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
|
# ##### 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 compliant>
# Script copyright (C) Campbell Barton
bl_info = {
"name": "Grease Scatter Objects",
"author": "Campbell Barton",
"version": (0, 1),
"blender": (2, 5, 8),
"api": 36079,
"location": "3D View, Toolbar",
"description": ("Scatter a group of objects onto the active mesh using "
"the grease pencil lines"),
"warning": "",
"wiki_url": ("http://wiki.blender.org/index.php/Extensions:2.5/Py/"
"Scripts/Object/Grease_Scatter"),
"tracker_url": ("https://projects.blender.org/tracker/index.php?"
"func=detail&aid=TODO"),
"support": 'OFFICIAL',
"category": "Object"}
from mathutils import Vector, Matrix, Quaternion
from random import uniform, shuffle
import bpy
def _main(self, DENSITY=1.0, SCALE=0.6, RAND_LOC=0.8, RAND_ALIGN=0.75):
from math import radians
C = bpy.context
o = C.object
# print(o.ray_cast(Vector(), Vector(0,0,0.2)))
OFS = 0.2
SEEK = 2.0 # distance for ray to seek
BAD_NORMAL = Vector((0.0, 0.0, -1.0))
WALL_LIMIT = radians(45.0)
mats = [Matrix.Rotation(radians(-45), 3, 'X'),
Matrix.Rotation(radians(+45), 3, 'X'),
Matrix.Rotation(radians(-45), 3, 'Y'),
Matrix.Rotation(radians(+45), 3, 'Y'),
Matrix.Rotation(radians(-45), 3, 'Z'),
Matrix.Rotation(radians(+45), 3, 'Z'),
]
Z_UP = Vector((0.0, 0.0, 1.0))
dirs = [Vector((0.0, 0.0, OFS)),
Vector((0.0, 0.0, -OFS)),
]
'''
Vector(0,OFS,0),
Vector(0,-OFS,0),
Vector(OFS,0,0),
Vector(-OFS,0,0)
'''
group = bpy.data.groups.get(o.name)
if not group:
self.report({'WARNING'}, "Group '%s' not found, must match object name" % o.name)
return
def faces_from_hits(hit_list):
def from_pydata(self, verts, edges, faces):
"""
Make a mesh from a list of verts/edges/faces
Until we have a nicer way to make geometry, use this.
"""
self.add_geometry(len(verts), len(edges), len(faces))
verts_flat = [f for v in verts for f in v]
self.verts.foreach_set("co", verts_flat)
del verts_flat
edges_flat = [i for e in edges for i in e]
self.edges.foreach_set("verts", edges_flat)
del edges_flat
def treat_face(f):
if len(f) == 3:
return f[0], f[1], f[2], 0
elif f[3] == 0:
return f[3], f[0], f[1], f[2]
return f
faces_flat = [v for f in faces for v in treat_face(f)]
self.faces.foreach_set("verts_raw", faces_flat)
del faces_flat
def debug_edge(v1, v2):
mesh = bpy.data.meshes.new("Retopo")
mesh.from_pydata([v1, v2], [(0.0, 1.0)], [])
scene = bpy.context.scene
mesh.update()
obj_new = bpy.data.objects.new("Torus", mesh)
scene.objects.link(obj_new)
ray = o.ray_cast
closest_point = o.closest_point_on_mesh
#ray = C.scene.ray_cast
DEBUG = False
def fix_point(p):
hit, no, ind = closest_point(p)
if ind != -1:
if DEBUG:
return [p, no, None]
else:
# print("good", hit, no)
return [hit, no, None]
# worry!
print("bad!", p, BAD_NORMAL)
return [p, BAD_NORMAL, None]
def get_points(stroke):
return [fix_point(point.co) for point in stroke.points]
def get_splines(gp):
if gp.layers.active:
frame = gp.layers.active.active_frame
return [get_points(stroke) for stroke in frame.strokes]
else:
return []
def main():
scene = bpy.context.scene
obj = bpy.context.object
gp = None
if obj:
gp = obj.grease_pencil
if not gp:
gp = scene.grease_pencil
if not gp:
self.report({'WARNING'}, "No grease pencil layer found")
return
splines = get_splines(gp)
for s in splines:
for pt in s:
p = pt[0]
n = pt[1]
# print(p, n)
if n is BAD_NORMAL:
continue
# # dont self intersect
best_nor = None
#best_hit = None
best_dist = 10000000.0
pofs = p + n * 0.01
n_seek = n * SEEK
m_alt_1 = Matrix.Rotation(radians(22.5), 3, n)
m_alt_2 = Matrix.Rotation(radians(-22.5), 3, n)
for _m in mats:
for m in (_m, m_alt_1 * _m, m_alt_2 * _m):
hit, nor, ind = ray(pofs, pofs + (m * n_seek))
if ind != -1:
dist = (pofs - hit).length
if dist < best_dist:
best_dist = dist
best_nor = nor
#best_hit = hit
if best_nor:
pt[1].length = best_dist
best_nor.negate()
