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#!BPY
"""
Name: 'Tree from Curves'
Blender: 245
Group: 'Wizards'
Tip: 'Generate trees from curve shapes'
"""

__author__ = "Campbell Barton"
__url__ = ['www.blender.org', 'blenderartists.org']
__version__ = "0.1"

__bpydoc__ = """\

"""

import bpy
import Blender
from Blender.Mathutils import Vector, CrossVecs, AngleBetweenVecs, LineIntersect, TranslationMatrix, ScaleMatrix
from Blender.Geometry import ClosestPointOnLine

def debug_pt(co):
	Blender.Window.SetCursorPos(tuple(co))
	Blender.Window.RedrawAll()
	print 'debugging', co

def closestVecIndex(vec, vecls):
	best= -1
	best_dist = 100000000
	for i, vec_test in enumerate(vecls):
		dist = (vec-vec_test).length
		if dist < best_dist:
			best = i
			best_dist = dist
	
	return best

eul = 0.00001

class tree:
	def __init__(self):
		self.branches_all =		[]
		self.branches_root =	[]
		self.mesh = None
		self.armature = None
		self.object = None
		self.limbScale = 1.0
		
		self.debug_objects = []
	
	def __repr__(self):
		s = ''
		s += '[Tree]'
		s += '  limbScale: %.6f' % self.limbScale
		s += '  object: %s' % self.object
		
		for brch in self.branches_root:
			s += str(brch)
		return s
	
	
	def fromCurve(self, object):
		self.object = object
		curve = object.data
		
		# Set the curve object scale
		if curve.bevob:
			# A bit of a hack to guess the size of the curve object if you have one.
			bb = curve.bevob.boundingBox
			# self.limbScale = (bb[0] - bb[7]).length / 2.825 # THIS IS GOOD WHEN NON SUBSURRFED
			self.limbScale = (bb[0] - bb[7]).length / 1.8
		# end
		
		
		# Get the curve points as bpoints
		for spline in curve:
			brch = branch()
			self.branches_all.append(brch)
			brch.bpoints = [ bpoint(brch, Vector(bez.vec[1]), Vector(), bez.radius * self.limbScale) for bez in spline ]
		
		# Get the curve as a mesh. - for inbetween points
		tmpme = bpy.data.meshes.new()	
		
		# remove/backup bevel ob
		bev_back = curve.bevob
		if bev_back: curve.bevob = None
		
		# get the curve mesh data
		tmpob = bpy.data.scenes.active.objects.new( curve )
		tmpme.getFromObject(object)
		bpy.data.scenes.active.objects.unlink(tmpob)
		
		# restore bevel ob
		if bev_back:
			curve.bevob = bev_back
			
			# Guess the size of the curve object if you have one. This is not perfect but good enough
			bb = bev_back.boundingBox
			self.limbScale = (bb[0] - bb[7]).length / 2.825
			
			
		
		# TEMP FOR TESTING
		# bpy.data.scenes.active.objects.new(tmpme)
		
		vecs = [ tuple(v.co) for v in tmpme.verts ]
		del tmpme
		
		# for branch
		#used_points = set()
		for brch in self.branches_all:
			offset = 0
			for i in xrange(1, len(brch.bpoints)):
				# find the start/end points
				start_pt =	brch.bpoints[offset+i-1]
				end_pt =	brch.bpoints[offset+i]
				
				start = end = None
				for j, co in enumerate(vecs):
					if start == None:
						if abs(co[0]-start_pt.co[0]) < eul and abs(co[1]-start_pt.co[1]) < eul and abs(co[2]-start_pt.co[2]) < eul:
							start = j
					if end == None:
						if abs(co[0]-end_pt.co[0]) < eul and abs(co[1]-end_pt.co[1]) < eul and abs(co[2]-end_pt.co[2]) < eul:
							end = j
					if start != None and end != None:
						break
				
				# for now we assuem the start is always a lower index.
				#if start > end:
				#	raise "error index is not one we like"
				
				#used_points.add(start)
				#used_points.add(end)
				radius = start_pt.radius
				
				#print 'coords', start_co, end_co
				#### print "starting", start, end
				if start > end:
					j = start-1
					raise "some bug!"
				else:
					j = start+1
				
				step = 1
				step_tot = abs(start-end)
				while j!=end:
					#radius = (start_pt.radius*(step_tot-step) - end_pt.radius*step ) / step_tot
					w1 = step_tot-step
					w2 = step
					
					radius = ((start_pt.radius*w1) + (end_pt.radius*w2)) / step_tot
					
					#### print i,j, radius
					pt = bpoint(brch, Vector(vecs[j]), Vector(), radius)
					brch.bpoints.insert(offset+i, pt)
					offset+=1
					
					if start > end:
						j-=1
					else:
						j+=1
					
					step +=1
		
		# Now calculate the normals
		for brch in self.branches_all:
			for i in xrange(1, len(brch.bpoints)-1):
				brch.bpoints[i].next = brch.bpoints[i+1]
				brch.bpoints[i].prev = brch.bpoints[i-1]
			
			brch.bpoints[0].next = brch.bpoints[1]	
			brch.bpoints[-1].prev = brch.bpoints[-2]
			
			
			for pt in brch.bpoints:
				pt.calcNormal()
				pt.calcNextMidCo()
		
		# remove segments
		# We may want to remove segments for 2 reasons
		# 1) - too high resolution
		# 2) - too close together (makes yucky geometry)
		
	def resetTags(self, value):
		for brch in self.branches_all:
			brch.tag = value
	
	def buildConnections(self, sloppy=1.0, base_trim = 1.0):
		'''
		build tree data - fromCurve must run first
		
		'''
		
		# Connect branches
		for i in xrange(len(self.branches_all)):
			brch_i = self.branches_all[i]
			
			for j in xrange(len(self.branches_all)):
				if i != j:
					# See if any of the points match this branch
					# see if Branch 'i' is the child of branch 'j'
					
					brch_j = self.branches_all[j]
					
					best_j, dist = brch_j.findClosest(brch_i.bpoints[0].co)
					
					# Check its in range, allow for a bit out - hense the 1.5
					if dist < best_j.radius * sloppy:
						
						# if 1) dont remove the whole branch, maybe an option but later
						# if 2) we are alredy a parent, cant remove me now.... darn :/ not nice... could do this properly but it would be slower and its a corner case.
						# if 3) this point is within the branch, remove it.
						while	len(brch_i.bpoints)>2 and\
								brch_i.bpoints[0].isParent == False and\
								(brch_i.bpoints[0].co - best_j.nextMidCo).length < best_j.radius * base_trim:
							
							# brch_i.bpoints[0].next = 101 # testing.
							del brch_i.bpoints[0]
							brch_i.bpoints[0].prev = None
						
						brch_i.parent_pt = best_j
						best_j.isParent = True # dont remove me
						
						# addas a member of best_j.children later when we have the geometry info available.
						
						#### print "Found Connection!!!", i, j
						break # go onto the next branch
		
		"""
			children = [brch_child for brch_child in pt.children]
			if children:
				# This pt is one side of the segment, pt.next joins this segment.
				# calculate the median point the 2 segments would span
				# Once this is done we need to adjust 2 things
				# 1) move both segments up/down so they match the branches best.
				# 2) set the spacing of the segments around the point.
				
