1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
|
# ##### 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 #####
# Another Noise Tool - Landscape Redraw - Regenerate
# Jim Hazevoet
# ------------------------------------------------------------
# import modules
import bpy
from .ant_functions import (
noise_gen,
grid_gen,
sphere_gen,
create_mesh_object,
store_properties,
)
# ------------------------------------------------------------
# Do refresh - redraw
class AntLandscapeRefresh(bpy.types.Operator):
bl_idname = "mesh.ant_landscape_refresh"
bl_label = "Refresh"
bl_description = "Refresh landscape with current settings"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
ob = bpy.context.active_object
return (ob.ant_landscape and not ob.ant_landscape['sphere_mesh'])
def execute(self, context):
# turn off undo
undo = bpy.context.user_preferences.edit.use_global_undo
bpy.context.user_preferences.edit.use_global_undo = False
# ant object items
obj = bpy.context.active_object
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.object.mode_set(mode = 'OBJECT')
if obj and obj.ant_landscape.keys():
obi = obj.ant_landscape.items()
#print("Refresh A.N.T. Landscape Grid")
#for k in obi.keys():
# print(k, "-", obi[k])
prop = []
for i in range(len(obi)):
prop.append(obi[i][1])
# redraw verts
mesh = obj.data
for v in mesh.vertices:
v.co[2] = 0
v.co[2] = noise_gen(v.co, prop)
mesh.update()
else:
pass
# restore pre operator undo state
context.user_preferences.edit.use_global_undo = undo
return {'FINISHED'}
# ------------------------------------------------------------
# Do regenerate
class AntLandscapeRegenerate(bpy.types.Operator):
bl_idname = "mesh.ant_landscape_regenerate"
bl_label = "Regenerate"
bl_description = "Regenerate landscape with current settings"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return bpy.context.active_object.ant_landscape
def execute(self, context):
# turn off undo
undo = bpy.context.user_preferences.edit.use_global_undo
bpy.context.user_preferences.edit.use_global_undo = False
scene = bpy.context.scene
# ant object items
obj = bpy.context.active_object
if obj and obj.ant_landscape.keys():
ob = obj.ant_landscape
obi = ob.items()
#print("Regenerate A.N.T. Landscape Grid")
#for k in obi.keys():
# print(k, "-", obi[k])
ant_props = []
for i in range(len(obi)):
ant_props.append(obi[i][1])
new_name = ob.ant_terrain_name
# Main function, create landscape mesh object
if ob["sphere_mesh"]:
# sphere
verts, faces = sphere_gen(
ob["subdivision_y"],
ob["subdivision_x"],
ob["tri_face"],
ob["mesh_size"],
ant_props,
False,
0.0
)
new_ob = create_mesh_object(context, verts, [], faces, new_name).object
else:
# grid
verts, faces = grid_gen(
ob["subdivision_x"],
ob["subdivision_y"],
ob["tri_face"],
ob["mesh_size_x"],
ob["mesh_size_y"],
ant_props,
False,
0.0
)
new_ob = create_mesh_object(context, verts, [], faces, new_name).object
new_ob.select = True
if ob["smooth_mesh"]:
bpy.ops.object.shade_smooth()
# Landscape Material
if ob["land_material"] != "" and ob["land_material"] in bpy.data.materials:
mat = bpy.data.materials[ob["land_material"]]
bpy.context.object.data.materials.append(mat)
# Water plane
if ob["water_plane"]:
if ob["sphere_mesh"]:
# sphere
verts, faces = sphere_gen(
ob["subdivision_y"],
ob["subdivision_x"],
ob["tri_face"],
ob["mesh_size"],
ant_props,
ob["water_plane"],
ob["water_level"]
)
wobj = create_mesh_object(context, verts, [], faces, new_name+"_plane").object
else:
# grid
verts, faces = grid_gen(
2,
2,
ob["tri_face"],
ob["mesh_size_x"],
ob["mesh_size_y"],
ant_props,
ob["water_plane"],
ob["water_level"]
)
wobj = create_mesh_object(context, verts, [], faces, new_name+"_plane").object
wobj.select = True
if ob["smooth_mesh"]:
bpy.ops.object.shade_smooth()
# Water Material
if ob["water_material"] != "" and ob["water_material"] in bpy.data.materials:
mat = bpy.data.materials[ob["water_material"]]
bpy.context.object.data.materials.append(mat)
# Loc Rot Scale
if ob["water_plane"]:
wobj.location = obj.location
wobj.rotation_euler = obj.rotation_euler
wobj.scale = obj.scale
wobj.select = False
new_ob.location = obj.location
new_ob.rotation_euler = obj.rotation_euler
new_ob.scale = obj.scale
# Store props
new_ob = store_properties(ob, new_ob)
# Delete old object
new_ob.select = False
obj.select = True
scene.objects.active = obj
bpy.ops.object.delete(use_global=False)
#scene.update()
# Select landscape and make active
new_ob.select = True
scene.objects.active = new_ob
# restore pre operator undo state
context.user_preferences.edit.use_global_undo = undo
return {'FINISHED'}
'''
# ------------------------------------------------------------
# Register:
def register():
bpy.utils.register_module(__name__)
def unregister():
bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
register()
'''
|