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Commit c223dfe3 authored by Brendon Murphy's avatar Brendon Murphy
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Script update,

new: spherical mesh, strata functions, interactive update, shade
smooth.
parent 01564c0f
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......@@ -16,6 +16,45 @@
#
# ##### END GPL LICENSE BLOCK #####
'''
Another Noise Tool: Landscape mesh generator
MESH OPTIONS:
Mesh update: Turn this on for interactive mesh update.
Sphere: Generate sphere or a grid mesh. (Turn height falloff off for sphere mesh)
Smooth: Generate smooth shaded mesh.
Subdivision: Number of mesh subdivisions, higher numbers gives more detail but also slows down the script.
Mesh size: X,Y size of the grid mesh (in blender units).
NOISE OPTIONS: ( Most of these options are the same as in blender textures. )
Random seed: Use this to randomise the origin of the noise function.
Noise size: Size of the noise.
Noise type: Available noise types: multiFractal, ridgedMFractal, hybridMFractal, heteroTerrain, Turbulence, Distorted Noise, Cellnoise, Shattered_hTerrain, Marble
Noise basis: Blender, Perlin, NewPerlin, Voronoi_F1, Voronoi_F2, Voronoi_F3, Voronoi_F4, Voronoi_F2-F1, Voronoi Crackle, Cellnoise
VLNoise basis: Blender, Perlin, NewPerlin, Voronoi_F1, Voronoi_F2, Voronoi_F3, Voronoi_F4, Voronoi_F2-F1, Voronoi Crackle, Cellnoise
Distortion: Distortion amount.
Hard: Hard/Soft turbulence noise.
Depth: Noise depth, number of frequencies in the fBm.
Dimension: Musgrave: Fractal dimension of the roughest areas.
Lacunarity: Musgrave: Gap between successive frequencies.
Offset: Musgrave: Raises the terrain from sea level.
Gain: Musgrave: Scale factor.
Marble Bias: Sin, Tri, Saw
Marble Sharpnes: Soft, Sharp, Sharper
Marble Shape: Shape of the marble function: Default, Ring, Swirl, X, Y
HEIGHT OPTIONS:
Invert: Invert terrain height.
Height: Scale terrain height.
Offset: Terrain height offset.
Falloff: Terrain height falloff: Type 1, Type 2, X, Y
Sealevel: Flattens terrain below sealevel.
Platlevel: Flattens terrain above plateau level.
Strata: Strata amount, number of strata/terrace layers.
Strata type: Strata types, Smooth, Sharp-sub, Sharp-add
'''
bl_addon_info = {
"name": "ANT Landscape",
"author": "Jimmy Hazevoet",
......@@ -38,6 +77,7 @@ from mathutils import *
from noise import *
from math import *
###------------------------------------------------------------
# calculates the matrix for the new object depending on user pref
def align_matrix(context):
......@@ -207,12 +247,10 @@ def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
return faces
###------------------------------------------------------------
# some functions for marbleNoise
def no_bias(a):
return a
###------------------------------------------------------------
###------------------------------------------------------------
# some functions for marble_noise
def sin_bias(a):
return 0.5 + 0.5 * sin(a)
......@@ -242,46 +280,46 @@ def shapes(x,y,shape=0):
# ring
x = x*2
y = y*2
s = -cos(x**2+y**2)/(x**2+y**2+0.5)
s = (-cos(x**2+y**2)/(x**2+y**2+0.5))
elif shape == 2:
# swirl
x = x*2
y = y*2
s = ( x*sin( x*x+y*y ) + y*cos( x*x+y*y ) )
s = (( x*sin( x*x+y*y ) + y*cos( x*x+y*y ) ) / (x**2+y**2+0.5))
elif shape == 3:
# bumps
x = x*2
y = y*2
s = (sin( x*pi ) + sin( y*pi ))
s = ((cos( x*pi ) + cos( y*pi ))-0.5)
elif shape == 4:
