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authorCampbell Barton <ideasman42@gmail.com>2009-05-11 16:38:24 +0400
committerCampbell Barton <ideasman42@gmail.com>2009-05-11 16:38:24 +0400
commit7002faac31d1afb845f8d930962ccd426153b79d (patch)
tree6d05b814eacf61a8486d3f9ccce21394affaa421
parent99849b659da72f11d2926150a3d0fdde72897aa4 (diff)
Another Noise Tool svn commit is complaining about mixed line endings so after 16 attempts I wont include the full message
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diff --git a/release/scripts/wizard_landscape_ant.py b/release/scripts/wizard_landscape_ant.py
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+#!BPY
+"""
+Name: 'Landscape Generator (A.N.T)'
+Blender: 248
+Group: 'Wizards'
+Tip: 'Create landscape mesh.'
+"""
+
+__author__ = "Jimmy Hazevoet"
+__url__ = ('http://wiki.blender.org/index.php/Scripts/Manual/Wizards/ANTLandscape','elysiun')
+__version__ = "v.1.05 03-2007"
+__bpydoc__ = """\
+
+Another Noise Tool 'Landscape' v.1.05
+
+This script uses noise functions to create a terrain from a grid mesh.
+
+Usage:
+
+Make new terrain: press the "Add New Grid" button, change some noise settings and press the "Update" button.
+
+Work on previous made grid: select the grid/terrain in the 3D view, and press the "Assign" button.
+
+Tip: use a low resolution grid mesh and add some Multires levels for detail
+
+Note: when using Multires materials can get weird,
+only apply materials when your terrain is ready, or not use Multires.
+
+This Script creates a landscape mesh.
+Press the Auto button when you start the script.
+Then the Generate Button & read it's tooltip.
+The mesh created is average 16000 verts.
+To me the mesh appears quite small in the 3d view.
+Just Press S in the 3d view to scale it up.
+This saves overhead drawing the Mesh.
+
+Known Issues:
+If the mesh is not drawn in the 3d view first time,
+Move your mouse to the 3d view, or press the button again.
+
+Not really an issue, more to be aware.
+Due to the complex nature & design of the script, it only creates one mesh at a time.
+When you press Generate or Reset,
+Even if you have Closed then Opened the script or .blend file,
+The mesh Will be Overwritten.
+To create Multiple Landscapes you Must Re-Name or save the Mesh
+in Blender's F7 menu Links & Materials Panel.
+
+Readme:
+v.1.04:
+_ New G.U.I.
+_ New noise types like:
+Double_Terrain,
+StatsByAlt_Terrain,
+slickRock,
+ditorted_heteroTerrain,
+vlNoise_turbulence,
+and many more.
+
+New fractalized Effect functions.
+Effect types such as: gradient,
+waves and bumps, dome, piramide,
+squares, grid, shattered rocks,
+lunar, and many more.
+
+Bias types: Sin, Cos, Tri, Saw,
+and Default(no bias).
+
+For example the 'Rings' effect
+with 'Sin Bias' makes 'Rings'
+and 'Default Bias' makes 'Dome'.
+The Effect 'Mix factor' Slider gives control over how much of the Effect is vissible,
+-1.0=noise, 0.0=average, 1.0=effect
+this slider controls also the 'Warp amount' if mix type 'Warp' is selected.
+
+Image effect: mix image with noise
+_ IPOCurve Filter: use Ipo curve to filter terrain height.
+I know it's a bit strange to use animation curves for landscape modelling, (actualy i want a curves panel in my G.U.I. but i dont know how to do that)
+the downside of this method is that you have this 'Empty' moving around in your scene, so put it on another layer and 'Pin' the Ipo block so that it stays visible.
+Usage:
+Add one 'Empty' Object to your scene, now add one Loc Key at Frame 1, go to Frame 101 (UpArrow ten times),
+move the 'Empty' +100 units in X+ direction and add another Loc Key, open the Ipo Curve Editor Window, rename this IpoBlock if you want,
+Copie the first curve to buffer and Paste it in the empty slots (from top to bottom), now you can edit the curves freely.
+(use the 'Pin' option to keep the curves visible while other objects are selected)
+Set the CurveLength and CurveHeight Button value's according to the length and height of the selected curve.
+A curve filter is very versatile when it comes to 'height' filtering.
+
+_ PreView in UV/Image Editor Window:
+The preview image is now rendered as Blender.Image and will be saved to file directory as 'ANTview_size.tga'
+you have to select 'ANTview_size.tga' in the UV/Image Editor Window
+now it's posible to render and save a large HeightMap image (you can also create nice texture images when the VertCol gradient is enabled),
+! If you Change the preview image Size a New Blender.Image object is created. (one for size 256, one for size 512 one for.....) !
+
+_ VertexColours: use any image as colour gradient.
+This function actualy uses one 'row' of pixels from a image to produce the color gradient,
+Make one or more custom gradient images with the Gimp or any other graphics software, the gradients must go from left to right (left is bottom and right is top.
+you only need one row of pixels so you can put 10 gradients in a 256*10 image.(higher resolutions like 512*n or 1024*n gives smoother result)
+Set Window DrawMode 'Textured' , and set the 'VCol Paint' option in the Materials panel !
+
+_ Mesh Tiles: Create large scale terrains.
+
+_ Vertices Selection: select flat areas.
+
+_ Keyboard HotKeys:
+SPACE = Update mesh.
+R = Randomise.
+V = Redraw preview.
+
+_ and more...
+
+"""
+
+
+
+
+###
+#
+# Alt+P to start script.
+#
+###
+# scroll down to see info about updates
+##
+################################################################################################################
+# Another Noise Tool 'Landscape'
+# Jimmy Hazevoet
+# license: Do whatever you want with it.
+################################################################################################################
+
+################################################################################################################
+# v.1.04:
+#
+# _ New G.U.I.
+# _ New noise types like: Double_Terrain, StatsByAlt_Terrain, slickRock, ditorted_heteroTerrain, vlNoise_turbulence, and many more.
+# _ New fractalized Effect functions.
+# Effect types such as: gradient, waves and bumps, dome, piramide, squares, grid, shattered rocks, lunar, and many more.
+# Bias types: Sin, Cos, Tri, Saw, and Default(no bias).
+# For example the 'Rings' effect with 'Sin Bias' makes 'Rings' and 'Default Bias' makes 'Dome'.
+# _ The Effect 'Mix factor' Slider gives control over how much of the Effect is vissible, -1.0=noise, 0.0=average, 1.0=effect
+# this slider controls also the 'Warp amount' if mix type 'Warp' is selected.
+# _ Image effect: mix image with noise
+# _ IPOCurve Filter: use Ipo curve to filter terrain height.
+# I know it's a bit strange to use animation curves for landscape modelling, (actualy i want a curves panel in my G.U.I. but i dont know how to do that)
+# the downside of this method is that you have this 'Empty' moving around in your scene, so put it on another layer and 'Pin' the Ipo block so that it stays visible.
+# Usage:
+# Add one 'Empty' Object to your scene, now add one Loc Key at Frame 1, go to Frame 101 (UpArrow ten times),
+# move the 'Empty' +100 units in X+ direction and add another Loc Key, open the Ipo Curve Editor Window, rename this IpoBlock if you want,
+# Copie the first curve to buffer and Paste it in the empty slots (from top to bottom), now you can edit the curves freely.
+# (use the 'Pin' option to keep the curves visible while other objects are selected)
+# Set the CurveLength and CurveHeight Button value's according to the length and height of the selected curve.
+# A curve filter is very versatile when it comes to 'height' filtering.
+# _ PreView in UV/Image Editor Window:
+# The preview image is now rendered as Blender.Image and will be saved to file directory as 'ANTview_size.tga'
+# you have to select 'ANTview_size.tga' in the UV/Image Editor Window
+# now it's posible to render and save a large HeightMap image (you can also create nice texture images when the VertCol gradient is enabled),
+# ! If you Change the preview image Size a New Blender.Image object is created. (one for size 256, one for size 512 one for.....) !
+# _ VertexColours: use any image as colour gradient.
+# This function actualy uses one 'row' of pixels from a image to produce the color gradient,
+# Make one or more custom gradient images with the Gimp or any other graphics software, the gradients must go from left to right (left is bottom and right is top.
+# you only need one row of pixels so you can put 10 gradients in a 256*10 image.(higher resolutions like 512*n or 1024*n gives smoother result)
+# Set Window DrawMode 'Textured' , and set the 'VCol Paint' option in the Materials panel !
+# _ Mesh Tiles: Create large scale terrains.
+# _ Vertices Selection: select flat areas.
+# _ Keyboard HotKeys:
+# SPACE = Update mesh.
+# R = Randomise.
+# V = Redraw preview.
+# _ and more...
+################################################################################################################
+
+################################################################################################################
+# BugFix: Sept./2006 v.1.04a
+#-----------------------------
+# _Image Effect did not worked well with tiled mesh. Fixed (now use Freq. and Loc. buttons to scale and position image).
+#
+################################################################################################################
+
+
+################################################################################################################
+# UPDATE: v.1.05 03-2007
+#---------------------------------------------------------------------------------------------------------------
+#
+# _ New: Save and Load function, save your settings to a .ant file.
+# __NOTE: when saving/loading settings to/from a file,
+# make sure the filename/path is not too long!
+# __HOTKEY__ Load from file: L
+# __HOTKEY__ Save to file : S
+#
+# _ New mesh code, uses Mesh instead of NMesh,
+# this gives a small speed improvement and alows you to use Multires.
+#
+# Usage: Select a Grid/Terrain mesh and hit the Assign button, now you can work on it, when ready you assign another.
+#
+# _ New: 'Musgrave' noise types, 'Random noise' and 'Constant' in 'Effects' section.
+# _ New: 'Custom Effect', write custom formulae ( x,y, a,b, from math import *, from Blender.Noise import * )
+# _ New: 'Custom Height Filter', write custom formulae ( x,y, h, a,b, from math import *, from Blender.Noise import * )
+# _ New: 'Change Filter Order', Toggle: OFF = Noise+Effect+Falloff+FILTER / ON = Noise+FILTER+Effect+Falloff
+#
+# _ If you want to make a tiled terrain, you need to set the coordinates to "WorldSpace" or "Center at Cursor" (in G.U.I.Noise panel),
+# create and place the grid meshes. now one by one select, assign and update, you may need to adjust the "EdgeFalloff" size.
+#
+# WARNING!: when using Multires, materials can get weird (?), so apply materials when your terrain is finnished.
+#
+###############################################################################################################
+
+
+###############################################################################################################
+#
+## Execute Script: Alt P
+#
+
+
+import Blender
+from Blender import *
+from math import *
+from Blender.Noise import *
+from Blender.Draw import *
+from Blender.BGL import *
+from Blender import Image
+import string
+from string import strip
+import BPyMathutils
+from BPyMathutils import genrand
+from random import choice
+scene = Scene.GetCurrent()
+
+###---------------------------------------------------------------------------
+
+CurVersion = 'A.N.T.Landscape v.1.05'
+
+##---------------------------------------------------------------------------
+# Customise default settings: ----------------------------------------------
+
+# Names:
+antfilename = 'Terrain' # Default filename
+previewname = Create('') # Default preview Image name
+DefaultIpoName = '' # Default Ipo DataBlock name (for height filter)
+# G.U.I.:
+FullScreen = Create( 0 ) # FullScreen on/off
+# gui colors:
+ledcolors = [ [1.0,0.498,0.498], [1.0,0.698,0.498], [1.0,0.898,0.498], [0.898,1.0,0.498], [0.698,1.0,0.498], [0.498,1.0,0.498], [0.498,1.0,0.698], [0.498,1.0,0.898], [0.600,0.918,1.0], [0.6,0.757,1.0], [0.6,0.6,1.0], [0.757,0.6,1.0], [0.898,0.498,1.0], [1.0,0.498,0.898] ]
+#ledcolor = [ 1.0, 0.5, 0.0 ]
+lightgrey = [ 0.76, 0.76, 0.76 ] # gui col.
+grey = [ 0.6, 0.6, 0.6 ] # panel col.
+background = [ 0.7, 0.7, 0.7, 1.0 ] # background col.
+black = [ 0.0, 0.0, 0.0 ] # text col.
+white = [ 1.0, 1.0, 1.0 ]
+# gui size
+size_x = 320 # gui x size
+size_y = 280 # gui y size
+# tabs
+guitabs = [ Create( 1 ), Create( 0 ), Create( 0 ), Create( 0 ), Create( 0 ) ] # gui Tabs
+# How long does it take to generate a mesh or image ?
+print_time = 0 # 1 = Print time in console.
