Welcome to mirror list, hosted at ThFree Co, Russian Federation.

object_cloud_gen.py - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 8b9f0e1f2722c6507b7d22d35b207e478a33d878 (plain)
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
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
# ##### 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 #####

"""
Place this file in the .blender/scripts/addons dir
You have to activated the script in the "Add-Ons" tab (user preferences).
The functionality can then be accessed via the Tool shelf when objects
are selected

Rev 0 initial release
Rev 0.1 added scene to create_mesh per python api change.
Rev 0.2 Added Point Density turbulence and fixed degenerate
Rev 0.3 Fixed bug in degenerate
Rev 0.4 updated for api change/changed to new apply modifier technique
Rev 0.5 made particle count equation with radius so radius increases with cloud volume
Rev 0.6 added poll function to operator, fixing crash with no selected objects
Rev 0.7 added particles option and Type of Cloud wanted selector
"""


bl_addon_info = {
    'name': 'Object: Cloud Generator',
    'author': 'Nick Keeline(nrk)',
    'version': '0.7',
    'blender': (2, 5, 3),
    'location': 'Tool Shelf ',
    'description': 'Creates Volumetric Clouds',
    'warning': '', # used for warning icon and text in addons panel
    'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
        'Scripts/Object/Cloud_Gen',
    'tracker_url': 'https://projects.blender.org/tracker/index.php?'\
        'func=detail&aid=22015&group_id=153&atid=469',
    'category': 'Object'}


import bpy
import mathutils
from math import *
from bpy.props import *


# This routine takes an object and deletes all of the geometry in it
# and adds a bounding box to it.
# It will add or subtract the bound box size by the variable sizeDifference.
def makeObjectIntoBoundBox(object, sizeDifference):
    # Deselect All
    bpy.ops.object.select_all(action='DESELECT')

    # Select the object
    object.select = True

    # Go into Edit Mode
    bpy.ops.object.mode_set(mode='EDIT')

    mesh = object.data
    verts = mesh.verts

    #Set the max and min verts to the first vertex on the list
    maxVert = [verts[0].co[0], verts[0].co[1], verts[0].co[2]]
    minVert = [verts[0].co[0], verts[0].co[1], verts[0].co[2]]

    #Create Max and Min Vertex array for the outer corners of the box
    for vert in verts:
        #Max vertex
        if vert.co[0] > maxVert[0]:
            maxVert[0] = vert.co[0]
        if vert.co[1] > maxVert[1]:
            maxVert[1] = vert.co[1]
        if vert.co[2] > maxVert[2]:
            maxVert[2] = vert.co[2]

        #Min Vertex
        if vert.co[0] < minVert[0]:
            minVert[0] = vert.co[0]
        if vert.co[1] < minVert[1]:
            minVert[1] = vert.co[1]
        if vert.co[2] < minVert[2]:
            minVert[2] = vert.co[2]

    #Add the size difference to the max size of the box
    maxVert[0] = maxVert[0] + sizeDifference
    maxVert[1] = maxVert[1] + sizeDifference
    maxVert[2] = maxVert[2] + sizeDifference

    #subtract the size difference to the min size of the box
    minVert[0] = minVert[0] - sizeDifference
    minVert[1] = minVert[1] - sizeDifference
    minVert[2] = minVert[2] - sizeDifference

    #Create arrays of verts and faces to be added to the mesh
    addVerts = []

    #X high loop
    addVerts.append([maxVert[0], maxVert[1], maxVert[2]])
    addVerts.append([maxVert[0], maxVert[1], minVert[2]])
    addVerts.append([maxVert[0], minVert[1], minVert[2]])
    addVerts.append([maxVert[0], minVert[1], maxVert[2]])

    #x low loop
    addVerts.append([minVert[0], maxVert[1], maxVert[2]])
    addVerts.append([minVert[0], maxVert[1], minVert[2]])
    addVerts.append([minVert[0], minVert[1], minVert[2]])
    addVerts.append([minVert[0], minVert[1], maxVert[2]])

    # Make the faces of the bounding box.
    addFaces = []

    # Draw a box on paper and number the vertices.
    # Use right hand rule to come up with number orders for faces on
    # the box (with normals pointing out).
    addFaces.append([0, 3, 2, 1])
    addFaces.append([4, 5, 6, 7])
    addFaces.append([0, 1, 5, 4])
    addFaces.append([1, 2, 6, 5])
    addFaces.append([2, 3, 7, 6])
    addFaces.append([0, 4, 7, 3])