		
		# First try to get the ideal some space around each joint
		# the spacing shoule be an average of 
		for brch.bpoints:
		"""
		
		'''
		for brch in self.branches_all:
			brch.checkPointList()
		'''
		
		# Calc points with dependancies
		# detect circular loops!!! - TODO
		self.resetTags(False)
		done_nothing = False
		while done_nothing == False:
			done_nothing = True
			
			for brch in self.branches_all:
				
				if brch.tag == False and (brch.parent_pt == None or brch.parent_pt.branch.tag == True):
					# Assign this to a spesific side of the parents point
					# we know this is a child but not which side it should be attached to.
					if brch.parent_pt:
						child_locs = [\
						brch.parent_pt.childPoint(0),\
						brch.parent_pt.childPoint(1),\
						brch.parent_pt.childPoint(2),\
						brch.parent_pt.childPoint(3)]
						
						best_idx = closestVecIndex(brch.bpoints[0].co, child_locs)
						brch.parent_pt.children[best_idx] = brch
					# DONE
					
					done_nothing = False
					
					for pt in brch.bpoints:
						# for temp debugging
						## self.mesh.faces.extend([pt.verts])
						pt.calcVerts()
						
						# pt.toMesh(self.mesh) # Cant do here because our children arnt calculated yet!
					
					brch.tag = True
	
	def optimizeSpacing(self, density=1.0, joint_compression=1.0, joint_smooth=1.0):
		'''
		Optimize spacing, taking branch hierarchy children into account,
		can add or subdivide segments so branch joins dont look horrible.
		'''
		for brch in self.branches_all:
			brch.evenJointDistrobution(joint_compression)
		
		# Correct points that were messed up from sliding
		# This happens when one point is pushed past another and the branch gets an overlaping line
		for brch in self.branches_all:
			brch.fixOverlapError(joint_smooth)
		
		# Collapsing
		for brch in self.branches_all:
			brch.collapsePoints(density, joint_smooth)
		
		for brch in self.branches_all:
			brch.branchReJoin()
	
	
	def toDebugDisplay(self):
		'''
		Should be able to call this at any time to see whats going on, dosnt work so nice ATM.
		'''
		sce = bpy.data.scenes.active
		
		for ob in self.debug_objects:
			for ob in sce.objects:
				sce.objects.unlink(ob)
		
		for branch_index, brch in enumerate(self.branches_all):
			pt_index = 0
			for pt_index, pt in enumerate(brch.bpoints):
				name = '%.3d_%.3d' % (branch_index, pt_index) 
				if pt.next==None:
					name += '_end'
				if pt.prev==None:
					name += '_start'
					
				ob = sce.objects.new('Empty', name)
				self.debug_objects.append(ob)
				mat = ScaleMatrix(pt.radius, 4) * TranslationMatrix(pt.co)
				ob.setMatrix(mat)
				ob.setDrawMode(8) # drawname
		Blender.Window.RedrawAll()
		
		
	
	def toMesh(self, mesh=None, do_uv=True, do_uv_scalewidth=True, uv_image = None, uv_x_scale=1.0, uv_y_scale=4.0, do_cap_ends=False):
		# Simple points
		'''
		self.mesh = bpy.data.meshes.new()
		self.object = bpy.data.scenes.active.objects.new(self.mesh)
		self.mesh.verts.extend([ pt.co for brch in self.branches_all for pt in brch.bpoints ])
		'''
		if mesh:
			self.mesh = mesh
			mesh.verts = None
			for group in mesh.getVertGroupNames():
				mesh.removeVertGroup(group) 
		else:
			self.mesh = bpy.data.meshes.new()
		
		totverts = 0
		
		for brch in self.branches_all:
			totverts += len(brch.bpoints)
		
		self.mesh.verts.extend( [ (0.0,0.0,0.0) ] * ((totverts * 4)+1) ) # +1 is a dummy vert
		verts = self.mesh.verts
		
		# Assign verts to points, 4 verts for each point.
		i = 1 # dummy vert, should be 0
		for brch in self.branches_all:			
			for pt in brch.bpoints:
				pt.verts[0] = verts[i]
				pt.verts[1] = verts[i+1]
				pt.verts[2] = verts[i+2]
				pt.verts[3] = verts[i+3]
				i+=4
				
			# Do this again because of collapsing
			# pt.calcVerts(brch)
		
		# roll the tube so quads best meet up to their branches.
		for brch in self.branches_all:
			#for pt in brch.bpoints:
			if brch.parent_pt:
				
				# Use temp lists for gathering an average
				if brch.parent_pt.roll_angle == None:
					brch.parent_pt.roll_angle = [brch.getParentQuadAngle()]
				# More then 2 branches use this point, add to the list
				else:
					brch.parent_pt.roll_angle.append( brch.getParentQuadAngle() )
		
		# average the temp lists into floats
		for brch in self.branches_all:
			#for pt in brch.bpoints:
			if brch.parent_pt and type(brch.parent_pt.roll_angle) == list:
				# print brch.parent_pt.roll_angle
				f = 0.0
				for val in brch.parent_pt.roll_angle:
					f += val
				brch.parent_pt.roll_angle = f/len(brch.parent_pt.roll_angle)
		
		# set the roll of all the first segments that have parents,
		# this is because their roll is set from their parent quad and we dont want them to roll away from that.
		for brch in self.branches_all:
			if brch.parent_pt:
				# if the first joint has a child then apply half the roll
				# theres no correct solition here, but this seems ok
				if brch.bpoints[0].roll_angle != None:
					#brch.bpoints[0].roll_angle *= 0.5
					#brch.bpoints[0].roll_angle = 0.0
					#brch.bpoints[1].roll_angle = 0.0
					brch.bpoints[0].roll_angle = 0
					pass
				else:
					# our roll was set from the branches parent and needs no changing
					# set it to zero so the following functions know to interpolate.
					brch.bpoints[0].roll_angle = 25.0
					#brch.bpoints[1].roll_angle = 0.0
		
		'''
		Now interpolate the roll!
		The method used here is a little odd.
		
		* first loop up the branch and set each points value to the "last defined" value and record the steps
		since the last defined value
		* Do the same again but backwards
		
		now for each undefined value we have 1 or 2 values, if its 1 its simple we just use that value 
		( no interpolation ), if there are 2 then we use the offsets from each end to work out the interpolation.
		
		one up, one back, and another to set the values, so 3 loops all up.
		'''
		#### print "scan up the branch..."
		for brch in self.branches_all:
			last_value = None
			last_index = -1
			for i in xrange(len(brch.bpoints)):
				pt = brch.bpoints[i]
				if type(pt.roll_angle) in (float, int):
					last_value = pt.roll_angle
					last_index = i
				else:
					if type(last_value) in (float, int):
						# Assign a list, because there may be a connecting roll value from another joint
						pt.roll_angle = [(last_value, i-last_index)]
				
			#### print "scan down the branch..."
			last_value = None
			last_index = -1
			for i in xrange(len(brch.bpoints)-1, -1, -1): # same as above but reverse
				pt = brch.bpoints[i]
				if type(pt.roll_angle) in (float, int):
					last_value = pt.roll_angle
					last_index = i
				else:
					if last_value != None:
						if type(pt.roll_angle) == list:
							pt.roll_angle.append((last_value, last_index-i))
						else:
							#pt.roll_angle = [(last_value, last_index-i)]
							
							# Dont bother assigning a list because we wont need to add to it later
							pt.roll_angle = last_value 
			
			# print "looping ,...."
			### print "assigning/interpolating roll values"
			for pt in brch.bpoints:
				
				# print "this roll IS", pt.roll_angle
				
				if pt.roll_angle == None:
					continue
				elif type(pt.roll_angle) in (float, int):
					pass
				elif len(pt.roll_angle) == 1:
					pt.roll_angle = pt.roll_angle[0][0]
				else:
					# interpolate
					tot = pt.roll_angle[0][1] + pt.roll_angle[1][1]
					pt.roll_angle = \
					 (pt.roll_angle[0][0] * (tot - pt.roll_angle[0][1]) +\
					  pt.roll_angle[1][0] * (tot - pt.roll_angle[1][1])) / tot
					
					#### print pt.roll_angle, 'interpolated roll'
					
				pt.roll(pt.roll_angle)
				