+
+# end customise. ----------------------------------------------------------
+##--------------------------------------------------------------------------
+###--------------------------------------------------------------------------
+####--------------------------------------------------------------------------
+##---------------------------------------------------------------------------
+
+dirpath=Blender.sys.dirname(Blender.Get('filename'))
+fname=dirpath.replace('\\','/')+'/' + antfilename + '.ant'
+txtFile = Create( fname )
+
+###---------------------------------------------------------------------------
+columns = 10 # gui columns
+rows = 13 # gui rows
+actob = [] # active object
+actme = [] # active mesh
+ipoblockname=''
+thiscurve=[]
+selectedcurve=0
+phi=3.14159265359
+# events
+App_Evt = 144
+New_Evt = 166
+SelFile_Evt = 71
+LoadFile_Evt = 72
+SaveFile_Evt = 73
+UseMe_Evt = 74
+No_Evt = 1
+Btn_Evt = 2
+Msh_Evt = 12
+Upd_Evt = 3
+Rndm_Evt = 4
+Load_Evt = 5
+Sel_Evt = 6
+Save_Evt = 7
+Rend_Evt = 8
+End_Evt = 9
+Scrn_Evt = 15
+Im_Evt = 16
+gt0_Evt = 20
+gt1_Evt = 21
+gt2_Evt = 22
+gt3_Evt = 23
+gt4_Evt = 24
+Ipo_Evt = 17
+New_Ipo_Evt=700
+
+###---------------------------------------------------------------------------
+# menus
+noisetypemenu = "Noise type: %t|multiFractal %x0|ridgedMFractal %x1|hybridMFractal %x2|heteroTerrain %x3|fBm %x4|turbulence %x5|Voronoi turb. %x6|vlNoise turb. %x7|noise %x8|cellNoise %x9|Marble %x10|lava_multiFractal %x11|slopey_noise %x12|duo_multiFractal %x13|distorted_heteroTerrain %x14|slickRock %x15|terra_turbulence %x16|rocky_fBm %x17|StatsByAlt_Terrain %x18|Double_Terrain %x19|Shattered_hTerrain %x20|vlhTerrain %x21"
+noisebasismenu = "Basis %t|Blender Original%x0|Original Perlin%x1|Improved Perlin%x2|Voronoi_F1%x3|Voronoi_F2%x4|Voronoi_F3%x5|Voronoi_F4%x6|Voronoi_F2-F1%x7|Voronoi Crackle%x8|CellNoise%x9"
+voronitypemenu = "Voronoi type %t|Distance %x0|Distance Squared %x1|Manhattan %x2|Chebychev %x3|Minkovsky 1/2 %x4|Minkovsky 4 %x5|Minkovsky %x6"
+tBasismodemenu = "Terrain basis mode: %t|noise %x0|ridged noise %x1|vlNoise %x2|ridged vlNoise %x3"
+effecttypemenu = ['Effect Type %t','No Effect %x0','Image %x1','Turbulence %x2','vlNoise %x3','Marble %x4', 'multiFractal %x5','ridgedMFractal %x6','hybridMFractal %x7','heteroTerrain %x8','fBm %x9', 'Gradient %x10','Waves and Bumps %x11','ZigZag %x12','Wavy %x13','Sine Bump %x14','Dots %x15','Rings / Dome %x16','Spiral %x17','Square / Piramide %x18','Blocks %x19','Grid %x20','Tech %x21','Crackle %x22','Sparse Cracks %x23','Shattered Rocks %x24','Lunar %x25','Cosine noise %x26','Spike noise %x27','Stone noise %x28','Flat Turb %x29','Flat Voroni %x30','Random noise %x31','Constant %x32','Custom Effect %x33' ]
+mixtypemenu = ['Mix Type %t','Effect only %x0','%l','Mix %x1','Add %x2','Subtract %x3','Multiply %x4','Difference %x5','Screen %x6','addmodulo %x7','Minimum %x8','Maximum %x9','%l','Warp Effect %x10','Warp Noise %x11']
+biastypemenu = "Bias %t|Sin bias %x0|Cos bias %x1|Tri bias %x2|Saw bias %x3|Default (no bias)%x4"
+sharptypemenu = "Sharpen %t|Soft %x0|Sharp %x1|Sharper %x2"
+filtermodemenu = "Filter Mode %t|No Filter %x0| %l|Default Filters %x1|IPOCurve Filter %x2|Custom Filter %x3"
+filtertypemenu = "Filter Type %t|Default Terrace %x0|Sharper Terrace %x1|Rounded Terrace %x2|Posterise Mixed %x3|Posterise %x4|Layered Peaks %x5|Peaked %x6|Smooth-thing %x7|Sin bias %x8|Cos bias %x9|Tri bias %x10|Saw bias %x11|Clamp Max. %x12"
+falloftypemenu = "Edge Falloff %t|No Edge Falloff %x0| %l|Soft Falloff %x1|Default Falloff %x2|Hard Falloff %x3|Linear Falloff Y %x4|Linear Falloff X %x5|Diagonal Falloff + %x6|Diagonal Falloff - %x7|Square %x8|Round %x9"
+randomtypemenu = "Random type: %t|setRandomSeed() : Blender.Noise %x0|Rand() : Blender.Mathutils %x1|genrand() : BPyMathutils MersenneTwister %x2"
+
+##--------------------------------------------------
+def Set_ReSet_Values():
+ global fileinfo, filemessage
+ global iScale, Offset, Invert, NSize, Sx, Sy, Lx, Ly, WorldSpaceCo
+ global NType, Basis, musgr, vlnoi, vlnoiTwo, voron, turbOne, turbTwo, marbleOne, marbleTwo, tBasismod, musgrTwo
+ global CustomFX, effect_image, Effect_Ctrl, Min, Max, Falloff, CustomFilt, Filter_Mode, Def_Filter_Ctrl, Ipo_Filter_Ctrl, Filter_Order
+ global RandMod, RSeed, rand_H, rand_S, rand_L, rand_I, AutoUpd, PreView, DefaultIpoName
+
+ filemessage = ''
+ fileinfo = ''
+ effect_image = 'Load and Select image.'
+ AutoUpd = Create( 0 )
+ PreView = [ Create( 0 ), Create( 1.0 ), Create( 0.0 ) ]
+ ## Coords controls:
+ WorldSpaceCo = Create(0)
+ iScale = [ Create( 1.0 ), Create( 1.0 ), Create( 0.25) ]
+ Offset = [ Create( 0.0 ), Create( 0.0), Create( 0.0) ]
+ Invert = [ Create( 0 ), Create( 0 ), Create( 0 ) ]
+ NSize = [ Create( 1.0 ), Create( 2.0 ) ]
+ Sx = [ Create( 1.0 ), Create( 1.0 ) ]
+ Sy = [ Create( 1.0 ), Create( 1.0 ) ]
+ Lx = [ Create( 0.0 ), Create( 0.0 ) ]
+ Ly = [ Create( 0.0 ), Create( 0.0 ) ]
+ ## Noise controls:
+ NType = Create( 3 )
+ Basis = [ Create( 0 ), Create( 0 ) ]
+ musgr = [ Create( 1.0 ), Create( 2.0 ), Create( 8 ), Create( 1.0 ), Create( 1.0 ), Create( 0.5 ) ]
+ vlnoi = [ Create( 1.0 ), Create( 0 ) ]
+ vlnoiTwo = [ Create( 1.0 ), Create( 0 ) ]
+ voron = [ Create( 0 ), Create( 2.5 ) ]
+ turbOne = [ Create( 6 ), Create( 0 ), Create( 0.5 ), Create( 2.0 ) ]
+ marbleOne = [ Create( 6 ), Create( 0 ), Create( 2.0 ), Create( 0 ), Create( 0 ), Create( 1.0 ) ]
+ tBasismod = Create(0)
+ ## Effect controls:
+ musgrTwo = [ Create( 1.0 ), Create( 2.0 ), Create( 8 ), Create( 1.0 ), Create( 1.0 ) ]
+ turbTwo = [ Create( 6 ), Create( 0 ), Create( 0.5 ), Create( 2.0 ) ]
+ marbleTwo = [ Create( 6 ), Create( 0 ), Create( 2.0 ), Create( 0 ), Create( 0 ), Create( 1.0 ) ]
+ Effect_Ctrl = [ Create( 0 ),Create( 2 ),Create( 0.0 ),Create( 0 ),Create( 0.0 ) ,Create( 0 ),Create( 2.0 ),Create( 0.5 ),Create( 0.5 ) ]
+ CustomFX = [ Create('sin(x*pi)'), Create('cos(y*pi)'), Create('abs(a*b)*0.5') ]
+ ## Filter controls:
+ Min = Create( 0.0 )
+ Max = Create( 1.0 )
+ Falloff = [ Create( 2 ), Create( 1.0 ), Create( 1.0 ), Create( 0 ) , Create( 0 ) ]
+ Filter_Mode = Create( 0 )
+ Def_Filter_Ctrl = [ Create( 0 ), Create( 3.0 ) ]
+ Ipo_Filter_Ctrl = [ Create( DefaultIpoName ), Create( 0 ), Create( 100.0 ), Create( 100.0 ) ]
+ Filter_Order = Create( 0 )
+ CustomFilt = [ Create('sqrt(h*h)**2'), Create('0'), Create('a') ]
+ ## Randomise noise buttons:
+ RandMod = Create( 1 )
+ RSeed = Create( 0 )
+ rand_I = Create( 0 )
+ rand_H = Create( 0 )
+ rand_S = Create( 0 )
+ rand_L = Create( 1 )
+
+##-------------------------
+Set_ReSet_Values()
+
+
+####----------------------------------------------------------------------------------------------------
+###----------------------------------------------------------------------------------------------------
+## G.U.I.: text,backpanel,panel
+#--------------------------------------------------
+def draw_Text( ( x, y ), text, color, size ):
+ glColor3f( color[0],color[1],color[2] )
+ glRasterPos2d(x,y)
+ txtsize = 'small', 'normal', 'large'
+ Text( text, txtsize[ size ] )
+def draw_BackPanel( text, x, y, w, h, colors ):
+ glColor3f( colors[0]*0.76, colors[1]*0.76, colors[2]*0.76 )
+ glRecti( x, h, w, h+20 )
+ glColor3f( colors[0], colors[1], colors[2] )
+ glRecti( x, y, w, h )
+ glColor3f( colors[0], colors[1], colors[2] )
+ glRasterPos2d( x+10, h+5 )
+ Text( text, 'small' )
+def draw_Panel( x, y, w, h, colors ):
+ glColor3f( colors[0], colors[1], colors[2] )
+ glRecti( x,y, w,h )
+def draw_Frame( text, x, y, w, h, color ):
+ glColor3f( color[0], color[1], color[2] )
+ glRasterPos2i(x+3,h-3)
+ Text(text ,'small')
+ stringwidth = GetStringWidth( text,'small' )
+ glColor3f( color[0], color[1], color[2] )
+ glBegin(Blender.BGL.GL_LINE_STRIP)
+ glVertex2i(x,h)
+ glVertex2i(x,y)
+ glVertex2i(w,y)
+ glVertex2i(w,h)
+ glVertex2i(x+stringwidth+10,h)
+ glEnd()
+def draw_Led( x, y, colors ):
+ glColor3f( colors[0], colors[1], colors[2] )
+ glRecti( x,y, x+4,y+4 )
+
+
+###----------------------------------------------------------------------------------------------------
+## G.U.I. Buttons:
+#----------------------------------------------------------------------------------------------------
+
+###-------------------------
+## Main / Mesh Buttons:
+#
+def MeshButtons( col, row, width, height ):
+ global actme, actob, AutoUpd, txtFile, filemessage, fileinfo
+
+ PushButton("I", UseMe_Evt, col[8], row[3], width[0], height[1], "Info: Here you can write some text to save with the file." )
+ draw_Text( ( col[0], row[1]+5 ), 'Info: ' + fileinfo, black, 0 )
+ txtFile = String("", No_Evt, col[0], row[2], width[9], height[1], txtFile.val, 256, "File: Full path and filename" )
+ PushButton( "Select", SelFile_Evt, col[1], row[3], width[0], height[1], "File: Open FileBrowser and select *.ant file" )
+ PushButton( "Load", LoadFile_Evt,col[2], row[3], width[2], height[1], "File: Load settings from file ( HotKey: L )" )
+ PushButton( "Save", SaveFile_Evt,col[5], row[3], width[2], height[1], "File: Save settings to file ( HotKey: S )" )
+
+ activeobname = ''
+ if actme !=[]:
+ activeobname = actob[0].name
+ draw_Text( ( col[5]+5, row[7]-5 ), 'OB: ' + activeobname, [0.0,0.0,1.0], 1 )
+ PushButton( "Add New Grid", New_Evt, col[0], row[6], width[4], height[2] )
+ PushButton( "Assign Selected", App_Evt, col[5], row[6], width[4], height[2], 'Assign selected terrain')
+
+###-------------------------
+## Noise Buttons:
+#
+def NoiseButtons( col, row, width, height ):
+ global NSize, iScale, Offset, Invert, Lx, Ly, Sx, Sy, WorldSpaceCo
+ global Ha, La, Oc, Of, Ga, Basis, NType, musgr, vlnoi, voron, turbOne, tBasismod
+ global Depth, Hard, Amp, Freq, vlBasis, Distort, VFunc, VExp, VDep, marbleOne
+ global RandMod, RSeed, rand_H, rand_S, rand_L, rand_I
+
+ bth = height[1]/2+5
+ iScale[0] = Number("iScale:", Btn_Evt, col[5], row[2]+bth, width[3], height[1], iScale[0].val, -10.0, 10.0 , "Noise: Intensity Scale." )
+ Invert[0] = Toggle("Inv.", Btn_Evt, col[9], row[2]+bth, width[0], height[1], Invert[0].val, "Noise: Invert")
+ Offset[0] = Number("Offset:", Btn_Evt, col[5], row[3]+bth, width[4], height[1], Offset[0].val, -10.0, 10.0 , "Noise: Offset " )
+ NSize[0] = Number("Noise Size:",Btn_Evt, col[5], row[5], width[4], height[2], NSize[0].val, 0.001, 10.0 , "Noise Size" )
+ Sx[0] = Number("Size X:", Btn_Evt, col[5], row[6], width[4], height[1], Sx[0].val, 0.001, 10.0 , "Size X" )
+ Sy[0] = Number("Size Y:", Btn_Evt, col[5], row[7], width[4], height[1], Sy[0].val, 0.001, 10.0 , "Size Y" )
+ Lx[0] = Number("Loc X:", Btn_Evt, col[5], row[8], width[4], height[1], Lx[0].val, -10000.0, 10000.0 , "Loc X" )
+ Ly[0] = Number("Loc Y:", Btn_Evt, col[5], row[9],width[4], height[1], Ly[0].val, -10000.0, 10000.0 , "Loc Y" )
+ WorldSpaceCo = Menu( "Coordinates %t|Local Space %x0|World Space %x1|Center at CursorPos %x2", Btn_Evt, col[5], row[10], width[4], height[1], WorldSpaceCo.val, "x,y,z coordinates for noise, effect and height falloff " )
+
+ NType = Menu( noisetypemenu, Btn_Evt, col[0], row[2], width[4], height[2], NType.val, "Noise type" )
+ if NType.val == 6:
+ voron[0] = Menu( voronitypemenu, Btn_Evt, col[0], row[3], width[4], height[1], voron[0].val, "Voronoi type" )
+ else:
+ if NType.val != 9:
+ Basis[0] = Menu( noisebasismenu, Btn_Evt, col[0], row[3], width[4], height[1], Basis[0].val, "Noise Basis" )
+
+ if NType.val in [0,1,2,3,4,11,12,13,14,15,17,18,19,20,21]:
+ musgr[0] = Slider( "H: ", Btn_Evt, col[0], row[5], width[4], height[1], musgr[0].val, 0.0, 3.0, 0 , "H" )
+ musgr[1] = Slider( "Lacu: ", Btn_Evt, col[0], row[6], width[4], height[1], musgr[1].val, 0.0, 6.0, 0 , "Lacunarity" )
+ musgr[2] = Slider( "Octs: ", Btn_Evt, col[0], row[4], width[4], height[1], musgr[2].val, 0, 12, 0 , "Octaves" )
+ if NType.val in [1,2,3,13,14,15,18,19,20,21]:
+ musgr[3] = Slider( "Offst: ", Btn_Evt, col[0], row[7], width[4], height[1], musgr[3].val, 0.0, 6.0, 0 , "Offset" )
+ if NType.val in [1,2,13,15,18]:
+ musgr[4] = Slider( "Gain: ", Btn_Evt, col[0], row[8], width[4], height[1], musgr[4].val, 0.0, 6.0, 0 , "Gain" )
+ if NType.val == 19:
+ musgr[5] = Slider( "Thresh: ", Btn_Evt, col[0], row[8], width[4], height[1], musgr[5].val, 0.001, 2.0, 0 , "Threshold" )
+ if NType.val in [5,6,7,16]:
+ turbOne[0] = Number( "Depth:", Btn_Evt, col[0], row[4], width[4], height[1], turbOne[0].val, 0, 12, "Octaves")
+ turbOne[1] = Toggle( "Hard noise", Btn_Evt, col[0], row[5], width[4], height[1], turbOne[1].val, "Soft noise / Hard noise")
+ turbOne[2] = Slider( "Amp:", Btn_Evt, col[0], row[6], width[4], height[1], turbOne[2].val, 0.0, 3.0, 0, "Ampscale ")
+ turbOne[3] = Slider( "Freq:", Btn_Evt, col[0], row[7], width[4], height[1], turbOne[3].val, 0.0, 6.0, 0, "Freqscale")
+ if NType.val in [18,19]:
+ tBasismod = Menu( tBasismodemenu, Btn_Evt, col[0], row[9], width[4], height[1], tBasismod.val, "Terrain basis mode.")
