# SPDX-License-Identifier: GPL-2.0-or-later # Another Noise Tool - Mesh Displace # Jimmy Hazevoet # ------------------------------------------------------------ # import modules import bpy from bpy.props import ( BoolProperty, EnumProperty, FloatProperty, IntProperty, StringProperty, FloatVectorProperty, ) from .ant_functions import ( draw_ant_refresh, draw_ant_main, draw_ant_noise, draw_ant_displace, ) from .ant_noise import noise_gen from ant_landscape import ant_noise # ------------------------------------------------------------ # Do vert displacement class AntMeshDisplace(bpy.types.Operator): bl_idname = "mesh.ant_displace" bl_label = "Another Noise Tool - Displace" bl_description = "Displace mesh vertices" bl_options = {'REGISTER', 'UNDO', 'PRESET'} ant_terrain_name: StringProperty( name="Name", default="Landscape" ) land_material: StringProperty( name='Material', default="", description="Terrain material" ) water_material: StringProperty( name='Material', default="", description="Water plane material" ) texture_block: StringProperty( name="Texture", default="" ) at_cursor: BoolProperty( name="Cursor", default=True, description="Place at cursor location", ) smooth_mesh: BoolProperty( name="Smooth", default=True, description="Shade smooth" ) tri_face: BoolProperty( name="Triangulate", default=False, description="Triangulate faces" ) sphere_mesh: BoolProperty( name="Sphere", default=False, description="Generate uv sphere - remove doubles when ready" ) subdivision_x: IntProperty( name="Subdivisions X", default=128, min=4, max=6400, description="Mesh X subdivisions" ) subdivision_y: IntProperty( default=128, name="Subdivisions Y", min=4, max=6400, description="Mesh Y subdivisions" ) mesh_size: FloatProperty( default=2.0, name="Mesh Size", min=0.01, max=100000.0, description="Mesh size" ) mesh_size_x: FloatProperty( default=2.0, name="Mesh Size X", min=0.01, description="Mesh x size" ) mesh_size_y: FloatProperty( name="Mesh Size Y", default=2.0, min=0.01, description="Mesh y size" ) random_seed: IntProperty( name="Random Seed", default=0, min=0, description="Randomize noise origin" ) noise_offset_x: FloatProperty( name="Offset X", default=0.0, description="Noise X Offset" ) noise_offset_y: FloatProperty( name="Offset Y", default=0.0, description="Noise Y Offset" ) noise_offset_z: FloatProperty( name="Offset Z", default=0.0, description="Noise Z Offset" ) noise_size_x: FloatProperty( default=1.0, name="Size X", min=0.01, max=1000.0, description="Noise x size" ) noise_size_y: FloatProperty( name="Size Y", default=1.0, min=0.01, max=1000.0, description="Noise y size" ) noise_size_z: FloatProperty( name="Size Z", default=1.0, min=0.01, max=1000.0, description="Noise Z size" ) noise_size: FloatProperty( name="Noise Size", default=0.25, min=0.01, max=1000.0, description="Noise size" ) noise_type: EnumProperty( name="Noise Type", default='hetero_terrain', description="Noise type", items = [ ('multi_fractal', "Multi Fractal", "Blender: Multi Fractal algorithm", 0), ('ridged_multi_fractal', "Ridged MFractal", "Blender: Ridged Multi Fractal", 1), ('hybrid_multi_fractal', "Hybrid MFractal", "Blender: Hybrid Multi Fractal", 2), ('hetero_terrain', "Hetero Terrain", "Blender: Hetero Terrain", 3), ('fractal', "fBm Fractal", "Blender: fBm - Fractional Browninian motion", 4), ('turbulence_vector', "Turbulence", "Blender: Turbulence Vector", 5), ('variable_lacunarity', "Distorted Noise", "Blender: Distorted Noise", 6), ('marble_noise', "Marble", "A.N.T.: Marble Noise", 7), ('shattered_hterrain', "Shattered hTerrain", "A.N.T.: Shattered hTerrain", 8), ('strata_hterrain', "Strata hTerrain", "A.N.T: Strata hTerrain", 