Skip to content
GitLab
Explore
Sign in
Primary navigation
Search or go to…
Project
B
blender-addons
Manage
Activity
Members
Labels
Plan
Issues
Issue boards
Milestones
Wiki
Code
Merge requests
Repository
Branches
Commits
Tags
Repository graph
Compare revisions
Snippets
Build
Pipelines
Jobs
Pipeline schedules
Artifacts
Deploy
Releases
Container registry
Model registry
Operate
Environments
Monitor
Incidents
Analyze
Value stream analytics
Contributor analytics
CI/CD analytics
Repository analytics
Model experiments
Help
Help
Support
GitLab documentation
Compare GitLab plans
Community forum
Contribute to GitLab
Provide feedback
Keyboard shortcuts
?
Snippets
Groups
Projects
Show more breadcrumbs
blender
blender-addons
Commits
bff8295b
Commit
bff8295b
authored
2 years ago
by
Pratik Borhade
Committed by
Campbell Barton
2 years ago
Browse files
Options
Downloads
Patches
Plain Diff
Fix T93422: ANT Landscape Tools - Landscape Eroder not working
Ref D15432
parent
c27fd9ec
No related branches found
No related tags found
No related merge requests found
Changes
1
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
ant_landscape/ant_functions.py
+48
-108
48 additions, 108 deletions
ant_landscape/ant_functions.py
with
48 additions
and
108 deletions
ant_landscape/ant_functions.py
+
48
−
108
View file @
bff8295b
...
@@ -908,61 +908,36 @@ class Eroder(bpy.types.Operator):
...
@@ -908,61 +908,36 @@ class Eroder(bpy.types.Operator):
stats
=
Stats
()
stats
=
Stats
()
counts
=
{}
counts
=
{}
maps
=
{
'
rainmap
'
:
lambda
g
,
r
,
c
:
g
.
rainmap
[
r
,
c
],
'
scree
'
:
lambda
g
,
r
,
c
:
g
.
avalanced
[
r
,
c
],
'
avalanced
'
:
lambda
g
,
r
,
c
:
-
g
.
avalanced
[
r
,
c
],
'
water
'
:
lambda
g
,
r
,
c
:
g
.
water
[
r
,
c
]
/
g
.
watermax
,
'
scour
'
:
lambda
g
,
r
,
c
:
g
.
scour
[
r
,
c
]
/
max
(
g
.
scourmax
,
-
g
.
scourmin
),
'
deposit
'
:
lambda
g
,
r
,
c
:
g
.
scour
[
r
,
c
]
/
min
(
-
g
.
scourmax
,
g
.
scourmin
),
'
flowrate
'
:
lambda
g
,
r
,
c
:
g
.
flowrate
[
r
,
c
],
'
sediment
'
:
lambda
g
,
r
,
c
:
g
.
sediment
[
r
,
c
],
'
sedimentpct
'
:
lambda
g
,
r
,
c
:
g
.
sedimentpct
[
r
,
c
],
'
capacity
'
:
lambda
g
,
r
,
c
:
g
.
capacity
[
r
,
c
]
}
def
execute
(
self
,
context
):
def
execute
(
self
,
context
):
ob
=
context
.
active_object
ob
=
context
.
active_object
me
=
ob
.
data
oldMesh
=
ob
.
data
self
.
stats
.
reset
()
self
.
stats
.
reset
()
try
:
index_to_name
=
{}
vgActive
=
ob
.
vertex_groups
.
active
.
name
except
:
for
name
in
self
.
maps
:
vgActive
=
"
capacity
"
try
:
print
(
"
ActiveGroup
"
,
vgActive
)
ob
.
vertex_groups
[
name
]
try
:
except
:
vg
=
ob
.
vertex_groups
[
"
rainmap
"
]
ob
.
vertex_groups
.
new
(
name
=
name
)
except
:
# Save a mapping from index to name, in case,
vg
=
ob
.
vertex_groups
.
new
(
name
=
"
rainmap
"
)
# the next iteration is different.
try
:
index_to_name
[
ob
.
vertex_groups
[
name
].
index
]
=
name
vgscree
=
ob
.
vertex_groups
[
"
scree
"
]
except
:
g
=
Grid
.
fromBlenderMesh
(
oldMesh
,
ob
.
vertex_groups
[
'
rainmap
'
],
self
.