+ if NType.val == 6:
+ if voron[0].val == 6:
+ voron[1] = Slider( "Exp: ", Btn_Evt, col[0], row[8], width[4], height[1], voron[1].val, 0.0,10.0, 0, "Minkovsky exponent")
+ if NType.val in [7,11,12,14,20,21]:
+ vlnoi[0] = Slider( "Dist: ", Btn_Evt, col[0], row[8], width[4], height[1], vlnoi[0].val, 0.0, 10.0, 0 , "Distort" )
+ if NType.val in [7,13,14,15,21]:
+ vlnoi[1] = Menu(noisebasismenu, Btn_Evt, col[0], row[9], width[4], height[1], vlnoi[1].val, "Distortion Noise")
+ if NType.val == 10:
+ marbleOne[0] = Number( "Depth: ", Btn_Evt, col[0], row[6], width[4], height[1], marbleOne[0].val, 0, 12, "Octaves")
+ marbleOne[2] = Slider( "Turb: ", Btn_Evt, col[0], row[7], width[4], height[1], marbleOne[2].val, 0.0,20.0, 0, "Turbulence ")
+ marbleOne[3] = Menu( biastypemenu, Btn_Evt ,col[0], row[4], width[4], height[1], marbleOne[3].val, "Bias")
+ marbleOne[5] = Slider("ReScale: ", Btn_Evt, col[0], row[8], width[4], height[1], marbleOne[5].val, 0.0,20.0, 0, "ReScale")
+ if marbleOne[3].val != 4:
+ marbleOne[4] = Menu(sharptypemenu, Btn_Evt ,col[0], row[5], width[4], height[1], marbleOne[4].val, "Sharpen")
+
+ RandMod = Menu( randomtypemenu, No_Evt, col[0], row[10], width[0], height[1], RandMod.val, "Random Type" )
+ rand_H = Toggle("TH",No_Evt ,col[1], row[10], width[0], height[1], rand_H.val, "Randomise Terrain Height ( in Height panel )")
+ rand_I = Toggle("NH",No_Evt ,col[2], row[10], width[0], height[1], rand_I.val, "Randomise Noise Height")
+ rand_S = Toggle("NS",No_Evt ,col[3], row[10], width[0], height[1], rand_S.val, "Randomise Noise Size")
+ rand_L = Toggle("NL",No_Evt ,col[4], row[10], width[0], height[1], rand_L.val, "Randomise Noise Location")
+
+###-------------------------
+## Effect Buttons:
+#
+def EffectButtons( col, row, width, height ):
+ global Effect_Type, Effect_Ctrl, Blend_Effect, CustomFX
+ global NSize, iScale, Offset, Invert, Lx, Ly, Sx, Sy
+ global BasisTwo, turbTwo, marbleTwo, vlnoiTwo, musgrTwo
+
+ Effect_Ctrl[0] = Menu( '|'.join( effecttypemenu ), Btn_Evt, col[0], row[2], width[4], height[2], Effect_Ctrl[0].val, "Effect: Type" )
+ if Effect_Ctrl[0].val != 0:
+ Effect_Ctrl[1] = Menu( '|'.join( mixtypemenu ), Btn_Evt, col[5], row[2], width[4], height[2], Effect_Ctrl[1].val, "Mix: Type" )
+ if Effect_Ctrl[1].val in [10,11]:
+ Effect_Ctrl[2] = Slider("Warp: ", Btn_Evt, col[5], row[3], width[4], height[1], Effect_Ctrl[2].val, -1.0, 1.0, 0, "Mix factor / Warp amount" )
+ else: Effect_Ctrl[2] = Slider("Mix: ",Btn_Evt, col[5], row[3], width[4], height[1], Effect_Ctrl[2].val, -1.0, 1.0, 0, "Mix factor / Warp amount" )
+
+ iScale[1] = Number("iScale:", Btn_Evt, col[5], row[4], width[3], height[1], iScale[1].val, -20.0, 20.0 , "Effect: Intensity Scale " )
+ Invert[1] = Toggle("Inv.", Btn_Evt, col[9], row[4], width[0], height[1], Invert[1].val, "Effect: Invert")
+ Offset[1] = Number("Offset:", Btn_Evt, col[5], row[5], width[4], height[1], Offset[1].val, -20.0, 20.0 , "Effect: Offset " )
+ NSize[1] = Number("Frequency:",Btn_Evt, col[5], row[6], width[4], height[1], NSize[1].val, 0.001, 100.0, "Effect Frequency ( Scale )" )
+ Sx[1] = Number("Freq X:", Btn_Evt, col[5], row[7], width[4], height[1], Sx[1].val, -50.0, 50.0 , "Effect Frequency X ( ScaleX )" )
+ Sy[1] = Number("Freq Y:", Btn_Evt, col[5], row[8], width[4], height[1], Sy[1].val, -50.0, 50.0 , "Effect Frequency Y ( ScaleY )" )
+ Lx[1] = Number("Loc X:", Btn_Evt, col[5], row[9], width[4], height[1], Lx[1].val, -1000.0, 1000.0 , "Effect Loc X" )
+ Ly[1] = Number("Loc Y:", Btn_Evt, col[5], row[10], width[4], height[1], Ly[1].val, -1000.0, 1000.0 , "Effect Loc Y" )
+
+ if Effect_Ctrl[0].val == 1:
+ PushButton("Load Image", Load_Evt, col[0], row[4], width[4], height[2] , "Load Image")
+ PushButton("Select Image", Sel_Evt, col[0], row[6], width[4], height[3] , "Select Image")
+ draw_Text( ( col[0]+5, row[7] ), effect_image, black, 1 )
+
+ if Effect_Ctrl[0].val in [2,3,4,5,6,7,8,9]:
+ Basis[1] = Menu( noisebasismenu, Btn_Evt, col[0], row[3], width[4], height[1], Basis[1].val, "Basis" )
+
+ if Effect_Ctrl[0].val == 2:
+ turbTwo[0] = Number( "Depth:", Btn_Evt, col[0], row[4], width[4], height[1], turbTwo[0].val, 1, 12, "Octaves")
+ turbTwo[1] = Toggle("Hard noise", Btn_Evt, col[0], row[5], width[4], height[1], turbTwo[1].val, "Hard noise")
+ turbTwo[2] = Slider( "Amp:", Btn_Evt, col[0], row[6], width[4], height[1], turbTwo[2].val, 0.0, 3.0, 0, "Ampscale ")
+ turbTwo[3] = Slider( "Freq:", Btn_Evt, col[0], row[7], width[4], height[1], turbTwo[3].val, 0.0, 6.0, 0, "Freqscale")
+ if Effect_Ctrl[0].val == 3:
+ vlnoiTwo[1] = Menu(noisebasismenu, Btn_Evt, col[0], row[4], width[4], height[1], vlnoiTwo[1].val, "Distortion Noise")
+ vlnoiTwo[0] = Slider( "Dist: ", Btn_Evt, col[0], row[5], width[4], height[1], vlnoiTwo[0].val, 0.0, 10.0, 0 , "Distort" )
+ if Effect_Ctrl[0].val == 4:
+ marbleTwo[0] = Number( "Depth: ", Btn_Evt, col[0], row[6], width[4], height[1], marbleTwo[0].val, 1, 12, "Octaves")
+ marbleTwo[2] = Slider( "Turb: ", Btn_Evt, col[0], row[7], width[4], height[1], marbleTwo[2].val, 0.0,20.0, 0, "Turbulence")
+ marbleTwo[3] = Menu( biastypemenu, Btn_Evt ,col[0], row[4], width[4], height[1], marbleTwo[3].val, "Bias")
+ marbleTwo[5] = Slider("ReScale: ", Btn_Evt, col[0], row[8], width[4], height[1], marbleTwo[5].val, 0.0,20.0, 0, "ReScale")
+ if marbleTwo[3].val != 4:
+ marbleTwo[4] = Menu(sharptypemenu,Btn_Evt ,col[0], row[5], width[4], height[1], marbleTwo[4].val, "Sharpen")
+
+ if Effect_Ctrl[0].val in [5,6,7,8,9]:
+ musgrTwo[0] = Slider( "H: ", Btn_Evt, col[0], row[5], width[4], height[1], musgrTwo[0].val, 0.0, 3.0, 0 , "H" )
+ musgrTwo[1] = Slider( "Lacu: ", Btn_Evt, col[0], row[6], width[4], height[1], musgrTwo[1].val, 0.0, 6.0, 0 , "Lacunarity" )
+ musgrTwo[2] = Slider( "Octs: ", Btn_Evt, col[0], row[4], width[4], height[1], musgrTwo[2].val, 0, 12, 0 , "Octaves" )
+ if Effect_Ctrl[0].val in [6,7,8]:
+ musgrTwo[3] = Slider( "Offst: ", Btn_Evt, col[0], row[7], width[4], height[1], musgrTwo[3].val, 0.0, 6.0, 0 , "Offset" )
+ if Effect_Ctrl[0].val in [6,7]:
+ musgrTwo[4] = Slider( "Gain: ", Btn_Evt, col[0], row[8], width[4], height[1], musgrTwo[4].val, 0.0, 6.0, 0 , "Gain" )
+
+ if Effect_Ctrl[0].val > 9 and Effect_Ctrl[0].val < 31:
+ Effect_Ctrl[5] = Number("Depth:", Btn_Evt, col[0], row[4], width[4], height[1], Effect_Ctrl[5].val, 0, 12 , "Fractalize Effect: Octaves" )
+ Effect_Ctrl[4] = Number("Distort:",Btn_Evt, col[0], row[7], width[4], height[1], Effect_Ctrl[4].val, 0.0, 50.0 , "Distort Effect: Amount" )
+ Effect_Ctrl[6] = Slider("Freq:", Btn_Evt, col[0], row[5], width[4], height[1], Effect_Ctrl[6].val, 0.0, 6.0, 0, "Fractalize Effect: Frequency" )
+ Effect_Ctrl[7] = Slider("Amp:", Btn_Evt, col[0], row[6], width[4], height[1], Effect_Ctrl[7].val, 0.0, 3.0, 0, "Fractalize Effect: Amplitude" )
+ if Effect_Ctrl[0].val < 22:
+ Effect_Ctrl[3] = Menu(biastypemenu, Btn_Evt ,col[0], row[3], width[4], height[1], Effect_Ctrl[3].val, "Effect bias")
+ if Effect_Ctrl[0].val in [31,32]:
+ Effect_Ctrl[8] = Number("Amount:", Btn_Evt, col[0], row[4], width[4], height[1], Effect_Ctrl[8].val, -20.0, 20.0, "Effect: Amount" )
+ if Effect_Ctrl[0].val == 33:
+ draw_Text( ( col[0]+5, row[4] ), 'Custom math ( h, x,y, a,b )' , black, 0 )
+ CustomFX[0] = String( "a = ", Btn_Evt, col[0], row[5], width[4], height[1] ,CustomFX[0].val,96, "a" )
+ CustomFX[1] = String( "b = ", Btn_Evt, col[0], row[6], width[4], height[1] ,CustomFX[1].val,96, "b" )
+ CustomFX[2] = String( "result = ", Btn_Evt, col[0], row[7], width[4], height[1] ,CustomFX[2].val,96, "result" )
+
+###-------------------------
+## Filter / Height Buttons:
+#
+def FilterButtons( col, row, width, height ):
+ global iScale, Offset, Invert, Min, Max, Falloff, CustomFilt
+ global Filter_Mode, Def_Filter_Ctrl, Ipo_Filter_Ctrl, DefaultIpoName, Filter_Order
+
+ iScale[2] = Number("Height:", Btn_Evt, col[5], row[2], width[3], height[2], iScale[2].val, -10.0, 10.0 , "Terrain Height: Scale" )
+ Invert[2] = Toggle("Inv.", Btn_Evt, col[9], row[2], width[0], height[2], Invert[2].val, "Terrain Height: Invert")
+ Offset[2] = Number("Offset:", Btn_Evt, col[5], row[3], width[4], height[1], Offset[2].val, -10.0, 10.0 , "Terrain Height: Offset" )
+ Max = Number( "Plateau:", Btn_Evt, col[5], row[5], width[4], height[1], Max.val, Min.val, 1.0 , "Terrain Height: Clamp Max. ( Plateau )" )
+ Min = Number( "Sealevel:", Btn_Evt, col[5], row[6], width[4], height[1], Min.val, -1.0, Max.val , "Terrain Height: Clamp Min. ( Sealevel )" )
+ Falloff[0] = Menu( falloftypemenu, Btn_Evt ,col[5], row[9], width[4], height[2], Falloff[0].val, "Terrain Height: Edge falloff")
+ if Falloff[0].val !=0:
+ Falloff[1] = Number("X:", Btn_Evt, col[5], row[10], width[1], height[1], Falloff[1].val , 0.01, 100.0 , "Edge falloff: X Size" )
+ Falloff[2] = Number("Y:", Btn_Evt, col[8], row[10], width[1], height[1], Falloff[2].val , 0.01, 100.0 , "Edge falloff: Y Size" )
+ Falloff[4] = Toggle("Inv.", Btn_Evt, col[7], row[10], width[0], height[1], Falloff[4].val, "Edge falloff: Invert")
+ Falloff[3] = Toggle("Edge At Sealevel", Btn_Evt, col[5], row[7], width[4], height[1], Falloff[3].val, "Edge falloff: Edge at Sealevel")
+
+ Filter_Mode = Menu( filtermodemenu, No_Evt, col[0], row[2], width[4], height[2], Filter_Mode.val, "Filter: Mode")
+ if Filter_Mode.val ==1:
+ Def_Filter_Ctrl[0] = Menu( filtertypemenu, Btn_Evt, col[0], row[5], width[4], height[2], Def_Filter_Ctrl[0].val, "Filter: Type")
+ Def_Filter_Ctrl[1] = Number("Amount: ", Btn_Evt, col[0], row[6], width[4], height[1], Def_Filter_Ctrl[1].val, 0.1, 100.0 , "Filter: Amount" )
+
+ if Filter_Mode.val ==2:
+ Ipo_Filter_Ctrl[0] = String("IP:", Ipo_Evt, col[0], row[5], width[4], height[2], Ipo_Filter_Ctrl[0].val,20, "Ipo datablock name" )
+ if Ipo_Filter_Ctrl[0].val !='':
+ Ipo_Filter_Ctrl[1] = Number("Use This Curve:",Ipo_Evt, col[0], row[7], width[4], height[3], Ipo_Filter_Ctrl[1].val, 0, 29, "Select curve to use" )
+ Ipo_Filter_Ctrl[2] = Number("Curve Length:", Ipo_Evt, col[0], row[8], width[4], height[1], Ipo_Filter_Ctrl[2].val, 0.0, 1000.0, "X: Length (number of frames) of the selected curve." )
+ Ipo_Filter_Ctrl[3] = Number("Curve Height:", Ipo_Evt, col[0], row[9], width[4], height[1], Ipo_Filter_Ctrl[3].val, 0.0, 1000.0, "Y: Height (offset) of the selected curve." )
+ else:
+ draw_Text( ( col[0]+5, row[6] ), 'Enter Ipo DataBlock name,' , black, 0 )
+ draw_Text( ( col[0]+5, row[9] ), 'or else:' , black, 0 )
+ PushButton( "New IpoDataBlock/Object", New_Ipo_Evt, col[0], row[10], width[4], height[1], "Creates new Ipo Object(Empty), and Ipo DataBlock(curves)' to use as height filter")
+
+ if Filter_Mode.val ==3:
+ draw_Text( ( col[0]+5, row[4] ), 'Custom math ( h, x,y, a,b )' , black, 0 )
+ CustomFilt[0] = String( "a = ", Btn_Evt, col[0], row[5], width[4], height[1] ,CustomFilt[0].val,96, "a" )
+ CustomFilt[1] = String( "b = ", Btn_Evt, col[0], row[6], width[4], height[1] ,CustomFilt[1].val,96, "b" )
+ CustomFilt[2] = String( "result = ", Btn_Evt, col[0], row[7], width[4], height[1] ,CustomFilt[2].val,96, "result" )
+ if Filter_Mode.val !=0:
+ Filter_Order = Toggle("Change Filter Order", Btn_Evt, col[0], row[3], width[4], height[1], Filter_Order.val, "Filter Order: OFF = Noise+Effect+Falloff+FILTER / ON = Noise+FILTER+Effect+Falloff.")
