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################################################################################
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This is free software under the terms of the GNU General Public License
# you may redistribute it, and/or modify it.
#
# This code is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
# General Public License (http://www.gnu.org/licenses/) for more details.
#
# ***** END GPL LICENSE BLOCK *****
'''
Generate an object: (OBJ_N) "Castle", complex mesh collection.
Derived from many sources, inspired by many in the "community",
- see documentation for details on use and credits.
'''
# mod list, in order of complexity and necessity...
# some want, some needed, some a feature not a bug just need controls.
#
# @todo: fix dome radius - not complete when wall width or depth < 15
# globe (z/2) is fun but not intended design.
# @todo: check width minimum as is done for height, maybe depth too.
# @todo: fix grout for bottom of first row (adjust wall base).
#
# @todo: eleminate result of "None" if possible from circ() and other subroutines.
# @todo: review defaults and limits for all UI entries.
#
#
# Abstract/experimental use only:
# @todo: Curve (wallSlope) inverts walls: reverse slope and adjust sizing to fit floor.
# @todo: Tunnel, paired sloped walls, need to create separate objects and adjust sizing.
# @todo: Turret/tower - uses rotated wall, need to change curvature/slope orientation/sizing
# allow openings and placement (corners, center wall, etc.).
#
#
# wish list:
# @todo: do not allow opening overlap.
# @todo: implement "Oculus" for dome (top center opening). See "Radial" floor with door.
# @todo: make "true" roof: top of castle walls or turret, multiple levels, style options - peaked, flat.
# @todo: integrate portal with doorway.
# @todo: add stair_builder; keep (wall) steps.
# @todo: integrate balcony with shelf.
# @todo: add block shapes: triangle, hexagon, octagon, round (disc/ball), "Rocks" (Brikbot author), etc...
# - possible window/door/opening shapes?
#
################################################################################
import bpy
from bpy.props import IntProperty, FloatProperty, FloatVectorProperty, BoolProperty, EnumProperty
from random import random
import math
from math import fmod, sqrt, sin, cos, atan
################################################################################
################################################################################
#####
# constants
#####
OBJ_N = "Castle" # Primary object name (base/floor/foundation)
OBJ_CF = "CFloor" # Multi-level "floor"
OBJ_CR = "CRoof" # roofing
OBJ_WF = "CWallF" # front, left, back, right wall objects
OBJ_WL = "CWallL"
OBJ_WB = "CWallB"
OBJ_WR = "CWallR"
# not sure if this is more efficient or not, just seems no need to import value.
cPie = 3.14159265359
cPieHlf = cPie / 2 # used to rotate walls 90 degrees (1.570796...)
BLOCK_MIN = 0.1 # Min block sizing; also used for openings.
WALL_MAX = 100
HALF_WALL = WALL_MAX / 2 # edging, openings, etc., limited to half wall limit.
WALL_MIN = BLOCK_MIN * 3 # min wall block size*3 for each dimension.
WALL_DEF = 20 # Default wall/dome size
LVL_MAX = 10 # castle levels (vertical wall repeat).
# riser BLOCK_XDEF should be 0.75 and tread BLOCK_DDEF 1.0 for stair steps.
BLOCK_XDEF = 0.75 # stanadard block width, including steps and shelf.
BLOCK_DDEF = 1.0 # standard block depth.
BLOCK_MAX = WALL_MAX # Max block sizing.
BLOCK_VMAX = BLOCK_MAX / 2 # block variations, no negative values.
# gap 0 makes solid wall but affects other options, like openings, not in a good way.
# Negative gap creates "phantom blocks" (extraneous verts) inside the faces.
GAP_MIN = 0.01 # min space between blocks.
GAP_MAX = BLOCK_MAX / 2 # maybe later... -BLOCK_MIN # max space between blocks.
ROW_H_WEIGHT = 0.5 # Use 0.5, else create parameter:
# 0=no effect, 1=1:1 relationship, negative values allowed.
BASE_TMIN = BLOCK_MIN # floor min thickness
BASE_TMAX = BLOCK_MAX / 2 # floor max thickness, limit to half (current) block height.