    # Delete all geometry from the object.
    bpy.ops.mesh.select_all(action='SELECT')
    bpy.ops.mesh.delete(type='ALL')

    # Must be in object mode for from_pydata to work
    bpy.ops.object.mode_set(mode='OBJECT')

    # Add the mesh data.
    mesh.from_pydata(addVerts, [], addFaces)

    # Update the mesh
    mesh.update()


def applyScaleRotLoc(scene, obj):
    # Deselect All
    bpy.ops.object.select_all(action='DESELECT')

    # Select the object
    obj.select = True
    scene.objects.active = obj

    #bpy.ops.object.rotation_apply()
    bpy.ops.object.location_apply()
    bpy.ops.object.scale_apply()


def totallyDeleteObject(scene, obj):
    #To Do this section to be updated when
    #Ability to completely delet objects added to blender
    # Deselect All
    bpy.ops.object.select_all(action='DESELECT')
   
    # Select the object and delete it.
    obj.select = True
    scene.objects.active = obj
   
    # Delete all material slots in obj
    for i in range(len(obj.material_slots)):
       #textureSlots = cloudMaterial.texture_slots
       obj.active_material_index = i - 1
       bpy.ops.object.material_slot_remove()
  
    #bpy.ops.object.parent_clear(type='CLEAR')

    # Delete the Main Object
    bpy.ops.object.delete()
    #bpy.data.objects.remove(obj)


def makeParent(parentobj, childobj, scene):

    applyScaleRotLoc(scene, parentobj)

    applyScaleRotLoc(scene, childobj)

    childobj.parent = parentobj

    #childobj.location = childobj.location - parentobj.location


def addNewObject(scene, name, copyobj):
    '''
    Add an object and do other silly stuff.
    '''
    # Create new mesh
    mesh = bpy.data.meshes.new(name)

    # Create a new object.
    ob_new = bpy.data.objects.new(name, mesh)
    tempme = copyobj.data
    ob_new.data = tempme.copy()
    ob_new.scale = copyobj.scale
    ob_new.location = copyobj.location

    # Link new object to the given scene and select it.
    scene.objects.link(ob_new)
    ob_new.select = True

    return ob_new


def combineObjects(scene, combined, listobjs):
    # scene is the current scene
    # combined is the object we want to combine everything into
    # listobjs is the list of objects to stick into combined

    # Deselect All
    bpy.ops.object.select_all(action='DESELECT')

    # Select the new object.
    combined.select = True
    scene.objects.active = combined

    # Add data
    if (len(listobjs) > 0):
            for i in listobjs:
                # Add a modifier
                bpy.ops.object.modifier_add(type='BOOLEAN')

                union = combined.modifiers
                union[0].name = "AddEmUp"
                union[0].object = i
                union[0].operation = 'UNION'

                # Apply modifier
                bpy.ops.object.modifier_apply(apply_as='DATA', modifier=union[0].name)


# Returns True if we want to degenerate
# and False if we want to generate a new cloud.
def degenerateCloud(obj):
    if not obj:
        return False

    if "CloudMember" in obj:
        if obj["CloudMember"] != None:
            if obj.parent:
               if "CloudMember" not in obj.parent:
                return False

            else:
                return True

    return False

class View3DPanel(bpy.types.Panel):
    bl_space_type = 'VIEW_3D'
    bl_region_type = 'TOOLS'


class VIEW3D_PT_tools_cloud(View3DPanel):
    bl_label = "Cloud Generator"
    bl_context = "objectmode"

    def draw(self, context):
        active_obj = context.active_object
        layout = self.layout
        col = layout.column(align=True)

        degenerate = degenerateCloud(active_obj)

        if active_obj and degenerate:

            col.operator("cloud.generate_cloud", text="DeGenerate")

        elif active_obj is None:

            col.label(text="Select one or more")
            col.label(text="objects to generate")
            col.label(text="a cloud.")

        elif "CloudMember" in  active_obj:

            col.label(text="Must select")
            col.label(text="bound box")
           
        elif active_obj and active_obj.type == 'MESH':

            col.operator("cloud.generate_cloud", text="Generate Cloud")

            col.prop(context.scene, "cloudparticles")
            col.prop(context.scene, "cloud_type")
        else:
            col.label(text="Select one or more")
            col.label(text="objects to generate")
            col.label(text="a cloud.")

