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# SCA Tree Generator, a Blender add-on
# (c) 2013 Michel J. Anders (varkenvarken)
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
"name": "SCA Tree Generator",
"author": "michel anders (varkenvarken)",
"version": (0, 1, 3),
"blender": (2, 77, 0),
"location": "View3D > Add > Mesh",
"description": "Create a tree using the space colonization algorithm starting at the 3D cursor",
"wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Add_Mesh/Add_Space_Tree",
"tracker_url": "https://developer.blender.org/maniphest/task/edit/form/2/",
"category": "Add Mesh"
}
from random import (
gauss, random,
)
from functools import partial
from math import (
cos, sin,
)
from bpy.props import (
BoolProperty,
EnumProperty,
FloatProperty,
IntProperty,
)
from mathutils import (
Euler,
Vector,
Quaternion,
)
# simple skinning algorithm building blocks
from .simplefork import (
quadfork, bridgequads,
)
# the core class that implements the space colonization
# algorithm and the definition of a segment
from .sca import (
SCA, Branchpoint,
)
return [(name, name, name, n) for n, name in enumerate(bpy.data.collections.keys())]
groups = [('None', 'None', 'None', 1)]
return groups + [(name, name, name, n + 1) for n, name in enumerate(bpy.data.collections.keys())]
return [(name, name, name, n + 1) for n, name in enumerate(bpy.data.objects.keys())]
def ellipsoid(r=5, rz=5, p=Vector((0, 0, 8)), taper=0):
r2 = r * r
z2 = rz * rz
if rz > r:
r = rz
while True:
x = (random() * 2 - 1) * r
y = (random() * 2 - 1) * r
z = (random() * 2 - 1) * r
f = (z + r) / (2 * r)
f = 1 + f * taper if taper >= 0 else (1 - f) * -taper
if f * x * x / r2 + f * y * y / r2 + z * z / z2 <= 1:
yield p + Vector((x, y, z))
def pointInsideMesh(pointrelativetocursor, ob):
# adapted from http://blenderartists.org/forum/showthread.php?"
# "195605-Detecting-if-a-point-is-inside-a-mesh-2-5-API&p=1691633&viewfull=1#post1691633
mat = ob.matrix_world.inverted()
orig = mat * (pointrelativetocursor + bpy.context.scene.cursor_location)
count = 0
axis = Vector((0, 0, 1))
while True:
# Note: address changes introduced to object.ray_cast return (see T54414)
result, location, normal, index = ob.ray_cast(orig, orig + axis * 10000.0)
if index == -1:
break
count += 1
orig = location + axis * 0.00001
if count % 2 == 0:
return False
return True
def ellipsoid2(rxy=5, rz=5, p=Vector((0, 0, 8)), surfacebias=1, topbias=1):
while True:
phi = 6.283 * random()
theta = 3.1415 * (random() - 0.5)
r = random() ** (surfacebias / 2)
x = r * rxy * cos(theta) * cos(phi)
y = r * rxy * cos(theta) * sin(phi)
st = sin(theta)
st = (((st + 1) / 2) ** topbias) * 2 - 1
z = r * rz * st
# print(">>>%.2f %.2f %.2f "%(x,y,z))
m = p + Vector((x, y, z))
reject = False
for ob in bpy.context.selected_objects:
# probably we should check if each object is a mesh
if pointInsideMesh(m, ob):
reject = True
break
if not reject:
yield m
"""
return a quasi random 3D vector R3 in [0,1].
each component is based on a halton sequence.
quasi random is good enough for our purposes and is
more evenly distributed then pseudo random sequences.