		# Done with temp average list. now we know the best roll for each branch.
		
		# mesh the data
		for brch in self.branches_all:
			for pt in brch.bpoints:
				pt.toMesh(self.mesh)
		
		faces = self.mesh.faces
		faces_extend = [ face for brch in self.branches_all for pt in brch.bpoints for face in pt.faces if face ]
		if do_cap_ends:
			# TODO - UV map and image?
			faces_extend.extend([ brch.bpoints[-1].verts for brch in self.branches_all ])
			
		faces.extend(faces_extend)
		

		
		if do_uv:
			# Assign the faces back
			face_index = 0
			for brch in self.branches_all:
				for pt in brch.bpoints:
					for i in (0,1,2,3):
						if pt.faces[i]:
							pt.faces[i] = faces[face_index]
							pt.faces[i].smooth = True
							face_index +=1
			
			self.mesh.faceUV = True
			for brch in self.branches_all:
				
				y_val = 0.0
				for pt in brch.bpoints:
					if pt.next:
						y_size = (pt.co-pt.next.co).length
						
						# scale the uvs by the radiusm, avoids stritching.
						if do_uv_scalewidth:
							y_size = y_size / pt.radius * uv_y_scale
						
						for i in (0,1,2,3):
							if pt.faces[i]:
								if uv_image:
									pt.faces[i].image = uv_image
								
								x1 = i*0.25 * uv_x_scale							
								x2 = (i+1)*0.25 * uv_x_scale
								
								uvs = pt.faces[i].uv
								uvs[3].x = x1;
								uvs[3].y = y_val+y_size
								
								uvs[0].x = x1
								uvs[0].y = y_val
								
								uvs[1].x = x2
								uvs[1].y = y_val
								
								uvs[2].x = x2
								uvs[2].y = y_val+y_size
								
						
						do_uv_scalewidth
						if pt.next:	
							y_val += y_size
		else:
			# no UV's
			for f in self.mesh.faces:
				f.smooth = True
		
		if do_cap_ends:
			# de-select end points for 
			i = len(faces)-1
			
			cap_end_face_start = len(faces) - len(self.branches_all)
			
			j = 0
			for i in xrange(cap_end_face_start, len(faces)):
				self.branches_all[j].face_cap = faces[i]
				faces[i].sel = 0
				
				# default UV's are ok for now :/
				if do_uv and uv_image:
					faces[i].image = uv_image
				
				j +=1
			
			# set edge crease for capped ends.
			for ed in self.mesh.edges:
				if ed.v1.sel==False and ed.v2.sel==False:
					ed.crease = 255
			
		del faces_extend
		
		return self.mesh

	def toArmature(self, ob_arm, armature):
		
		armature.drawType = Blender.Armature.STICK
		armature.makeEditable() # enter editmode
		
		# Assume toMesh has run
		self.armature = armature
		for bonename in armature.bones.keys():
			del armature.bones[bonename]
		
		
		group_names = []
		
		for i, brch in enumerate(self.branches_all):
			
			# get a list of parent points to make into bones. use parents and endpoints
			bpoints_parent = [pt for pt in brch.bpoints if pt.isParent or pt.prev == None or pt.next == None]
			bpbone_last = None
			for j in xrange(len(bpoints_parent)-1):
				
				# bone container class
				bpoints_parent[j].bpbone = bpbone = bpoint_bone()
				bpbone.name = '%i_%i' % (i,j) # must be unique
				group_names.append(bpbone.name)
				
				bpbone.editbone = Blender.Armature.Editbone() # automatically added to the armature
				self.armature.bones[bpbone.name] = bpbone.editbone
				
				bpbone.editbone.head = bpoints_parent[j].co
				bpbone.editbone.head = bpoints_parent[j].co
				bpbone.editbone.tail = bpoints_parent[j+1].co
				
				# parent the chain.
				if bpbone_last:
					bpbone.editbone.parent = bpbone_last.editbone
					bpbone.editbone.options = [Blender.Armature.CONNECTED]
				
				bpbone_last = bpbone
		
		for brch in self.branches_all:
			if brch.parent_pt: # We must have a parent
				
				# find the bone in the parent chain to use for the parent of this
				parent_pt = brch.parent_pt
				bpbone_parent = None
				while parent_pt:
					bpbone_parent = parent_pt.bpbone
					if bpbone_parent:
						break
					
					parent_pt = parent_pt.prev
				
				
				if bpbone_parent:
					brch.bpoints[0].bpbone.editbone.parent = bpbone_parent.editbone
				else: # in rare cases this may not work. should be verry rare but check anyway.
					print 'this is really odd... look into the bug.'
		
		self.armature.update() # exit editmode
		
		# Skin the mesh
		if self.mesh:
			for group in group_names:
				self.mesh.addVertGroup(group)
		
		for brch in self.branches_all:
			vertList = []
			group = '' # dummy
			
			for pt in brch.bpoints:
				if pt.bpbone:
					if vertList:
						self.mesh.assignVertsToGroup(group, vertList, 1.0, Blender.Mesh.AssignModes.ADD)
					
					vertList = []
					group = pt.bpbone.name
				
				vertList.extend( [v.index for v in pt.verts] )
			
			if vertList:
				self.mesh.assignVertsToGroup(group, vertList, 1.0, Blender.Mesh.AssignModes.ADD)
		
		return self.armature
	
	def toAction(self, ob_arm, texture, anim_speed=1.0, anim_magnitude=1.0, anim_speed_size_scale=True, anim_offset_scale=1.0):
		# Assume armature
		action = ob_arm.action
		if not action:
			action = bpy.data.actions.new()
			action.fakeUser = False # so we dont get masses of bad data
			ob_arm.action = action
		
		# Blender.Armature.NLA.ob_arm.
		pose = ob_arm.getPose()
		
		for pose_bone in pose.bones.values():
			pose_bone.insertKey(ob_arm, 0, [Blender.Object.Pose.ROT], True)
		
		# Now get all the IPO's
		
		ipo_dict = action.getAllChannelIpos()
		# print ipo_dict
		
		# Sicne its per frame, it increases very fast. scale it down a bit
		anim_speed = anim_speed/10
		
		# When we have the same trees next to eachother, they will animate the same way unless we give each its own texture or offset settings.
		# We can use the object's location as a factor - this also will have the advantage? of seeing the animation move across the tree's
		# allow a scale so the difference between tree textures can be adjusted.
		anim_offset = self.object.matrixWorld.translationPart() * anim_offset_scale
		
		anim_speed_final = anim_speed
		# Assign drivers to them all
		for name, ipo in ipo_dict.iteritems():
			tex_str = 'b.Texture.Get("%s")' % texture.name
			
			if anim_speed_size_scale:
				# Adjust the speed by the bone size.
				# get the point from the name. a bit ugly but works fine ;) - Just dont mess the index up!
				lookup = [int(val) for val in name.split('_')]
				pt = self.branches_all[ lookup[0] ].bpoints[ lookup[1] ]
				anim_speed_final = anim_speed / (1+pt.radius)
			
			#for cu in ipo:
			#	#cu.delBezier(0) 
			#	#cu.driver = 2 # Python expression
			#	#cu.driverExpression = 'b.Get("curframe")/100.0'
			cu = ipo[Blender.Ipo.PO_QUATX]
			try:	cu.delBezier(0) 
			except:	pass
			cu.driver = 2 # Python expression
			cu.driverExpression = '%.3f*(%s.evaluate(((b.Get("curframe")*%.3f)+%.3f,%.3f,%.3f)).w-0.5)' % (anim_magnitude, tex_str, anim_speed_final, anim_offset.x, anim_offset.y, anim_offset.z)
			
			cu = ipo[Blender.Ipo.PO_QUATY]
			try:	cu.delBezier(0) 
			except:	pass
			cu.driver = 2 # Python expression
			cu.driverExpression = '%.3f*(%s.evaluate((%.3f,(b.Get("curframe")*%.3f)+%.3f,%.3f)).w-0.5)' % (anim_magnitude, tex_str,  anim_offset.x, anim_speed_final, anim_offset.y, anim_offset.z)
			
			cu = ipo[Blender.Ipo.PO_QUATZ]
			try:	cu.delBezier(0) 
			except:	pass
			cu.driver = 2 # Python expression
			cu.driverExpression = '%.3f*(%s.evaluate(%.3f,%.3f,(b.Get("curframe")*%.3f)+%.3f).w-0.5)' % (anim_magnitude, tex_str,  anim_offset.x, anim_offset.y, anim_speed_final, anim_offset.z)
			