# Default Door settings
DEF_DOORW = 2.5
DEF_DOORH = 3.5
DEF_DOORX = 2.5
#####
# working variables, per option per level.
#####
# wall/block Settings
settings = {'w': 1.2, 'wv': 0.3, 'h': .6, 'hv': 0.1, 'd': 0.3, 'dv': 0.1,
'g': 0.1, 'sdv': 0.1,
'eoff': 0.3,
'Steps': False, 'StepsL': False, 'StepsB': False, 'StepsO': False,
'Shelf': False, 'ShelfO': False,
'Radial': False, 'Slope': False}
# 'w':width 'wv':width Variation
# 'h':height 'hv':height Variation
# 'd':depth 'dv':depth Variation
# 'g':grout
# 'sdv':subdivision(distance or angle)
# 'eoff':edge offset
# passed as params since modified per object; no sense to change UI values.
# 'Steps' create steps, 'StepsL'step left, 'StepsB' fill with blocks, 'StepsO' outside of wall.
# 'Shelf' add shelf/balcony, 'ShelfO'outside of wall.
# 'Radial' create "disc"; makes dome when combined with "Slope" (globe when height/2).
# 'Slope' curve wall - forced for Dome
# dims = area of wall (centered/splitX from 3D cursor); modified for radial/dome.
dims = {'s': -10, 'e': 10, 't': 15}
# dims = {'s':0, 'e':cPie*3/2, 't':12.3} # radial
# 's' start, 'e' end, 't' top
# Apertures in wall, includes all openings for door, window, slot.
#openingSpecs = []
# openingSpecs indexes, based on order of creation.
OP_DOOR = 0
OP_PORT = 1
OP_CREN = 2
OP_SLOT = 3
openingSpecs = [{'a': False, 'w': 0.5, 'h': 0.5, 'x': 0.8, 'z': 0, 'n': 0, 'bvl': 0.0,
'v': 0, 'vl': 0, 't': 0, 'tl': 0}]
# 'a': active (apply to object),
# 'w': opening width, 'h': opening height,
# 'x': horizontal position, 'z': vertical position,
# 'n': repeat opening with a spacing of x,
# 'bvl': bevel the inside of the opening,
# 'v': height of the top arch, 'vl':height of the bottom arch,
# 't': thickness of the top arch, 'tl': thickness of the bottom arch
################################################################################
############################
#
# Psuedo macros:
#
# random values (in specific range).
# random value +-0.5
def rndc(): return (random() - 0.5)
# random value +-1
def rndd(): return rndc() * 2
# line/circle intercepts
# COff = distance perpendicular to the line to the center
# cRad=radius
# return the distance paralell to the line to the center of the circle at the intercept.
# @todo: eleminate result of "None" if possible from circ() and other subroutines.
def circ(COff=0, cRad=1):
absCOff = abs(COff)
if absCOff > cRad:
return None
elif absCOff == cRad:
return 0
else:
return sqrt(cRad**2 - absCOff**2)
# bevel blocks.
# pointsToAffect are: left=(4,6), right=(0,2)
def bevelBlockOffsets(offsets, bevel, pointsToAffect):
for num in pointsToAffect:
offsets[num] = offsets[num][:]
offsets[num][0] += bevel
############################
#
# Simple material management.
# Return new, existing, or modified material reference.
#
# @todo: create additional materials based on diffuse options.
#
def uMatRGBSet(matName, RGBs, matMod=False, dShader='LAMBERT', dNtz=1.0):
if matName not in bpy.data.materials:
mtl = bpy.data.materials.new(matName)
matMod = True
else:
mtl = bpy.data.materials[matName]
if matMod: # Set material values
mtl.diffuse_color = RGBs
mtl.diffuse_shader = dShader
mtl.diffuse_intensity = dNtz
return mtl
################################################################################
################################################################################
#
# UI functions and object creation.
#
class add_castle(bpy.types.Operator):
bl_idname = "mesh.add_castle"
bl_label = OBJ_N
bl_description = OBJ_N
bl_options = {'REGISTER', 'UNDO'}
# only create object when True
# False allows modifying several parameters without creating object
ConstructTog: BoolProperty(name="Construct", description="Generate the object", default=True)
# Base area - set dimensions - Width (front/back) and Depth (sides),
# floor origin/offset, thickness, and, material/color.
cBaseW: FloatProperty(name="Width", min=WALL_MIN, max=WALL_MAX, default=WALL_DEF, description="Base Width (X)")
cBaseD: FloatProperty(name="Depth", min=WALL_MIN, max=WALL_MAX, default=WALL_DEF, description="Base Depth (Y)")
cBaseO: FloatProperty(name='Base', min=0, max=WALL_MAX, default=0, description="vert offset from 3D cursor.")
cBaseT: FloatProperty(min=BASE_TMIN, max=BASE_TMAX, default=BASE_TMIN, description="Base thickness")
cBaseRGB: FloatVectorProperty(min=0, max=1, default=(0.1, 0.1, 0.1), subtype='COLOR', size=3)
CBaseB: BoolProperty(name="BloX", default=False, description="Block flooring")
CBaseR: BoolProperty(default=False, description="Round flooring")
CLvls: IntProperty(name="Levels", min=1, max=LVL_MAX, default=1)
# current wall level parameter value display.
CLvl: IntProperty(name="Level", min=1, max=LVL_MAX, default=1)
# block sizing
blockX: FloatProperty(name="Width", min=BLOCK_MIN, max=BLOCK_MAX, default=BLOCK_XDEF)
blockZ: FloatProperty(name="Height", min=BLOCK_MIN, max=BLOCK_MAX, default=BLOCK_XDEF)
blockD: FloatProperty(name="Depth", min=BLOCK_MIN, max=BLOCK_MAX, default=BLOCK_DDEF)
# allow 0 for test cases...
# blockD=FloatProperty(name="Depth",min=0,max=BLOCK_MAX,default=BLOCK_DDEF)
blockVar: BoolProperty(name="Vary", default=True, description="Randomize block sizing")
blockWVar: FloatProperty(name="Width", min=0, max=BLOCK_VMAX, default=BLOCK_MIN, description="Random Width")
blockHVar: FloatProperty(name="Height", min=0, max=BLOCK_VMAX, default=BLOCK_MIN, description="Random Height")
blockDVar: FloatProperty(name="Depth", min=0, max=BLOCK_VMAX, default=BLOCK_MIN, description="Random Depth")
blockMerge: BoolProperty(name="Merge", default=True, description="Merge closely adjoining blocks")