See en.m.wikipedia.org/wiki/Halton_sequence
"""
def halton(index, base):
result = 0
f = 1.0 / base
I = index
while I > 0:
result += f * (I % base)
I = int(I / base)
f /= base
return result
return Vector((halton(index, 2), halton(index, 3), halton(index, 5)))
if bpy.data.collections.find(group) < 0:
for ob in bpy.data.collections[group].objects:
if pointInsideMesh(pointrelativetocursor, ob):
return True
return False
def groupdistribution(crowngroup, shadowgroup=None, seed=0, size=Vector((1, 1, 1)),
pointrelativetocursor=Vector((0, 0, 0))):
if crowngroup == shadowgroup:
shadowgroup = None # safeguard otherwise every marker would be rejected
nocrowngroup = bpy.data.collections.find(crowngroup) < 0
noshadowgroup = (shadowgroup is None) or (bpy.data.collections.find(shadowgroup) < 0) or (shadowgroup == 'None')
index = 100 + seed
nmarkers = 0
nyield = 0
while True:
nmarkers += 1
v = halton3D(index)
v[0] *= size[0]
v[1] *= size[1]
v[2] *= size[2]
v += pointrelativetocursor
index += 1
insidecrown = nocrowngroup or insidegroup(v, crowngroup)
outsideshadow = noshadowgroup or not insidegroup(v, shadowgroup)
# if shadowgroup overlaps all or a significant part of the crowngroup
# no markers will be yielded and we would be in an endless loop.
# so if we yield too few correct markers we start yielding them anyway.
lowyieldrate = (nmarkers > 200) and (nyield / nmarkers < 0.01)
if (insidecrown and outsideshadow) or lowyieldrate:
nyield += 1
yield v
"""
return a size,minimum tuple both Vector elements, describing the size and position
of the bounding box in world space that encapsulates all objects in a group.
"""
bb = []
if bpy.data.collections.find(group) >= 0:
for ob in bpy.data.collections[group].objects:
rot = ob.matrix_world.to_quaternion()
scale = ob.matrix_world.to_scale()
translate = ob.matrix_world.translation
for v in ob.bound_box: # v is not a vector but an array of floats
p = ob.matrix_world * Vector(v[0:3])
bb.extend(p[0:3])
mx = Vector((max(bb[0::3]), max(bb[1::3]), max(bb[2::3])))
mn = Vector((min(bb[0::3]), min(bb[1::3]), min(bb[2::3])))
return mx - mn, mn
def createLeaves(tree, probability=0.5, size=0.5, randomsize=0.1,
randomrot=0.1, maxconnections=2, bunchiness=1.0, connectoffset=-0.1):
p = bpy.context.scene.cursor_location
verts = []
faces = []
c1 = Vector((connectoffset, -size / 2, 0))
c2 = Vector((size + connectoffset, -size / 2, 0))
c3 = Vector((size + connectoffset, size / 2, 0))
c4 = Vector((connectoffset, size / 2, 0))
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t = gauss(1.0 / probability, 0.1)
bpswithleaves = 0
for bp in tree.branchpoints:
if bp.connections < maxconnections:
dv = tree.branchpoints[bp.parent].v - bp.v if bp.parent else Vector((0, 0, 0))
dvp = Vector((0, 0, 0))
bpswithleaves += 1
nleavesonbp = 0
while t < bpswithleaves:
nleavesonbp += 1
rx = (random() - 0.5) * randomrot * 6.283 # TODO vertical tilt in direction of tropism
ry = (random() - 0.5) * randomrot * 6.283
rot = Euler((rx, ry, random() * 6.283), 'ZXY')
scale = 1 + (random() - 0.5) * randomsize
v = c1.copy()
v.rotate(rot)
verts.append(v * scale + bp.v + dvp)
v = c2.copy()
v.rotate(rot)
verts.append(v * scale + bp.v + dvp)
v = c3.copy()
v.rotate(rot)
verts.append(v * scale + bp.v + dvp)
v = c4.copy()
v.rotate(rot)
verts.append(v * scale + bp.v + dvp)
n = len(verts)
faces.append((n - 1, n - 4, n - 3, n - 2))