# y grad.
s = y*pi
s = (y*pi)
elif shape == 5:
# x grad.
s = x*pi
s = (x*pi)
else:
# marble
s = ((x+y)*5)
return s
# marbleNoise
def marble_noise(x,y, origin, size, shape, bias, sharpnes, depth, turb, basis ):
# marble_noise
def marble_noise(x,y,z, origin, size, shape, bias, sharpnes, turb, depth, hard, basis ):
x = x / size
y = y / size
z = z / size
s = shapes(x,y,shape)
x += origin[0]
y += origin[1]
value = s + turb * turbulence_vector((x,y,0.0), depth, 0, basis )[0]
z += origin[2]
value = s + turb * turbulence_vector((x,y,z), depth, hard, basis )[0]
if bias == 1:
value = sin_bias( value )
elif bias == 2:
value = tri_bias( value )
elif bias == 3:
elif bias == 2:
value = saw_bias( value )
else:
value = no_bias( value )
value = sin_bias( value )
if sharpnes == 1:
value = sharp( value )
......@@ -292,15 +330,25 @@ def marble_noise(x,y, origin, size, shape, bias, sharpnes, depth, turb, basis ):
return value
# Shattered_hTerrain:
def shattered_hterrain( x,y, H, lacunarity, octaves, offset, distort, basis ):
d = ( turbulence_vector( ( x, y, 0.0 ), 6, 0, 0, 0.5, 2.0 )[0] * 0.5 + 0.5 )*distort*0.5
t0 = ( turbulence_vector( ( x+d, y+d, 0.0 ), 0, 0, 7, 0.5, 2.0 )[0] + 0.5 )
t2 = ( hetero_terrain(( x*2, y*2, t0*0.25 ), H, lacunarity, octaves, offset, basis ) )
return (( t0*t2 )+t2*0.5)*0.5
###------------------------------------------------------------
# custom noise types
# shattered_hterrain:
def shattered_hterrain( x,y,z, H, lacunarity, octaves, offset, distort, basis ):
d = ( turbulence_vector( ( x, y, z ), 6, 0, 0 )[0] * 0.5 + 0.5 )*distort*0.5
t1 = ( turbulence_vector( ( x+d, y+d, z ), 0, 0, 7 )[0] + 0.5 )
t2 = ( hetero_terrain(( x*2, y*2, z*2 ), H, lacunarity, octaves, offset, basis )*0.5 )
return (( t1*t2 )+t2*0.5) * 0.5
# strata_hterrain
def strata_hterrain( x,y,z, H, lacunarity, octaves, offset, distort, basis ):
value = hetero_terrain(( x, y, z ), H, lacunarity, octaves, offset, basis )*0.5
steps = ( sin( value*(distort*5)*pi ) * ( 0.1/(distort*5)*pi ) )
return ( value * (1.0-0.5) + steps*0.5 )
###------------------------------------------------------------
# landscape_gen
def landscape_gen(x,y,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.0,0,0,0, 1.0,0.0,1,0.0,1.0,0]):
def landscape_gen(x,y,z,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.0,0,0,0, 1.0,0.0,1,0.0,1.0,0,0,0]):
# options
rseed = options[0]
......@@ -309,7 +357,7 @@ def landscape_gen(x,y,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.0,
nbasis = int( options[3][0] )
vlbasis = int( options[4][0] )
distortion = options[5]
hard = options[6]
hardnoise = options[6]
depth = options[7]
dimension = options[8]
lacunarity = options[9]
......@@ -324,25 +372,29 @@ def landscape_gen(x,y,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.0,
falloff = int( options[18][0] )
sealevel = options[19]
platlevel = options[20]
terrace = options[21]
strata = options[21]
stratatype = options[22]
sphere = options[23]
# origin
if rseed == 0:
origin = 0.0,0.0,0.0
origin_x = 0.0
origin_y = 0.0
origin_z = 0.0
else:
# randomise origin
seed_set( rseed )
origin = random_unit_vector()
origin_x = 0.5 - origin[0] * 1000
origin_y = 0.5 - origin[1] * 1000
origin_x = ( 0.5 - origin[0] ) * 1000.0
origin_y = ( 0.5 - origin[1] ) * 1000.0
origin_z = ( 0.5 - origin[2] ) * 1000.0
# adjust noise size and origin
ncoords = ( x / nsize + origin_x, y / nsize + origin_y, 0.0 )
ncoords = ( x / nsize + origin_x, y / nsize + origin_y, z / nsize + origin_z )
# noise basis type's
if nbasis == 9: nbasis = 14 # to get cellnoise basis you must set 14 instead of 9 (is this a bug?)