# @todo: fix edgeing for mis-matched row sizing (or just call it a feature).
EdgeOffset: FloatProperty(name="Edging", min=0, max=HALF_WALL, default=0.25, description="stagger wall ends")
# block spacing
Grout: FloatProperty(name="Gap", min=GAP_MIN, max=GAP_MAX, default=0.05, description="Block separation")
wallRGB: FloatVectorProperty(min=0, max=1, default=(0.5, 0.5, 0.5), subtype='COLOR', size=3)
wallH: FloatProperty(name="Height", min=WALL_MIN, max=WALL_MAX, default=WALL_DEF)
# floor per level - LVL_MAX
# Base, always true (primary object/parent)
# CFloor1=BoolProperty(default=True)
CFloor2: BoolProperty(default=False)
CFloor3: BoolProperty(default=False)
CFloor4: BoolProperty(default=False)
CFloor5: BoolProperty(default=False)
CFloor6: BoolProperty(default=False)
CFloor7: BoolProperty(default=False)
CFloor8: BoolProperty(default=False)
CFloor9: BoolProperty(default=False)
CFloor10: BoolProperty(default=False)
# Which walls to generate, per level - LVL_MAX
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wallF1: BoolProperty(default=False, description="Front")
wallF2: BoolProperty(default=False)
wallF3: BoolProperty(default=False)
wallF4: BoolProperty(default=False)
wallF5: BoolProperty(default=False)
wallF6: BoolProperty(default=False)
wallF7: BoolProperty(default=False)
wallF8: BoolProperty(default=False)
wallF9: BoolProperty(default=False)
wallF10: BoolProperty(default=False)
wallL1: BoolProperty(default=False, description="Left")
wallL2: BoolProperty(default=False)
wallL3: BoolProperty(default=False)
wallL4: BoolProperty(default=False)
wallL5: BoolProperty(default=False)
wallL6: BoolProperty(default=False)
wallL7: BoolProperty(default=False)
wallL8: BoolProperty(default=False)
wallL9: BoolProperty(default=False)
wallL10: BoolProperty(default=False)
wallB1: BoolProperty(default=False, description="Back")
wallB2: BoolProperty(default=False)
wallB3: BoolProperty(default=False)
wallB4: BoolProperty(default=False)
wallB5: BoolProperty(default=False)
wallB6: BoolProperty(default=False)
wallB7: BoolProperty(default=False)
wallB8: BoolProperty(default=False)
wallB9: BoolProperty(default=False)
wallB10: BoolProperty(default=False)
wallR1: BoolProperty(default=False, description="Right")
wallR2: BoolProperty(default=False)
wallR3: BoolProperty(default=False)
wallR4: BoolProperty(default=False)
wallR5: BoolProperty(default=False)
wallR6: BoolProperty(default=False)
wallR7: BoolProperty(default=False)
wallR8: BoolProperty(default=False)
wallR9: BoolProperty(default=False)
wallR10: BoolProperty(default=False)
# round walls per level - LVL_MAX
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wallFO1: BoolProperty(default=False, description="Front")
wallFO2: BoolProperty(default=False)
wallFO3: BoolProperty(default=False)
wallFO4: BoolProperty(default=False)
wallFO5: BoolProperty(default=False)
wallFO6: BoolProperty(default=False)
wallFO7: BoolProperty(default=False)
wallFO8: BoolProperty(default=False)
wallFO9: BoolProperty(default=False)
wallFO10: BoolProperty(default=False)
wallLO1: BoolProperty(default=False, description="Left")
wallLO2: BoolProperty(default=False)
wallLO3: BoolProperty(default=False)
wallLO4: BoolProperty(default=False)
wallLO5: BoolProperty(default=False)
wallLO6: BoolProperty(default=False)
wallLO7: BoolProperty(default=False)
wallLO8: BoolProperty(default=False)
wallLO9: BoolProperty(default=False)
wallLO10: BoolProperty(default=False)
wallBO1: BoolProperty(default=False, description="Back")
wallBO2: BoolProperty(default=False)
wallBO3: BoolProperty(default=False)
wallBO4: BoolProperty(default=False)
wallBO5: BoolProperty(default=False)
wallBO6: BoolProperty(default=False)
wallBO7: BoolProperty(default=False)
wallBO8: BoolProperty(default=False)
wallBO9: BoolProperty(default=False)
wallBO10: BoolProperty(default=False)
wallRO1: BoolProperty(default=False, description="Right")
wallRO2: BoolProperty(default=False)
wallRO3: BoolProperty(default=False)
wallRO4: BoolProperty(default=False)
wallRO5: BoolProperty(default=False)
wallRO6: BoolProperty(default=False)
wallRO7: BoolProperty(default=False)
wallRO8: BoolProperty(default=False)
wallRO9: BoolProperty(default=False)
wallRO10: BoolProperty(default=False)
# CRoof=BoolProperty(name="Roof",default=False)
# Select wall modifier option to view/edit
wallOpView: EnumProperty(items=(
("1", "Door", ""),
("2", "Window", ""),
("3", "Slot", ""), # "classical arrow/rifle ports
("4", "Crenel", ""), # gaps along top of wall
("5", "Steps", ""),
("6", "Shelf", ""),
),
name="", description="View/Edit wall modifiers", default="1")
# could add material selection for step and shelf...
# Radiating from one point - round (disc), with slope makes dome.
cDome: BoolProperty(name='Dome', default=False)
cDomeRGB: FloatVectorProperty(min=0, max=1, default=(0.3, 0.1, 0), subtype='COLOR', size=3)
cDomeH: FloatProperty(name='Height', min=WALL_MIN, max=WALL_MAX, default=WALL_DEF / 2)
cDomeZ: FloatProperty(name='Base', min=BASE_TMIN, max=WALL_MAX, default=WALL_DEF, description="offset from floor")
cDomeO: FloatProperty(name='Oculus', min=0, max=HALF_WALL, default=0, description="Dome opening.")
