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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 #####
# <pep8-80 compliant>
bl_info = {
"name": "IvyGen",
"author": "testscreenings, PKHG, TrumanBlending",
"version": (0, 1, 1),
"blender": (2, 5, 9),
"api": 39307,
"location": "View3D > Add > Curve",
"description": "Adds generated ivy to a mesh object starting at the 3D"\
" cursor.",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
"Scripts/Curve/Ivy_Gen",
"tracker_url": "http://projects.blender.org/tracker/index.php?"\
"func=detail&aid=27234",
"category": "Add Curve"}
import bpy
from bpy.props import FloatProperty, IntProperty, BoolProperty
from mathutils import Vector, Matrix
from collections import deque
from math import pow, cos, pi, atan2
from random import random as rand_val, seed as rand_seed
import time
def createIvyGeometry(IVY, growLeaves):
'''Create the curve geometry for IVY'''
# Compute the local size and the gauss weight filter
#local_ivyBranchSize = IVY.ivyBranchSize # * radius * IVY.ivySize
gaussWeight = (1.0, 2.0, 4.0, 7.0, 9.0, 10.0, 9.0, 7.0, 4.0, 2.0, 1.0)
# Create a new curve and intialise it
curve = bpy.data.curves.new("IVY", type='CURVE')
curve.dimensions = '3D'
curve.bevel_depth = 1
curve.use_fill_front = curve.use_fill_back = False
curve.resolution_u = 4
if growLeaves:
# Create the ivy leaves
# Order location of the vertices
signList = ((-1.0, +1.0),
(+1.0, +1.0),
(+1.0, -1.0),
(-1.0, -1.0),
)
# Get the local size
#local_ivyLeafSize = IVY.ivyLeafSize # * radius * IVY.ivySize
# Initialise the vertex and face lists
vertList = deque()
# Store the methods for faster calling
addV = vertList.extend
rotMat = Matrix.Rotation
# Loop over all roots to generate its nodes
for root in IVY.ivyRoots:
# Only grow if more than one node
numNodes = len(root.ivyNodes)
if numNodes > 1:
# Calculate the local radius
local_ivyBranchRadius = 1.0 / (root.parents + 1) + 1.0
prevIvyLength = 1.0 / root.ivyNodes[-1].length
splineVerts = [ax for n in root.ivyNodes for ax in n.pos.to_4d()]
radiusConstant = local_ivyBranchRadius * IVY.ivyBranchSize
splineRadii = [radiusConstant * (1.3 - n.length * prevIvyLength)
for n in root.ivyNodes]
# Add the poly curve and set coords and radii
newSpline = curve.splines.new(type='POLY')
newSpline.points.add(len(splineVerts) // 4 - 1)
newSpline.points.foreach_set('co', splineVerts)
newSpline.points.foreach_set('radius', splineRadii)
# Loop over all nodes in the root
for i, n in enumerate(root.ivyNodes):
for k in range(len(gaussWeight)):
idx = max(0, min(i + k - 5, numNodes - 1))
n.smoothAdhesionVector += (gaussWeight[k] *
root.ivyNodes[idx].adhesionVector)
n.smoothAdhesionVector /= 56.0
n.adhesionLength = n.smoothAdhesionVector.length
n.smoothAdhesionVector.normalize()
if growLeaves and (i < numNodes - 1):
node = root.ivyNodes[i]
nodeNext = root.ivyNodes[i + 1]
# Find the weight and normalise the smooth adhesion vector
weight = pow(node.length * prevIvyLength, 0.7)
# Calculate the ground ivy and the new weight
groundIvy = max(0.0, -node.smoothAdhesionVector.z)
weight += groundIvy * pow(1 - node.length *