pt[2] = best_nor
#scene.cursor_location[:] = best_hitnyway
# bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
# debug_edge(p, best_hit)
# p[:] = best_hit
# Now we need to do scattering.
# first corners
hits = []
nors = []
oris = []
for s in splines:
for p, n, n_other in s: # point, normal, n_other the closest hit normal
if n is BAD_NORMAL:
continue
if n_other:
# cast vectors twice as long as the distance needed just incase.
n_down = (n * -SEEK)
l = n_down.length
n_other.length = l
vantage = p + n
if DEBUG:
p[:] = vantage
# We should cast rays between n_down and n_other
#for f in (0.0, 0.2, 0.4, 0.6, 0.8, 1.0):
TOT = int(10 * DENSITY)
#for i in list(range(TOT)):
for i in list(range(TOT))[int(TOT / 1.5):]: # second half
f = i / (TOT - 1)
# focus on the center
'''
f -= 0.5
f = f*f
f += 0.5
'''
ntmp = f * n_down + (1.0 - f) * n_other
# randomize
ntmp.x += uniform(-l, l) * RAND_LOC
ntmp.y += uniform(-l, l) * RAND_LOC
ntmp.z += uniform(-l, l) * RAND_LOC
hit, hit_no, ind = ray(vantage, vantage + ntmp)
# print(hit, hit_no)
if ind != -1:
if hit_no.angle(Z_UP) < WALL_LIMIT:
hits.append(hit)
nors.append(hit_no)
oris.append(n_other.cross(hit_no))
#oris.append(n_other)
if 0:
mesh = bpy.data.meshes.new("Retopo")
mesh.from_pydata(hits, [], [])
scene = bpy.context.scene
mesh.update()
obj_new = bpy.data.objects.new("Torus", mesh)
scene.objects.link(obj_new)
obj_new.layers[:] = o.layers
# Now setup dupli-faces
obj_new.dupli_type = 'VERTS'
ob_child = bpy.data.objects["trash"]
ob_child.location = obj_new.location
ob_child.parent = obj_new
else:
def apply_faces(triples):
# first randomize the faces
shuffle(triples)
obs = group.objects[:]
tot = len(obs)
tot_div = int(len(triples) / tot)
for inst_ob in obs:
triple_subset = triples[0:tot_div]
triples[0:tot_div] = []
vv = [tuple(v) for f in triple_subset for v in f]
mesh = bpy.data.meshes.new("Retopo")
mesh.from_pydata(vv, [], [(i * 3, i * 3 + 1, i * 3 + 2) for i in range(len(triple_subset))])
scene = bpy.context.scene
mesh.update()
obj_new = bpy.data.objects.new("Torus", mesh)
scene.objects.link(obj_new)
obj_new.layers[:] = o.layers
# Now setup dupli-faces
obj_new.dupli_type = 'FACES'
obj_new.use_dupli_faces_scale = True
obj_new.dupli_faces_scale = 100.0
inst_ob.location = obj_new.location
inst_ob.parent = obj_new
# BGE settings for testiing
'''
inst_ob.game.physics_type = 'RIGID_BODY'
inst_ob.game.use_collision_bounds = True
inst_ob.game.collision_bounds = 'TRIANGLE_MESH'
inst_ob.game.collision_margin = 0.1
obj_new.select = True
'''
# build faces from vert/normals
tri = (Vector((0.0, 0.0, 0.01)),
Vector((0.0, 0.0, 0.0)),
Vector((0.0, 0.01, 0.01)))
coords = []
# face_ind = []
for i in range(len(hits)):
co = hits[i]
no = nors[i]
ori = oris[i]
quat = no.to_track_quat('X', 'Z')
# make 2 angles and blend
angle = radians(uniform(-180, 180.0))
angle_aligned = -(ori.angle(quat * Vector((0.0, 1.0, 0.0)), radians(180.0)))
quat = Quaternion(no, (angle * (1.0 - RAND_ALIGN)) + (angle_aligned * RAND_ALIGN)).cross(quat)
f = uniform(0.1, 1.2) * SCALE
coords.append([co + (quat * (tri[0] * f)), co + (quat * (tri[1] * f)), co + (quat * (tri[2] * f))])
# face_ind.append([i*3, i*3+1, i*3+2])
apply_faces(coords)
main()
from bpy.props import FloatProperty
class Scatter(bpy.types.Operator):
''''''
bl_idname = "object.scatter"
bl_label = "Scatter"
bl_options = {'REGISTER'}
density = FloatProperty(name="Density",
description="Multiplier for the density of items",
default=1.0, min=0.01, max=10.0)
scale = FloatProperty(name="Scale",
description="Size multiplier for duplifaces",
default=1.0, min=0.01, max=10.0)
rand_align = FloatProperty(name="Random Align",
description="Randomize alignmet with the walls",
default=0.75, min=0.0, max=1.0)
rand_loc = FloatProperty(name="Random Loc",
description="Randomize Placement",
default=0.75, min=0.0, max=1.0)
_parent = None
def execute(self, context):
#self.properties.density = self.__class__._parent.properties.density # XXX bad way to copy args.
#self.properties.scale = self.__class__._parent.properties.scale # XXX bad way to copy args.
for attr in self.__class__.__dict__["order"]:
if not attr.startswith("_"):
try:
setattr(self.properties, attr, getattr(self.__class__._parent.properties, attr))
except:
pass
_main(self,
DENSITY=self.properties.density,
SCALE=self.properties.scale,
RAND_LOC=self.properties.rand_loc,
RAND_ALIGN=self.properties.rand_align,
)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
wm.invoke_popup(self, width=180)
return {'RUNNING_MODAL'}
def draw(self, context):
self.__class__._parent = self
layout = self.layout
for attr in self.__class__.__dict__["order"]:
if not attr.startswith("_"):
try:
layout.prop(self.properties, attr)
except:
pass
layout.operator_context = 'EXEC_DEFAULT'
layout.operator(self.bl_idname)
# Add to the menu
menu_func = (lambda self, context: self.layout.operator(Scatter.bl_idname,
text="Scatter", icon='AUTO'))
def register():
bpy.utils.register_class(Scatter)
bpy.types.VIEW3D_PT_tools_objectmode.append(menu_func)
def unregister():
bpy.utils.unregister_class(Scatter)
bpy.types.VIEW3D_PT_tools_objectmode.remove(menu_func)
#if __name__ == "__main__":
# _main()
|