cloudTypes = []

cloudTypes.append(("0","Stratus","Generate Stratus_foggy Cloud"))
cloudTypes.append(("1","Cumulous","Generate Cumulous_puffy Cloud"))
cloudTypes.append(("2","Cirrus","Generate Cirrus_wispy Cloud"))
#cloudTypes.append(("3","Nimbus","Generate Nimbus Cloud"))


bpy.types.Scene.BoolProperty( attr="cloudparticles",
    name="Particles",
    description="Generate Cloud as Particle System",
    default=False)

bpy.types.Scene.EnumProperty( attr="cloud_type",
    name="Type",
    description="Select the type of cloud to create with material settings",
    items = cloudTypes, default = '0')

class GenerateCloud(bpy.types.Operator):
    bl_idname = "cloud.generate_cloud"
    bl_label = "Generate Cloud"
    bl_description = "Create a Cloud."
    bl_register = True
    bl_undo = True

    def poll(self, context):
        if not context.active_object:
            return False
        else:
            return (context.active_object.type=='MESH')

    def execute(self, context):
        # Make variable that is the current .blend file main data blocks
        main = context.main

        # Make variable that is the active object selected by user
        active_object = context.active_object

        # Make variable scene that is current scene
        scene = context.scene

        # Parameters the user may want to change:
        # Number of points this number is multiplied by the volume to get
        # the number of points the scripts will put in the volume.
        numOfPoints = 1.0
        maxNumOfPoints = 100000
        scattering = 2.5
        pointDensityRadiusFactor = 1.0
        densityScale = 1.5

        # Should we degnerate?
        degenerate = degenerateCloud(active_object)

        if degenerate:
           # Degenerate Cloud
           mainObj = active_object

           cloudMembers = active_object.children

           createdObjects = []
           definitionObjects  = []
           for member in cloudMembers:
               applyScaleRotLoc(scene, member)
               if (member["CloudMember"] == "CreatedObj"):
                  createdObjects.append(member)
               else:
                  definitionObjects.append(member)

           for defObj in definitionObjects:
               #Delete cloudmember data from objects
               if "CloudMember" in defObj:
                  del(defObj["CloudMember"])

           for createdObj in createdObjects:
               totallyDeleteObject(scene, createdObj)

           # Delete the main object
           totallyDeleteObject(scene, mainObj)

           # Select all of the left over boxes so people can immediately
           # press generate again if they want.
           for eachMember in definitionObjects:
               eachMember.max_draw_type = 'SOLID'
               eachMember.select = True
               #scene.objects.active = eachMember

           #TODO Delete this when render bug caused by degenerate is fixed.
           self.report({'WARNING'}, "Please save file exit and reenter blender before rendering to clean memory and prevent crash")

        else:
            # Generate Cloud

            ###############Create Combined Object bounds##################
            # Make a list of all Selected objects.
            selectedObjects = bpy.context.selected_objects
            if not selectedObjects:
                selectedObjects = [bpy.context.active_object]

            # Create a new object bounds
            bounds = addNewObject(scene,
                    "CloudBounds",
                    selectedObjects[0])

            bounds.max_draw_type = 'BOUNDS'
            bounds.hide_render = False

            # Just add a Definition Property designating this
            # as the main object.
            bounds["CloudMember"] = "MainObj"

            # Since we used iteration 0 to copy with object we
            # delete it off the list.
            firstObject = selectedObjects[0]
            del selectedObjects[0]

            # Apply location Rotation and Scale to all objects involved.
            applyScaleRotLoc(scene, bounds)
            for each in selectedObjects:
                applyScaleRotLoc(scene, each)

            # Let's combine all of them together.
            combineObjects(scene, bounds, selectedObjects)

            # Let's add some property info to the objects.
            for selObj in selectedObjects:
                selObj["CloudMember"] = "DefinitioinObj"
                selObj.name = "DefinitioinObj"
                selObj.max_draw_type = 'WIRE'
                selObj.hide_render = True
                makeParent(bounds, selObj, scene)

            # Do the same to the 1. object since it is no longer in list.
            firstObject["CloudMember"] = "DefinitioinObj"
            firstObject.name = "DefinitioinObj"
            firstObject.max_draw_type = 'WIRE'
            firstObject.hide_render = True
            makeParent(bounds, firstObject, scene)