prevIvyLength, 2)
# Find the alignment weight
alignmentWeight = node.adhesionLength
# Calculate the needed angles
phi = atan2(node.smoothAdhesionVector.y,
node.smoothAdhesionVector.x) - pi / 2.0
theta = (0.5 *
node.smoothAdhesionVector.angle(Vector((0, 0, -1)), 0))
# Find the size weight
sizeWeight = 1.5 - (cos(2 * pi * weight) * 0.5 + 0.5)
# Randomise the angles
phi += (rand_val() - 0.5) * (1.3 - alignmentWeight)
theta += (rand_val() - 0.5) * (1.1 - alignmentWeight)
# Calculate the leaf size an append the face to the list
leafSize = IVY.ivyLeafSize * sizeWeight
for j in range(10):
# Generate the probability
probability = rand_val()
# If we need to grow a leaf, do so
if (probability * weight) > IVY.leafProbability:
# Generate the random vector
randomVector = Vector((rand_val() - 0.5,
rand_val() - 0.5,
rand_val() - 0.5,
))
# Find the leaf center
center = (node.pos.lerp(nodeNext.pos, j / 10.0) +
IVY.ivyLeafSize * randomVector)
# For each of the verts, rotate/scale and append
basisVecX = Vector((1, 0, 0))
basisVecY = Vector((0, 1, 0))
horiRot = rotMat(theta, 3, 'X')
vertRot = rotMat(phi, 3, 'Z')
basisVecX.rotate(horiRot)
basisVecY.rotate(horiRot)
basisVecX.rotate(vertRot)
basisVecY.rotate(vertRot)
basisVecX *= leafSize
basisVecY *= leafSize
addV([k1 * basisVecX + k2 * basisVecY + center for
k1, k2 in signList])
# Add the object and link to scene
newCurve = bpy.data.objects.new("IVY_Curve", curve)
bpy.context.scene.objects.link(newCurve)
if growLeaves:
faceList = [[4 * i + l for l in range(4)] for i in
range(len(vertList) // 4)]
# Generate the new leaf mesh and link
me = bpy.data.meshes.new('IvyLeaf')
me.from_pydata(vertList, [], faceList)
me.update(calc_edges=True)
ob = bpy.data.objects.new('IvyLeaf', me)
bpy.context.scene.objects.link(ob)
tex = me.uv_textures.new("Leaves")
# Set the uv texture coords
# TODO, this is non-functional, default uvs are ok?
'''
for d in tex.data:
uv1, uv2, uv3, uv4 = signList
'''
ob.parent = newCurve
'''
def computeBoundingSphere(ob):
# Get the mesh data
me = ob.data
# Intialise the center
center = Vector((0.0, 0.0, 0.0))
# Add all vertex coords
for v in me.vertices:
center += v.co
# Average over all verts
center /= len(me.vertices)
# Create the iterator and find its max
length_iter = ((center - v.co).length for v in me.vertices)
radius = max(length_iter)
return radius
'''
class IvyNode:
""" The basic class used for each point on the ivy which is grown."""
__slots__ = ('pos', 'primaryDir', 'adhesionVector', 'adhesionLength',
'smoothAdhesionVector', 'length', 'floatingLength', 'climb')
def __init__(self):
self.pos = Vector((0, 0, 0))
self.primaryDir = Vector((0, 0, 1))
self.adhesionVector = Vector((0, 0, 0))
self.smoothAdhesionVector = Vector((0, 0, 0))
self.length = 0.0001
self.floatingLength = 0.0
self.climb = True
class IvyRoot:
""" The class used to hold all ivy nodes growing from this root point."""
__slots__ = ('ivyNodes', 'alive', 'parents')
def __init__(self):
self.ivyNodes = deque()
self.alive = True
self.parents = 0
class Ivy:
""" The class holding all parameters and ivy roots."""