# this is not the best choice of distribution because we might
# get negative values especially if sigma is large
t += gauss(1.0 / probability, 0.1)
dvp = nleavesonbp * (dv / (probability ** bunchiness)) # TODO add some randomness to the offset
mesh = bpy.data.meshes.new('Leaves')
mesh.from_pydata(verts, [], faces)
mesh.update(calc_edges=True)
mesh.uv_textures.new()
return mesh
def createMarkers(tree, scale=0.05):
# not used as markers are parented to tree object that is created at the cursor position
# p=bpy.context.scene.cursor_location
verts = []
faces = []
tetraeder = [Vector((-1, 1, -1)), Vector((1, -1, -1)), Vector((1, 1, 1)), Vector((-1, -1, 1))]
tetraeder = [v * scale for v in tetraeder]
tfaces = [(0, 1, 2), (0, 1, 3), (1, 2, 3), (0, 3, 2)]
for ep in tree.endpoints:
verts.extend([ep + v for v in tetraeder])
n = len(faces)
faces.extend([(f1 + n, f2 + n, f3 + n) for f1, f2, f3 in tfaces])
mesh = bpy.data.meshes.new('Markers')
mesh.from_pydata(verts, [], faces)
mesh.update(calc_edges=True)
return mesh
def createObjects(tree, parent=None, objectname=None, probability=0.5, size=0.5,
randomsize=0.1, randomrot=0.1, maxconnections=2, bunchiness=1.0):
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if (parent is None) or (objectname is None) or (objectname == 'None'):
return
# not necessary, we parent the new objects: p=bpy.context.scene.cursor_location
theobject = bpy.data.objects[objectname]
t = gauss(1.0 / probability, 0.1)
bpswithleaves = 0
for bp in tree.branchpoints:
if bp.connections < maxconnections:
dv = tree.branchpoints[bp.parent].v - bp.v if bp.parent else Vector((0, 0, 0))
dvp = Vector((0, 0, 0))
bpswithleaves += 1
nleavesonbp = 0
while t < bpswithleaves:
nleavesonbp += 1
rx = (random() - 0.5) * randomrot * 6.283 # TODO vertical tilt in direction of tropism
ry = (random() - 0.5) * randomrot * 6.283
rot = Euler((rx, ry, random() * 6.283), 'ZXY')
scale = size + (random() - 0.5) * randomsize
# add new object and parent it
obj = bpy.data.objects.new(objectname, theobject.data)
obj.location = bp.v + dvp
obj.rotation_mode = 'ZXY'
obj.rotation_euler = rot[:]
obj.scale = [scale, scale, scale]
obj.parent = parent
bpy.context.collection.objects.link(obj)
# this is not the best choice of distribution because we might
# get negative values especially if sigma is large
t += gauss(1.0 / probability, 0.1)
dvp = nleavesonbp * (dv / (probability ** bunchiness)) # TODO add some randomness to the offset
def vertextend(v, dv):
n = len(v)
v.extend(dv)
return tuple(range(n, n + len(dv)))
dv = [v[i] + p for i in loopa]
# print(loopa, p, dv)
return vertextend(v, dv)
# will extend this with a tri centered at p0
return bridgequads(loopa, loopb, verts)
# will extend this with a tri centered at p0
# print('extend')
# print(p0,p1,p2,[verts[i] for i in loopa])
# both difference point upward, we extend to the second
d1 = p1 - p0
d2 = p0 - p2
p = (verts[loopa[0]] + verts[loopa[1]] + verts[loopa[2]] + verts[loopa[3]]) / 4
a = d1.angle(d2, 0)
if abs(a) < 0.05:
# print('small angle')
loopb = vertcopy(loopa, verts, p0 - d2 / 2 - p)
# all verts in loopb are displaced the same amount so no need to find the minimum distance
n = 4
return ([(loopa[(i) % n], loopa[(i + 1) % n],
loopb[(i + 1) % n], loopb[(i) % n]) for i in range(n)], loopa, loopb)
r = d2.cross(d1)
q = Quaternion(r, -a)
dverts = [verts[i] - p for i in loopa]
# print('large angle',dverts,'axis',r)
for dv in dverts:
dv.rotate(q)
# print('rotated',dverts)
for dv in dverts:
dv += (p0 - d2 / 2)
# print('moved',dverts)
loopb = vertextend(verts, dverts)
# none of the verts in loopb are rotated so no need to find the minimum distance
n = 4
return ([(loopa[(i) % n], loopa[(i + 1) % n], loopb[(i + 1) % n], loopb[(i) % n]) for i in range(n)], loopa, loopb)
def nonfork(bp, parent, apex, verts, p, branchpoints):
# print('nonfork bp ',bp.index,bp.v,bp.loop if hasattr(bp,'loop') else None)
# print('nonfork parent',parent.index,parent.v,parent.loop if hasattr(parent,'loop') else None)
# print('nonfork apex ',apex.index,apex.v,apex.loop if hasattr(apex,'loop') else None)
if hasattr(bp, 'loop'):
if hasattr(apex, 'loop'):
# print('nonfork bend bp->apex')
return bend(bp.v + p, parent.v + p, apex.v + p, bp.loop, apex.loop, verts)
else:
# print('nonfork extend bp->apex')
faces, loop1, loop2 = extend(bp.v + p, parent.v + p, apex.v + p, bp.loop, verts)
apex.loop = loop2
return faces, loop1, loop2
else:
if hasattr(parent, 'loop'):
# print('nonfork extend from bp->parent')
# faces,loop1,loop2 = extend(bp.v+p, apex.v+p, parent.v+p, parent.loop, verts)
if parent.parent is None:
return None, None, None
grandparent = branchpoints[parent.parent]
faces, loop1, loop2 = extend(grandparent.v + p, parent.v + p, bp.v + p, parent.loop, verts)
bp.loop = loop2
return faces, loop1, loop2
else:
# print('nonfork no loop')
# neither parent nor apex already have a loop calculated
# will fill this later ...
return None, None, None
def endpoint(bp, parent, verts, p):
# extrapolate to tip of branch. we do not close the tip for now
faces, loop1, loop2 = extend(bp.v + p, parent.v + p, bp.v + (bp.v - parent.v) + p, bp.loop, verts)
return faces, loop1, loop2
def root(bp, apex, verts, p):
# extrapolate non-forked roots
faces, loop1, loop2 = extend(bp.v + p, bp.v - (apex.v - bp.v) + p, apex.v + p, bp.loop, verts)
apex.loop = loop2
return faces, loop1, loop2
n = len(aloop)
for i in range(n):
faces.append((aloop[i], aloop[(i + 1) % n], bloop[(i + 1) % n], bloop[i]))
def createGeometry(tree, power=0.5, scale=0.01, addleaves=False, pleaf=0.5,
leafsize=0.5, leafrandomsize=0.1, leafrandomrot=0.1,
nomodifiers=True, skinmethod='NATIVE', subsurface=False,
maxleafconnections=2, bleaf=1.0, connectoffset=-0.1,
timeperf=True):
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timings = Timer()
p = bpy.context.scene.cursor_location
verts = []
edges = []
faces = []
radii = []
roots = set()
# Loop over all branchpoints and create connected edges
for n, bp in enumerate(tree.branchpoints):
verts.append(bp.v + p)
radii.append(bp.connections)
bp.index = n
if not (bp.parent is None):
edges.append((len(verts) - 1, bp.parent))
else:
nv = len(verts)
roots.add(nv - 1)
timings.add('skeleton')
# native skinning method
if nomodifiers is False and skinmethod == 'NATIVE':
# add a quad edge loop to all roots
for r in roots:
rootp = verts[r]
nv = len(verts)
radius = 0.7071 * ((tree.branchpoints[r].connections + 1) ** power) * scale
verts.extend(
[rootp + Vector((-radius, -radius, 0)),
rootp + Vector((radius, -radius, 0)),
rootp + Vector((radius, radius, 0)),
rootp + Vector((-radius, radius, 0))]
)
tree.branchpoints[r].loop = (nv, nv + 1, nv + 2, nv + 3)
# print('root verts',tree.branchpoints[r].loop)
# faces.append((nv, nv + 1,nv + 2))
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edges.extend([(nv, nv + 1), (nv + 1, nv + 2), (nv + 2, nv + 3), (nv + 3, nv)])