Ef
)
vgscree
=
ob
.
vertex_groups
.
new
(
name
=
"
scree
"
)
try
:
vgavalanced
=
ob
.
vertex_groups
[
"
avalanced
"
]
except
:
vgavalanced
=
ob
.
vertex_groups
.
new
(
name
=
"
avalanced
"
)
try
:
vgw
=
ob
.
vertex_groups
[
"
water
"
]
except
:
vgw
=
ob
.
vertex_groups
.
new
(
name
=
"
water
"
)
try
:
vgscour
=
ob
.
vertex_groups
[
"
scour
"
]
except
:
vgscour
=
ob
.
vertex_groups
.
new
(
name
=
"
scour
"
)
try
:
vgdeposit
=
ob
.
vertex_groups
[
"
deposit
"
]
except
:
vgdeposit
=
ob
.
vertex_groups
.
new
(
name
=
"
deposit
"
)
try
:
vgflowrate
=
ob
.
vertex_groups
[
"
flowrate
"
]
except
:
vgflowrate
=
ob
.
vertex_groups
.
new
(
name
=
"
flowrate
"
)
try
:
vgsediment
=
ob
.
vertex_groups
[
"
sediment
"
]
except
:
vgsediment
=
ob
.
vertex_groups
.
new
(
name
=
"
sediment
"
)
try
:
vgsedimentpct
=
ob
.
vertex_groups
[
"
sedimentpct
"
]
except
:
vgsedimentpct
=
ob
.
vertex_groups
.
new
(
name
=
"
sedimentpct
"
)
try
:
vgcapacity
=
ob
.
vertex_groups
[
"
capacity
"
]
except
:
vgcapacity
=
ob
.
vertex_groups
.
new
(
name
=
"
capacity
"
)
g
=
Grid
.
fromBlenderMesh
(
me
,
vg
,
self
.
Ef
)
me
=
bpy
.
data
.
meshes
.
new
(
me
.
name
)
self
.
counts
[
'
diffuse
'
]
=
0
self
.
counts
[
'
diffuse
'
]
=
0
self
.
counts
[
'
avalanche
'
]
=
0
self
.
counts
[
'
avalanche
'
]
=
0
...
@@ -986,64 +961,29 @@ class Eroder(bpy.types.Operator):
...
@@ -986,64 +961,29 @@ class Eroder(bpy.types.Operator):
g
.
fluvial_erosion
(
self
.
Kr
,
self
.
Kv
,
self
.
userainmap
,
self
.
Kc
,
self
.
Ks
,
self
.
Kz
*
50
,
self
.
Ka
,
0
,
0
,
0
,
0
,
self
.
numexpr
)
g
.
fluvial_erosion
(
self
.
Kr
,
self
.
Kv
,
self
.
userainmap
,
self
.
Kc
,
self
.
Ks
,
self
.
Kz
*
50
,
self
.
Ka
,
0
,
0
,
0
,
0
,
self
.
numexpr
)
self
.
counts
[
'
water
'
]
+=
1
self
.
counts
[
'
water
'
]
+=
1
g
.
toBlenderMesh
(
me
)
newMesh
=
bpy
.
data
.
meshes
.
new
(
oldMesh
.
name
)
ob
.
data
=
me
g
.
toBlenderMesh
(
newMesh
)
if
vg
:
# This empties ob.vertex_groups.
for
row
in
range
(
g
.
rainmap
.
shape
[
0
]):
ob
.
data
=
newMesh
for
col
in
range
(
g
.
rainmap
.
shape
[
1
]):
i
=
row
*
g
.
rainmap
.
shape
[
1
]
+
col
# Copy vertex groups from the old mesh.
vg
.
add
([
i
],
g
.
rainmap
[
row
,
col
],
'
ADD
'
)
for
name
in
self
.
maps
:
if
vgscree
:
ob
.
vertex_groups
.
new
(
name
=
name
)
for
row
in
range
(
g
.
rainmap
.
shape
[
0
]):
for
vert
in
oldMesh
.
vertices
:
for
col
in
range
(
g
.
rainmap
.
shape
[
1
]):
for
group
in
vert
.
groups
:
i
=
row
*
g
.
rainmap
.
shape
[
1
]
+
col
name
=
index_to_name
[
group
.
group
]
vgscree
.
add
([
i
],
g
.
avalanced
[
row
,
col
],
'
ADD
'
)
if
name
:
if
vgavalanced
:
ob
.