__slots__ = ('ivyRoots', 'primaryWeight', 'randomWeight',
'gravityWeight', 'adhesionWeight', 'branchingProbability',
'leafProbability', 'ivySize', 'ivyLeafSize', 'ivyBranchSize',
'maxFloatLength', 'maxAdhesionDistance', 'maxLength')
def __init__(self,
primaryWeight=0.5,
randomWeight=0.2,
gravityWeight=1.0,
adhesionWeight=0.1,
branchingProbability=0.05,
leafProbability=0.35,
ivySize=0.02,
ivyLeafSize=0.02,
ivyBranchSize=0.001,
maxFloatLength=0.5,
maxAdhesionDistance=1.0):
self.ivyRoots = deque()
self.primaryWeight = primaryWeight
self.randomWeight = randomWeight
self.gravityWeight = gravityWeight
self.adhesionWeight = adhesionWeight
self.branchingProbability = 1 - branchingProbability
self.leafProbability = 1 - leafProbability
self.ivySize = ivySize
self.ivyLeafSize = ivyLeafSize
self.ivyBranchSize = ivyBranchSize
self.maxFloatLength = maxFloatLength
self.maxAdhesionDistance = maxAdhesionDistance
self.maxLength = 0.0
# Normalise all the weights only on intialisation
sum = self.primaryWeight + self.randomWeight + self.adhesionWeight
self.primaryWeight /= sum
self.randomWeight /= sum
self.adhesionWeight /= sum
def seed(self, seedPos):
# Seed the Ivy by making a new root and first node
tmpRoot = IvyRoot()
tmpIvy = IvyNode()
tmpIvy.pos = seedPos
tmpRoot.ivyNodes.append(tmpIvy)
self.ivyRoots.append(tmpRoot)
def grow(self, ob):
# Determine the local sizes
#local_ivySize = self.ivySize # * radius
#local_maxFloatLength = self.maxFloatLength # * radius
#local_maxAdhesionDistance = self.maxAdhesionDistance # * radius
for root in self.ivyRoots:
# Make sure the root is alive, if not, skip
if not root.alive:
continue
# Get the last node in the current root
prevIvy = root.ivyNodes[-1]
# If the node is floating for too long, kill the root
if prevIvy.floatingLength > self.maxFloatLength:
root.alive = False
# Set the primary direction from the last node
primaryVector = prevIvy.primaryDir
# Make the random vector and normalise
randomVector = Vector((rand_val() - 0.5, rand_val() - 0.5,
rand_val() - 0.5)) + Vector((0, 0, 0.2))
randomVector.normalize()
# Calculate the adhesion vector
adhesionVector = adhesion(prevIvy.pos, ob,
self.maxAdhesionDistance)
# Calculate the growing vector
growVector = self.ivySize * (primaryVector * self.primaryWeight +
randomVector * self.randomWeight +
adhesionVector * self.adhesionWeight)
# Find the gravity vector
gravityVector = (self.ivySize * self.gravityWeight *
Vector((0, 0, -1)))
gravityVector *= pow(prevIvy.floatingLength / self.maxFloatLength,
0.7)
# Determine the new position vector
newPos = prevIvy.pos + growVector + gravityVector
# Check for collisions with the object
climbing = collision(ob, prevIvy.pos, newPos)
# Update the growing vector for any collisions
growVector = newPos - prevIvy.pos - gravityVector
growVector.normalize()
# Create a new IvyNode and set its properties
tmpNode = IvyNode()
tmpNode.climb = climbing
tmpNode.pos = newPos
tmpNode.primaryDir = prevIvy.primaryDir.lerp(growVector, 0.5)
tmpNode.primaryDir.normalize()
tmpNode.adhesionVector = adhesionVector
tmpNode.length = prevIvy.length + (newPos - prevIvy.pos).length
if tmpNode.length > self.maxLength:
self.maxLength = tmpNode.length
# If the node isn't climbing, update it's floating length
# Otherwise set it to 0
if not climbing:
tmpNode.floatingLength = prevIvy.floatingLength + (newPos -
prevIvy.pos).length
else:
tmpNode.floatingLength = 0.0
root.ivyNodes.append(tmpNode)
# Loop through all roots to check if a new root is generated
for root in self.ivyRoots:
# Check the root is alive and isn't at high level of recursion
if (root.parents > 3) or (not root.alive):
continue
# Check to make sure there's more than 1 node
if len(root.ivyNodes) > 1:
# Loop through all nodes in root to check if new root is grown
for node in root.ivyNodes:
# Set the last node of the root and find the weighting
prevIvy = root.ivyNodes[-1]
weight = 1.0 - (cos(2.0 * pi * node.length /
prevIvy.length) * 0.5 + 0.5)
probability = rand_val()
# Check if a new root is grown and if so, set its values
if (probability * weight > self.branchingProbability):
tmpNode = IvyNode()
tmpNode.pos = node.pos