# skin all forked branchpoints, no attempt is yet made to adjust the radius
forkfork = set()
for bpi, bp in enumerate(tree.branchpoints):
if not(bp.apex is None or bp.shoot is None):
apex = tree.branchpoints[bp.apex]
shoot = tree.branchpoints[bp.shoot]
p0 = bp.v
r0 = ((bp.connections + 1) ** power) * scale
p2 = apex.v
r2 = ((apex.connections + 1) ** power) * scale
p3 = shoot.v
r3 = ((shoot.connections + 1) ** power) * scale
if bp.parent is not None:
parent = tree.branchpoints[bp.parent]
p1 = parent.v
r1 = (parent.connections ** power) * scale
else:
p1 = p0 - (p2 - p0)
r1 = r0
skinverts, skinfaces = quadfork(p0, p1, p2, p3, r0, r1, r2, r3)
nv = len(verts)
verts.extend([v + p for v in skinverts])
faces.extend([tuple(v + nv for v in f) for f in skinfaces])
# the vertices of the quads at the end of the internodes
# are returned as the first 12 vertices of a total of 22
# we store them for reuse by non-forked internodes but
# first check if we have a fork to fork connection
nv = len(verts)
if hasattr(bp, 'loop') and not (bpi in forkfork): # already assigned by another fork
faces.extend(bridgequads(bp.loop, [nv - 22, nv - 21, nv - 20, nv - 19], verts)[0])
forkfork.add(bpi)
else:
bp.loop = [nv - 22, nv - 21, nv - 20, nv - 19]
# already assigned by another fork but not yet skinned
if hasattr(apex, 'loop') and not (bp.apex in forkfork):
faces.extend(bridgequads(apex.loop, [nv - 18, nv - 17, nv - 16, nv - 15], verts)[0])
forkfork.add(bp.apex)
else:
apex.loop = [nv - 18, nv - 17, nv - 16, nv - 15]
# already assigned by another fork but not yet skinned
if hasattr(shoot, 'loop') and not (bp.shoot in forkfork):
faces.extend(bridgequads(shoot.loop, [nv - 14, nv - 13, nv - 12, nv - 11], verts)[0])
forkfork.add(bp.shoot)
else:
shoot.loop = [nv - 14, nv - 13, nv - 12, nv - 11]
# skin the roots that are not forks
for r in roots:
bp = tree.branchpoints[r]
if bp.apex is not None and bp.parent is None and bp.shoot is None:
bfaces, apexloop, parentloop = root(bp, tree.branchpoints[bp.apex], verts, p)
if bfaces is not None:
faces.extend(bfaces)
# skin all non-forking branchpoints, that is those not a root or and endpoint
skinnednonforks = set()
start = -1
while(start != len(skinnednonforks)):
start = len(skinnednonforks)
# print('-' * 20, start)
for bp in tree.branchpoints:
if bp.shoot is None and not (bp.parent is None or bp.apex is None or bp in skinnednonforks):
bfaces, apexloop, parentloop = nonfork(
bp, tree.branchpoints[bp.parent],
tree.branchpoints[bp.apex], verts,
p, tree.branchpoints
)
# print(bfaces,apexloop,parentloop)
faces.extend(bfaces)
skinnednonforks.add(bp)
# skin endpoints
for bp in tree.branchpoints:
if bp.apex is None and bp.parent is not None:
bfaces, apexloop, parentloop = endpoint(bp, tree.branchpoints[bp.parent], verts, p)
if bfaces is not None:
faces.extend(bfaces)
# end of native skinning section
timings.add('nativeskin')
# create the tree mesh
mesh = bpy.data.meshes.new('Tree')
mesh.from_pydata(verts, edges, faces)
mesh.update(calc_edges=True)
# create the tree object an make it the only selected and active object in the scene
obj_new = bpy.data.objects.new(mesh.name, mesh)
base = bpy.context.collection.objects.link(obj_new)
for ob in bpy.context.scene.objects:
ob.select_set(False)
base.select_set(True)
bpy.context.view_layer.objects.active = obj_new
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bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