# holes/openings in wall - doors, windows or slots; affects block row size.
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wallDoorW: FloatProperty(name="Width", min=BLOCK_MIN, max=HALF_WALL, default=DEF_DOORW)
wallDoorH: FloatProperty(name="Height", min=BLOCK_MIN, max=HALF_WALL, default=DEF_DOORH)
wallDoorX: FloatProperty(name="Indent", min=0, max=WALL_MAX, default=DEF_DOORX, description="horizontal offset from cursor")
doorBvl: FloatProperty(name="Bevel", min=-10, max=10, default=0.25, description="Angle block face")
doorRpt: BoolProperty(default=False, description="make multiple openings")
doorArch: BoolProperty(name="Arch", default=True)
doorArchC: FloatProperty(name="Curve", min=0.01, max=HALF_WALL, default=2.5, description="Arch curve height")
doorArchT: FloatProperty(name="Thickness", min=0.001, max=HALF_WALL, default=0.75)
wallDF1: BoolProperty(default=False, description="Front")
wallDF2: BoolProperty(default=False)
wallDF3: BoolProperty(default=False)
wallDF4: BoolProperty(default=False)
wallDF5: BoolProperty(default=False)
wallDF6: BoolProperty(default=False)
wallDF7: BoolProperty(default=False)
wallDF8: BoolProperty(default=False)
wallDF9: BoolProperty(default=False)
wallDF10: BoolProperty(default=False)
wallDL1: BoolProperty(default=False, description="Left")
wallDL2: BoolProperty(default=False)
wallDL3: BoolProperty(default=False)
wallDL4: BoolProperty(default=False)
wallDL5: BoolProperty(default=False)
wallDL6: BoolProperty(default=False)
wallDL7: BoolProperty(default=False)
wallDL8: BoolProperty(default=False)
wallDL9: BoolProperty(default=False)
wallDL10: BoolProperty(default=False)
wallDB1: BoolProperty(default=False, description="Back")
wallDB2: BoolProperty(default=False)
wallDB3: BoolProperty(default=False)
wallDB4: BoolProperty(default=False)
wallDB5: BoolProperty(default=False)
wallDB6: BoolProperty(default=False)
wallDB7: BoolProperty(default=False)
wallDB8: BoolProperty(default=False)
wallDB9: BoolProperty(default=False)
wallDB10: BoolProperty(default=False)
wallDR1: BoolProperty(default=False, description="Right")
wallDR2: BoolProperty(default=False)
wallDR3: BoolProperty(default=False)
wallDR4: BoolProperty(default=False)
wallDR5: BoolProperty(default=False)
wallDR6: BoolProperty(default=False)
wallDR7: BoolProperty(default=False)
wallDR8: BoolProperty(default=False)
wallDR9: BoolProperty(default=False)
wallDR10: BoolProperty(default=False)
# Slots, embrasure - classical slit for arrow/rifle ports.
# need to prevent overlap with arch openings - though inversion is an interesting effect.
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SlotVW: FloatProperty(name="Width", min=BLOCK_MIN, max=HALF_WALL, default=0.5)
SlotVH: FloatProperty(name="Height", min=BLOCK_MIN, max=HALF_WALL, default=3.5)
SlotVL: FloatProperty(name="Indent", min=-WALL_MAX, max=WALL_MAX, default=0, description="The x position or spacing")
SlotVZ: FloatProperty(name="Bottom", min=-WALL_MAX, max=WALL_MAX, default=4.00)
slotVArchT: BoolProperty(name="Top", default=True)
slotVArchB: BoolProperty(name="Bottom", default=True)
SlotVRpt: BoolProperty(name="Repeat", default=False)
wallEF1: BoolProperty(default=False, description="Front")
wallEF2: BoolProperty(default=False)
wallEF3: BoolProperty(default=False)
wallEF4: BoolProperty(default=False)
wallEF5: BoolProperty(default=False)
wallEF6: BoolProperty(default=False)
wallEF7: BoolProperty(default=False)
wallEF8: BoolProperty(default=False)
wallEF9: BoolProperty(default=False)
wallEF10: BoolProperty(default=False)
wallEL1: BoolProperty(default=False, description="Left")
wallEL2: BoolProperty(default=False)
wallEL3: BoolProperty(default=False)
wallEL4: BoolProperty(default=False)
wallEL5: BoolProperty(default=False)
wallEL6: BoolProperty(default=False)
wallEL7: BoolProperty(default=False)
wallEL8: BoolProperty(default=False)
wallEL9: BoolProperty(default=False)
wallEL10: BoolProperty(default=False)
wallEB1: BoolProperty(default=False, description="Back")
wallEB2: BoolProperty(default=False)
wallEB3: BoolProperty(default=False)
wallEB4: BoolProperty(default=False)
wallEB5: BoolProperty(default=False)
wallEB6: BoolProperty(default=False)
wallEB7: BoolProperty(default=False)
wallEB8: BoolProperty(default=False)
wallEB9: BoolProperty(default=False)
wallEB10: BoolProperty(default=False)
wallER1: BoolProperty(default=False, description="Right")
wallER2: BoolProperty(default=False)
wallER3: BoolProperty(default=False)
wallER4: BoolProperty(default=False)
wallER5: BoolProperty(default=False)
wallER6: BoolProperty(default=False)
wallER7: BoolProperty(default=False)
wallER8: BoolProperty(default=False)
wallER9: BoolProperty(default=False)
wallER10: BoolProperty(default=False)