9), ('ant_turbulence', "Another Noise", "A.N.T: Turbulence variation", 10), ('vl_noise_turbulence', "vlNoise turbulence", "A.N.T: Real vlNoise turbulence", 11), ('vl_hTerrain', "vlNoise hTerrain", "A.N.T: vlNoise hTerrain", 12), ('distorted_heteroTerrain', "Distorted hTerrain", "A.N.T distorted hTerrain", 13), ('double_multiFractal', "Double MultiFractal", "A.N.T: double multiFractal", 14), ('rocks_noise', "Noise Rocks", "A.N.T: turbulence variation", 15), ('slick_rock', "Slick Rock", "A.N.T: slick rock", 16), ('planet_noise', "Planet Noise", "Planet Noise by: Farsthary", 17), ('blender_texture', "Blender Texture - Texture Nodes", "Blender texture data block", 18)] ) basis_type: EnumProperty( name="Noise Basis", default=ant_noise.noise_basis_default, description="Noise basis algorithms", items = ant_noise.noise_basis ) vl_basis_type: EnumProperty( name="vlNoise Basis", default=ant_noise.noise_basis_default, description="VLNoise basis algorithms", items = ant_noise.noise_basis ) distortion: FloatProperty( name="Distortion", default=1.0, min=0.01, max=100.0, description="Distortion amount" ) hard_noise: EnumProperty( name="Soft Hard", default="0", description="Soft Noise, Hard noise", items = [ ("0", "Soft", "Soft Noise", 0), ("1", "Hard", "Hard noise", 1)] ) noise_depth: IntProperty( name="Depth", default=8, min=0, max=16, description="Noise Depth - number of frequencies in the fBm" ) amplitude: FloatProperty( name="Amp", default=0.5, min=0.01, max=1.0, description="Amplitude" ) frequency: FloatProperty( name="Freq", default=2.0, min=0.01, max=5.0, description="Frequency" ) dimension: FloatProperty( name="Dimension", default=1.0, min=0.01, max=2.0, description="H - fractal dimension of the roughest areas" ) lacunarity: FloatProperty( name="Lacunarity", min=0.01, max=6.0, default=2.0, description="Lacunarity - gap between successive frequencies" ) offset: FloatProperty( name="Offset", default=1.0, min=0.01, max=6.0, description="Offset - raises the terrain from sea level" ) gain: FloatProperty( name="Gain", default=1.0, min=0.01, max=6.0, description="Gain - scale factor" ) marble_bias: EnumProperty( name="Bias", default="0", description="Marble bias", items = [ ("0", "Sin", "Sin", 0), ("1", "Cos", "Cos", 1), ("2", "Tri", "Tri", 2), ("3", "Saw", "Saw", 3)] ) marble_sharp: EnumProperty( name="Sharp", default="0", description="Marble sharpness", items = [ ("0", "Soft", "Soft", 0), ("1", "Sharp", "Sharp", 1), ("2", "Sharper", "Sharper", 2), ("3", "Soft inv.", "Soft", 3), ("4", "Sharp inv.", "Sharp", 4), ("5", "Sharper inv.", "Sharper", 5)] ) marble_shape: EnumProperty( name="Shape", default="0", description="Marble shape", items= [ ("0", "Default", "Default", 0), ("1", "Ring", "Ring", 1), ("2", "Swirl", "Swirl", 2), ("3", "Bump", "Bump", 3), ("4", "Wave", "Wave", 4), ("5", "Z", "Z", 5), ("6", "Y", "Y", 6), ("7", "X", "X", 7)] ) height: FloatProperty( name="Height", default=0.25, min=-10000.0, max=10000.0, description="Noise intensity scale" ) height_invert: BoolProperty( name="Invert", default=False, description="Height invert", ) height_offset: FloatProperty( name="Offset", default=0.0, min=-10000.0, max=10000.0, description="Height offset" ) fx_mixfactor: FloatProperty( name="Mix Factor", default=0.0, min=-1.0, max=1.0, description="Effect mix factor: -1.0 = Noise, +1.0 = Effect" ) fx_mix_mode: EnumProperty( name="Effect Mix", default="0", description="Effect mix mode", items = [ ("0", "Mix", "Mix", 0), ("1", "Add", "Add", 1), ("2", "Sub", "Subtract", 2), ("3", "Mul", "Multiply", 3), ("4", "Abs", "Absolute", 4), ("5", "Scr", "Screen", 5), ("6", "Mod", "Modulo", 6), ("7", "Min", "Minimum", 