+
+###-------------------------
+## Option / Generate Image Buttons:
+#
+def OptionButtons( col, row, width, height ):
+ global PreView, previewname
+
+ PreView[0] = Toggle("Make Image", No_Evt, col[0], row[2], width[4], height[2], PreView[0].val, "Image: On/Off (Make a new Image in UV/ImageEditor Window, and give a name to it)")
+ if PreView[0].val !=0:
+ previewname = String( "IM:", No_Evt, col[0], row[3], width[4], height[1] ,previewname.val, 16, "IM:Name, Render terrain height to this image" )
+ PreView[1] = Number("", Im_Evt, col[0], row[4], width[1], height[1], PreView[1].val, 0.0, 10.0, "Image: Intensity Scale")
+ PreView[2] = Number("", Im_Evt, col[3], row[4], width[1], height[1], PreView[2].val,-10.0, 10.0, "Image: Offset")
+ PushButton( "Draw Image", Im_Evt, col[0], row[5], width[4], height[1] , "Image: Update image ( KEY: V )")
+ draw_Text( ( col[5], row[1] ), 'Create yourself a new image', black, 0 )
+ draw_Text( ( col[5], row[2] ), 'in UV/Image Editor Window,', black, 0 )
+ draw_Text( ( col[5], row[3] ), 'give it a name,', black, 0 )
+ draw_Text( ( col[5], row[4] ), 'and save it manualy.', black, 0 )
+
+####--------------------------------------------------------------------------
+###--------------------------------------------------------------------------
+## Draw G.U.I. -------------------------------------------------------------
+#--------------------------------------------------------------------------
+def drawgui():
+ global guitabs, ledcolor, FullScreen, AutoUpd, RandMod, RSeed, filemessage
+ global Effect_Ctrl, Filter_Mode, Falloff, PreView, rand_H, rand_S, rand_L, rand_I
+
+ glClearColor(background[0],background[1],background[2],background[3])
+ glClear(GL_COLOR_BUFFER_BIT)
+ scissorbox=Buffer(GL_FLOAT,4)
+ glGetFloatv(GL_SCISSOR_BOX,scissorbox)
+ scissbleft=int(scissorbox[0])
+ scissbbase=int(scissorbox[1])
+ scissbwidth=int(scissorbox[2])
+ scissbheight=int(scissorbox[3])
+ xstart = 5
+ ystart = 5
+ xgap = 5
+ ygap = 5
+ if FullScreen.val==1:
+ guiwidth = scissbwidth-10
+ guiheight = scissbheight-25
+ if guiwidth < size_x/2:
+ guiwidth = size_x/2
+ if guiheight < size_y/2:
+ guiheight = size_y/2
+ else:
+ guiwidth = size_x
+ guiheight = size_y
+ col,row = [],[]
+ xpart = ( ( guiwidth-xstart ) / columns )
+ ypart = ( ( guiheight-ystart ) / rows )
+ width = []
+ for c in xrange( columns ):
+ col.append( xgap + xpart * c + xstart )
+ width.append( xpart*(c+1)-xgap )
+ height = [ (ypart-ygap)/2 , ypart-ygap, (ypart*3-ygap)/2, ypart*2-ygap, (ypart*5-ygap)/2 ]
+ for r in xrange( rows ):
+ row.append( ygap + ypart * r + ystart )
+ row.reverse()
+
+ ###-------------------------
+ ## Draw G.U.I.:
+ draw_BackPanel( 'Another Noise Tool 1.05', xstart, ystart, guiwidth, guiheight + ygap, lightgrey )
+
+ FullScreen = Toggle("", Scrn_Evt, guiwidth-32, guiheight+ygap+3, 15, 15, FullScreen.val ,"FullScreen" )
+ PushButton( "X", End_Evt, guiwidth-16, guiheight+ygap+3, 15, 15, "Exit" )
+ draw_Text(( guiwidth-(guiwidth/2)-width[0], guiheight+ygap+5 ), filemessage, white, 0 )
+
+ # gui tabs
+ guitabs[0] = Toggle("Main", gt0_Evt, col[0], row[0], width[1], height[1], guitabs[0].val ,"Main / Mesh settings" )
+ guitabs[1] = Toggle("Noise", gt1_Evt, col[2], row[0], width[1], height[1], guitabs[1].val ,"Noise settings" )
+ guitabs[2] = Toggle("Effect", gt2_Evt, col[4], row[0], width[1], height[1], guitabs[2].val ,"Add Effect" )
+ guitabs[3] = Toggle("Height", gt3_Evt, col[6], row[0], width[1], height[1], guitabs[3].val ,"Height Filter" )
+ guitabs[4] = Toggle("Options", gt4_Evt, col[8], row[0], width[1], height[1], guitabs[4].val ,"Options" )
+
+ if guitabs[0].val !=0: MeshButtons( col, row, width, height )
+ elif guitabs[1].val !=0: NoiseButtons( col, row, width, height )
+ elif guitabs[2].val !=0: EffectButtons( col, row, width, height )
+ elif guitabs[3].val !=0: FilterButtons( col, row, width, height )
+ elif guitabs[4].val !=0: OptionButtons( col, row, width, height )
+ else: # some info
+ draw_Panel( col[0], row[0]-5, col[9]+width[0], row[10]-10, black )
+ draw_Text( ( col[0]+5, row[1] ), 'Another Noise Tool v.1.05', ledcolors[0], 2 )
+ draw_Text( ( col[0]+5, row[2] ), 'by: Jimmy Hazevoet, 01/2005-03/2007', ledcolors[1], 2 )
+ draw_Text( ( col[0]+5, row[3] ), 'v.1.05: build/tested in: Blender 2.43 (Wndws)', ledcolors[2], 1 )
+ draw_Text( ( col[0]+5, row[4] ), 'HotKeys: ----------------------------', ledcolors[3], 2 )
+ draw_Text( ( col[0]+5, row[5] ), 'Space = Update mesh', ledcolors[4], 2 )
+ draw_Text( ( col[0]+5, row[6] ), 'V = Update Image', ledcolors[5], 2 )
+ draw_Text( ( col[0]+5, row[7] ), 'R = Randomise', ledcolors[6], 2 )
+ draw_Text( ( col[0]+5, row[8] ), 'L = Load from file', ledcolors[7], 2 )
+ draw_Text( ( col[0]+5, row[9] ), 'S = Save to file', ledcolors[8], 2 )
+ draw_Text( ( col[0]+5, row[10] ),'Q = Quit', ledcolors[9], 2 )
+
+ # auto/generate/randomise buttons
+ rand_on_off = 0
+ if rand_H.val !=0: rand_on_off = 1
+ elif rand_I.val !=0: rand_on_off = 1
+ elif rand_S.val !=0: rand_on_off = 1
+ elif rand_L.val !=0: rand_on_off = 1
+ else: rand_on_off = 0
+ if rand_on_off != 0:
+ if RandMod.val in [1,2]:
+ PushButton( "Randomise", Rndm_Evt, col[2], row[12], width[2], height[2] , "Randomise Noise ( KEY: R )")
+ else: RSeed = Number("Seed: ", Rndm_Evt, col[2], row[12], width[2], height[2], RSeed.val, 0, 255 , "Random Seed: If seed = 0, the current time will be used as seed." )
+ AutoUpd = Toggle("Auto", No_Evt, col[0], row[12], width[1], height[2], AutoUpd.val ,"Automatic update" )
+ PushButton("Update", Upd_Evt, col[5], row[12], width[4], height[2] , "Generate / Update. ( KEY: SPACE )")
+ else:
+ AutoUpd = Toggle("Auto", No_Evt, col[0], row[12], width[1], height[2], AutoUpd.val ,"Automatic update" )
+ PushButton("Update", Upd_Evt, col[2], row[12], width[7], height[2] , "Generate / Update. ( KEY: SPACE )")
+ ####---------------------------------------------------------------------------
+
+###---------------------------------------------------------------------------
+##---------------------------------------------------------------------------
+# Key Events:
+
+def events(evt, val):
+ global PreView, txtFile, AutoUpd, PreView
+
+ ## hotkey: Q = Quit
+ if (evt == QKEY and not val):
+ name = "Quit ?%t|No %x0|Yes %x1"
+ result = Blender.Draw.PupMenu(name)
+ if result==1:
+ Exit()
+
+ ## hotkey: Space = Generate/Update terrain
+ if (evt == SPACEKEY and not val):
+ do_it()
+
+ ## hotkey: R = Randomise noise
+ if (evt in [ RKEY ] and not val):
+ if AutoUpd.val != 0:
+ do_it_random()
+ else:
+ randomiseNoise()
+ Draw()
+
+ ## hotkey: V = Update image
+ if PreView[0].val != 0:
+ if (evt in [ VKEY, RKEY ] and not val):
+ do_it_preview()
+
+ ## hotkey: L = Load from file
+ if (evt == LKEY and not val):
+ loadmenu = "Load file ?%t|" + txtFile.val
+ loadresult = Blender.Draw.PupMenu(loadmenu)
+ if loadresult==1:
+ LoadPreset(txtFile.val)
+ if AutoUpd.val != 0:
+ do_it()
+ else: Draw()
+
+ ## hotkey: S = Save to file
+ if (evt == SKEY and not val):
+ savemenu = "Save file ?%t|" + txtFile.val
+ saveresult = Blender.Draw.PupMenu(savemenu)
+ if saveresult==1:
+ SavePreset(txtFile.val)
+ Draw()
+
+###---------------------------------------------------------------------------
+##---------------------------------------------------------------------------
+# Button events:
+
+def bevents(evt):
+ global txtFile, effect_image, PreView, fileinfo, filemessage
+ global Filter_Mode, Ipo_Filter_Ctrl, iponame, thiscurve, selectedcurve
+ global antfilename, terrainname
+ global actob, actme
+
+ # quit/reset event
+ if (evt == End_Evt ):
+ name = "OK ?%t|Reset %x1|Quit %x2"
+ result = Blender.Draw.PupMenu(name)
+ if result==1:
+ Set_ReSet_Values()
+ Draw()
+ elif result==2:
+ Exit()
+
+ ## file info string event
+ if (evt == UseMe_Evt ):
+ result = Blender.Draw.PupStrInput("Info: ", fileinfo, 96)
+ if result:
+ fileinfo = result
+ Draw()
+ else: return
+
+ ## none event
+ if (evt in [No_Evt, Scrn_Evt] ):
+ Draw()
+
+ ## image event
+ if (evt == Im_Evt ):
+ do_it_preview()
+
+ ## generate/update event
+ if (evt == Upd_Evt ):
+ if PreView[0].val != 0:
+ do_it_preview()
+ do_it()
+
+ ## mesh button event
+ if (evt == Msh_Evt):
+ if AutoUpd.val != 0:
+ do_it()
+ else: Draw()
+
+ ## button event
+ if (evt == Btn_Evt ):
+ if AutoUpd.val != 0:
+ if PreView[0].val != 0:
+ do_it_preview()
+ do_it()
+ else: Draw()
+
+ ## randomise event
+ if (evt == Rndm_Evt ):
+ if AutoUpd.val != 0:
+ do_it_random()
+ else:
+ randomiseNoise()
+ if PreView[0].val != 0:
+ do_it_preview()
+ Draw()
+
+ ###---------------------------------------------------------
+ ## Effect Image Load/Select:
+ if (evt == Load_Evt ):
+ Blender.Window.FileSelector ( load_image, 'LOAD IMAGE')
+ if (evt == Sel_Evt ):
+ try: effect_image = Image_Menu()
+ except: pass
+ if AutoUpd.val != 0:
+ do_it()
+ else: Draw()
+
+ ###---------------------------------------------------------
+ ## Make New IPOCurve to use as Filter:
+ if (evt == New_Ipo_Evt ):
+ objname = Create("ANT_Ipo_Empty")
+ iponame = Create("ANT_IPO")
+ block = []
+ block.append("Enter new names")
+ block.append("and hit OK button")
+ block.append(("OB: ", objname, 0, 30, "New Ipo Object Name. (Object type = 'Empty')"))
+ block.append(("IP: ", iponame, 0, 30, "New Ipo DataBlock Name"))
+ block.append("Open IpoCurveEditor")
+ block.append("select Ipo DataBlock" )
+ block.append("'Pin' the view" )
+ block.append("and edit the curves." )
+ retval = PupBlock("Make A.N.T. IpoCurve Object", block)
+ if retval !=0:
+ ANTAutoIpo( objname.val, iponame.val )
+ Ipo_Filter_Ctrl[0].val = iponame.val
+
+ ###---------------------------------------------------------
+ ## get IPOCurve to use as Filter:
+ if (evt in [Ipo_Evt, New_Ipo_Evt] ):
+ if Filter_Mode.val == 2:
+ if AutoUpd.val != 0:
+ try:
+ ipoblockname = Ipo.Get( Ipo_Filter_Ctrl[0].val )
+ thiscurve = ipoblockname.getCurves()
+ selectedcurve = thiscurve[ Ipo_Filter_Ctrl[1].val ]
+ if PreView[0].val != 0:
+ do_it_preview()
+ #if AutoUpd.val != 0:
+ do_it()
+ except: pass
+ else:
+ try:
+ ipoblockname = Ipo.Get( Ipo_Filter_Ctrl[0].val )
+ thiscurve = ipoblockname.getCurves()
+ selectedcurve = thiscurve[ Ipo_Filter_Ctrl[1].val ]
+ if PreView[0].val != 0:
+ do_it_preview()
+ else:
+ Draw()
+ except: pass
+
+ ###---------------------------------------------------------
+ ## gui tabs
+ if (evt == gt0_Evt ):
+ if guitabs[0].val == 1:
+ guitabs[1].val = ( 0 )
+ guitabs[2].val = ( 0 )
+ guitabs[3].val = ( 0 )
+ guitabs[4].val = ( 0 )
+ Draw()
+ if (evt == gt1_Evt ):
+ if guitabs[1].val == 1:
+ guitabs[0].val = ( 0 )
+ guitabs[2].val = ( 0 )
+ guitabs[3].val = ( 0 )
+ guitabs[4].val = ( 0 )
+ Draw()
+ if (evt == gt2_Evt ):
+ if guitabs[2].val == 1:
+ guitabs[0].val = ( 0 )
+ guitabs[1].val = ( 0 )
+ guitabs[3].val = ( 0 )
+ guitabs[4].val = ( 0 )
+ Draw()
+ if (evt == gt3_Evt ):
+ if guitabs[3].val == 1:
+ guitabs[0].val = ( 0 )
+ guitabs[1].val = ( 0 )
+ guitabs[2].val = ( 0 )
+ guitabs[4].val = ( 0 )
+ Draw()
+ if (evt == gt4_Evt ):
+ if guitabs[4].val == 1:
+ guitabs[0].val = ( 0 )
+ guitabs[1].val = ( 0 )
+ guitabs[2].val = ( 0 )
+ guitabs[3].val = ( 0 )
+ Draw()
+
+ ###---------------------------------------------------------
+ ## load and save all settings:
+ if (evt == SelFile_Evt ):
+ Blender.Window.FileSelector ( callback, "Select .ant File")
+ if (evt == LoadFile_Evt ):
+ loadmenu = "Load file ?%t|" + txtFile.val
+ loadresult = Blender.Draw.PupMenu(loadmenu)
+ if loadresult==1:
+ LoadPreset(txtFile.val)
+ Draw()
+ if AutoUpd.val != 0:
+ do_it()
+ if (evt == SaveFile_Evt ):
+ savemenu = "Save file ?%t|" + txtFile.val
+ saveresult = Blender.Draw.PupMenu(savemenu)
+ if saveresult==1:
+ SavePreset(txtFile.val)
+ Draw()
+
+ ###---------------------------------------------------------
+ # New Grid
+ ###-------------------------
+ if (evt == New_Evt):
+ scn = Blender.Scene.GetCurrent()
+ gridname = Create("Terrain")
+ gridres = Create(256)
+ curspos = Create(0)
+ block = []
+ block.append(("OB: ", gridname, 0, 30, "New Object Name."))