if nbasis == 9: nbasis = 14 # to get cellnoise basis you must set 14 instead of 9
if vlbasis ==9: vlbasis = 14
# noise type's
if ntype == 0: value = multi_fractal( ncoords, dimension, lacunarity, depth, nbasis ) * 0.5
......@@ -350,11 +402,11 @@ def landscape_gen(x,y,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.0,
elif ntype == 2: value = hybrid_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
elif ntype == 3: value = hetero_terrain( ncoords, dimension, lacunarity, depth, offset, nbasis ) * 0.25
elif ntype == 4: value = fractal( ncoords, dimension, lacunarity, depth, nbasis )
elif ntype == 5: value = turbulence_vector( ncoords, depth, hard, nbasis )[0]
elif ntype == 5: value = turbulence_vector( ncoords, depth, hardnoise, nbasis )[0]
elif ntype == 6: value = vl_vector( ncoords, distortion, nbasis, vlbasis ) + 0.5
elif ntype == 7: value = cell( ncoords ) + 0.5
elif ntype == 8: value = shattered_hterrain( ncoords[0],ncoords[1], dimension, lacunarity, depth, offset, distortion, nbasis ) * 0.5
elif ntype == 9: value = marble_noise( x*2.0/falloffsize,y*2.0/falloffsize, origin, nsize, marbleshape, marblebias, marblesharpnes, depth, distortion, nbasis )
elif ntype == 7: value = marble_noise( x*2.0/falloffsize,y*2.0/falloffsize,z*2/falloffsize, origin, nsize, marbleshape, marblebias, marblesharpnes, distortion, depth, hardnoise, nbasis )
elif ntype == 8: value = shattered_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis )
elif ntype == 9: value = strata_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis )
else:
value = 0.0
......@@ -365,26 +417,37 @@ def landscape_gen(x,y,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.0,
value = value * height + heightoffset
# edge falloff
if falloff != 0:
fallofftypes = [ 0, sqrt((x*x)**2+(y*y)**2), sqrt(x*x+y*y), sqrt(y*y), sqrt(x*x) ]
dist = fallofftypes[ falloff]
if falloff ==1:
radius = (falloffsize/2)**2
else:
radius = falloffsize/2
value = value - sealevel
if( dist < radius ):
dist = dist / radius
dist = ( (dist) * (dist) * ( 3-2*(dist) ) )
value = ( value - value * dist ) + sealevel
else:
value = sealevel
# terraces / terrain layers
if terrace !=0:
terrace *=2
steps = ( sin( value*terrace*pi ) * ( 0.1/terrace*pi ) )
if sphere == 0: # no edge falloff if spherical
if falloff != 0:
fallofftypes = [ 0, sqrt((x*x)**2+(y*y)**2), sqrt(x*x+y*y), sqrt(y*y), sqrt(x*x) ]
dist = fallofftypes[ falloff]
if falloff ==1:
radius = (falloffsize/2)**2
else:
radius = falloffsize/2
value = value - sealevel
if( dist < radius ):
dist = dist / radius
dist = ( (dist) * (dist) * ( 3-2*(dist) ) )
value = ( value - value * dist ) + sealevel
else:
value = sealevel
# strata / terrace / layered
if stratatype !='0':
strata = strata / height
if stratatype == '1':
strata *= 2
steps = ( sin( value*strata*pi ) * ( 0.1/strata*pi ) )
value = ( value * (1.0-0.5) + steps*0.5 ) * 2.0