# window opening in wall.
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wallPort: BoolProperty(default=False, description="Window opening")
wallPortW: FloatProperty(name="Width", min=BLOCK_MIN, max=HALF_WALL, default=2, description="Window (hole) width")
wallPortH: FloatProperty(name="Height", min=BLOCK_MIN, max=HALF_WALL, default=3, description="Window (hole) height")
wallPortX: FloatProperty(name="Indent", min=-WALL_MAX, max=WALL_MAX, default=-2.5, description="The x position or spacing")
wallPortZ: FloatProperty(name="Bottom", min=-WALL_MAX, max=WALL_MAX, default=5)
wallPortBvl: FloatProperty(name="Bevel", min=-10, max=10, default=0.25, description="Angle block face")
wallPortArchT: BoolProperty(name="Top", default=False)
wallPortArchB: BoolProperty(name="Bottom", default=False)
wallPortRpt: BoolProperty(name="Repeat", default=False)
wallPF1: BoolProperty(default=False, description="Front")
wallPF2: BoolProperty(default=False)
wallPF3: BoolProperty(default=False)
wallPF4: BoolProperty(default=False)
wallPF5: BoolProperty(default=False)
wallPF6: BoolProperty(default=False)
wallPF7: BoolProperty(default=False)
wallPF8: BoolProperty(default=False)
wallPF9: BoolProperty(default=False)
wallPF10: BoolProperty(default=False)
wallPL1: BoolProperty(default=False, description="Left")
wallPL2: BoolProperty(default=False)
wallPL3: BoolProperty(default=False)
wallPL4: BoolProperty(default=False)
wallPL5: BoolProperty(default=False)
wallPL6: BoolProperty(default=False)
wallPL7: BoolProperty(default=False)
wallPL8: BoolProperty(default=False)
wallPL9: BoolProperty(default=False)
wallPL10: BoolProperty(default=False)
wallPB1: BoolProperty(default=False, description="Back")
wallPB2: BoolProperty(default=False)
wallPB3: BoolProperty(default=False)
wallPB4: BoolProperty(default=False)
wallPB5: BoolProperty(default=False)
wallPB6: BoolProperty(default=False)
wallPB7: BoolProperty(default=False)
wallPB8: BoolProperty(default=False)
wallPB9: BoolProperty(default=False)
wallPB10: BoolProperty(default=False)
wallPR1: BoolProperty(default=False, description="Right")
wallPR2: BoolProperty(default=False)
wallPR3: BoolProperty(default=False)
wallPR4: BoolProperty(default=False)
wallPR5: BoolProperty(default=False)
wallPR6: BoolProperty(default=False)
wallPR7: BoolProperty(default=False)
wallPR8: BoolProperty(default=False)
wallPR9: BoolProperty(default=False)
wallPR10: BoolProperty(default=False)
# Crenel = "gaps" on top of wall.
# review and determine min for % - should allow less...
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CrenelXP: FloatProperty(name="Width %", min=0.10, max=1.0, default=0.15)
CrenelZP: FloatProperty(name="Height %", min=0.10, max=1.0, default=0.10)
wallCF1: BoolProperty(default=False, description="Front")
wallCF2: BoolProperty(default=False)
wallCF3: BoolProperty(default=False)
wallCF4: BoolProperty(default=False)
wallCF5: BoolProperty(default=False)
wallCF6: BoolProperty(default=False)
wallCF7: BoolProperty(default=False)
wallCF8: BoolProperty(default=False)
wallCF9: BoolProperty(default=False)
wallCF10: BoolProperty(default=False)
wallCL1: BoolProperty(default=False, description="Left")
wallCL2: BoolProperty(default=False)
wallCL3: BoolProperty(default=False)
wallCL4: BoolProperty(default=False)
wallCL5: BoolProperty(default=False)
wallCL6: BoolProperty(default=False)
wallCL7: BoolProperty(default=False)
wallCL8: BoolProperty(default=False)
wallCL9: BoolProperty(default=False)
wallCL10: BoolProperty(default=False)
wallCB1: BoolProperty(default=False, description="Back")
wallCB2: BoolProperty(default=False)
wallCB3: BoolProperty(default=False)
wallCB4: BoolProperty(default=False)
wallCB5: BoolProperty(default=False)
wallCB6: BoolProperty(default=False)
wallCB7: BoolProperty(default=False)
wallCB8: BoolProperty(default=False)
wallCB9: BoolProperty(default=False)
wallCB10: BoolProperty(default=False)
wallCR1: BoolProperty(default=False, description="Right")
wallCR2: BoolProperty(default=False)
wallCR3: BoolProperty(default=False)
wallCR4: BoolProperty(default=False)
wallCR5: BoolProperty(default=False)
wallCR6: BoolProperty(default=False)
wallCR7: BoolProperty(default=False)
wallCR8: BoolProperty(default=False)
wallCR9: BoolProperty(default=False)
wallCR10: BoolProperty(default=False)