+ block.append(("Resol: ", gridres, 4, 1024, "New grid resolution"))
+ block.append(("At Cursor", curspos, "New grid at cursor position"))
+ retval = PupBlock("New Grid Mesh", block)
+ if retval !=0:
+ MakeGridMesh( gridres.val, gridname.val, curspos.val, scn )
+ obj = scn.objects.active
+ if obj.type == 'Mesh':
+ actob=[]
+ actme=[]
+ actob.append( obj )
+ actme.append( actob[0].getData(mesh=1) )
+ Blender.Redraw()
+
+ ###---------------------------------------------------------
+ # Assign Grid
+ ###-------------------------
+ if (evt == App_Evt):
+ scn = Blender.Scene.GetCurrent()
+ obj = scn.objects.active
+ if obj:
+ if obj.type == 'Mesh':
+ actob=[]
+ actme=[]
+ actob.append( obj )
+ actme.append( actob[0].getData(mesh=1) )
+ Draw()
+
+ ###-------------------------
+ if (evt not in [LoadFile_Evt,SaveFile_Evt] ):
+ filemessage = ''
+ #Draw()
+
+ ### end events. -------------------------
+
+####-------------------------------------------------------------------------------------
+###-------------------------------------------------------------------------------------
+##-------------------------------------------------------------------------------------
+#-------------------------------------------------------------------------------------
+
+##----------------------------------
+# A.N.T. Auto Ipo generator:
+def ANTAutoIpo( objname, iponame ):
+ scn=Scene.GetCurrent()
+ # Deselect all objects:
+ scn.objects.selected=[]
+ # Create new 'ANT_IPO_OBJECT':
+ obj = scn.objects.new('Empty', objname )
+ obj.setDrawMode(8)
+ obj.select(1)
+ obj.layers = Window.ViewLayers()
+ # Set current frame at 1:
+ frame = Get('curframe')
+ if frame !=1:
+ Set('curframe',1)
+ frame = Get('curframe')
+ # Insert IpoKeys:
+ obj.setLocation(0.0, 0.0, 0.0)
+ obj.insertIpoKey(0)
+ Set('curframe',101)
+ obj.setLocation(100.0, 100.0, 100.0)
+ obj.insertIpoKey(0)
+ Set('curframe',1)
+ # Set Ipo name:
+ ip = obj.getIpo()
+ ip.name = iponame
+ #-------------------------
+ print "New ANT_IPO: " + objname +" (Object) and " + iponame + " (Ipo DataBlock) Created!"
+ #-------------------------
+
+##-------------------------------------------------------------------------------------
+
+##-------------------------
+# Generate random numbers:
+def randnum(low,high):
+ global RandMod, RSeed
+ if RandMod.val == 0:
+ # Noise.random setRandomSeed
+ s = Noise.setRandomSeed( RSeed.val )
+ num = Noise.random()
+ num = num*(high-low)
+ num = num+low
+ elif RandMod.val == 1:
+ # Mathutils.Rand
+ num = Mathutils.Rand(low,high)
+ else:
+ # BPyMathutils Mersenne Twister genrand
+ num = genrand()
+ num = num*(high-low)
+ num = num+low
+ return num
+
+##-------------------------
+# Randomise noise: height, size and location:
+def randomiseNoise():
+ global rand_I, rand_H, rand_S, rand_L, NSize, iScale, Offset, Invert, Lx, Ly, Sx, Sy
+
+ if rand_I.val !=0:
+ iScale[0] = Create( randnum( 0.2 , 3.0 ) )
+ Offset[0] = Create( randnum(-1.0 , 1.0 ) )
+ if rand_H.val !=0:
+ iScale[2] = Create( randnum( 0.10 , 1.0 ) )
+ Offset[2] = Create( randnum(-0.25 , 0.25 ) )
+ if rand_S.val !=0:
+ NSize[0] = Create( randnum( 0.25 , 2.5 ) )
+ #Sx[0] = Create( randnum( 0.5 , 1.5 ) )
+ #Sy[0] = Create( randnum( 0.5 , 1.5 ) )
+ if rand_L.val !=0:
+ Lx[0] = Create( randnum( -10000 , 10000 ) )
+ Ly[0] = Create( randnum( -10000 , 10000 ) )
+
+##-------------------------------------------------------------------------------------
+
+###--------------------------
+# Load Image:
+def load_image( ImageFileName ):
+ Image.Load( ImageFileName )
+
+###--------------------------
+# Select Image Menu:
+def Image_Menu():
+ try:
+ names=[]
+ imagelist = Image.Get()
+ imagelist.reverse()
+ for numbers, obnames in enumerate( imagelist ):
+ n = obnames.getName()
+ names.append( n )
+ imlistText = string.join( [ '|' + str(names[key]) + '%x' + str(key) for key in xrange(numbers+1) ], '' )
+ image_menu = Blender.Draw.PupMenu( "Images: %t" + imlistText )
+ if image_menu == -1:
+ return ''
+ return imagelist[ image_menu ].getName()
+ except:
+ return 'No image found!'
+
+###--------------------------
+# Get Image Pixels:
+def Image_Func( x,y ):
+ try:
+ pic = Image.Get( effect_image )
+ except:
+ return 0.0
+ w, h = pic.getSize()
+ x, y = x,-y
+ x = int(w * ((x + 1.0) % 2.0) / 2.0)
+ y = int((h-1) - h * ((y + 1.0) % 2.0) / 2.0)
+ c = pic.getPixelF( x,y )
+ return ( c[0] + c[1] + c[2] ) / 3.0
+
+##-------------------------------------------------------------------------------------
+
+# Transpose noise coords:
+def Trans((x,y,z), size, loc ):
+ x = ( x / size[1] / size[0] + loc[0] )
+ y = ( y / size[2] / size[0] + loc[1] )
+ z = 0.0 #( z / size[3] / size[0] + loc[2] )
+ return x,y,z
+
+# Transpose effect coords:
+def Trans_Effect((x,y,z), size, loc ):
+ x = ( x * size[1] * size[0] + loc[0] )
+ y = ( y * size[2] * size[0] + loc[1] )
+ z = 0.0
+ return x,y,z
+
+# Height scale:
+def HeightScale( input, iscale, offset, invert ):
+ if invert !=0:
+ return (1.0-input) * iscale + offset
+ else:
+ return input * iscale + offset
+
+# dist.
+def Dist(x,y):
+ return sqrt( (x*x)+(y*y) )
+
+##-----------------------------------
+# bias types:
+def no_bias(a):
+ return a
+def sin_bias(a):
+ return 0.5 + 0.5 * sin(a)
+def cos_bias(a):
+ return 0.5 + 0.5 * cos(a)
+def tri_bias(a):
+ b = 2 * phi
+ a = 1 - 2 * abs(floor((a * (1/b))+0.5) - (a*(1/b)))
+ return a
+def saw_bias(a):
+ b = 2 * phi
+ n = int(a/b)
+ a -= n * b
+ if a < 0: a += b
+ return a / b
+# sharpen types:
+def soft(a):
+ return a
+def sharp(a):
+ return a**0.5
+def sharper(a):
+ return sharp(sharp(a))
+Bias_Types = [ sin_bias, cos_bias, tri_bias, saw_bias, no_bias ]
+Sharp_Types = [ soft, sharp, sharper ]
+
+##-----------------------------------
+# clamp height
+def clamp( height, min, max ):
+ if ( height < min ): height = min
+ if ( height > max ): height = max
+ return height
+
+##-----------------------------------
+# Mix modes
+def maximum( a, b ):
+ if ( a > b ): b = a
+ return b
+def minimum( a, b ):
+ if ( a < b ): b = a
+ return b
+
+def Mix_Modes( (i,j),(x,y,z) , a,b, mixfactor, mode ):
+ a = a * ( 1.0 - mixfactor )
+ b = b * ( 1.0 + mixfactor )
+ if mode == 0: return ( b ) #0 effect only
+ elif mode == 1: return ( a*(1.0-0.5) + (b*0.5) ) #1 mix
+ elif mode == 2: return ( a + b ) #2 add
+ elif mode == 3: return ( a - b ) #3 sub.
+ elif mode == 4: return ( a * b ) #4 mult.
+ elif mode == 5: return (abs( a - b )) #5 abs diff.
+ elif mode == 6: return 1.0-((1.0-a)*(1.0-b)/1.0) #6 screen
+ elif mode == 7: return ( a + b ) % 1.0 #7 addmodulo
+ elif mode == 8: return min( a, b ) #8 min.
+ elif mode == 9: return max( a, b ) #9 max.