            ###############Create Cloud for putting Cloud Mesh############
            # Create a new object cloud.
            cloud = addNewObject(scene, "CloudMesh", bounds)
            cloud["CloudMember"] = "CreatedObj"
            cloud.max_draw_type = 'WIRE'
            cloud.hide_render = True

            makeParent(bounds, cloud, scene)

            bpy.ops.object.editmode_toggle()
            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.mesh.subdivide(number_cuts=2, fractal=0, smoothness=1)
            bpy.ops.object.location_apply()
            bpy.ops.mesh.vertices_smooth(repeat=20)
            bpy.ops.mesh.tris_convert_to_quads()
            bpy.ops.mesh.faces_shade_smooth()
            bpy.ops.object.editmode_toggle()

            ###############Create Particles in cloud obj##################
            # Turn off gravity.
            scene.use_gravity = False

            # Set time to 0.
            scene.frame_current = 0

            # Add a new particle system.
            bpy.ops.object.particle_system_add()

            #Particle settings setting it up!
            cloudParticles = cloud.active_particle_system
            cloudParticles.name = "CloudParticles"
            cloudParticles.settings.frame_start = 0
            cloudParticles.settings.frame_end = 0
            cloudParticles.settings.emit_from = 'VOLUME'
            cloudParticles.settings.draw_as = 'DOT'
            cloudParticles.settings.ren_as = 'NONE'
            cloudParticles.settings.normal_factor = 0
            cloudParticles.settings.distribution = 'RAND'
            cloudParticles.settings.physics_type = 'NO'

            ####################Create Volume Material####################
            # Deselect All
            bpy.ops.object.select_all(action='DESELECT')

            # Select the object.
            bounds.select = True
            scene.objects.active = bounds

            # Turn bounds object into a box.
            makeObjectIntoBoundBox(bounds, .6)

            # Delete all material slots in bounds object.
            for i in range(len(bounds.material_slots)):
                bounds.active_material_index = i - 1
                bpy.ops.object.material_slot_remove()

            # Add a new material.
            cloudMaterial = main.materials.new("CloudMaterial")
            bpy.ops.object.material_slot_add()
            bounds.material_slots[0].material = cloudMaterial

            # Set Up the Cloud Material
            cloudMaterial.name = "CloudMaterial"
            cloudMaterial.type = 'VOLUME'
            mVolume = cloudMaterial.volume
            mVolume.scattering = scattering
            mVolume.density = 0
            mVolume.density_scale = densityScale
            mVolume.transmission_color = [3, 3, 3]
            mVolume.step_size = 0.1
            mVolume.light_cache = True
            mVolume.cache_resolution = 75

            # Add a texture
            vMaterialTextureSlots = cloudMaterial.texture_slots
            cloudtex = main.textures.new("CloudTex")
            cloudMaterial.add_texture(cloudtex, 'ORCO')
            cloudtex.type = 'CLOUDS'
            cloudtex.noise_type = 'HARD_NOISE'
            cloudtex.noise_size = 2

            # Add a force field to the points.
            cloudField = bounds.field
            cloudField.type = 'TEXTURE'
            cloudField.strength = 2
            cloudField.texture = cloudtex

            # Set time
            #for i in range(12):
            #    scene.current_frame = i
            #    scene.update()
            scene.frame_current = 1

            #bpy.ops.ptcache.bake(bake=False)

            # Add a Point Density texture
            cloudPointDensity = main.textures.new("CloudPointDensity")
            cloudPointDensity.type = 'POINT_DENSITY'
            cloudMaterial.add_texture(cloudPointDensity, 'ORCO')
            pDensity = vMaterialTextureSlots[1].texture
            vMaterialTextureSlots[1].map_density = True
            vMaterialTextureSlots[1].rgb_to_intensity = True
            vMaterialTextureSlots[1].texture_coordinates = 'GLOBAL'
            pDensity.pointdensity.vertices_cache = 'WORLD_SPACE'
            pDensity.pointdensity.turbulence = True
            pDensity.pointdensity.noise_basis = 'VORONOI_F2'
            pDensity.pointdensity.turbulence_depth = 3

            pDensity.use_color_ramp = True
            pRamp = pDensity.color_ramp
            pRamp.interpolation = 'LINEAR'
            pRampElements = pRamp.elements
            #pRampElements[1].position = .9
            #pRampElements[1].color = [.18,.18,.18,.8]
            bpy.ops.texture.slot_move(type='UP')