			
			#(%s.evaluate((b.Get("curframe")*%.3f,0,0)).w-0.5)*%.3f
		
		
zup = Vector(0,0,1)

class bpoint_bone:
	def __init__(self):
		self.name = None
		self.editbone = None
		self.blenbone = None
		self.posebone = None

class bpoint(object):
	''' The point in the middle of the branch, not the mesh points
	'''
	__slots__ = 'branch', 'co', 'no', 'radius', 'vecs', 'verts', 'children', 'faces', 'next', 'prev', 'isParent', 'bpbone', 'roll_angle', 'nextMidCo', 'childrenMidCo', 'childrenMidRadius', 'targetCos'
	def __init__(self, brch, co, no, radius):
		self.branch = brch
		self.co = co
		self.no = no
		self.radius = radius
		self.vecs =		[None, None, None, None] # 4 for now
		self.verts =	[None, None, None, None]
		self.children = [None, None, None, None] # child branches, dont fill in faces here
		self.faces = [None, None, None, None]
		self.next = None
		self.prev = None
		self.isParent = False
		self.bpbone = None # bpoint_bone instance
		
		# when set, This is the angle we need to roll to best face our branches
		# the roll that is set may be interpolated if we are between 2 branches that need to roll.
		# Set to None means that the roll will be left default (from parent)
		self.roll_angle = None
		
		
		# The location between this and the next point,
		# if we want to be tricky we can try make this not just a simple
		# inbetween and use the normals to have some curvature
		self.nextMidCo = None
		
		# Similar to above, median point of all children
		self.childrenMidCo = None
		
		# Similar as above, but for radius
		self.childrenMidRadius = None
		
		# Target locations are used when you want to move the point to a new location but there are
		# more then 1 influence, build up a list and then apply
		self.targetCos = []
	
	def __repr__(self):
		s = ''
		s += '\t\tco:', self.co
		s += '\t\tno:', self.no
		s += '\t\tradius:', self.radius
		s += '\t\tchildren:', [(child != False) for child in self.children]
		return s
		
		
	
	def setCo(self, co):
		self.co[:] = co
		self.calcNextMidCo()
		self.calcNormal()
		
		if self.prev:
			self.prev.calcNextMidCo()
			self.prev.calcNormal()
			self.prev.calcChildrenMidData()
		
		if self.next:
			self.prev.calcNormal()
		
		self.calcChildrenMidData()
		
		
	def nextLength(self):
		return (self.co-self.next.co).length
	def prevLength(self):
		return (self.co-self.prev.co).length
		
	def hasOverlapError(self):
		if self.prev == None:
			return False
		if self.next == None:
			return False
		'''
		# see if this point sits on the line between its siblings.
		co, fac = ClosestPointOnLine(self.co, self.prev.co, self.next.co)
		
		if fac >= 0.0 and fac <= 1.0:
			return False # no overlap, we are good
		else:
			return True # error, some overlap
		'''
		
		
		# Alternate method, maybe better
		ln = self.nextLength()
		lp = self.prevLength()
		ls = (self.prev.co-self.next.co).length
		
		# Are we overlapping? the length from our next or prev is longer then the next-TO-previous?
		if ln>ls or lp>ls:
			return True
		else:
			return False
		
	
	def applyTargetLocation(self):
		if not self.targetCos:
			return False
		elif len(self.targetCos) == 1:
			self.setCo(self.targetCos[0])
		else:
			co_all = Vector()
			for co in self.targetCos:
				co_all += co
			
			self.setCo(co_all / len(self.targetCos))
			self.targetCos[:] = []
		return True
	
	def calcNextMidCo(self):
		if not self.next:
			return None
		
		# be tricky later.
		self.nextMidCo = (self.co + self.next.co) * 0.5
	
	def calcNormal(self):
		if self.prev == None:
			self.no = (self.next.co - self.co).normalize()
		elif self.next == None:
			self.no = (self.co - self.prev.co).normalize()
		else:
			self.no = (self.next.co - self.prev.co).normalize()
	
	def calcChildrenMidData(self):
		'''
		Calculate childrenMidCo & childrenMidRadius
		This is a bit tricky, we need to find a point between this and the next,
		the medium of all children, this point will be on the line between this and the next.
		'''
		if not self.next:
			return None
		
		# factor between this and the next point
		radius = factor = factor_i = 0.0
		
		count = 0
		for brch in self.children:
			if brch: # we dont need the co at teh moment.
				co, fac = ClosestPointOnLine(brch.bpoints[0].co, self.co, self.next.co)
				factor_i += fac
				count += 1
				
				radius += brch.bpoints[0].radius
		
		if not count:
			return
		
		# interpolate points 
		factor_i	= factor_i/count
		factor		= 1-factor_i
		
		self.childrenMidCo = (self.co * factor) + (self.next.co * factor_i)
		self.childrenMidRadius = radius
		
		#debug_pt(self.childrenMidCo)
		
	def getAbsVec(self, index):
		# print self.vecs, index
		return self.co + self.vecs[index]
	
	def slide(self, factor):
		'''
		Slides the segment up and down using the prev and next points
		'''
		self.setCo(self.slideCo(factor))
	
	def slideCo(self, factor):
		if self.prev == None or self.next == None or factor==0.0:
			return
		
		if factor < 0.0:
			prev_co = self.prev.co
			co = self.co
			
			ofs = co-prev_co
			ofs.length = abs(factor)
			self.co - ofs
			
			return self.co - ofs
		else:
			next_co = self.next.co
			co = self.co
			
			ofs = co-next_co
			ofs.length = abs(factor)
			
			return self.co - ofs
		
	
	def collapseDown(self):
		'''
		Collapse the next point into this one
		'''
		
		# self.next.next == None check is so we dont shorten the final length of branches.
		if self.next == None or self.next.next == None or self.isParent or self.next.isParent:
			return False
		
		self.branch.bpoints.remove(self.next)
		self.next = self.next.next # skip 
		self.next.prev = self
		
		# Watch this place - must update all data thats needed. roll is not calculaetd yet.
		self.calcNextMidCo()
		return True
		
	def collapseUp(self):
		'''
		Collapse the previous point into this one
		'''
		
		# self.next.next == None check is so we dont shorten the final length of branches.
		if self.prev == None or self.prev.prev == None or self.prev.isParent or self.prev.prev.isParent:
			return False
		
		self.branch.bpoints.remove(self.prev)
		self.prev = self.prev.prev # skip 
		self.prev.next = self
		
		# Watch this place - must update all data thats needed. roll is not calculaetd yet.
		self.prev.calcNextMidCo()
		return True
		
	
	def smooth(self, factor, factor_joint):
		'''
		Blend this point into the other 2 points
		'''
		if self.next == None or self.prev == None:
			return False
		
		if self.isParent or self.prev.isParent:
			factor = factor_joint;
		
		if factor==0.0:
			return False;
		
		radius = (self.next.radius + self.prev.radius)/2.0
		no = (self.next.no + self.prev.no).normalize()
		
		# do a line intersect to work out the best location
		'''
		cos = LineIntersect(	self.next.co, self.next.co+self.next.no,\
								self.prev.co, self.prev.co+self.prev.no)
		if cos == None:
			co = (self.prev.co + self.next.co)/2.0
		else:
			co = (cos[0]+cos[1])/2.0
		'''
		# Above can give odd results every now and then
		co = (self.prev.co + self.next.co)/2.0
		