7), ("8", "Max", "Maximum", 8) ] ) fx_type: EnumProperty( name="Effect Type", default="0", description="Effect type", items = [ ("0", "None", "No effect", 0), ("1", "Gradient", "Gradient", 1), ("2", "Waves", "Waves - Bumps", 2), ("3", "Zigzag", "Zigzag", 3), ("4", "Wavy", "Wavy", 4), ("5", "Bump", "Bump", 5), ("6", "Dots", "Dots", 6), ("7", "Rings", "Rings", 7), ("8", "Spiral", "Spiral", 8), ("9", "Square", "Square", 9), ("10", "Blocks", "Blocks", 10), ("11", "Grid", "Grid", 11), ("12", "Tech", "Tech", 12), ("13", "Crackle", "Crackle", 13), ("14", "Cracks", "Cracks", 14), ("15", "Rock", "Rock noise", 15), ("16", "Lunar", "Craters", 16), ("17", "Cosine", "Cosine", 17), ("18", "Spikey", "Spikey", 18), ("19", "Stone", "Stone", 19), ("20", "Flat Turb", "Flat turbulence", 20), ("21", "Flat Voronoi", "Flat voronoi", 21) ] ) fx_bias: EnumProperty( name="Effect Bias", default="0", description="Effect bias type", items = [ ("0", "Sin", "Sin", 0), ("1", "Cos", "Cos", 1), ("2", "Tri", "Tri", 2), ("3", "Saw", "Saw", 3), ("4", "None", "None", 4) ] ) fx_turb: FloatProperty( name="Distortion", default=0.0, min=0.0, max=1000.0, description="Effect turbulence distortion" ) fx_depth: IntProperty( name="Depth", default=0, min=0, max=16, description="Effect depth - number of frequencies" ) fx_amplitude: FloatProperty( name="Amp", default=0.5, min=0.01, max=1.0, description="Amplitude" ) fx_frequency: FloatProperty( name="Freq", default=2.0, min=0.01, max=5.0, description="Frequency" ) fx_size: FloatProperty( name="Effect Size", default=1.0, min=0.01, max=1000.0, description="Effect size" ) fx_loc_x: FloatProperty( name="Offset X", default=0.0, description="Effect x offset" ) fx_loc_y: FloatProperty( name="Offset Y", default=0.0, description="Effect y offset" ) fx_height: FloatProperty( name="Intensity", default=1.0, min=-1000.0, max=1000.0, description="Effect intensity scale" ) fx_invert: BoolProperty( name="Invert", default=False, description="Effect invert" ) fx_offset: FloatProperty( name="Offset", default=0.0, min=-1000.0, max=1000.0, description="Effect height offset" ) edge_falloff: EnumProperty( name="Falloff", default="0", description="Flatten edges", items = [ ("0", "None", "None", 0), ("1", "Y", "Y Falloff", 1), ("2", "X", "X Falloff", 2), ("3", "X Y", "X Y Falloff", 3)] ) falloff_x: FloatProperty( name="Falloff X", default=4.0, min=0.1, max=100.0, description="Falloff x scale" ) falloff_y: FloatProperty( name="Falloff Y", default=4.0, min=0.1, max=100.0, description="Falloff y scale" ) edge_level: FloatProperty( name="Edge Level", default=0.0, min=-10000.0, max=10000.0, description="Edge level, sealevel offset" ) maximum: FloatProperty( name="Maximum", default=1.0, min=-10000.0, max=10000.0, description="Maximum, flattens terrain at plateau level" ) minimum: FloatProperty( name="Minimum", default=-1.0, min=-10000.0, max=10000.0, description="Minimum, flattens terrain at seabed level" ) vert_group: StringProperty( name="Vertex Group", default="" ) strata: FloatProperty( name="Amount", default=5.0, min=0.01, max=1000.0, description="Strata layers / terraces" ) strata_type: EnumProperty( name="Strata", default="0", description="Strata types", items = [ ("0", "None", "No strata", 0), ("1", "Smooth", "Smooth transitions", 1), ("2", "Sharp Sub", "Sharp subtract transitions", 2), ("3", "Sharp Add", "Sharp add transitions", 3), ("4", "Quantize", "Quantize", 4), ("5", "Quantize Mix", "Quantize mixed", 5)] ) water_plane: BoolProperty( name="Water Plane", default=False, description="Add water plane" ) water_level: FloatProperty( name="Level", default=0.01, min=-10000.0, max=10000.0, description="Water level" ) remove_double: BoolProperty( name="Remove Doubles", default=False, description="Remove doubles" ) direction: EnumProperty( name="Direction", default="NORMAL", description="Displacement direction", items = [ ("NORMAL", "Normal", "Displace along vertex normal direction", 0), ("Z", "Z", "Displace in the Z direction", 1), ("Y", "Y", "Displace in the Y direction", 2), ("X", "X", "Displace in the X direction", 3)] ) show_main_settings: BoolProperty( name="Main Settings", default=True, description="Show settings" ) show_noise_settings: BoolProperty( name="Noise Settings", default=True, description="Show noise settings" ) show_displace_settings: BoolProperty( name="Displace Settings", default=True, description="Show terrain settings" ) refresh: BoolProperty( name="Refresh", default=False, description="Refresh" ) auto_refresh: BoolProperty( name="Auto", default=False, description="Automatic refresh" ) def draw(self, context): draw_ant_refresh(self, context) draw_ant_noise(self, context, generate=False) draw_ant_displace(self, context, generate=False) @classmethod def poll(cls, context): ob = context.object return (ob and ob.type == 'MESH') def invoke(self, context, event): self.refresh = True return self.execute(context) def execute(self, context): if not self.refresh: return {'PASS_THROUGH'} ob = context.object # Properties: props = [ self.ant_terrain_name, self.at_cursor, self.smooth_mesh, self.tri_face, self.sphere_mesh, self.land_material, self.water_material, self.texture_block, self.subdivision_x, self.subdivision_y, self.mesh_size_x, self.mesh_size_y, self.mesh_size, self.random_seed, self.noise_offset_x, self.noise_offset_y, self.noise_offset_z, self.noise_size_x, self.noise_size_y, self.noise_size_z, self.noise_size, self.noise_type, self.basis_type, self.vl_basis_type, self.distortion, self.hard_noise, self.noise_depth, self.amplitude, self.frequency, self.dimension, self.lacunarity, self.offset, self.gain, self.marble_bias, self.marble_sharp, self.marble_shape, self.height, self.height_invert, self.height_offset, self.maximum, self.minimum, self.edge_falloff, self.edge_level, self.falloff_x, self.falloff_y, self.strata_type, self.strata, self.water_plane, self.water_level, self.vert_group, self.remove_double, self.fx_mixfactor, self.fx_mix_mode, self.fx_type, self.fx_bias, self.fx_turb, self.fx_depth, self.fx_frequency, self.fx_amplitude, self.fx_size, self.fx_loc_x, self.fx_loc_y, self.fx_height, self.fx_offset, self.fx_invert ] # do displace mesh = ob.data if self.vert_group != "" and self.vert_group in ob.vertex_groups: vertex_group = ob.vertex_groups[self.vert_group] if vertex_group: gi = vertex_group.index if self.direction == "X": for v in mesh.vertices: for g in v.groups: if g.group == gi: v.co[0] += vertex_group.weight(v.index) * noise_gen(v.co, props) if self.direction == "Y": for v in mesh.vertices: for g in v.groups: if g.group == gi: v.co[1] += vertex_group.weight(v.index) * noise_gen(v.co, props) if self.direction == "Z": for v in mesh.vertices: for g in v.groups: if g.group == gi: v.co[2] += vertex_group.weight(v.index) * noise_gen(v.co, props) else: for v in mesh.vertices: for g in v.groups: if g.group == gi: v.co += vertex_group.weight(v.index) * v.normal * noise_gen(v.co, props) else: if self.direction == "X": for v in mesh.vertices: v.co[0] += noise_gen(v.co, props) elif self.direction == "Y": for v in mesh.vertices: v.co[1] += noise_gen(v.co, props) elif self.direction == "Z": for v in mesh.vertices: v.co[2] += noise_gen(v.co, props) else: for v in mesh.vertices: v.co += v.normal * noise_gen(v.co, props) mesh.update() if self.auto_refresh is False: self.refresh = False return {'FINISHED'}