# shelf location and size.
# see "balcony" options for improved capabilities.
# should limit x and z to wall boundaries
ShelfX: FloatProperty(name="XOff", min=-WALL_MAX, max=WALL_MAX, default=-(WALL_DEF / 2), description="x origin")
ShelfZ: FloatProperty(name="Base", min=-WALL_MAX, max=WALL_MAX, default=WALL_DEF, description="z origin")
ShelfW: FloatProperty(name="Width", min=BLOCK_MIN, max=WALL_MAX, default=WALL_DEF, description="The Width of shelf area")
# height seems to be double, check usage
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ShelfH: FloatProperty(name="Height", min=BLOCK_MIN, max=HALF_WALL, default=0.5, description="The Height of Shelf area")
ShelfD: FloatProperty(name="Depth", min=BLOCK_MIN, max=WALL_MAX, default=BLOCK_DDEF, description="Depth of shelf")
ShelfOut: BoolProperty(name="Out", default=True, description="Position outside of wall")
wallBF1: BoolProperty(default=False, description="Front")
wallBF2: BoolProperty(default=False)
wallBF3: BoolProperty(default=False)
wallBF4: BoolProperty(default=False)
wallBF5: BoolProperty(default=False)
wallBF6: BoolProperty(default=False)
wallBF7: BoolProperty(default=False)
wallBF8: BoolProperty(default=False)
wallBF9: BoolProperty(default=False)
wallBF10: BoolProperty(default=False)
wallBL1: BoolProperty(default=False, description="Left")
wallBL2: BoolProperty(default=False)
wallBL3: BoolProperty(default=False)
wallBL4: BoolProperty(default=False)
wallBL5: BoolProperty(default=False)
wallBL6: BoolProperty(default=False)
wallBL7: BoolProperty(default=False)
wallBL8: BoolProperty(default=False)
wallBL9: BoolProperty(default=False)
wallBL10: BoolProperty(default=False)
wallBB1: BoolProperty(default=False, description="Back")
wallBB2: BoolProperty(default=False)
wallBB3: BoolProperty(default=False)
wallBB4: BoolProperty(default=False)
wallBB5: BoolProperty(default=False)
wallBB6: BoolProperty(default=False)
wallBB7: BoolProperty(default=False)
wallBB8: BoolProperty(default=False)
wallBB9: BoolProperty(default=False)
wallBB10: BoolProperty(default=False)
wallBR1: BoolProperty(default=False, description="Right")
wallBR2: BoolProperty(default=False)
wallBR3: BoolProperty(default=False)
wallBR4: BoolProperty(default=False)
wallBR5: BoolProperty(default=False)
wallBR6: BoolProperty(default=False)
wallBR7: BoolProperty(default=False)
wallBR8: BoolProperty(default=False)
wallBR9: BoolProperty(default=False)
wallBR10: BoolProperty(default=False)
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StepX: FloatProperty(name="XOff", min=-WALL_MAX, max=WALL_MAX, default=-(WALL_DEF / 2), description="x origin")
StepZ: FloatProperty(name="Base", min=-WALL_MAX, max=WALL_MAX, default=0, description="z origin")
StepW: FloatProperty(name="Width", min=BLOCK_MIN, max=WALL_MAX, default=WALL_DEF, description="Width of step area")
StepH: FloatProperty(name="Height", min=BLOCK_MIN, max=WALL_MAX, default=WALL_DEF, description="Height of step area")
StepD: FloatProperty(name="Depth", min=BLOCK_MIN, max=HALF_WALL, default=BLOCK_XDEF, description="Step offset (distance) from wall")
StepV: FloatProperty(name="Riser", min=BLOCK_MIN, max=HALF_WALL, default=BLOCK_XDEF, description="Step height")
StepT: FloatProperty(name="Tread", min=BLOCK_MIN, max=HALF_WALL, default=BLOCK_DDEF, description="Step footing/tread")
StepL: BoolProperty(name="Slant", default=False, description="Step direction.")
StepF: BoolProperty(name="Fill", default=False, description="Fill with supporting blocks")
StepOut: BoolProperty(name="Out", default=False, description="Position outside of wall")
wallSF1: BoolProperty(default=False, description="Front")
wallSF2: BoolProperty(default=False)
wallSF3: BoolProperty(default=False)
wallSF4: BoolProperty(default=False)
wallSF5: BoolProperty(default=False)
wallSF6: BoolProperty(default=False)
wallSF7: BoolProperty(default=False)
wallSF8: BoolProperty(default=False)
wallSF9: BoolProperty(default=False)
wallSF10: BoolProperty(default=False)
wallSL1: BoolProperty(default=False, description="Left")
wallSL2: BoolProperty(default=False)
wallSL3: BoolProperty(default=False)
wallSL4: BoolProperty(default=False)
wallSL5: BoolProperty(default=False)
wallSL6: BoolProperty(default=False)
wallSL7: BoolProperty(default=False)
wallSL8: BoolProperty(default=False)
wallSL9: BoolProperty(default=False)
wallSL10: BoolProperty(default=False)
wallSB1: BoolProperty(default=False, description="Back")
wallSB2: BoolProperty(default=False)
wallSB3: BoolProperty(default=False)
wallSB4: BoolProperty(default=False)
wallSB5: BoolProperty(default=False)
wallSB6: BoolProperty(default=False)
wallSB7: BoolProperty(default=False)
wallSB8: BoolProperty(default=False)
wallSB9: BoolProperty(default=False)
wallSB10: BoolProperty(default=False)
wallSR1: BoolProperty(default=False, description="Right")
wallSR2: BoolProperty(default=False)
wallSR3: BoolProperty(default=False)
wallSR4: BoolProperty(default=False)
wallSR5: BoolProperty(default=False)
wallSR6: BoolProperty(default=False)
wallSR7: BoolProperty(default=False)
wallSR8: BoolProperty(default=False)
wallSR9: BoolProperty(default=False)
wallSR10: BoolProperty(default=False)
# Experimental options
cXTest: BoolProperty(default=False)
# wall shape modifiers
# make the wall circular - if not curved it's a flat disc
# Radiating from one point - round/disc; instead of square
# wallDisc=BoolProperty(default=False,description="Make wall disc")
# Warp/slope/curve wall - abstract use only (except for dome use)
wallSlope: BoolProperty(default=False, description="Curve wall") # top to bottom mid
CTunnel: BoolProperty(default=False, description="Tunnel wall") # bottom to top mid
CTower: BoolProperty(name='Tower', default=False)
##
####
############################################################################
# Show the UI - present properties to user.
# Display the toolbox options
############################################################################
####
##
def draw(self, context):
layout = self.layout
box = layout.box()
box.prop(self, 'ConstructTog')
# Castle area.
box = layout.box()
row = box.row()
row.prop(self, 'cBaseRGB', text='Base')
row = box.row()
row.prop(self, 'cBaseW')
row.prop(self, 'cBaseD')
# this is 0 until more complex settings allowed... like repeat or
# per-level (like wall) selection.
# box.prop(self,'cBaseO') # vert offset from 3D cursor
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box.prop(self, 'cBaseT', text="Thickness") # height/thickness of floor.