timings.add('createmesh')
# add a subsurf modifier to smooth the branches
if nomodifiers is False:
if subsurface:
bpy.ops.object.modifier_add(type='SUBSURF')
bpy.context.active_object.modifiers[0].levels = 1
bpy.context.active_object.modifiers[0].render_levels = 1
# add a skin modifier
if skinmethod == 'BLENDER':
bpy.ops.object.modifier_add(type='SKIN')
bpy.context.active_object.modifiers[-1].use_smooth_shade = True
bpy.context.active_object.modifiers[-1].use_x_symmetry = True
bpy.context.active_object.modifiers[-1].use_y_symmetry = True
bpy.context.active_object.modifiers[-1].use_z_symmetry = True
skinverts = bpy.context.active_object.data.skin_vertices[0].data
for i, v in enumerate(skinverts):
v.radius = [(radii[i] ** power) * scale, (radii[i] ** power) * scale]
if i in roots:
v.use_root = True
# add an extra subsurf modifier to smooth the skin
bpy.ops.object.modifier_add(type='SUBSURF')
bpy.context.active_object.modifiers[-1].levels = 1
bpy.context.active_object.modifiers[-1].render_levels = 2
timings.add('modifiers')
# create the leaves object
if addleaves:
mesh = createLeaves(
tree, pleaf, leafsize, leafrandomsize,
leafrandomrot, maxleafconnections,
bleaf, connectoffset
)
obj_leaves = bpy.data.objects.new(mesh.name, mesh)
base = bpy.context.collection.objects.link(obj_leaves)
bpy.context.view_layer.objects.active = obj_leaves
bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
bpy.context.view_layer.objects.active = obj_new
timings.add('leaves')
if timeperf:
print(timings)
return obj_new
bl_idname = "mesh.sca_tree"
bl_label = "SCATree"
bl_description = "Generate a tree using a space colonization algorithm"
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
internodeLength: FloatProperty(
name="Internode Length",
description="Internode length in Blender Units",
default=0.75,
min=0.01,
soft_max=3.0,
subtype='DISTANCE',
unit='LENGTH'
)
killDistance: FloatProperty(
name="Kill Distance",
description="Kill Distance as a multiple of the internode length",
default=3,
min=0.01,
soft_max=100.0
)
influenceRange: FloatProperty(
name="Influence Range",
description="Influence Range as a multiple of the internode length",
default=15,
min=0.01,
soft_max=100.0
)
name="Tropism",
description="The tendency of branches to bend up or down",
default=0,
min=-1.0,
soft_max=1.0
)
name="Power",
description="Tapering power of branch connections",
default=0.3,
min=0.01,
soft_max=1.0
)
name="Scale",
description="Branch size",
default=0.01,
min=0.0001,
soft_max=1.0
)
# the group related properties are not saved as presets because on reload
# no groups with the same names might exist, causing an exception
name="Use object groups",
options={'ANIMATABLE', 'SKIP_SAVE'},
description="Use groups of objects to specify marker distribution",
default=False
)
crownGroup: EnumProperty(
items=availableGroups,
options={'ANIMATABLE', 'SKIP_SAVE'},
name='Crown Group',
description='Group of objects that specify crown shape'
)
shadowGroup: EnumProperty(
items=availableGroupsOrNone,
options={'ANIMATABLE', 'SKIP_SAVE'},
name='Shadow Group',
description='Group of objects subtracted from the crown shape'
)
exclusionGroup: EnumProperty(
items=availableGroupsOrNone,
options={'ANIMATABLE', 'SKIP_SAVE'},
name='Exclusion Group',
description='Group of objects that will not be penetrated by growing branches'
)
useTrunkGroup: BoolProperty(
name="Use trunk group",
options={'ANIMATABLE', 'SKIP_SAVE'},