vertex_groups
[
name
].
add
([
vert
.
index
],
group
.
weight
,
'
REPLACE
'
)
for
row
in
range
(
g
.
rainmap
.
shape
[
0
]):
for
col
in
range
(
g
.
rainmap
.
shape
[
1
]):
# Add the new data.
i
=
row
*
g
.
rainmap
.
shape
[
1
]
+
col
for
row
in
range
(
g
.
rainmap
.
shape
[
0
]):
vgavalanced
.
add
([
i
],
-
g
.
avalanced
[
row
,
col
],
'
ADD
'
)
for
col
in
range
(
g
.
rainmap
.
shape
[
1
]):
if
vgw
:
i
=
row
*
g
.
rainmap
.
shape
[
1
]
+
col
for
row
in
range
(
g
.
rainmap
.
shape
[
0
]):
for
name
,
fn
in
self
.
maps
.
items
():
for
col
in
range
(
g
.
rainmap
.
shape
[
1
]):
ob
.
vertex_groups
[
name
].
add
([
i
],
fn
(
g
,
row
,
col
),
'
ADD
'
)
i
=
row
*
g
.
rainmap
.
shape
[
1
]
+
col
vgw
.
add
([
i
],
g
.
water
[
row
,
col
]
/
g
.
watermax
,
'
ADD
'
)
ob
.
vertex_groups
.
active
=
ob
.
vertex_groups
[
'
capacity
'
]
if
vgscour
:
for
row
in
range
(
g
.
rainmap
.
shape
[
0
]):
for
col
in
range
(
g
.
rainmap
.
shape
[
1
]):
i
=
row
*
g
.
rainmap
.
shape
[
1
]
+
col
vgscour
.
add
([
i
],
g
.
scour
[
row
,
col
]
/
max
(
g
.
scourmax
,
-
g
.
scourmin
),
'
ADD
'
)
if
vgdeposit
:
for
row
in
range
(
g
.
rainmap
.
shape
[
0
]):
for
col
in
range
(
g
.
rainmap
.
shape
[
1
]):
i
=
row
*
g
.
rainmap
.
shape
[
1
]
+
col
vgdeposit
.
add
([
i
],
g
.
scour
[
row
,
col
]
/
min
(
-
g
.
scourmax
,
g
.
scourmin
),
'
ADD
'
)
if
vgflowrate
:
for
row
in
range
(
g
.
rainmap
.
shape
[
0
]):
for
col
in
range
(
g
.
rainmap
.
shape
[
1
]):
i
=
row
*
g
.
rainmap
.
shape
[
1
]
+
col
vgflowrate
.
add
([
i
],
g
.
flowrate
[
row
,
col
],
'
ADD
'
)
if
vgsediment
:
for
row
in
range
(
g
.
rainmap
.
shape
[
0
]):
for
col
in
range
(
g
.
rainmap
.
shape
[
1
]):
i
=
row
*
g
.
rainmap
.
shape
[
1
]
+
col
vgsediment
.
add
([
i
],
g
.
sediment
[
row
,
col
],
'
ADD
'
)
if
vgsedimentpct
:
for
row
in
range
(
g
.
rainmap
.
shape
[
0
]):
for
col
in
range
(
g
.
rainmap
.
shape
[
1
]):
i
=
row
*
g
.
rainmap
.
shape
[
1
]
+
col
vgsedimentpct
.
add
([
i
],
g
.
sedimentpct
[
row
,
col
],
'
ADD
'
)
if
vgcapacity
:
for
row
in
range
(
g
.
rainmap
.
shape
[
0
]):
for
col
in
range
(
g
.
rainmap
.
shape
[
1
]):
i
=
row
*
g
.
rainmap
.
shape
[
1
]
+
col
vgcapacity
.
add
([
i
],
g
.
capacity
[
row
,
col
],
'
ADD
'
)
try
:
vg
=
ob
.
vertex_groups
[
"
vgActive
"
]
except
:
vg
=
vgcapacity
ob
.
vertex_groups
.
active
=
vg
if
self
.
smooth
:
if
self
.
smooth
:
bpy
.
ops
.
object
.
shade_smooth
()
bpy
.
ops
.
object
.
shade_smooth
()
...
...
This diff is collapsed.
Click to expand it.
Preview
0%
Loading
Try again
or
attach a new file
.
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Save comment
Cancel
Please
register
or
sign in
to comment