row = box.row()
row.prop(self, 'CBaseB') # Blocks or slab
if self.properties.CBaseB:
row.prop(self, 'CBaseR', text='', icon="MESH_CIRCLE") # Round
box.prop(self, 'CLvls', text="Levels") # number of floors.
# block sizing
box = layout.box()
row = box.row()
row.label(text='Blocks:')
box.prop(self, 'blockX')
box.prop(self, 'blockZ')
box.prop(self, 'blockD')
box.prop(self, 'Grout')
box.prop(self, 'EdgeOffset')
# "fixed" sizing unless variance enabled.
row = box.row()
row.prop(self, 'blockVar') # randomize block sizing
if self.properties.blockVar:
row.prop(self, 'blockMerge')
box.prop(self, 'blockHVar')
box.prop(self, 'blockWVar')
box.prop(self, 'blockDVar')
box = layout.box()
box.prop(self, 'CLvl', text="Level") # current "Level" (UI parameter values).
# Walls
row = box.row()
row.prop(self, 'wallRGB', text='Walls')
row = box.row() # which walls to generate - show current level value.
row.prop(self, 'wallF' + str(self.properties.CLvl), text='', icon="TRIA_DOWN_BAR")
row.prop(self, 'wallL' + str(self.properties.CLvl), text='', icon="TRIA_LEFT_BAR")
row.prop(self, 'wallB' + str(self.properties.CLvl), text='', icon="TRIA_UP_BAR")
row.prop(self, 'wallR' + str(self.properties.CLvl), text='', icon="TRIA_RIGHT_BAR")
row = box.row() # round wall option
row.prop(self, 'wallFO' + str(self.properties.CLvl), text='', icon="MESH_CIRCLE")
row.prop(self, 'wallLO' + str(self.properties.CLvl), text='', icon="MESH_CIRCLE")
row.prop(self, 'wallBO' + str(self.properties.CLvl), text='', icon="MESH_CIRCLE")
row.prop(self, 'wallRO' + str(self.properties.CLvl), text='', icon="MESH_CIRCLE")
box.prop(self, 'wallH')
if self.properties.CLvl > 1: # Base is first level (always true)
box.prop(self, 'CFloor' + str(self.properties.CLvl), text="Floor") # floor for level.
box.prop(self, 'wallOpView') # View/edit wall modifiers
# Door
if self.properties.wallOpView == "1":
# box.prop(self,'doorRpt',text='Dupe')
row = box.row() # which walls have a Door
row.prop(self, 'wallDF' + str(self.properties.CLvl), text='', icon="TRIA_DOWN_BAR")
row.prop(self, 'wallDL' + str(self.properties.CLvl), text='', icon="TRIA_LEFT_BAR")
row.prop(self, 'wallDB' + str(self.properties.CLvl), text='', icon="TRIA_UP_BAR")
row.prop(self, 'wallDR' + str(self.properties.CLvl), text='', icon="TRIA_RIGHT_BAR")
box.prop(self, 'wallDoorW')
box.prop(self, 'wallDoorH')
box.prop(self, 'wallDoorX')
box.prop(self, 'doorBvl')
box.prop(self, 'doorArch')
if self.doorArch:
box.prop(self, 'doorArchC')
box.prop(self, 'doorArchT')
# Window
if self.properties.wallOpView == "2":
# box.prop(self,'wallPortRpt',text='Dupe')
row = box.row() # which walls have portal/window
row.prop(self, 'wallPF' + str(self.properties.CLvl), text='', icon="TRIA_DOWN_BAR")
row.prop(self, 'wallPL' + str(self.properties.CLvl), text='', icon="TRIA_LEFT_BAR")
row.prop(self, 'wallPB' + str(self.properties.CLvl), text='', icon="TRIA_UP_BAR")
row.prop(self, 'wallPR' + str(self.properties.CLvl), text='', icon="TRIA_RIGHT_BAR")
row = box.row()
row.prop(self, 'wallPortW')
row.prop(self, 'wallPortH')
box.prop(self, 'wallPortX')
box.prop(self, 'wallPortZ')
box.prop(self, 'wallPortBvl')
box.label(text='Arch')
row = box.row()
row.prop(self, 'wallPortArchT')
row.prop(self, 'wallPortArchB')
# Slots
if self.properties.wallOpView == "3":
box.prop(self, 'SlotVRpt', text='Dupe')
row = box.row() # which walls have embrasures/slits
row.prop(self, 'wallEF' + str(self.properties.CLvl), text='', icon="TRIA_DOWN_BAR")
row.prop(self, 'wallEL' + str(self.properties.CLvl), text='', icon="TRIA_LEFT_BAR")
row.prop(self, 'wallEB' + str(self.properties.CLvl), text='', icon="TRIA_UP_BAR")
row.prop(self, 'wallER' + str(self.properties.CLvl), text='', icon="TRIA_RIGHT_BAR")
box.prop(self, 'SlotVW')
box.prop(self, 'SlotVH')
box.prop(self, 'SlotVL')
box.prop(self, 'SlotVZ')
box.label(text='Arch')
row = box.row()
row.prop(self, 'slotVArchT')
row.prop(self, 'slotVArchB')