description="Use the locations of a group of objects to "
"specify trunk starting points instead of 3d cursor",
default=False
)
trunkGroup: EnumProperty(
items=availableGroups,
options={'ANIMATABLE', 'SKIP_SAVE'},
name='Trunk Group',
description='Group of objects whose locations specify trunk starting points'
)
crownSize: FloatProperty(
name="Crown Size",
description="Crown size",
default=5,
min=1,
soft_max=29
)
crownShape: FloatProperty(
name="Crown Shape",
description="Crown shape",
default=1,
min=0.2,
soft_max=5
)
crownOffset: FloatProperty(
name="Crown Offset",
description="Crown offset (the length of the bole)",
default=3,
min=0,
soft_max=20.0
)
surfaceBias: FloatProperty(
name="Surface Bias",
description="Surface bias (how much markers are favored near the surface)",
default=1,
min=-10,
soft_max=10
)
name="Top Bias",
description="Top bias (how much markers are favored near the top)",
default=1,
min=-10,
soft_max=10
)
name="Random Seed",
description="The seed governing random generation",
default=0,
min=0
)
maxIterations: IntProperty(
name="Maximum Iterations",
description="The maximum number of iterations allowed for tree generation",
default=40,
min=0
)
numberOfEndpoints: IntProperty(
name="Number of Endpoints",
description="The number of endpoints generated in the growing volume",
default=100,
min=0
)
newEndPointsPer1000: IntProperty(
name="Number of new Endpoints",
description="The number of new endpoints generated in the growing volume per thousand iterations",
default=0,
min=0
)
name="Maximum Time",
description=("The maximum time to run the generation for "
"in seconds/generation (0.0 = Disabled). Currently ignored"),
default=0.0,
min=0.0,
soft_max=10
)
name="Leaves per internode",
description=("The average number of leaves per internode"),
default=0.5,
min=0.0,
soft_max=4
)
name="Leaf clustering",
description=("How much leaves cluster to the end of the internode"),
default=1,
min=1,
soft_max=4
)
name="Leaf Size",
description=("The leaf size"),
default=0.5,
min=0.0,
soft_max=1
)
leafRandomSize: FloatProperty(
name="Leaf Random Size",
description=("The amount of randomness to add to the leaf size"),
default=0.1,
min=0.0,
soft_max=10
)
leafRandomRot: FloatProperty(
name="Leaf Random Rotation",
description=("The amount of random rotation to add to the leaf"),
default=0.1,
min=0.0,
soft_max=1
)
connectoffset: FloatProperty(
name="Connect Offset",
description=("Offset of leaf to twig"),
default=-0.1
)
leafMaxConnections: IntProperty(
name="Max Connections",
description="The maximum number of connections of an internode elegible for a leaf",
default=2,
min=0
)
name="Add Leaves",
default=False
)
objectName: EnumProperty(
items=availableObjects,
options={'ANIMATABLE', 'SKIP_SAVE'},
name='Object Name',
description='Name of additional objects to duplicate at the branchpoints'
)
name="Objects per internode",
description=("The average number of objects per internode"),
default=0.3,
min=0.0,
soft_max=1
)
name="Object clustering",
description=("How much objects cluster to the end of the internode"),
default=1,
min=1,
soft_max=4
)
objectSize: FloatProperty(
name="Object Size",
description=("The object size"),
default=1,
min=0.0,
soft_max=2
)
objectRandomSize: FloatProperty(
name="Object Random Size",
description=("The amount of randomness to add to the object size"),
default=0.1,
min=0.0,
soft_max=10
)
objectRandomRot: FloatProperty(