+ elif mode == 10: #10 warp: effect
+ noise = mixfactor * Noise_Function(x,y,z)
+ return Effects( (i,j),(x+noise,y+noise,z) )
+ elif mode == 11: #11 warp: noise
+ effect = mixfactor * Effects( (i,j),(x,y,z) )
+ return Noise_Function( x+effect, y+effect, z )
+ else: return a
+
+###----------------------------------------------------------------------
+# Effect functions:
+
+# Effect_Basis_Function:
+def Effect_Basis_Function((x,y), type, bias ):
+
+ iscale = 1.0
+ offset = 0.0
+ ## gradient:
+ if type == 0:
+ effect = offset + iscale * ( Bias_Types[ bias ]( x + y ) )
+ ## waves / bumps:
+ if type == 1:
+ effect = offset + iscale * 0.5 * ( Bias_Types[ bias ]( x*phi ) + Bias_Types[ bias ]( y*phi ) )
+ ## zigzag:
+ if type == 2:
+ effect = offset + iscale * Bias_Types[ bias ]( offset + iscale * sin( x*phi + sin( y*phi ) ) )
+ ## wavy:
+ if type == 3:
+ effect = offset + iscale * ( Bias_Types[ bias ]( cos( x ) + sin( y ) + cos( x*2+y*2 ) - sin( -x*4+y*4) ) )
+ ## sine bump:
+ if type == 4:
+ effect = offset + iscale * 1-Bias_Types[ bias ](( sin( x*phi ) + sin( y*phi ) ))
+ ## dots:
+ if type == 5:
+ effect = offset + iscale * ( Bias_Types[ bias ](x*phi*2) * Bias_Types[ bias ](y*phi*2) )-0.5
+ ## rings / dome:
+ if type == 6:
+ effect = offset + iscale * ( Bias_Types[ bias ]( 1.0-(x*x+y*y) ) )
+ ## spiral:
+ if type == 7:
+ effect = offset + iscale * Bias_Types[ bias ](( x*sin( x*x+y*y ) + y*cos( x*x+y*y ) ))*0.5
+ ## square / piramide:
+ if type == 8:
+ effect = offset + iscale * Bias_Types[ bias ](1.0-sqrt( (x*x)**10 + (y*y)**10 )**0.1)
+ ## blocks:
+ if type == 9:
+ effect = ( 0.5-max( Bias_Types[ bias ](x*phi) , Bias_Types[ bias ](y*phi) ))
+ if effect > 0.0: effect = 1.0
+ effect = offset + iscale * effect
+ ## grid:
+ if type == 10:
+ effect = ( 0.025-min( Bias_Types[ bias ](x*phi) , Bias_Types[ bias ](y*phi) ))
+ if effect > 0.0: effect = 1.0
+ effect = offset + iscale * effect
+ ## tech:
+ if type == 11:
+ a = ( max( Bias_Types[ bias ](x*pi) , Bias_Types[ bias ](y*pi) ))
+ b = ( max( Bias_Types[ bias ](x*pi*2+2) , Bias_Types[ bias ](y*pi*2+2) ))
+ effect = ( min( Bias_Types[ bias ](a) , Bias_Types[ bias ](b) ))*3.0-2.0
+ if effect > 0.5: effect = 1.0
+ effect = offset + iscale * effect
+
+ ## crackle:
+ if type == 12:
+ t = turbulence(( x, y, 0 ), 6, 0, 0 ) * 0.25
+ effect = vlNoise(( x, y, t ), 0.25, 0, 8 )
+ if effect > 0.5: effect = 0.5
+ effect = offset + iscale * ( effect )
+ ## sparse cracks noise:
+ if type == 13:
+ effect = 2.5 * abs( noise((x*0.5,y*0.5, 0 ), 1 ) )-0.1
+ if effect > 0.25: effect = 0.25
+ effect = offset + iscale * ( effect * 2.5 )
+ ## shattered rock noise:
+ if type == 14:
+ effect = 0.5 + noise((x,y,0), 7 )
+ if effect > 0.75: effect = 0.75
+ effect = offset + iscale * effect
+ ## lunar noise:
+ if type == 15:
+ effect = 0.25 + 1.5 * voronoi(( x+2, y+2, 0 ), 1 )[0][0]
+ if effect > 0.5: effect = 0.5
+ effect = offset + iscale * ( effect * 2.0 )
+ ## cosine noise:
+ if type == 16:
+ effect = cos( 5*noise(( x, y, 0 ), 0 ) )
+ effect = offset + iscale * ( effect*0.5 )
+ ## spikey noise:
+ if type == 17:
+ n = 0.5 + 0.5 * turbulence(( x*5, y*5, 0 ), 8, 0, 0 )
+ effect = ( ( n*n )**5 )
+ effect = offset + iscale * effect
+ ## stone noise:
+ if type == 18:
+ effect = offset + iscale *( noise((x*2,y*2, 0 ), 0 ) * 1.5 - 0.75)
+ ## Flat Turb:
+ if type == 19:
+ t = turbulence(( x, y, 0 ), 6, 0, 0 )
+ effect = t*2.0
+ if effect > 0.25: effect = 0.25
+ effect = offset + iscale * ( effect )
+ ## Flat Voroni:
+ if type == 20:
+ t = 1-noise(( x, y, 0 ), 3 )
+ effect = t*2-1.75
+ if effect > 0.25: effect = 0.25
+ effect = offset + iscale * ( effect )
+
+ if effect < 0.0: effect = 0.0
+ return effect
+
+# fractalize Effect_Basis_Function: ------------------------------
+def Effect_Function((x,y), type,bias, turb, depth,frequency,amplitude ):
+
+ ## effect distortion:
+ if turb != 0.0:
+ t = vTurbulence(( x, y, 0 ), 6, 0, 0 )
+ x = x + ( 0.5 + 0.5 * t[0] ) * turb
+ y = y + ( 0.5 + 0.5 * t[1] ) * turb
+
+ result = Effect_Basis_Function((x,y), type, bias )
+ ## fractalize effect:
+ if depth != 0:
+ i=0
+ while i < depth:
+ i+=1
+ x *= frequency
+ y *= frequency
+ amplitude = amplitude / i
+ result += Effect_Basis_Function( (x,y), type, bias ) * amplitude
+ return result
+
+###--------------------------------------------------
+# Custom effect:
+def CustomEffect( x,y,z,h ):
+ global CustomFX
+ try:
+ a = eval( CustomFX[0].val )
+ b = eval( CustomFX[1].val )
+ result = eval( CustomFX[2].val )
+ return result
+ except:
+ return 0.0
+
+###--------------------------------------------------
+## Effect Selector:
+
+def Effects( (i,j),(x,y,z), h=0.0 ):
+ global Effect_Type, Effect_Ctrl, iScale, Offset, Invert
+ global NSize, Lx, Ly, Lz, Sx, Sy, Sz, marbleTwo, turbTwo, vlnoiTwo, Basis, musgrTwo
+
+ x,y,z = Trans_Effect((x,y,z),( NSize[1].val, Sx[1].val, Sy[1].val, 0 ),( Lx[1].val, Ly[1].val, 0 ) )
+ basis = Basis[1].val
+ if basis == 9: basis = 14
+ vbasis = vlnoiTwo[1].val
+ if vbasis == 9: vbasis = 14
+ if Effect_Ctrl[0].val == 1:
+ try: effect = Image_Func( x,y )
+ except: effect = 0.0
+ elif Effect_Ctrl[0].val == 2: effect = 0.5+0.5*turbulence(( x,y,z ),turbTwo[0].val, turbTwo[1].val, basis, turbTwo[2].val, turbTwo[3].val )
+ elif Effect_Ctrl[0].val == 3: effect = 0.5+0.5*vlNoise(( x,y,z ),vlnoiTwo[0].val, vbasis, basis )
+ elif Effect_Ctrl[0].val == 4: effect = 0.5*marbleNoise((x,y,z), marbleTwo[0].val, basis, marbleTwo[2].val, marbleTwo[3].val, marbleTwo[4].val, marbleTwo[5].val )
+ elif Effect_Ctrl[0].val == 5: effect = 0.5*multiFractal(( x,y,z ),musgrTwo[0].val, musgrTwo[1].val, musgrTwo[2].val, basis )
+ elif Effect_Ctrl[0].val == 6: effect = 0.5*ridgedMFractal(( x,y,z ),musgrTwo[0].val, musgrTwo[1].val, musgrTwo[2].val, musgrTwo[3].val, musgrTwo[4].val, basis )
+ elif Effect_Ctrl[0].val == 7: effect = 0.5*hybridMFractal(( x,y,z ),musgrTwo[0].val, musgrTwo[1].val, musgrTwo[2].val, musgrTwo[3].val, musgrTwo[4].val, basis )
+ elif Effect_Ctrl[0].val == 8: effect = 0.5*heteroTerrain(( x,y,z ),musgrTwo[0].val, musgrTwo[1].val, musgrTwo[2].val, musgrTwo[3].val, basis )*0.5
+ elif Effect_Ctrl[0].val == 9: effect = 0.5*fBm(( x,y,z ),musgrTwo[0].val, musgrTwo[1].val, musgrTwo[2].val, basis )+0.5
+ elif Effect_Ctrl[0].val > 9 and Effect_Ctrl[0].val < 31:
+ effect = Effect_Function((x,y), Effect_Ctrl[0].val-10, Effect_Ctrl[3].val, Effect_Ctrl[4].val, Effect_Ctrl[5].val, Effect_Ctrl[6].val, Effect_Ctrl[7].val )
+ elif Effect_Ctrl[0].val == 31: effect = Effect_Ctrl[8].val * random()
+ elif Effect_Ctrl[0].val == 32: effect = Effect_Ctrl[8].val
+ elif Effect_Ctrl[0].val == 33: effect = CustomEffect( x,y,z, h )
+ effect = HeightScale( effect, iScale[1].val , Offset[1].val, Invert[1].val )
+ return effect*2.0
+
+###----------------------------------------------------------------------
+# Noise:
+##-----------------------------------
+
+## voronoi_turbulence:
+def voroTurbMode((x,y,z), voro, mode ):
+ if mode == 0: # soft
+ return voronoi(( x,y,z ),voro[0], voro[1] )[0][0]
+ if mode == 1: # hard
+ return ( abs( 0.5-voronoi(( x,y,z ),voro[0], voro[1] )[0][0] ) )+0.5
+def voronoi_turbulence((x,y,z), voro, tur ):
+ result = voroTurbMode((x,y,z), voro, tur[1] )
+ depth = tur[0]
+ amp = tur[2]
+ freq = tur[3]
+ i=0
+ for i in xrange( depth ):
+ i+=1
+ result += voroTurbMode( ( x*(freq*i), y*(freq*i), z ), voro, tur[1] )* ( amp*0.5/i )
+ return (result*4.0-2.0)
+
+## DistortedNoise / vlNoise_turbulence:
+def vlnTurbMode((x,y,z), vlno, basis, mode ):
+ if mode == 0: # soft
+ return vlNoise(( x,y,z ),vlno[0], vlno[1], basis )
+ if mode == 1: # hard
+ return ( abs( -vlNoise(( x,y,z ),vlno[0], vlno[1], basis ) ) )
+def vlNoise_turbulence((x,y,z), vlno, tur, basis ):
+ result = vlnTurbMode((x,y,z), vlno, basis, tur[1] )
+ depth = tur[0]
+ amp = tur[2]
+ freq = tur[3]
+ i=0
+ for i in xrange( depth ):
+ i+=1
+ result += vlnTurbMode( ( x*(freq*i), y*(freq*i), z ), vlno, basis, tur[1] ) * ( amp*0.5/i )
+ return result*2.0+0.5
+
+## marbleNoise:
+def marbleNoise( (x,y,z), depth, basis, turb, bias, sharpnes, rescale ):
+ m = ( x * rescale + y * rescale + z ) * 5
+ height = m + turb * turbulence( ( x ,y ,z ), depth, 0, basis, 0.5, 2.0 )
+ height = Bias_Types[ bias ]( height )
+ if bias != 4:
+ height = Sharp_Types[ sharpnes ]( height )
+ return height*2.0
+
+## lava_multiFractal:
+def lava_multiFractal( ( x,y,z ),Ha, La, Oc, distort, Basis ):
+ m = multiFractal( ( x,y,z ), Ha, La, Oc, Basis)
+ d = m * distort
+ m2 = 0.5 * multiFractal( ( x+d,y+d,d*0.5 ), Ha, La, Oc, Basis)
+ return (m * m2)**0.5
+
+## slopey_noise:
+def slopey_noise((x,y,z), H, lacunarity, octaves, distort, basis ):
+ x=x*2
+ y=y*2
+ turb = fBm((x,y,z), H, lacunarity, octaves, 2 ) * 0.5
+ map = 0.5 + noise( ( x+turb, y+turb, z ), basis )
+ result = map + turb * distort
+ return result
+
+## duo_multiFractal:
+def double_multiFractal((x,y,z), H, lacunarity, octaves, offset, gain, basis ):
+ n1 = multiFractal( (x*1.5+1,y*1.5+1,z), 1.0, 1.0, 1.0, basis[0] ) * offset
+ n2 = multiFractal( (x-1,y-1,z), H, lacunarity, octaves, basis[1] ) * gain
+ result = ( n1*n1 + n2*n2 )*0.5
+ return result
+
+## distorted_heteroTerrain:
+def distorted_heteroTerrain((x,y,z), H, lacunarity, octaves, offset, distort, basis ):
+ h1 = ( heteroTerrain((x,y,z), 1.0, 2.0, 1.0, 1.0, basis[0] ) * 0.5 )
+ h2 = ( heteroTerrain(( x, y, h1*distort ), H, lacunarity, octaves, offset, basis[1] ) * 0.25 )
+ result = ( h1*h1 + h2*h2 )
+ return result
+
+## SlickRock:
+def SlickRock((x,y,z), H, lacunarity, octaves, offset, gain, basis ):
+ n = multiFractal( (x,y,z), 1.0, 2.0, 1.0, basis[0] )
+ r = ridgedMFractal((x,y,n*0.5), H, lacunarity, octaves, offset, gain, basis[1] )*0.5
+ return n+(n*r)
+
+## terra_turbulence:
+def terra_turbulence((x,y,z), depth, hard, basis, amp, freq ):
+ t2 = turbulence( ( x, y, z ), depth, hard , basis, amp, freq )
+ return (t2*t2*t2)+0.5
+
+## rocky_fBm:
+def rocky_fBm((x,y,z), H, lacunarity, octaves, basis ):
+ turb = fBm((x,y,z), H, lacunarity, octaves, 2 ) * 0.25
+ coords = ( x+turb, y+turb, z )
+ map = noise( coords, 7 )
+ result = map + fBm( coords, H, lacunarity, octaves, basis ) + 1.0
+ return result
+
+## Shattered_hTerrain:
+def Shattered_hTerrain((x,y,z), H, lacunarity, octaves, offset, distort, basis ):
+ d = ( turbulence( ( x, y, z ), 6, 0, 0, 0.5, 2.0 ) * 0.5 + 0.5 )*distort*0.25
+ t0 = ( turbulence( ( x+d, y+d, z ), 0, 0, 7, 0.5, 2.0 ) + 0.5 )
+ t2 = ( heteroTerrain(( x*2, y*2, t0*0.5 ), H, lacunarity, octaves, offset, basis ) )
+ return (( t0*t2 )+t2*0.5)*0.75
+
+## vlhTerrain
+def vlhTerrain((x,y,z), H, lacunarity, octaves, offset, basis, vlbasis, distort ):
+ ht = heteroTerrain(( x, y, z ), H, lacunarity, octaves, offset, basis )*0.5
+ vl = ht * vlNoise((x,y,z), distort, basis, vlbasis )*0.5+0.5
+ return vl * ht
+
+####---------------------------------------.