# Crenellation: gaps in top of wall, base of dome.
if self.properties.wallOpView == "4":
row = box.row() # which walls have Crenellation
row.prop(self, 'wallCF' + str(self.properties.CLvl), text='', icon="TRIA_DOWN_BAR")
row.prop(self, 'wallCL' + str(self.properties.CLvl), text='', icon="TRIA_LEFT_BAR")
row.prop(self, 'wallCB' + str(self.properties.CLvl), text='', icon="TRIA_UP_BAR")
row.prop(self, 'wallCR' + str(self.properties.CLvl), text='', icon="TRIA_RIGHT_BAR")
box.prop(self, 'CrenelXP')
box.prop(self, 'CrenelZP')
# Steps
if self.properties.wallOpView == "5":
row = box.row()
row.prop(self, 'StepL')
row.prop(self, 'StepF')
row.prop(self, 'StepOut')
row = box.row() # which walls have steps
row.prop(self, 'wallSF' + str(self.properties.CLvl), text='', icon="TRIA_DOWN_BAR")
row.prop(self, 'wallSL' + str(self.properties.CLvl), text='', icon="TRIA_LEFT_BAR")
row.prop(self, 'wallSB' + str(self.properties.CLvl), text='', icon="TRIA_UP_BAR")
row.prop(self, 'wallSR' + str(self.properties.CLvl), text='', icon="TRIA_RIGHT_BAR")
box.prop(self, 'StepX')
box.prop(self, 'StepZ')
box.prop(self, 'StepW')
box.prop(self, 'StepH')
box.prop(self, 'StepD')
box.prop(self, 'StepV')
box.prop(self, 'StepT')
# Shelf/Balcony
if self.properties.wallOpView == "6":
box.prop(self, 'ShelfOut')
row = box.row() # which walls have a shelf
row.prop(self, 'wallBF' + str(self.properties.CLvl), text='', icon="TRIA_DOWN_BAR")
row.prop(self, 'wallBL' + str(self.properties.CLvl), text='', icon="TRIA_LEFT_BAR")
row.prop(self, 'wallBB' + str(self.properties.CLvl), text='', icon="TRIA_UP_BAR")
row.prop(self, 'wallBR' + str(self.properties.CLvl), text='', icon="TRIA_RIGHT_BAR")
box.prop(self, 'ShelfX')
box.prop(self, 'ShelfZ')
box.prop(self, 'ShelfW')
box.prop(self, 'ShelfH')
box.prop(self, 'ShelfD')
# Dome
box = layout.box()
row = box.row()
row.prop(self, 'cDome')
if self.properties.cDome:
row.prop(self, 'cDomeRGB', text='')
box.prop(self, 'cDomeH')
box.prop(self, 'cDomeZ')
# Oculus - opening in top of dome
# box.prop(self,'cDomeO')
# abstract/experimental
box = layout.box()
row = box.row()
row.prop(self, 'cXTest', text='Experimental')
if self.properties.cXTest:
box.prop(self, 'wallSlope', text='Curve')
box.prop(self, 'CTunnel', text='Tunnel', icon="CURVE_DATA")
box.prop(self, 'CTower', text='Tower', icon="CURVE_DATA")
##
####
############################################################################
# Respond to UI - process the properties set by user.
# Check and process UI settings to generate castle.
############################################################################
####
##
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def execute(self, context):
global openingSpecs
global dims
# Limit UI settings relative to other parameters,
# set globals and effeciency variables.
# current level cannot exceed level setting...
if self.properties.CLvl > self.properties.CLvls:
self.properties.CLvl = self.properties.CLvls
castleScene = bpy.context.scene
blockWidth = self.properties.blockX
blockHeight = self.properties.blockZ
blockDepth = self.properties.blockD
# wall "area" must be at least 3 blocks.
minWallW = blockWidth * 3 # min wall width/depth
minWallH = blockHeight * 3 # min wall height
if self.properties.cBaseW < minWallW:
self.properties.cBaseW = minWallW
CastleX = self.properties.cBaseW
midWallW = CastleX / 2
if self.properties.wallH < minWallH:
self.properties.wallH = minWallH
planeHL = self.properties.wallH
planeHL2 = planeHL * 2
# proportional crenel height, shared with roof positioning.
crenelH = planeHL * self.properties.CrenelZP
if self.properties.cBaseD < minWallW:
self.properties.cBaseD = minWallW
CastleD = self.properties.cBaseD
midWallD = (CastleD + blockDepth) / 2
# midWallD=CastleD/2
# midWallD=(CastleD-blockDepth)/2
# gap cannot reduce block below minimum.
if self.properties.Grout > blockHeight / 2 - BLOCK_MIN:
self.properties.Grout = blockHeight / 2 - BLOCK_MIN
# Variance limit for minimum block height.
blockHMin = self.properties.Grout + BLOCK_MIN
# floor "thickness" cannot exceed block height
if self.properties.cBaseT > blockHeight:
self.properties.cBaseT = blockHeight
if self.properties.cDome:
# base can't be lower than floor
# consider limiting base to roof or wall height by levels?
domeLimit = self.properties.cBaseO + self.properties.cBaseT