name="Object Random Rotation",
description=("The amount of random rotation to add to the object"),
default=0.1,
min=0.0,
soft_max=1
)
objectMaxConnections: IntProperty(
name="Max Connections for Object",
description="The maximum number of connections of an internode elegible for a object",
default=1,
min=0
)
addObjects: BoolProperty(
name="Add Objects",
default=False
)
updateTree: BoolProperty(
name="Update Tree",
default=False
)
noModifiers: BoolProperty(
name="No Modifers",
default=True
)
subSurface: BoolProperty(
name="Sub Surface",
default=False,
description="Add subsurface modifier to trunk skin"
)
skinMethod: EnumProperty(
items=[('NATIVE', 'Native', 'Built in skinning method', 1),
('BLENDER', 'Skin modifier', 'Use Blenders skin modifier', 2)],
options={'ANIMATABLE', 'SKIP_SAVE'},
name='Skinning method',
description='How to add a surface to the trunk skeleton'
)
showMarkers: BoolProperty(
name="Show Markers",
default=False
)
markerScale: FloatProperty(
name="Marker Scale",
description=("The size of the markers"),
default=0.05,
min=0.001,
soft_max=0.2
)
timePerformance: BoolProperty(
name="Time performance",
default=False,
description="Show duration of generation steps on console"
)
@classmethod
def poll(self, context):
# Check if we are in object mode
return context.mode == 'OBJECT'
def execute(self, context):
if not self.updateTree:
return {'PASS_THROUGH'}
timings = Timer()
# necessary otherwize ray casts toward these objects may fail.
# However if nothing is selected, we get a runtime error ...
try:
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
except RuntimeError:
pass
if self.useGroups:
size, minp = groupExtends(self.crownGroup)
volumefie = partial(
groupdistribution, self.crownGroup, self.shadowGroup,
self.randomSeed, size, minp - bpy.context.scene.cursor_location
)
volumefie = partial(
ellipsoid2, self.crownSize * self.crownShape, self.crownSize,
Vector((0, 0, self.crownSize + self.crownOffset)),
self.surfaceBias, self.topBias
)
startingpoints = []
if self.useTrunkGroup:
if bpy.data.collections.find(self.trunkGroup) >= 0:
for ob in bpy.data.collections[self.trunkGroup].objects:
p = ob.location - context.scene.cursor_location
startingpoints.append(Branchpoint(p, None))
timings.add('scastart')
sca = SCA(NBP=self.maxIterations,
NENDPOINTS=self.numberOfEndpoints,
d=self.internodeLength,
KILLDIST=self.killDistance,
INFLUENCE=self.influenceRange,
SEED=self.randomSeed,
TROPISM=self.tropism,
volume=volumefie,
exclude=lambda p: insidegroup(p, self.exclusionGroup),
startingpoints=startingpoints)
timings.add('sca')
if self.showMarkers:
mesh = createMarkers(sca, self.markerScale)
obj_markers = bpy.data.objects.new(mesh.name, mesh)
base = bpy.context.collection.objects.link(obj_markers)
timings.add('showmarkers')
sca.iterate2(newendpointsper1000=self.newEndPointsPer1000, maxtime=self.maxTime)
timings.add('iterate')
obj_new = createGeometry(
sca, self.power, self.scale, self.addLeaves,
self.pLeaf, self.leafSize, self.leafRandomSize, self.leafRandomRot,
self.noModifiers, self.skinMethod, self.subSurface,
self.leafMaxConnections, self.bLeaf, self.connectoffset,
self.timePerformance
)
timings.add('objcreationstart')
if self.addObjects:
createObjects(sca, obj_new,
objectname=self.objectName,
probability=self.pObject,
size=self.objectSize,
randomsize=self.objectRandomSize,
randomrot=self.objectRandomRot,
maxconnections=self.objectMaxConnections,