		# Now apply
		factor_i = 1.0-factor
		self.setCo(self.co*factor_i  +  co*factor)
		self.radius = self.radius*factor_i  +  radius*factor
		
		return True
		
	def childPoint(self, index):
		'''
		Returns the middle point for any children between this and the next edge
		'''
		if self.next == None:
			raise 'Error'
		
		if index == 0:	return (self.getAbsVec(0) + self.next.getAbsVec(1)) / 2
		if index == 1:	return (self.getAbsVec(1) + self.next.getAbsVec(2)) / 2
		if index == 2:	return (self.getAbsVec(2) + self.next.getAbsVec(3)) / 2
		if index == 3:	return (self.getAbsVec(3) + self.next.getAbsVec(0)) / 2
	
	def roll(self, angle):
		'''
		Roll the quad about its normal 
		use for aurienting the sides of a quad to meet a branch that stems from here...
		'''
		
		mat = Blender.Mathutils.RotationMatrix(angle, 3, 'r', self.no)
		for i in xrange(4):
			self.vecs[i] = self.vecs[i] * mat
	
	
	def toMesh(self, mesh):
		self.verts[0].co = self.getAbsVec(0)
		self.verts[1].co = self.getAbsVec(1)
		self.verts[2].co = self.getAbsVec(2)
		self.verts[3].co = self.getAbsVec(3)
		
		if not self.next:
			return
		verts = self.verts
		next_verts = self.next.verts
		
		ls = []
		if self.prev == None and self.branch.parent_pt:
			# join from parent branch
			
			# which side are we of the parents quad
			index = self.branch.parent_pt.children.index(self.branch)
			
			if index==0:	verts = [self.branch.parent_pt.verts[0], self.branch.parent_pt.verts[1], self.branch.parent_pt.next.verts[1], self.branch.parent_pt.next.verts[0]]
			if index==1:	verts = [self.branch.parent_pt.verts[1], self.branch.parent_pt.verts[2], self.branch.parent_pt.next.verts[2], self.branch.parent_pt.next.verts[1]]
			if index==2:	verts = [self.branch.parent_pt.verts[2], self.branch.parent_pt.verts[3], self.branch.parent_pt.next.verts[3], self.branch.parent_pt.next.verts[2]]
			if index==3:	verts = [self.branch.parent_pt.verts[3], self.branch.parent_pt.verts[0], self.branch.parent_pt.next.verts[0], self.branch.parent_pt.next.verts[3]]
			
			if not self.children[0]:	self.faces[0] = [verts[0], verts[1], next_verts[1], next_verts[0]]
			if not self.children[1]:	self.faces[1] = [verts[1], verts[2], next_verts[2], next_verts[1]]
			if not self.children[2]:	self.faces[2] = [verts[2], verts[3], next_verts[3], next_verts[2]]
			if not self.children[3]:	self.faces[3] = [verts[3], verts[0], next_verts[0], next_verts[3]]
			
		else:
			# normal join
			if not self.children[0]:	self.faces[0] = [verts[0], verts[1], next_verts[1], next_verts[0]]
			if not self.children[1]:	self.faces[1] = [verts[1], verts[2], next_verts[2], next_verts[1]]
			if not self.children[2]:	self.faces[2] = [verts[2], verts[3], next_verts[3], next_verts[2]]
			if not self.children[3]:	self.faces[3] = [verts[3], verts[0], next_verts[0], next_verts[3]]
		
		mesh.faces.extend(ls)
	
	def calcVerts(self):
		if self.prev == None:
			if self.branch.parent_pt:
				cross = CrossVecs(self.no, self.branch.getParentFaceCent() - self.branch.parent_pt.getAbsVec( self.branch.getParentQuadIndex() ))
			else:
				# parentless branch
				cross = zup
		else:
			cross = CrossVecs(self.prev.vecs[0], self.no)
		
		self.vecs[0] = Blender.Mathutils.CrossVecs(self.no, cross)
		self.vecs[0].length = self.radius
		mat = Blender.Mathutils.RotationMatrix(90, 3, 'r', self.no)
		self.vecs[1] = self.vecs[0] * mat
		self.vecs[2] = self.vecs[1] * mat
		self.vecs[3] = self.vecs[2] * mat
	
	def hasChildren(self):
		'''
		Use .isParent where possible, this does the real check
		'''
		if self.children.count(None) == 4:
			return False
		else:
			return True
	
class branch:
	def __init__(self):
		self.bpoints = []
		self.parent_pt = None
		self.tag = False # have we calculated our points
		self.face_cap = None
		
		# Bones per branch
		self.bones = []
	
	def __repr__(self):
		s = ''
		s += '\tbranch'
		s += '\tbpoints:', len(self.bpoints)
		for pt in brch.bpoints:
			s += str(self.pt)
		
		
	
	def getParentQuadAngle(self):
		'''
		The angle off we are from our parent quad,
		'''
		# used to roll the parent so its faces us better
		parent_normal = self.getParentFaceCent() - self.parent_pt.nextMidCo
		self_normal = self.bpoints[1].co - self.parent_pt.co
		# We only want the angle in relation to the parent points normal
		# modify self_normal to make this so
		cross = CrossVecs(self_normal, self.parent_pt.no)
		self_normal = CrossVecs(self.parent_pt.no, cross) # CHECK
		angle = AngleBetweenVecs(parent_normal, self_normal)
		
		# see if we need to rotate positive or negative
		# USE DOT PRODUCT!
		cross = CrossVecs(parent_normal, self_normal)
		if AngleBetweenVecs(cross, self.parent_pt.no) > 90:
			angle = -angle
		
		return angle
	
	def getParentQuadIndex(self):
		return self.parent_pt.children.index(self)
	def getParentFaceCent(self):
		return self.parent_pt.childPoint(  self.getParentQuadIndex()  )
	
	def findClosest(self, co):
		''' # this dosnt work, but could.
		best = None
		best_dist = 100000000
		for pt in self.bpoints:
			if pt.next:
				co_on_line, fac = ClosestPointOnLine(co, pt.co, pt.next.co)
				print fac
				if fac >= 0.0 and fac <= 1.0:
					return pt, (co-co_on_line).length
		
		return best, best_dist
		'''
		best = None
		best_dist = 100000000
		for pt in self.bpoints:
			if pt.nextMidCo:
				dist = (pt.nextMidCo-co).length
				if dist < best_dist:
					best = pt
					best_dist = dist
		
		return best, best_dist
		
	def evenPointDistrobution(self, factor=1.0, factor_joint=1.0):
		'''
		Redistribute points that are not evenly distributed
		factor is between 0.0 and 1.0
		'''
		
		for pt in self.bpoints:
			if pt.next and pt.prev and pt.isParent == False and pt.prev.isParent == False:
				w1 = pt.nextLength()
				w2 = pt.prevLength()
				wtot = w1+w2
				w1=w1/wtot
				#w2=w2/wtot
				w1 = abs(w1-0.5)*2 # make this from 0.0 to 1.0, where 0 is the middle and 1.0 is as far out of the middle as possible.
				# print "%.6f" % w1
				pt.smooth(w1*factor, w1*factor_joint)
	
	def fixOverlapError(self, joint_smooth=1.0):
		# Keep fixing until no hasOverlapError left to fix.
		error = True
		while error:
			error = False
			for pt in self.bpoints:
				if pt.prev and pt.next:
					if pt.hasOverlapError():
						if pt.smooth(1.0, joint_smooth): # if we cant fix then dont bother trying again.
							error = True
	
	def evenJointDistrobution(self, joint_compression = 1.0):
		# See if we need to evaluate this branch at all 
		if len(self.bpoints) <= 2: # Rare but in this case we cant do anything
			return
		has_children = False
		for pt in self.bpoints:
			if pt.isParent:
				has_children = True
				break
		
		if not has_children:
			return
		
		# OK, we have children, so we have some work to do...
		# center each segment
		
		# work out the median location of all points children.
		for pt in self.bpoints:
			pt.calcChildrenMidData()
		
		for pt in self.bpoints:
			pt.targetCos = []
			if pt.childrenMidCo:
				# Move this and the next segment to be around the child point.
				# TODO - factor in the branch angle, be careful with this - close angles can have extreme values.
				co = pt.slideCo( (pt.childrenMidCo - pt.co).length - (pt.childrenMidRadius * joint_compression) )
				if co:
					pt.targetCos.append( co )
				
				co = pt.next.slideCo((pt.childrenMidRadius * joint_compression) - (pt.childrenMidCo - pt.next.co).length )
				if co:
					pt.next.targetCos.append( co )
		
		for pt in self.bpoints:
			pt.applyTargetLocation()
	
	def collapsePoints(self, density, smooth_joint=1.0):
		
