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name="Y skew",
description="Y Skew ratio. 0.5 is no skew.",
min=-1.0, max=1.0, default=defaults[5])
scale_Z: FloatVectorProperty(
name="Z scale",
description="Z axis scaling range.",
min=0.0, max=256.0, step=1,
default=defaults[3], size=2)
skew_Z: FloatProperty(
name="Z skew",
description="Z Skew ratio. 0.5 is no skew.",
min=-1.0, max=1.0, default=defaults[6])
use_scale_dis: BoolProperty(
name="Scale displace textures",
description="Scale displacement textures with dimensions. May cause streched textures.",
default=defaults[7])
scale_fac: FloatVectorProperty(
name="Scaling Factor",
description="XYZ scaling factor. 1: no scaling.",
min=0.0001, max=256.0, step=0.1,
default=defaults[8], size=3)
# @todo Possible to title this section "Physical Properties:"?
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deform: FloatProperty(
name="Deformation",
description="Rock deformation",
min=0.0, max=1024.0, default=defaults[9])
rough: FloatProperty(
name="Roughness",
description="Rock roughness",
min=0.0, max=1024.0, default=defaults[10])
detail: IntProperty(
name="Detail level",
description="Detail level. WARNING: Slow at high values!",
min=1, max=1024, default=defaults[11])
display_detail: IntProperty(
name="Display Detail",
description="Display detail. Use a lower value for high numbers of rocks.",
min=1, max=128, default=defaults[12])
smooth_fac: FloatProperty(
name="Smooth Factor",
description="Smoothing factor. A value of 0 disables.",
min=0.0, max=128.0, default=defaults[13])
smooth_it: IntProperty(
name="Smooth Iterations",
description="Smoothing iterations. A value of 0 disables.",
min=0, max=128, default=defaults[14])
use_generate: BoolProperty(
name="Generate Rocks",
description="Enable actual generation.",
default=defaults[15])
use_random_seed: BoolProperty(
name="Use a random seed",
description="Create a seed based on time. Causes user seed to be ignored.",
default=defaults[16])
user_seed: IntProperty(
name="User seed",
description="Use a specific seed for the generator.",
min=0, max=1048576, default=defaults[17])
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def draw(self, context):
layout = self.layout
box = layout.box()
box.prop(self, 'num_of_rocks')
box = layout.box()
box.prop(self, 'scale_X')
box.prop(self, 'skew_X')
box.prop(self, 'scale_Y')
box.prop(self, 'skew_Y')
box.prop(self, 'scale_Z')
box.prop(self, 'skew_Z')
box.prop(self, 'use_scale_dis')
if self.use_scale_dis:
box.prop(self, 'scale_fac')
else:
self.scale_fac = utils.toFloats(self.defaults[8])
box = layout.box()
box.prop(self, 'deform')
box.prop(self, 'rough')
box.prop(self, 'detail')
box.prop(self, 'display_detail')
box.prop(self, 'smooth_fac')
box.prop(self, 'smooth_it')
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box.prop(self, 'use_generate')
box.prop(self, 'use_random_seed')
if not self.use_random_seed:
box.prop(self, 'user_seed')
box.prop(self, 'preset_values')
@classmethod
def poll(cls, context):
return context.mode == 'OBJECT'
# return (context.object is not None and context.object.mode == 'OBJECT')
# The following "if" block loads preset values:
if self.lastPreset != int(self.preset_values):
self.scale_X = utils.toFloats(self.presetsList[int(self.preset_values)][1])
self.scale_Y = utils.toFloats(self.presetsList[int(self.preset_values)][2])
self.scale_Z = utils.toFloats(self.presetsList[int(self.preset_values)][3])
self.skew_X = float(self.presetsList[int(self.preset_values)][4])
self.skew_Y = float(self.presetsList[int(self.preset_values)][5])
self.skew_Z = float(self.presetsList[int(self.preset_values)][6])
self.use_scale_dis = bool(self.presetsList[int(self.preset_values)][7])
self.scale_fac = utils.toFloats(self.presetsList[int(self.preset_values)][8])
self.deform = float(self.presetsList[int(self.preset_values)][9])
self.rough = float(self.presetsList[int(self.preset_values)][10])
self.detail = int(self.presetsList[int(self.preset_values)][11])
self.display_detail = int(self.presetsList[int(self.preset_values)][12])
self.smooth_fac = float(self.presetsList[int(self.preset_values)][13])
self.smooth_it = int(self.presetsList[int(self.preset_values)][14])
self.use_generate = bool(self.presetsList[int(self.preset_values)][15])
self.use_random_seed = bool(self.presetsList[int(self.preset_values)][16])
self.user_seed = int(self.presetsList[int(self.preset_values)][17])
self.lastPreset = int(self.preset_values)
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# todo Add deform, deform_Var, rough, and rough_Var:
# *** todo completed 4/23/2011 ***
# *** Eliminated "deform_Var" and "rough_Var" so the script is not
# as complex to use. May add in again as advanced features. ***
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committed
if self.use_generate:
generateRocks(context,
self.scale_X,
self.skew_X,
self.scale_Y,
self.skew_Y,
self.scale_Z,
self.skew_Z,
self.scale_fac,
self.detail,
self.display_detail,
self.deform,
self.rough,
self.smooth_fac,
self.smooth_it,
self.num_of_rocks,
self.user_seed,
self.use_scale_dis,
self.use_random_seed)
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# Register:
def menu_func_rocks(self, context):
self.layout.operator(
OBJECT_OT_add_mesh_rock.bl_idname,
text="Rock Generator",
icon="PLUGIN")
classes = (
OBJECT_OT_add_mesh_rock,
)
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
bpy.types.VIEW3D_MT_mesh_add.append(menu_func_rocks)
def unregister():
from bpy.utils import unregister_class
for cls in reversed(classes):
unregister_class(cls)
bpy.types.VIEW3D_MT_mesh_add.remove(menu_func_rocks)
if __name__ == "__main__":
register()