min=0, max=32, default=0, update=update_tree ) resU: IntProperty( name='Curve Resolution', description='The resolution along the curves', min=1, default=4, update=update_tree ) handleType: EnumProperty( name='Handle Type', description='The type of handles used in the spline', items=handleList, default='0', update=update_tree ) armAnim: BoolProperty( name='Armature Animation', description='Whether animation is added to the armature', default=False, update=update_tree ) previewArm: BoolProperty( name='Fast Preview', description='Disable armature modifier, hide tree, and set bone display to wire, for fast playback', # Disable skin modifier and hide tree and armature, for fast playback default=False, update=update_tree ) leafAnim: BoolProperty( name='Leaf Animation', description='Whether animation is added to the leaves', default=False, update=update_tree ) frameRate: FloatProperty( name='Animation Speed', description=('Adjust speed of animation, relative to scene frame rate'), min=0.001, default=1, update=update_tree ) loopFrames: IntProperty( name='Loop Frames', description='Number of frames to make the animation loop for, zero is disabled', min=0, default=0, update=update_tree ) """ windSpeed = FloatProperty( name='Wind Speed', description='The wind speed to apply to the armature', default=2.0, update=update_tree ) windGust = FloatProperty( name='Wind Gust', description='The greatest increase over Wind Speed', default=0.0, update=update_tree ) """ wind: FloatProperty( name='Overall Wind Strength', description='The intensity of the wind to apply to the armature', default=1.0, update=update_tree ) gust: FloatProperty( name='Wind Gust Strength', description='The amount of directional movement, (from the positive Y direction)', default=1.0, update=update_tree ) gustF: FloatProperty( name='Wind Gust Fequency', description='The Frequency of directional movement', default=0.075, update=update_tree ) af1: FloatProperty( name='Amplitude', description='Multiplier for noise amplitude', default=1.0, update=update_tree ) af2: FloatProperty( name='Frequency', description='Multiplier for noise fequency', default=1.0, update=update_tree ) af3: FloatProperty( name='Randomness', description='Random offset in noise', default=4.0, update=update_tree ) makeMesh: BoolProperty( name='Make Mesh', description='Convert curves to mesh, uses skin modifier, enables armature simplification', default=False, update=update_tree ) armLevels: IntProperty( name='Armature Levels', description='Number of branching levels to make bones for, 0 is all levels', min=0, default=2, update=update_tree ) boneStep: IntVectorProperty( name='Bone Length', description='Number of stem segments per bone', min=1, default=[1, 1, 1, 1], size=4, update=update_tree ) presetName: StringProperty( name='Preset Name', description='The name of the preset to be saved', default='', subtype='FILE_NAME', update=no_update_tree ) limitImport: BoolProperty( name='Limit Import', description='Limited imported tree to 2 levels & no leaves for speed', default=True, update=no_update_tree ) overwrite: BoolProperty( name='Overwrite', description='When checked, overwrite existing preset files when saving', default=False, update=no_update_tree ) """ startCurv = FloatProperty( name='Trunk Starting Angle', description=('The angle between vertical and the starting direction' 'of the trunk'), min=0.0, max=360, default=0.0, update=update_tree ) """ @classmethod def poll(cls, context): return context.mode == 'OBJECT' def draw(self, context): layout = self.layout # Branch specs # layout.label(text='Tree Definition') layout.prop(self, 'chooseSet') if self.chooseSet == '0': box = layout.box() box.label(text="Geometry:") box.prop(self, 'bevel') row = box.row() row.prop(self, 'bevelRes') row.prop(self, 'resU') box.prop(self, 'handleType') box.prop(self, 'shape') col = box.column() col.prop(self, 'customShape') row = box.row() box.prop(self, 'shapeS') box.prop(self, 'branchDist') box.prop(self, 'nrings') box.prop(self, 'seed') box.label(text="Tree Scale:") row = box.row() row.prop(self, 'scale') row.prop(self, 'scaleV') # Here we create a dict of all the properties. # Unfortunately as_keyword doesn't work with vector properties, # so we need something custom. This is it data = [] for a, b in (self.as_keywords( ignore=("chooseSet", "presetName", "limitImport", "do_update", "overwrite", "leafDupliObj"))).items(): # If the property is a vector property then add the slice to the list try: len(b) data.append((a, b[:])) # Otherwise, it is fine so just add it except: data.append((a, b)) # Create the dict from the list data = dict(data) row = box.row() row.prop(self, 'presetName') # Send the data dict and the file name to the exporter row.operator('sapling.exportdata').data = repr([repr(data), self.presetName, self.overwrite]) row = box.row() row.label(text=" ") row.prop(self, 'overwrite') row = box.row() row.menu('SAPLING_MT_preset', text='Load Preset') row.prop(self, 'limitImport') elif self.chooseSet == '1': box = layout.box() box.label(text="Branch Radius:") row = box.row() row.prop(self, 'bevel') row.prop(self, 'bevelRes') box.prop(self, 'ratio') row = box.row() row.prop(self, 'scale0') row.prop(self, 'scaleV0') box.prop(self, 'ratioPower') box.prop(self, 'minRadius') box.prop(self, 'closeTip') box.prop(self, 'rootFlare') box.prop(self, 'autoTaper') split = box.split() col = split.column() col.prop(self, 'taper') col = split.column() col.prop(self, 'radiusTweak') elif self.chooseSet == '2': box = layout.box() box.label(text="Branch Splitting:") box.prop(self, 'levels') box.prop(self, 'baseSplits') row = box.row() row.prop(self, 'baseSize') row.prop(self, 'baseSize_s') box.prop(self, 'splitHeight') box.prop(self, 'splitBias') box.prop(self, 'splitByLen') split = box.split() col = split.column() col.prop(self, 'branches') col.prop(self, 'splitAngle') col.prop(self, 'rotate') col.prop(self, 'attractOut') col = split.column() col.prop(self, 'segSplits') col.prop(self, 'splitAngleV') col.prop(self, 'rotateV') col.label(text="Branching Mode:") col.prop(self, 'rMode') box.column().prop(self, 'curveRes') elif self.chooseSet == '3': box = layout.box() box.label(text="Branch Growth:") box.prop(self, 'taperCrown') split = box.split() col = split.column() col.prop(self, 'length') col.prop(self, 'downAngle') col.prop(self, 'curve') col.prop(self, 'curveBack') col = split.column() col.prop(self, 'lengthV') col.prop(self, 'downAngleV') col.prop(self, 'curveV') col.prop(self, 'attractUp') box.prop(self, 'useOldDownAngle') box.prop(self, 'useParentAngle') elif self.chooseSet == '4': box = layout.box() box.label(text="Prune:") box.prop(self, 'prune') box.prop(self, 'pruneRatio') row = box.row() row.prop(self, 'pruneWidth') row.prop(self, 'pruneBase') box.prop(self, 'pruneWidthPeak') row = box.row() row.prop(self, 'prunePowerHigh') row.prop(self, 'prunePowerLow') elif self.chooseSet == '5': box = layout.box() box.label(text="Leaves:") box.prop(self, 'showLeaves') box.prop(self, 'leafShape') box.prop(self, 'leafDupliObj') box.prop(self, 'leaves') box.prop(self, 'leafDist') box.label(text="") row = box.row() row.prop(self, 'leafDownAngle') row.prop(self, 'leafDownAngleV') row = box.row() row.prop(self, 'leafRotate') row.prop(self, 'leafRotateV') box.label(text="") row = box.row() row.prop(self, 'leafScale') row.prop(self, 'leafScaleX') row = box.row() row.prop(self, 'leafScaleT') row.prop(self, 'leafScaleV') box.prop(self, 'horzLeaves') box.prop(self, 'leafangle') # box.label(text=" ") # box.prop(self, 'bend') elif self.chooseSet == '6': box = layout.box() box.label(text="Armature:") row = box.row() row.prop(self, 'useArm') box.prop(self, 'makeMesh') box.label(text="Armature Simplification:") box.prop(self, 'armLevels') box.prop(self, 'boneStep') elif self.chooseSet == '7': box = layout.box() box.label(text="Finalize All Other Settings First!") box.prop(self, 'armAnim') box.prop(self, 'leafAnim') box.prop(self, 'previewArm') box.prop(self, 'frameRate') box.prop(self, 'loopFrames') # row = box.row() # row.prop(self, 'windSpeed') # row.prop(self, 'windGust') box.label(text='Wind Settings:') box.prop(self, 'wind') row = box.row() row.prop(self, 'gust') row.prop(self, 'gustF') box.label(text='Leaf Wind Settings:') box.prop(self, 'af1') box.prop(self, 'af2') box.prop(self, 'af3') def execute(self, context): # Ensure the use of the global variables global settings, useSet start_time = time.time() # If we need to set the properties from a preset then do it here if useSet: for a, b in settings.items(): setattr(self, a, b) if self.limitImport: setattr(self, 'levels', min(settings['levels'], 2)) setattr(self, 'showLeaves', False) useSet = False if not self.do_update: return {'PASS_THROUGH'} utils.addTree(self) # cProfile.runctx("addTree(self)", globals(), locals()) print("Tree creation in %0.1fs" % (time.time() - start_time)) return {'FINISHED'} def invoke(self, context, event): bpy.ops.sapling.importdata(filename="callistemon.py") return self.execute(context) def menu_func(self, context): self.layout.operator(AddTree.bl_idname, text="Sapling Tree Gen", icon='CURVE_DATA') classes = ( AddTree, PresetMenu, ImportData, ExportData, ) def register(): from bpy.utils import register_class for cls in classes: register_class(cls) bpy.types.VIEW3D_MT_curve_add.append(menu_func) def unregister(): from bpy.utils import unregister_class for cls in reversed(classes): unregister_class(cls) bpy.types.VIEW3D_MT_curve_add.remove(menu_func) if __name__ == "__main__": register()