		# to avoid an overcomplex UI, just use this value when checking if these can collapse
		HARD_CODED_RADIUS_DIFFERENCE_LIMIT = 0.3
		HARD_CODED_ANGLE_DIFFERENCE_LIMIT = 20
		
		collapse = True
		while collapse:
			collapse = False
			
			pt = self.bpoints[0]
			while pt:
				if pt.prev and pt.next and not pt.prev.isParent:
					if abs(pt.radius - pt.prev.radius) / (pt.radius + pt.prev.radius) < HARD_CODED_RADIUS_DIFFERENCE_LIMIT:
						if AngleBetweenVecs(pt.no, pt.prev.no) < HARD_CODED_ANGLE_DIFFERENCE_LIMIT:
							if (pt.prev.nextMidCo-pt.co).length < ((pt.radius + pt.prev.radius)/2) * density:
								pt_save = pt.prev
								if pt.next.collapseUp(): # collapse this point
									collapse = True
									pt = pt_save # so we never reference a removed point
				
				if not pt.isParent and pt.next: #if pt.childrenMidCo == None:
					if abs(pt.radius - pt.next.radius) / (pt.radius + pt.next.radius) < HARD_CODED_RADIUS_DIFFERENCE_LIMIT:
						if AngleBetweenVecs(pt.no, pt.next.no) < HARD_CODED_ANGLE_DIFFERENCE_LIMIT:
							# do here because we only want to run this on points with no children,
							# Are we closer theto eachother then the radius?
							if (pt.nextMidCo-pt.co).length < ((pt.radius + pt.next.radius)/2) * density:
								if pt.collapseDown():
									collapse = True
				
				pt = pt.next
		## self.checkPointList()
		self.evenPointDistrobution(1.0, smooth_joint)
		
		for pt in self.bpoints:
			pt.calcNormal()
			pt.calcNextMidCo()
	
	def branchReJoin(self):
		'''
		Not needed but nice to run after collapsing incase segments moved a lot
		'''
		if not self.parent_pt:
			return # nothing to do
		
		# see if the next segment is closer now (after collapsing)
		par_pt = self.parent_pt
		root_pt = self.bpoints[0]
		
		#try:
		index = par_pt.children.index(self)
		#except:
		#print "This is bad!, but not being able to re-join isnt that big a deal"
		
		current_dist = (par_pt.nextMidCo - root_pt.co).length
		
		# TODO - Check size of new area is ok to move into
		
		if par_pt.next and par_pt.next.next and par_pt.next.children[index] == None:
			# We can go here if we want, see if its better
			if current_dist > (par_pt.next.nextMidCo - root_pt.co).length:
				self.parent_pt.children[index] = None
				self.parent_pt.isParent = self.parent_pt.hasChildren()
				
				self.parent_pt = par_pt.next
				self.parent_pt.children[index] = self
				self.parent_pt.isParent = True
				return
		
		if par_pt.prev and par_pt.prev.children[index] == None:
			# We can go here if we want, see if its better
			if current_dist > (par_pt.prev.nextMidCo - root_pt.co).length:
				self.parent_pt.children[index] = None
				self.parent_pt.isParent = self.parent_pt.hasChildren()
				
				self.parent_pt = par_pt.prev
				self.parent_pt.children[index] = self
				self.parent_pt.isParent = True
				return
	
	def checkPointList(self):
		'''
		Error checking. use to check if collapsing worked.
		'''
		p_link = self.bpoints[0]
		i = 0
		while p_link:
			if self.bpoints[i] != p_link:
				raise "Error"
			
			if p_link.prev and p_link.prev != self.bpoints[i-1]:
				raise "Error Prev"
			
			if p_link.next and p_link.next != self.bpoints[i+1]:
				raise "Error Next"
			
			p_link = p_link.next
			i+=1
	
	def mixToNew(self, other):
			pass
		
	
	def toMesh(self):
		pass





# No GUI code above this! ------------------------------------------------------

# PREFS - These can be saved on the object's id property. use 'tree2curve' slot
from Blender import Draw
import BPyWindow
ID_SLOT_NAME = 'Curve2Tree'

EVENT_NONE = 0
EVENT_EXIT = 1
EVENT_UPDATE = 2
EVENT_UPDATE_AND_UI = 2
EVENT_REDRAW = 3


# Prefs for each tree
PREFS = {}
PREFS['connect_sloppy'] = Draw.Create(1.0)
PREFS['connect_base_trim'] = Draw.Create(1.0)
PREFS['seg_density'] = Draw.Create(0.2)
PREFS['seg_joint_compression'] = Draw.Create(1.0)
PREFS['seg_joint_smooth'] = Draw.Create(2.0)
PREFS['image_main'] = Draw.Create('')
PREFS['do_uv'] = Draw.Create(1)
PREFS['uv_x_scale'] = Draw.Create(4.0)
PREFS['uv_y_scale'] = Draw.Create(1.0)
PREFS['do_subsurf'] = Draw.Create(1)
PREFS['do_cap_ends'] = Draw.Create(0)
PREFS['do_uv_scalewidth'] = Draw.Create(1)
PREFS['do_armature'] = Draw.Create(1)
PREFS['do_anim'] = Draw.Create(1)
try:		PREFS['anim_tex'] = Draw.Create([tex for tex in bpy.data.textures][0].name)
except:		PREFS['anim_tex'] = Draw.Create('')

PREFS['anim_speed'] = Draw.Create(0.2)
PREFS['anim_magnitude'] = Draw.Create(0.2)
PREFS['anim_speed_size_scale'] = Draw.Create(1)
PREFS['anim_offset_scale'] = Draw.Create(1.0)

GLOBAL_PREFS = {}
GLOBAL_PREFS['realtime_update'] = Draw.Create(0)


def getContextCurveObjects():
	sce = bpy.data.scenes.active
	objects = []
	for ob in sce.objects.context:
		if ob.type != 'Curve':
			ob = ob.parent
		if ob.type != 'Curve':
			continue
		objects.append(ob)
	return objects


def Prefs2Dict(prefs, new_prefs):
	'''
	Make a copy with no button settings
	'''
	new_prefs.clear()
	for key, val in prefs.items():
		try:	new_prefs[key] = val.val
		except:	new_prefs[key] = val
	return new_prefs

def Dict2Prefs(prefs, new_prefs):
	'''
	Make a copy with button settings
	'''
	for key in prefs: # items would be nice for id groups
		val = prefs[key]
		try:	new_prefs[key] = Blender.Draw.Create( val )
		except:	new_prefs[key] = val
	return new_prefs

def Prefs2IDProp(idprop, prefs):
	new_prefs = {}
	Prefs2Dict(prefs, new_prefs)
	try:	del idprop[ID_SLOT_NAME]
	except:	pass
	
	idprop[ID_SLOT_NAME] = new_prefs
	
def IDProp2Prefs(idprop, prefs):
	try:	prefs = idprop[ID_SLOT_NAME]
	except:	return False
	Dict2Prefs(prefs, PREFS)
	return True




def buildTree(ob, single=False):
	'''
	Must be a curve object, write to a child mesh
	Must check this is a curve object!
	'''
	