tmpNode.floatingLength = node.floatingLength
tmpRoot = IvyRoot()
tmpRoot.parents = root.parents + 1
tmpRoot.ivyNodes.append(tmpNode)
self.ivyRoots.append(tmpRoot)
return
def adhesion(loc, ob, max_l):
# Get transfor vector and transformed loc
tran_mat = ob.matrix_world.inverted()
tran_loc = tran_mat * loc
# Compute the adhesion vector by finding the nearest point
nearest_result = ob.closest_point_on_mesh(tran_loc, max_l)
adhesion_vector = Vector((0.0, 0.0, 0.0))
if nearest_result[2] != -1:
# Compute the distance to the nearest point
adhesion_vector = ob.matrix_world * nearest_result[0] - loc
distance = adhesion_vector.length
# If it's less than the maximum allowed and not 0, continue
if distance:
# Compute the direction vector between the closest point and loc
adhesion_vector.normalize()
adhesion_vector *= 1.0 - distance / max_l
#adhesion_vector *= getFaceWeight(ob.data, nearest_result[2])
return adhesion_vector
def collision(ob, pos, new_pos):
# Check for collision with the object
climbing = False
# Transform vecs
tran_mat = ob.matrix_world.inverted()
tran_pos = tran_mat * pos
tran_new_pos = tran_mat * new_pos
ray_result = ob.ray_cast(tran_pos, tran_new_pos)
# If there's a collision we need to check it
if ray_result[2] != -1:
# Check whether the collision is going into the object
if (tran_new_pos - tran_pos).dot(ray_result[1]) < 0.0:
# Find projection of the piont onto the plane
p0 = tran_new_pos - (tran_new_pos -
ray_result[0]).project(ray_result[1])
# Reflect in the plane
tran_new_pos += 2 * (p0 - tran_new_pos)
new_pos *= 0
new_pos += ob.matrix_world * tran_new_pos
climbing = True
return climbing
class IvyGen(bpy.types.Operator):
bl_idname = "curve.ivy_gen"
bl_label = "IvyGen"
bl_options = {'REGISTER', 'UNDO'}
maxIvyLength = FloatProperty(name="Max Ivy Length",
description="Maximum ivy length in Blender Units.",
default=1.0,
min=0.0,
soft_max=3.0,
subtype='DISTANCE',
unit='LENGTH')
primaryWeight = FloatProperty(name="Primary Weight",
description="Weighting given to the current direction.",
default=0.5,
min=0.0,
soft_max=1.0)
randomWeight = FloatProperty(name="Random Weight",
description="Weighting given to the random direction.",
default=0.2,
min=0.0,
soft_max=1.0)
gravityWeight = FloatProperty(name="Gravity Weight",
description="Weighting given to the gravity direction.",
default=1.0,
min=0.0,
soft_max=1.0)
adhesionWeight = FloatProperty(name="Adhesion Weight",
description="Weighting given to the adhesion direction.",
default=0.1,
min=0.0,
soft_max=1.0)
branchingProbability = FloatProperty(name="Branching Probability",
description="Probability of a new branch forming.",
default=0.05,
min=0.0,
soft_max=1.0)
leafProbability = FloatProperty(name="Leaf Probability",
description="Probability of a leaf forming.",
default=0.35,
min=0.0,
soft_max=1.0)
ivySize = FloatProperty(name="Ivy Size",
description=("The length of an ivy segment in Blender"
" Units."),
default=0.02,
min=0.0,
soft_max=1.0,
precision=3)
ivyLeafSize = FloatProperty(name="Ivy Leaf Size",
description="The size of the ivy leaves",
default=0.02,
min=0.0,
soft_max=0.5,
precision=3)
ivyBranchSize = FloatProperty(name="Ivy Branch Size",
description="The size of the ivy branches",
default=0.001,
min=0.0,
soft_max=0.1,
precision=4)
maxFloatLength = FloatProperty(name="Max Float Length",
description=("The maximum distance that a branch "
"can live while floating."),
default=0.5,
min=0.0,
soft_max=1.0)
maxAdhesionDistance = FloatProperty(name="Max Adhesion Length",
description=("The maximum distance that a branch "
"will feel the effects of adhesion."),
default=1.0,
min=0.0,
soft_max=2.0,
precision=2)
randomSeed = IntProperty(name="Random Seed",
description="The seed governing random generation.",
default=0,
min=0)
maxTime = FloatProperty(name="Maximum Time",
description=("The maximum time to run the generation for "
"in seconds generation (0.0 = Disabled)"),
default=0.0,
min=0.0,
soft_max=10)
growLeaves = BoolProperty(name="Grow Leaves",
description="Grow leaves or not.",
default=True)
updateIvy = BoolProperty(name="Update Ivy", default=False)
@classmethod
def poll(self, context):