+### StatsByAlt, double terrain basis mode:
+def TerrainBasisMode((x,y,z), basis, mode ):
+ if mode == 0: # noise
+ return noise((x,y,z),basis)
+ if mode == 1: # noise ridged
+ return ( 1.0-abs( noise((x,y,z),basis) ) )-0.5
+ if mode == 2: # vlNoise
+ return vlNoise((x,y,z), 1.0, 0, basis )
+ else: # vlNoise ridged
+ return ( 1.0-abs( vlNoise((x,y,z), 1.0, 0, basis ) ) )-0.5
+
+#### StatsByAlt terrain:
+def StatsByAltTerrain((x,y,z), exp, lacu, octs, offset, amp, basis, mode ):
+ result = 0.5 * (offset + TerrainBasisMode((x,y,z), basis, mode ) )
+ octs = int( octs )
+ i = 0
+ for i in xrange( 1, octs ):
+ i += 1
+ result += result * amp * 0.5 * (offset + TerrainBasisMode((x,y,z), basis, mode ) )
+ x *= lacu
+ y *= lacu
+ amp /= ( exp * 0.5 ) * i
+ return result
+
+##### double terrain:
+def doubleTerrain((x,y,z), exp, lacu, octs, offset, threshold, basis, mode ):
+ result = amp = freq = 1.0
+ #octs = int( octs )
+ offset*=0.5
+ i = 1
+ signal = result = 0.5 * (offset + TerrainBasisMode((x,y,z), basis, mode ) )
+ for i in xrange( 1, octs ):
+ i += 1
+ x = x * lacu
+ y = y * lacu
+ freq *= lacu
+ amp = pow( freq, -exp )
+ amp *= i
+ weight = signal / threshold
+ if weight > 1.0: weight = 1.0
+ if weight < 0.0: weigth = 0.0
+ signal = weight * 0.5 * ( offset + TerrainBasisMode((x,y,z), basis, mode ) )
+ result += amp * signal
+ return result * 2.0
+
+##------------------------------------------------------------
+# Noise Functions:
+def Noise_Function(x,y,z):
+ global Basis, NType, musgr, vlnoi, voron, turbOne, marbleOne, tBasismod
+ global vlBasis, Distort, VFunc, VExp, VDep
+ global iScale, Offset, Invert, NSize, Lx, Ly, Sx, Sy
+
+ x,y,z = Trans((x,y,z),( NSize[0].val, Sx[0].val, Sy[0].val, 0 ),( Lx[0].val, Ly[0].val, 0 ) )
+ basis = Basis[0].val
+ if basis == 9: basis = 14
+ vbasis = vlnoi[1].val
+ if vbasis == 9: vbasis = 14
+ if NType.val == 0: z = multiFractal(( x,y,z ),musgr[0].val, musgr[1].val, musgr[2].val, basis )
+ elif NType.val == 1: z = ridgedMFractal(( x,y,z ),musgr[0].val, musgr[1].val, musgr[2].val, musgr[3].val, musgr[4].val, basis )
+ elif NType.val == 2: z = hybridMFractal(( x,y,z ),musgr[0].val, musgr[1].val, musgr[2].val, musgr[3].val, musgr[4].val, basis )
+ elif NType.val == 3: z = heteroTerrain(( x,y,z ),musgr[0].val, musgr[1].val, musgr[2].val, musgr[3].val, basis )*0.5
+ elif NType.val == 4: z = fBm(( x,y,z ),musgr[0].val, musgr[1].val, musgr[2].val, basis )+0.5
+ elif NType.val == 5: z = turbulence(( x,y,z ),turbOne[0].val, turbOne[1].val, basis, turbOne[2].val, turbOne[3].val )+0.5
+ elif NType.val == 6: z = voronoi_turbulence((x,y,z),(voron[0].val,voron[1].val),(turbOne[0].val,turbOne[1].val,turbOne[2].val,turbOne[3].val) )*0.5+0.5
+ elif NType.val == 7: z = vlNoise_turbulence((x,y,z),(vlnoi[0].val,vbasis), (turbOne[0].val,turbOne[1].val,turbOne[2].val,turbOne[3].val), basis )*0.5+0.5
+ elif NType.val == 8: z = noise(( x,y,z ),basis )+0.5
+ elif NType.val == 9: z = cellNoise(( x,y,z ))+0.5
+ elif NType.val == 10: z = marbleNoise(( x,y,z), marbleOne[0].val, basis, marbleOne[2].val, marbleOne[3].val, marbleOne[4].val, marbleOne[5].val )
+ elif NType.val == 11: z = lava_multiFractal(( x,y,z ), musgr[0].val, musgr[1].val, musgr[2].val, vlnoi[0].val, basis )
+ elif NType.val == 12: z = slopey_noise(( x,y,z), musgr[0].val, musgr[1].val, musgr[2].val, vlnoi[0].val, basis )+0.5
+ elif NType.val == 13: z = double_multiFractal(( x,y,z), musgr[0].val, musgr[1].val, musgr[2].val, musgr[3].val, musgr[4].val, (vbasis,basis) )
+ elif NType.val == 14: z = distorted_heteroTerrain((x,y,z), musgr[0].val, musgr[1].val, musgr[2].val, musgr[3].val, vlnoi[0].val, (vbasis,basis) )
+ elif NType.val == 15: z = SlickRock(( x,y,z), musgr[0].val, musgr[1].val, musgr[2].val, musgr[3].val, musgr[4].val, (vbasis,basis) )
+ elif NType.val == 16: z = terra_turbulence(( x,y,z), turbOne[0].val, turbOne[1].val, basis, turbOne[2].val, turbOne[3].val )
+ elif NType.val == 17: z = rocky_fBm(( x,y,z ),musgr[0].val, musgr[1].val, musgr[2].val, basis )
+ elif NType.val == 18: z = StatsByAltTerrain( (x,y,z), musgr[0].val, musgr[1].val, musgr[2].val, musgr[3].val, musgr[4].val*0.5, basis, tBasismod.val )
+ elif NType.val == 19: z = doubleTerrain( (x,y,z), musgr[0].val, musgr[1].val, musgr[2].val, musgr[3].val, musgr[5].val, basis, tBasismod.val )
+ elif NType.val == 20: z = Shattered_hTerrain((x,y,z), musgr[0].val, musgr[1].val, musgr[2].val, musgr[3].val, vlnoi[0].val, basis )
+ elif NType.val == 21: z = vlhTerrain((x,y,z), musgr[0].val, musgr[1].val, musgr[2].val, musgr[3].val, basis, vbasis, vlnoi[0].val )
+ else: z = 0.0
+ return HeightScale( z, iScale[0].val , Offset[0].val, Invert[0].val )
+
+###----------------------------------------------------------------------
+##-----------------------------------
+# Filter functions:
+
+##-----------------------------------
+# Filter: Clamp height
+def Clamp_Max( height, max ):
+ if ( height > max ): height = max
+ return height
+def Clamp_Min( height, min ):
+ if ( height < min ): height = min
+ return height
+
+##-----------------------------------
+# Filters: terrace / posterise / peaked / bias:
+def Def_Filter((x,y,z), input, numb, type ):
+ if type == 0:
+ s = ( sin( input*numb*phi ) * ( 0.1/numb*phi ) )
+ return ( input * (1.0-0.5) + s*0.5 ) * 2.0
+ elif type == 1:
+ s = -abs( sin( input*(numb*0.5)*phi ) * ( 0.1/(numb*0.5)*phi ) )
+ return ( input * (1.0-0.5) + s*0.5 ) * 2.0
+ elif type == 2:
+ s = abs( sin( input*(numb*0.5)*phi ) * ( 0.1/(numb*0.5)*phi ) )
+ return ( input * (1.0-0.5) + s*0.5 ) * 2.0
+ elif type == 3:
+ numb = numb*0.5
+ s = ( int( input*numb ) * 1.0/numb )
+ return ( input * (1.0-0.5) + s*0.5 ) * 2.0
+ elif type == 4:
+ numb = numb*0.5
+ s = ( int( input*numb ) * 1.0/numb )
+ return ( s ) * 2.0
+ elif type == 5:
+ s = ( sin( input*(2*numb)*phi ) * ( 0.1/(2*numb)*phi ) )
+ l = ( input * (1.0-0.5) + s*0.5 ) * 2.0
+ p = ( ( l*numb*0.25 ) * ( l*numb*0.25 ) )**2
+ return ( l * (1.0-0.5) + p*0.5 ) * 2.0
+ elif type == 6:
+ return ( input*numb*0.25 )**4
+ elif type == 7:
+ return 2.0-exp( 1.0-(input*numb/3.0) )
+ elif type == 8:
+ return sin_bias( input*numb )*2.0
+ elif type == 9:
+ return cos_bias( input*numb )*2.0
+ elif type == 10:
+ return tri_bias( input*numb )*2.0
+ elif type == 11:
+ return saw_bias( input*numb )*2.0
+ elif type == 12:
+ return Clamp_Max( input, numb )
+ else:
+ return input
+
+##-----------------------------------
+# Filter: Edge falloff
+def EdgeFalloff( (x,y,z), height, type ):
+ global Falloff, iScale, Offset
+
+ x = x / Falloff[1].val
+ y = y / Falloff[2].val
+
+ if Falloff[3].val != 0:
+ sealevel = (Min.val-Offset[2].val)*2.0/iScale[2].val
+ else:
+ sealevel = 0.0
+
+ falltypes = ( 0, sqrt(x*x+y*y), sqrt((x*x)**2+(y*y)**2), sqrt((x*x)**10+(y*y)**10), sqrt(y*y), sqrt(x*x), abs(x-y), abs(x+y), ((x*x)**10+(y*y)**10)**0.1, ((x*x)+(y*y)) )
+
+ dist = falltypes[ type ]
+ if Falloff[4].val != 0:
+ dist = 1.0 - dist
+ radius = 1.0
+ height = height - sealevel
+ if( dist < radius ):
+ dist = dist / radius
+ dist = ( (dist) * (dist) * ( 3-2*(dist) ) )
+ height = ( height - height * dist ) + sealevel
+ else:
+ height = sealevel
+
+ if Falloff[3].val != 0:
+ height = Clamp_Min( height, sealevel )
+ else:
+ height = Clamp_Min( height, Min.val )
+
+ return height
+
+##-----------------------------------
+# Filter: Custom height filter:
+def CustomFilter( x,y,z, h ):
+ global CustomFilt
+ try:
+ a = eval(CustomFilt[0].val)
+ b = eval(CustomFilt[1].val)
+ result = eval(CustomFilt[2].val)
+ return result
+ except:
+ return 0.0
+
+#####-------------------------------------------------------------------------------------#####
+####-------------------------------------------------------------------------------------####
+### Combine Functions: (get noise, Add effect, filter height and return result) ###
+##-------------------------------------------------------------------------------------##
+
+def Combine_Functions( (i,j),(x,y,z) ):
+ global Effect_Ctrl, Blend_Effect, Filter_Mode, Def_Filter_Ctrl, Ipo_Filter_Ctrl, Filter_Order
+ global iScale, Offset, Invert, Min, Max, Falloff
+
+ # get noise height:
+ height = Noise_Function(x,y,0.0)
+
+ ### Filter On
+ if Filter_Mode.val !=0:
+ ### 0= Default Filter Order: Noise>Effect>Filter ---------------------
+ if Filter_Order.val ==0:
+ # mix noise with effect:
+ if Effect_Ctrl[0].val !=0:
+ height = Mix_Modes( (i,j),(x,y,z), height , Effects( (i,j),(x,y,z),height ), Effect_Ctrl[2].val, Effect_Ctrl[1].val )
+ # edge fallof:
+ if Falloff[0].val !=0:
+ height = EdgeFalloff( (x,y,z), height, Falloff[0].val )
+ #else: pass
+
+ if Filter_Mode.val !=0:
+ # height Def_Filter (Terrace/peaked/bias):
+ if Filter_Mode.val ==1:
+ height = Def_Filter((x,y,z), height, Def_Filter_Ctrl[ 1 ].val, Def_Filter_Ctrl[ 0 ].val )
+
+ ## 'IPOCurve' height filter:
+ elif Filter_Mode.val ==2:
+ try:
+ height = selectedcurve.evaluate( 1 + ( height*Ipo_Filter_Ctrl[2].val/2 ) )*2.0/Ipo_Filter_Ctrl[3].val
+ except:
+ height = height
+
+ ## Custom filter:
+ elif Filter_Mode.val ==3:
+ height = CustomFilter( x,y,z, height )
+
+ ### 1= Changed Filter Order: Noise>Filter>Effect ---------------------
+ if Filter_Order.val !=0:
+ # mix noise with effect:
+ if Effect_Ctrl[0].val !=0:
+ height = Mix_Modes( (i,j),(x,y,z), height , Effects( (i,j),(x,y,z),height ), Effect_Ctrl[2].val, Effect_Ctrl[1].val )
+ # edge fallof:
+ if Falloff[0].val !=0:
+ height = EdgeFalloff( (x,y,z), height, Falloff[0].val )
+ #else: pass
+
+ ### Filter Off ---------------------
+ else:
+ # mix noise with effect:
+ if Effect_Ctrl[0].val !=0:
+ height = Mix_Modes( (i,j),(x,y,z), height , Effects( (i,j),(x,y,z),height ), Effect_Ctrl[2].val, Effect_Ctrl[1].val )
+ # edge fallof:
+ if Falloff[0].val !=0:
+ height = EdgeFalloff( (x,y,z), height, Falloff[0].val )
+
+ # height scale:
+ height = HeightScale( height, 0.5*iScale[2].val , Offset[2].val, Invert[2].val )
+
+ # clamp height min. max.:
+ if Falloff[0].val !=1:
+ height = Clamp_Min( height, Min.val )
+ height = Clamp_Max( height, Max.val )
+
+ # return height:
+ return height
+
+
+#------------------------------------------------------------
+##------------------------------------------------------------
+### Render Noise to a Image('NAME') (you must create one first)
+##------------------------------------------------------------
+#------------------------------------------------------------
+
+def HeightFieldImage():
+ global PreView, previewname
+
+ iname = previewname.val
+ try:
+ pic = Image.Get( iname )
+ except:
+ #print iname, ' No Image with this name'
+ PupMenu( 'No Image with this name' )
+ return
+ res = pic.getMaxXY()
+ for i in xrange( res[0] ):
+ x = i - (res[0]) / 2.0
+ x = (x*2.0) / (res[0])
+ for j in xrange( res[1] ):
+ y = j - (res[1]) / 2.0
+ y = (y*2.0) / (res[1])
+ height = PreView[2].val + PreView[1].val * Combine_Functions( (i,j),(x,y,0) )
+ if height > 1.0: height = 1.0
+ if height < 0.0: height = 0.0
+ pic.setPixelF( i, j, ( height,height,height, 1.0 ) )
+
+
+#------------------------------------------------------------
+##------------------------------------------------------------
+### Mesh
+##------------------------------------------------------------
+#------------------------------------------------------------
+
+#------------------------------------------------------------
+## Mesh: make new grid