            # Estimate the number of particles for the size of bounds.
            volumeBoundBox = (bounds.dimensions[0] * bounds.dimensions[1]* bounds.dimensions[2])
            numParticles = int((2.4462 * volumeBoundBox + 430.4) * numOfPoints)
            if numParticles > maxNumOfPoints:
                numParticles = maxNumOfPoints
            if numParticles < 10000:
                numParticles = int(numParticles + 15 * volumeBoundBox)
            print(numParticles)
 
            # Set the number of particles according to the volume
            # of bounds.
            cloudParticles.settings.amount = numParticles

            pDensity.pointdensity.radius = (.00013764 * volumeBoundBox + .3989) * pointDensityRadiusFactor

            # Set time to 1.
            scene.frame_current = 1

            if not scene.cloudparticles:
                ###############Create CloudPnts for putting points in#########
                # Create a new object cloudPnts
                cloudPnts = addNewObject(scene, "CloudPoints", bounds)
                cloudPnts["CloudMember"] = "CreatedObj"
                cloudPnts.max_draw_type = 'WIRE'
                cloudPnts.hide_render = True

                makeParent(bounds, cloudPnts, scene)

                bpy.ops.object.editmode_toggle()
                bpy.ops.mesh.select_all(action='SELECT')

                bpy.ops.mesh.delete(type='ALL')

                meshPnts = cloudPnts.data

                listCloudParticles = cloudParticles.particles

                listMeshPnts = []
                for pTicle in listCloudParticles:
                    listMeshPnts.append(pTicle.location)

                # Must be in object mode fro from_pydata to work.
                bpy.ops.object.mode_set(mode='OBJECT')

                # Add in the mesh data.
                meshPnts.from_pydata(listMeshPnts, [], [])

                # Update the mesh.
                meshPnts.update()

                # Add a modifier.
                bpy.ops.object.modifier_add(type='DISPLACE')

                cldPntsModifiers = cloudPnts.modifiers
                cldPntsModifiers[0].name = "CloudPnts"
                cldPntsModifiers[0].texture = cloudtex
                cldPntsModifiers[0].texture_coordinates = 'OBJECT'
                cldPntsModifiers[0].texture_coordinate_object = cloud
                cldPntsModifiers[0].strength = -1.4

                # Apply modifier
                bpy.ops.object.modifier_apply(apply_as='DATA', modifier=cldPntsModifiers[0].name)

                pDensity.pointdensity.point_source = 'OBJECT'
                pDensity.pointdensity.object = cloudPnts

                # Deselect All
                bpy.ops.object.select_all(action='DESELECT')

                # Select the object.
                cloud.select = True
                scene.objects.active = cloud

                bpy.ops.object.particle_system_remove()

                # Deselect All
                bpy.ops.object.select_all(action='DESELECT')

            else:
    
                pDensity.pointdensity.point_source = 'PARTICLE_SYSTEM'
                pDensity.pointdensity.object = cloud
                pDensity.pointdensity.particle_system = cloudParticles

            if scene.cloud_type == '1':    #  Cumulous 
                print("Cumulous")
                mVolume.density_scale = 2.22
                pDensity.pointdensity.turbulence_depth = 10
                pDensity.pointdensity.turbulence_strength = 6.3
                pDensity.pointdensity.turbulence_size = 2.9
                pRampElements[1].position = .606
                pDensity.pointdensity.radius = pDensity.pointdensity.radius + .1

            elif scene.cloud_type == '2':    #  Cirrus 
                print("Cirrus")
                pDensity.pointdensity.turbulence_strength = 22
                mVolume.transmission_color = [3.5, 3.5, 3.5]
                mVolume.scattering = .13

            # Select the object.
            bounds.select = True
            scene.objects.active = bounds

        return {'FINISHED'}


classes = [VIEW3D_PT_tools_cloud,
        GenerateCloud]


def register():
    register = bpy.types.register
    for cls in classes:
        register(cls)


def unregister():
    unregister = bpy.types.unregister
    for cls in classes:
        unregister(cls)


if __name__ == "__main__":
    register()