	# if were only doing 1 object, just use the current prefs
	prefs = {}
	if single or not (IDProp2Prefs(ob.properties, prefs)):
		prefs = PREFS
		
	
	# Check prefs are ok.
	
	
	sce = bpy.data.scenes.active
	
	def getCurveChild(obtype):
		try:
			return [ _ob for _ob in sce.objects if _ob.type == obtype if _ob.parent == ob ][0]
		except:
			return None
	
	def newCurveChild(obdata):
		
		ob_new = bpy.data.scenes.active.objects.new(obdata)
		ob_new.Layers = ob.Layers
		
		# new object settings
		ob.makeParent([ob_new])
		ob_new.setMatrix(Blender.Mathutils.Matrix())
		ob_new.sel = 0
		return ob_new
	
	def hasModifier(modtype):
		return len([mod for mod in ob_mesh.modifiers if mod.type == modtype]) > 0
			
	
	sce = bpy.data.scenes.active
	
	if PREFS['image_main'].val:
		try:		image = bpy.data.images[PREFS['image_main'].val]
		except:		image = None
	else:			image = None
	
	# Get the mesh child

	t = tree()
	t.fromCurve(ob)
	#print t
	t.buildConnections(\
		sloppy = PREFS['connect_sloppy'].val,\
		base_trim = PREFS['connect_base_trim'].val\
	)
	
	t.optimizeSpacing(\
		density=PREFS['seg_density'].val,\
		joint_compression = PREFS['seg_joint_compression'].val,\
		joint_smooth = PREFS['seg_joint_smooth'].val\
	)
	
	ob_mesh = getCurveChild('Mesh')
	if not ob_mesh:
		# New object
		mesh = bpy.data.meshes.new('tree_' + ob.name)
		ob_mesh = newCurveChild(mesh)
		# do subsurf later
		
	else:
		# Existing object
		mesh = ob_mesh.getData(mesh=1)
		ob_mesh.setMatrix(Blender.Mathutils.Matrix())
	
	
	
	mesh = t.toMesh(mesh,\
		do_uv = PREFS['do_uv'].val,\
		uv_image = image,\
		do_uv_scalewidth = PREFS['do_uv_scalewidth'].val,\
		uv_x_scale = PREFS['uv_x_scale'].val,\
		uv_y_scale = PREFS['uv_y_scale'].val,\
		do_cap_ends = PREFS['do_cap_ends'].val\
	)
	
	mesh.calcNormals()
	
	# Do armature stuff....
	if PREFS['do_armature'].val:
		ob_arm = getCurveChild('Armature')
		if ob_arm:
			armature = ob_arm.data
			ob_arm.setMatrix(Blender.Mathutils.Matrix())
		else:
			armature = bpy.data.armatures.new()
			ob_arm = newCurveChild(armature)
		
		t.toArmature(ob_arm, armature)
		
		# Add the modifier.
		if not hasModifier(Blender.Modifier.Types.ARMATURE):
			mod = ob_mesh.modifiers.append(Blender.Modifier.Types.ARMATURE)
			
			# TODO - assigne object anyway, even if an existing modifier exists.
			mod[Blender.Modifier.Settings.OBJECT] = ob_arm
		
		if PREFS['do_anim'].val:
			try:
				tex = bpy.data.textures[PREFS['anim_tex'].val]
			except:
				tex = None
				Blender.Draw.PupMenu('error no texture, cannot animate bones')
			
			if tex:
				t.toAction(ob_arm, tex,\
						anim_speed = PREFS['anim_speed'].val,\
						anim_magnitude = PREFS['anim_magnitude'].val,\
						anim_speed_size_scale= PREFS['anim_speed_size_scale'].val,\
						anim_offset_scale=PREFS['anim_offset_scale'].val
						)
	
	# Add subsurf last it needed. so armature skinning is done first.
	# Do subsurf?
	if PREFS['seg_density'].val:
		if not hasModifier(Blender.Modifier.Types.SUBSURF):
			mod = ob_mesh.modifiers.append(Blender.Modifier.Types.SUBSURF)
			
	#ob_mesh.makeDisplayList()
	#mesh.update()
	bpy.data.scenes.active.update()

def do_pref_read(e,v):
	sce = bpy.data.scenes.active
	ob = sce.objects.active
	
	if not ob:
		Blender.Draw.PupMenu('No active curve object')
	
	if ob.type != 'Curve':
		ob = ob.parent
	
	if ob.type != 'Curve':
		Blender.Draw.PupMenu('No active curve object')
		return
	
	if not IDProp2Prefs(ob.properties, PREFS):
		Blender.Draw.PupMenu('Curve object has no settings stored on it')
	
	Blender.Draw.Redraw()

def do_pref_write(e,v):
	
	objects = getContextCurveObjects()
	if not objects:
		Blender.Draw.PupMenu('No curve objects selected')
		return
	
	for ob in objects:
		Prefs2IDProp(ob.properties, PREFS)
	
def do_pref_clear(e,v):
	objects = getContextCurveObjects()
	if not objects:
		Blender.Draw.PupMenu('No curve objects selected')
		return
	
	for ob in objects:
		try:	del idprop[ID_SLOT_NAME]
		except:	pass
	
#BUTS = {}
#BUTS['']

def do_tex_check(e,v):
	try:
		bpy.data.textures[v]
	except:
		PREFS['anim_tex'].val = ''
		Draw.PupMenu('Texture dosnt exist!')
		Draw.Redraw()
		

# Button callbacks
def do_active_image(e,v):
	img = bpy.data.images.active
	if img:
		PREFS['image_main'].val = img.name
	else:
		PREFS['image_main'].val = ''

# Button callbacks
def do_tree_generate__real():
	sce = bpy.data.scenes.active
	objects = getContextCurveObjects()
	
	if not objects:
		Draw.PupMenu('Select one or more curve objects or a mesh/armature types with curve parents')
	
	is_editmode = Blender.Window.EditMode()
	if is_editmode:
		Blender.Window.EditMode(0, '', 0)
	
	for ob in objects:
		buildTree(ob, len(objects)==1)
	
	if is_editmode:
		Blender.Window.EditMode(1, '', 0)
	
	Blender.Window.RedrawAll()


# Profile
# Had to do this to get it to work in ubuntu "sudo aptitude install python-profiler"
'''
import hotshot
import profile
from hotshot import stats
'''
def do_tree_generate(e,v):
	
	do_tree_generate__real()
	'''
	prof = hotshot.Profile("hotshot_edi_stats")
	prof.runcall(do_tree_generate__real)
	prof.close()
	s = stats.load("hotshot_edi_stats")
	s.sort_stats("time").print_stats()
	'''
	
	
def evt(e,val):
	pass

def bevt(e):
	
	if e==EVENT_NONE:
		return
	
	if e == EVENT_UPDATE or e == EVENT_UPDATE_AND_UI:
		if GLOBAL_PREFS['realtime_update'].val:
			do_tree_generate(0,0) # values dont matter
	
	if e == EVENT_REDRAW or e == EVENT_UPDATE_AND_UI:
		Draw.Redraw()
	if e == EVENT_EXIT:
		Draw.Exit()
	pass
	
def gui():
	MARGIN = 10
	rect = BPyWindow.spaceRect()
	but_width = 64
	but_height = 20
	
	x=MARGIN
	y=rect[3]-but_height-MARGIN
	xtmp = x
	# ---------- ---------- ---------- ----------
	Blender.Draw.BeginAlign()
	PREFS['seg_density'] =	Draw.Number('Segment Spacing',EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['seg_density'].val,	0.05, 10.0,	'Scale the limit points collapse, that are closer then the branch width'); xtmp += but_width*4;
	