+###------------------------------------------------------------
+
+def MakeGridMesh( RESOL=32, NAME='GridMesh', CURSORPOS=0, SCENE=None ):
+ # scene, object, mesh ---------------------------------------
+ if not SCENE:
+ SCENE = Blender.Scene.GetCurrent()
+ SCENE.objects.selected=[]
+ newme = Blender.Mesh.New( NAME )
+ newob = SCENE.objects.new( newme, NAME )
+ n = RESOL
+ # verts ---------------------------------------
+ v=[]
+ for i in xrange( n ):
+ x = i-(n-1)/2.0
+ x = x*2.0/(n-1)
+ for j in xrange( n ):
+ y = j-(n-1)/2.0
+ y = y*2.0/(n-1)
+ v.append( [ x, y, 0 ] )
+ newme.verts.extend(v)
+ # faces ---------------------------------------
+ f=[]
+ for i in xrange( n-1 ):
+ for j in xrange( n-1 ):
+ f.append( [ i*n+j,\
+ (i+1)*n+j,\
+ (i+1)*n+j+1,\
+ i*n+j+1 ] )
+
+ newme.faces.extend(f, smooth=True)
+ #---------------------------------------
+ newme.calcNormals()
+ #---------------------------------------
+ if CURSORPOS !=0:
+ newob.loc = Window.GetCursorPos()
+ newob.select(1)
+
+#------------------------------------------------------------
+## Mesh: Grid vert displace / update terrain
+###------------------------------------------------------------
+
+def displace( OB, ME, WORLD=0 ):
+ if WORLD == 1:
+ wx,wy,wz = OB.getLocation( 'worldspace' )
+ elif WORLD ==2:
+ l = OB.getLocation( 'worldspace' )
+ w = Window.GetCursorPos()
+ wx,wy,wz = l[0]-w[0], l[1]-w[1], l[2]-w[2]
+ else:
+ wx,wy,wz = 0,0,0
+
+ for v in ME.verts:
+ co = v.co
+ co[2] = Combine_Functions( (co[0]+wx,co[1]+wy),(co[0]+wx, co[1]+wy, 0.0+wz) )
+ ME.update()
+ ME.calcNormals()
+ #OB.makeDisplayList()
+
+
+#----------------------------------------------------------------------------------------------------
+##----------------------------------------------------------------------------------------------------
+###----------------------------------------------------------------------------------------------------
+####----------------------------------------------------------------------------------------------------
+###----------------------------------------------------------------------------------------------------
+## Do_it:
+#--------------------------------------
+
+#--------------------------------------
+def do_it():
+ global PreView, actme, actob, WorldSpaceCo
+ if actme !=[]:
+ if print_time !=0:
+ t= sys.time()
+ Window.WaitCursor(1)
+ in_editmode = Window.EditMode()
+ if in_editmode: Window.EditMode(0)
+ if PreView[0].val != 0:
+ do_it_preview()
+ displace( actob[0], actme[0], WorldSpaceCo.val )
+ Window.RedrawAll()
+ else:
+ displace( actob[0], actme[0], WorldSpaceCo.val )
+ Window.RedrawAll()
+ if in_editmode: Window.EditMode(1)
+ Window.WaitCursor(0)
+ if print_time !=0:
+ print 'Generate Mesh: done in %.6f' % (sys.time()-t)
+
+#--------------------------------------
+def do_it_random():
+ global PreView, actme, actob
+ if actme !=[]:
+ if print_time !=0:
+ t= sys.time()
+ Window.WaitCursor(1)
+ in_editmode = Window.EditMode()
+ if in_editmode: Window.EditMode(0)
+ randomiseNoise()
+ if PreView[0].val != 0:
+ do_it_preview()
+ displace( actob[0], actme[0], WorldSpaceCo.val )
+ Window.RedrawAll()
+ else:
+ displace( actob[0], actme[0], WorldSpaceCo.val )
+ Window.RedrawAll()
+ if in_editmode: Window.EditMode(1)
+ Window.WaitCursor(0)
+ if print_time !=0:
+ print 'Generate Mesh: done in %.6f' % (sys.time()-t)
+
+#--------------------------------------
+def do_it_preview():
+ if print_time !=0:
+ t= sys.time()
+ HeightFieldImage()
+ Window.RedrawAll()
+ if print_time !=0:
+ print 'Generate Image: done in %.6f' % (sys.time()-t)
+
+###---------------------------------------------------------
+###---------------------------------------------------------
+## load and save:
+#-------------------------
+
+def callback( filename ):
+ txtFile.val = filename
+ Register(drawgui, events, bevents)
+def writeln(f,x):
+ f.write(str(x))
+ f.write("\n")
+def readint(f):
+ return int(f.readline())
+def readfloat(f):
+ return float(f.readline())
+def readstr(f):
+ s = (f.readline())
+ return strip(s)
+
+#--------------------------------------------------
+# Save settings to .ant file
+def SavePreset(FName):
+ global iScale, Offset, Invert, NSize, Sx, Sy, Lx, Ly
+ global NType, Basis, musgr, tBasismod, vlnoi, vlnoiTwo, voron, turbOne, turbTwo, marbleOne, marbleTwo, musgrTwo
+ global CustomFX, effect_image, Effect_Ctrl, Min, Max, Falloff, CustomFilt, Filter_Mode, Def_Filter_Ctrl, Ipo_Filter_Ctrl, Filter_Order
+ global RandMod, RSeed, rand_H, rand_S, rand_L, rand_I, filemessage, fileinfo
+
+ try:
+ f = open(FName,'w')
+ writeln(f,CurVersion)
+ except:
+ filemessage = "Unable to save file."
+ return
+
+ writeln(f,fileinfo)
+ writeln(f,iScale[0].val)
+ writeln(f,iScale[1].val)
+ writeln(f,iScale[2].val)
+ writeln(f,Offset[0].val)
+ writeln(f,Offset[1].val)
+ writeln(f,Offset[2].val)
+ writeln(f,Invert[0].val)
+ writeln(f,Invert[1].val)
+ writeln(f,Invert[2].val)
+ writeln(f,NSize[0].val)
+ writeln(f,NSize[1].val)
+ writeln(f,Sx[0].val)
+ writeln(f,Sx[1].val)
+ writeln(f,Sy[0].val)
+ writeln(f,Sy[1].val)
+ writeln(f,Lx[0].val)
+ writeln(f,Lx[1].val)
+ writeln(f,Ly[0].val)
+ writeln(f,Ly[1].val)
+ writeln(f,NType.val)
+ writeln(f,Basis[0].val)
+ writeln(f,Basis[1].val)
+ writeln(f,musgr[0].val)
+ writeln(f,musgr[1].val)
+ writeln(f,musgr[2].val)
+ writeln(f,musgr[3].val)
+ writeln(f,musgr[4].val)
+ writeln(f,musgr[5].val)
+ writeln(f,tBasismod.val)
+ writeln(f,vlnoi[0].val)
+ writeln(f,vlnoi[1].val)
+ writeln(f,vlnoiTwo[0].val)
+ writeln(f,vlnoiTwo[1].val)
+ writeln(f,voron[0].val)
+ writeln(f,voron[1].val)
+ writeln(f,turbOne[0].val)
+ writeln(f,turbOne[1].val)
+ writeln(f,turbOne[2].val)
+ writeln(f,turbOne[3].val)
+ writeln(f,turbTwo[0].val)
+ writeln(f,turbTwo[1].val)
+ writeln(f,turbTwo[2].val)
+ writeln(f,turbTwo[3].val)
+ writeln(f,marbleOne[0].val)
+ writeln(f,marbleOne[1].val)
+ writeln(f,marbleOne[2].val)
+ writeln(f,marbleOne[3].val)
+ writeln(f,marbleOne[4].val)
+ writeln(f,marbleOne[5].val)
+ writeln(f,marbleTwo[0].val)
+ writeln(f,marbleTwo[1].val)
+ writeln(f,marbleTwo[2].val)
+ writeln(f,marbleTwo[3].val)
+ writeln(f,marbleTwo[4].val)
+ writeln(f,marbleTwo[5].val)
+ writeln(f,musgrTwo[0].val)
+ writeln(f,musgrTwo[1].val)
+ writeln(f,musgrTwo[2].val)
+ writeln(f,musgrTwo[3].val)
+ writeln(f,musgrTwo[4].val)
+ writeln(f,effect_image)
+ writeln(f,Effect_Ctrl[0].val)
+ writeln(f,Effect_Ctrl[1].val)
+ writeln(f,Effect_Ctrl[2].val)
+ writeln(f,Effect_Ctrl[3].val)
+ writeln(f,Effect_Ctrl[4].val)
+ writeln(f,Effect_Ctrl[5].val)
+ writeln(f,Effect_Ctrl[6].val)
+ writeln(f,Effect_Ctrl[7].val)
+ writeln(f,Effect_Ctrl[8].val)
+ writeln(f,CustomFX[0].val)
+ writeln(f,CustomFX[1].val)
+ writeln(f,CustomFX[2].val)
+ writeln(f,Min.val)
+ writeln(f,Max.val)
+ writeln(f,Falloff[0].val)
+ writeln(f,Falloff[1].val)
+ writeln(f,Falloff[2].val)
+ writeln(f,Falloff[3].val)
+ writeln(f,Falloff[4].val)
+ writeln(f,Filter_Mode.val)
+ writeln(f,Filter_Order.val)
+ writeln(f,CustomFilt[0].val)
+ writeln(f,CustomFilt[1].val)
+ writeln(f,CustomFilt[2].val)
+ writeln(f,Def_Filter_Ctrl[0].val)
+ writeln(f,Def_Filter_Ctrl[1].val)
+ writeln(f,Ipo_Filter_Ctrl[0].val)
+ writeln(f,Ipo_Filter_Ctrl[1].val)
+ writeln(f,Ipo_Filter_Ctrl[2].val)
+ writeln(f,Ipo_Filter_Ctrl[3].val)
+ writeln(f,RandMod.val)
+ writeln(f,RSeed.val)
+ writeln(f,rand_H.val)
+ writeln(f,rand_I.val)
+ writeln(f,rand_S.val)
+ writeln(f,rand_L.val)
+ filemessage = 'Settings saved to file.'
+ f.close()
+
+#--------------------------------------------------
+# load settings from .ant file
+def LoadPreset(FName):
+ global iScale, Offset, Invert, NSize, Sx, Sy, Lx, Ly
+ global NType, Basis, musgr, tBasismod, vlnoi, vlnoiTwo, voron, turbOne, turbTwo, marbleOne, marbleTwo, musgrTwo
+ global CustomFX, effect_image, Effect_Ctrl, Min, Max, Falloff, CustomFilt, Filter_Mode, Def_Filter_Ctrl, Ipo_Filter_Ctrl, Filter_Order
+ global RandMod, RSeed, rand_H, rand_S, rand_L, rand_I, filemessage, fileinfo
+
+ try:
+ f = open(FName,'r')
+ FVersion = readstr(f)
+ except:
+ filemessage = "Unable to open file."
+ return
+
+ fileinfo = readstr(f)
+ iScale[0].val = readfloat(f)
+ iScale[1].val = readfloat(f)
+ iScale[2].val = readfloat(f)
+ Offset[0].val = readfloat(f)
+ Offset[1].val = readfloat(f)
+ Offset[2].val = readfloat(f)
+ Invert[0].val = readint(f)
+ Invert[1].val = readint(f)
+ Invert[2].val = readint(f)
+ NSize[0].val = readfloat(f)
+ NSize[1].val = readfloat(f)
+ Sx[0].val = readfloat(f)
+ Sx[1].val = readfloat(f)
+ Sy[0].val = readfloat(f)
+ Sy[1].val = readfloat(f)
+ Lx[0].val = readfloat(f)
+ Lx[1].val = readfloat(f)
+ Ly[0].val = readfloat(f)
+ Ly[1].val = readfloat(f)
+ NType.val = readint(f)
+ Basis[0].val = readint(f)
+ Basis[1].val = readint(f)
+ musgr[0].val = readfloat(f)
+ musgr[1].val = readfloat(f)
+ musgr[2].val = readint(f)
+ musgr[3].val = readfloat(f)
+ musgr[4].val = readfloat(f)
+ musgr[5].val = readfloat(f)
+ tBasismod.val = readint(f)
+ vlnoi[0].val = readfloat(f)
+ vlnoi[1].val = readint(f)
+ vlnoiTwo[0].val = readfloat(f)
+ vlnoiTwo[1].val = readint(f)
+ voron[0].val = readint(f)
+ voron[1].val = readfloat(f)
+ turbOne[0].val = readint(f)
+ turbOne[1].val = readint(f)
+ turbOne[2].val = readfloat(f)
+ turbOne[3].val = readfloat(f)
+ turbTwo[0].val = readint(f)
+ turbTwo[1].val = readint(f)
+ turbTwo[2].val = readfloat(f)
+ turbTwo[3].val = readfloat(f)
+ marbleOne[0].val = readint(f)
+ marbleOne[1].val = readint(f)
+ marbleOne[2].val = readfloat(f)
+ marbleOne[3].val = readint(f)
+ marbleOne[4].val = readint(f)
+ marbleOne[5].val = readfloat(f)
+ marbleTwo[0].val = readint(f)
+ marbleTwo[1].val = readint(f)
+ marbleTwo[2].val = readfloat(f)
+ marbleTwo[3].val = readint(f)
+ marbleTwo[4].val = readint(f)
+ marbleTwo[5].val = readfloat(f)
+ musgrTwo[0].val = readfloat(f)
+ musgrTwo[1].val = readfloat(f)
+ musgrTwo[2].val = readint(f)
+ musgrTwo[3].val = readfloat(f)
+ musgrTwo[4].val = readfloat(f)
+ effect_image = readstr(f)
+ Effect_Ctrl[0].val = readint(f)
+ Effect_Ctrl[1].val = readint(f)
+ Effect_Ctrl[2].val = readfloat(f)
+ Effect_Ctrl[3].val = readint(f)
+ Effect_Ctrl[4].val = readfloat(f)
+ Effect_Ctrl[5].val = readint(f)
+ Effect_Ctrl[6].val = readfloat(f)
+ Effect_Ctrl[7].val = readfloat(f)
+ Effect_Ctrl[8].val = readfloat(f)
+ CustomFX[0].val = readstr(f)
+ CustomFX[1].val = readstr(f)
+ CustomFX[2].val = readstr(f)
+ Min.val = readfloat(f)
+ Max.val = readfloat(f)
+ Falloff[0].val = readint(f)
+ Falloff[1].val = readfloat(f)
+ Falloff[2].val = readfloat(f)
+ Falloff[3].val = readint(f)
+ Falloff[4].val = readint(f)
+ Filter_Mode.val = readint(f)
+ Filter_Order.val = readint(f)
+ CustomFilt[0].val = readstr(f)
+ CustomFilt[1].val = readstr(f)
+ CustomFilt[2].val = readstr(f)
+ Def_Filter_Ctrl[0].val = readint(f)
+ Def_Filter_Ctrl[1].val = readfloat(f)
+ Ipo_Filter_Ctrl[0].val = readstr(f)
+ Ipo_Filter_Ctrl[1].val = readint(f)
+ Ipo_Filter_Ctrl[2].val = readfloat(f)
+ Ipo_Filter_Ctrl[3].val = readfloat(f)
+ RandMod.val = readint(f)
+ RSeed.val = readint(f)
+ rand_H.val = readint(f)
+ rand_I.val = readint(f)
+ rand_S.val = readint(f)
+ rand_L.val = readint(f)
+ filemessage = 'Settings loaded from file.'
+ f.close()
+
+##---------------------------------------------------------------------------
+# Register:
+
+Register( drawgui, events, bevents )
+###--------------------------------------------------------------------------
+ \ No newline at end of file