# Check if there's an object and whether it's a mesh
ob = context.active_object
return ((ob is not None) and
(ob.type == 'MESH') and
(context.mode == 'OBJECT'))
def execute(self, context):
if not self.updateIvy:
return {'PASS_THROUGH'}
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
# Get the selected object
ob = context.active_object
# Compute bounding sphere radius
#radius = computeBoundingSphere(ob) # Not needed anymore
# Get the seeding point
seedPoint = context.scene.cursor_location
# Fix the random seed
rand_seed(self.randomSeed)
# Make the new ivy
IVY = Ivy(**self.as_keywords(ignore=('randomSeed', 'growLeaves',
'maxIvyLength', 'maxTime', 'updateIvy')))
# Generate first root and node
IVY.seed(seedPoint)
checkAlive = True
checkTime = False
maxLength = self.maxIvyLength # * radius
# If we need to check time set the flag
if self.maxTime != 0.0:
checkTime = True
t = time.time()
startPercent = 0.0
checkAliveIter = [True, ]
# Grow until 200 roots is reached or backup counter exceeds limit
while (any(checkAliveIter) and
(IVY.maxLength < maxLength) and
(not checkTime or (time.time() - t < self.maxTime))):
# Grow the ivy for this iteration
IVY.grow(ob)
# Print the proportion of ivy growth to console
if (IVY.maxLength / maxLength * 100) > 10 * startPercent // 10:
print('%0.2f%% of Ivy nodes have grown' %
(IVY.maxLength / maxLength * 100))
startPercent += 10
if IVY.maxLength / maxLength > 1:
print("Halting Growth")
# Make an iterator to check if all are alive
checkAliveIter = (r.alive for r in IVY.ivyRoots)
# Create the curve and leaf geometry
createIvyGeometry(IVY, self.growLeaves)
print("Geometry Generation Complete")
print("Ivy generated in %0.2f s" % (time.time() - t))
self.updateIvy = False
return {'FINISHED'}
def draw(self, context):
layout = self.layout
row = layout.row()
row.alignment = 'EXPAND'
row.prop(self, 'updateIvy', icon='CURVE_DATA')
row = layout.row()
properties = row.operator('curve.ivy_gen', text="Add New Ivy")
properties.randomSeed = self.randomSeed
properties.maxTime = self.maxTime
properties.maxIvyLength = self.maxIvyLength
properties.ivySize = self.ivySize
properties.maxFloatLength = self.maxFloatLength
properties.maxAdhesionDistance = self.maxAdhesionDistance
properties.primaryWeight = self.primaryWeight
properties.randomWeight = self.randomWeight
properties.gravityWeight = self.gravityWeight
properties.adhesionWeight = self.adhesionWeight
properties.branchingProbability = self.branchingProbability
properties.leafProbability = self.leafProbability
properties.ivyBranchSize = self.ivyBranchSize
properties.ivyLeafSize = self.ivyLeafSize
properties.updateIvy = True
row = layout.row()
prop_def = row.operator('curve.ivy_gen', text="Add New Default Ivy")
prop_def.updateIvy = True
row = layout.row()
row.prop(self, 'growLeaves')
box = layout.box()
box.label("Generation Settings")
row = box.row()
row.prop(self, 'randomSeed')
row = box.row()
row.prop(self, 'maxTime')
box = layout.box()
box.label("Size Settings")
row = box.row()
row.prop(self, 'maxIvyLength')
row = box.row()
row.prop(self, 'ivySize')
row = box.row()
row.prop(self, 'maxFloatLength')
row = box.row()
row.prop(self, 'maxAdhesionDistance')
box = layout.box()
box.label("Weight Settings")
row = box.row()
row.prop(self, 'primaryWeight')
row = box.row()
row.prop(self, 'randomWeight')
row = box.row()
row.prop(self, 'gravityWeight')
row = box.row()
row.prop(self, 'adhesionWeight')
box = layout.box()
box.label("Branch Settings")
row = box.row()
row.prop(self, 'branchingProbability')
row = box.row()
row.prop(self, 'ivyBranchSize')
if self.growLeaves:
box = layout.box()
box.label("Leaf Settings")
row = box.row()
row.prop(self, 'ivyLeafSize')
row = box.row()
row.prop(self, 'leafProbability')
def menu_func(self, context):
self.layout.operator(IvyGen.bl_idname, text="Add Ivy to Mesh",
icon='PLUGIN').updateIvy = True
def register():
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_curve_add.append(menu_func)
def unregister():
bpy.types.INFO_MT_curve_add.remove(menu_func)
bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
register()
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