	y-=but_height
	xtmp = x
	# ---------- ---------- ---------- ----------
	
	PREFS['seg_joint_compression'] =	Draw.Number('Joint Width',	EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['seg_joint_compression'].val,	0.1, 2.0,	'Edge loop spacing around branch join, lower value for less webed joins'); xtmp += but_width*4;
	
	y-=but_height
	xtmp = x
	# ---------- ---------- ---------- ----------
	
	PREFS['seg_joint_smooth'] =	Draw.Number('Joint Smooth',	EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['seg_joint_smooth'].val,	0.0, 1.0,	'Edge loop spacing around branch join, lower value for less webed joins'); xtmp += but_width*4;
	
	y-=but_height
	xtmp = x
	# ---------- ---------- ---------- ----------
	
	PREFS['connect_sloppy'] =	Draw.Number('Connect Limit',EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['connect_sloppy'].val,	0.1, 2.0,	'Strictness when connecting branches'); xtmp += but_width*4;
	
	y-=but_height
	xtmp = x
	# ---------- ---------- ---------- ----------
	
	PREFS['connect_base_trim'] =	Draw.Number('Trim Base',	EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['connect_base_trim'].val,	0.1, 2.0,	'Trim branch base to better connect with parent branch'); xtmp += but_width*4;

	y-=but_height
	xtmp = x
	# ---------- ---------- ---------- ----------
	
	PREFS['do_cap_ends'] =	Draw.Toggle('Cap Ends',EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['do_cap_ends'].val,		'Add faces onto branch endpoints'); xtmp += but_width*2;
	PREFS['do_subsurf'] =	Draw.Toggle('SubSurf',EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['do_subsurf'].val,		'Enable subsurf for newly generated objects'); xtmp += but_width*2;
	Blender.Draw.EndAlign()
	
	y-=but_height+MARGIN
	xtmp = x
	# ---------- ---------- ---------- ----------
	
	Blender.Draw.BeginAlign()
	PREFS['do_uv'] =	Draw.Toggle('Generate UVs',EVENT_UPDATE_AND_UI, xtmp, y, but_width*2, but_height, PREFS['do_uv'].val,		'Calculate UVs coords'); xtmp += but_width*2;
	if PREFS['do_uv'].val:
		PREFS['do_uv_scalewidth'] =	Draw.Toggle('Keep Aspect',	EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['do_uv_scalewidth'].val,		'Correct the UV aspect with the branch width'); xtmp += but_width*2;
		
		y-=but_height
		xtmp = x
		# ---------- ---------- ---------- ----------
		
		PREFS['uv_x_scale'] =	Draw.Number('Scale U',	EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['uv_x_scale'].val,	0.01, 10.0,	'Edge loop spacing around branch join, lower value for less webed joins'); xtmp += but_width*2;
		PREFS['uv_y_scale'] =	Draw.Number('Scale V',	EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['uv_y_scale'].val,	0.01, 10.0,	'Edge loop spacing around branch join, lower value for less webed joins'); xtmp += but_width*2;
		
		y-=but_height
		xtmp = x
		# ---------- ---------- ---------- ----------
		
		PREFS['image_main'] =	Draw.String('IM: ',	EVENT_UPDATE, xtmp, y, but_width*3, but_height, PREFS['image_main'].val, 64,	'Image to apply to faces'); xtmp += but_width*3;
		Draw.PushButton('Use Active',	EVENT_UPDATE, xtmp, y, but_width, but_height,	'Get the image from the active image window', do_active_image); xtmp += but_width;
	Blender.Draw.EndAlign()
	
	y-=but_height+MARGIN
	xtmp = x
	# ---------- ---------- ---------- ----------
	
	Blender.Draw.BeginAlign()
	PREFS['do_armature'] =	Draw.Toggle('Generate Armature & Skin Mesh',	EVENT_UPDATE_AND_UI, xtmp, y, but_width*4, but_height, PREFS['do_armature'].val,	'Generate Armatuer'); xtmp += but_width*4;
	
	# ---------- ---------- ---------- ----------
	if PREFS['do_armature'].val:
		y-=but_height
		xtmp = x
		
		PREFS['do_anim'] =	Draw.Toggle('Texture Anim',	EVENT_UPDATE_AND_UI, xtmp, y, but_width*2, but_height, PREFS['do_anim'].val,	'Use a texture to animate the bones'); xtmp += but_width*2;
		
		if PREFS['do_anim'].val:
			
			PREFS['anim_tex'] =	Draw.String('TEX: ',	EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['anim_tex'].val, 64,	'Texture to use for the IPO Driver animation', do_tex_check); xtmp += but_width*2;
			y-=but_height
			xtmp = x		
			# ---------- ---------- ---------- ----------
			
			PREFS['anim_speed'] =		Draw.Number('Speed',	EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['anim_speed'].val,	0.001, 10.0,	'Animate the movement faster with a higher value'); xtmp += but_width*2;
			PREFS['anim_magnitude'] =	Draw.Number('Magnitude',	EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['anim_magnitude'].val,	0.001, 10.0,	'Animate with more motion with a higher value'); xtmp += but_width*2;
			y-=but_height
			xtmp = x
			# ---------- ---------- ---------- ----------
			
			PREFS['anim_offset_scale'] =	Draw.Number('Unique Offset Scale',	EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['anim_offset_scale'].val,	0.001, 10.0,	'Use the curve object location as input into the texture so trees have more unique motion, a low value is less unique'); xtmp += but_width*4;
			y-=but_height
			xtmp = x
			
			# ---------- ---------- ---------- ----------
			
			PREFS['anim_speed_size_scale'] =	Draw.Toggle('Branch Size Scales Speed',	EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['anim_speed_size_scale'].val,	'Use the branch size as a factor when calculating speed'); xtmp += but_width*4;
	
	Blender.Draw.EndAlign()
	
	y-=but_height+MARGIN
	xtmp = x
	
	
	# ---------- ---------- ---------- ----------
	Blender.Draw.BeginAlign()
	Draw.PushButton('Read Active Prefs',	EVENT_REDRAW, xtmp, y, but_width*2, but_height,	'Read the ID Property settings from the active object', do_pref_read); xtmp += but_width*2;
	Draw.PushButton('Write Prefs to Sel',	EVENT_NONE, xtmp, y, but_width*2, but_height,	'Save these settings in the ID Properties of all selected objects', do_pref_write); xtmp += but_width*2;

	y-=but_height
	xtmp = x
	
	# ---------- ---------- ---------- ----------
	Draw.PushButton('Clear Prefs from Sel',	EVENT_NONE, xtmp, y, but_width*4, but_height,	'Remove settings from the selected objects', do_pref_clear); xtmp += but_width*4;
	Blender.Draw.EndAlign()

	y-=but_height+MARGIN
	xtmp = x
	# ---------- ---------- ---------- ----------
	
	Blender.Draw.BeginAlign()
	Draw.PushButton('Exit',	EVENT_EXIT, xtmp, y, but_width, but_height,	'', do_active_image); xtmp += but_width;
	Draw.PushButton('Generate from selection',	EVENT_REDRAW, xtmp, y, but_width*3, but_height,	'Generate mesh', do_tree_generate); xtmp += but_width*3;
	Blender.Draw.EndAlign()
	y-=but_height+MARGIN
	xtmp = x
	# ---------- ---------- ---------- ----------
	
	GLOBAL_PREFS['realtime_update'] =	Draw.Toggle('Automatic Update',	EVENT_UPDATE, xtmp, y, but_width*4, but_height, GLOBAL_PREFS['realtime_update'].val,	'Update automatically when settings change'); xtmp += but_width*4;
	
	

if __name__ == '__main__':
	Draw.Register(gui, evt, bevt)