elif stratatype == '2':
steps = -abs( sin( value*(strata)*pi ) * ( 0.1/(strata)*pi ) )
value =( value * (1.0-0.5) + steps*0.5 ) * 2.0
elif stratatype == '3':
steps = abs( sin( value*(strata)*pi ) * ( 0.1/(strata)*pi ) )
value =( value * (1.0-0.5) + steps*0.5 ) * 2.0
else:
value = value
# clamp height
if ( value < sealevel ): value = sealevel
......@@ -392,6 +455,64 @@ def landscape_gen(x,y,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.0,
return value
# generate grid
def grid_gen( sub_d, size_me, options ):
verts = []
faces = []
edgeloop_prev = []
delta = size_me / float(sub_d - 1)
start = -(size_me / 2.0)
for row_x in range(sub_d):
edgeloop_cur = []
x = start + row_x * delta
for row_y in range(sub_d):
y = start + row_y * delta
z = landscape_gen(x,y,0.0,size_me,options)
edgeloop_cur.append(len(verts))
verts.append((x,y,z))
if len(edgeloop_prev) > 0:
faces_row = createFaces(edgeloop_prev, edgeloop_cur)
faces.extend(faces_row)
edgeloop_prev = edgeloop_cur
return verts, faces
# generate sphere
def sphere_gen( sub_d, size_me, options ):
verts = []
faces = []
edgeloop_prev = []
for row_x in range(sub_d):
edgeloop_cur = []
for row_y in range(sub_d):
u = sin(row_y*pi*2/(sub_d-1)) * cos(-pi/2+row_x*pi/(sub_d-1)) * size_me/2
v = cos(row_y*pi*2/(sub_d-1)) * cos(-pi/2+row_x*pi/(sub_d-1)) * size_me/2
w = sin(-pi/2+row_x*pi/(sub_d-1)) * size_me/2
h = landscape_gen(u,v,w,size_me,options) / size_me
u,v,w = u+u*h, v+v*h, w+w*h
edgeloop_cur.append(len(verts))
verts.append((u, v, w))
if len(edgeloop_prev) > 0:
faces_row = createFaces(edgeloop_prev, edgeloop_cur)
faces.extend(faces_row)
edgeloop_prev = edgeloop_cur
return verts, faces
###------------------------------------------------------------
# Add landscape
class landscape_add(bpy.types.Operator):
......@@ -411,27 +532,39 @@ class landscape_add(bpy.types.Operator):
align_matrix = Matrix()
# properties
AutoUpdate = BoolProperty(name="Mesh update",
default=True,
description="Update mesh")
SphereMesh = BoolProperty(name="Sphere",
default=False,
description="Generate Sphere mesh")
SmoothMesh = BoolProperty(name="Smooth",
default=True,
description="Shade smooth")
Subdivision = IntProperty(name="Subdivisions",
min=4, soft_min=4,
max=1024, soft_max=1024,
min=4,
max=6400,
default=64,
description="Mesh x y subdivisions")
MeshSize = FloatProperty(name="Mesh Size",
min=0.01, soft_min=0.01,
max=100000.0, soft_max=100000.0,
min=0.01,
max=100000.0,
default=2.0,
description="Mesh size in blender units")
description="Mesh size")
RandomSeed = IntProperty(name="Random Seed",
min=0, soft_min=0,
max=999, soft_max=999,
min=0,
max=9999,
default=0,
description="Random seed")
description="Randomize noise origin")
NoiseSize = FloatProperty(name="Noise Size",
min=0.01, soft_min=0.01,
max=10000.0, soft_max=10000.0,
min=0.01,
max=10000.0,
default=1.0,
description="Noise size")
......@@ -443,9 +576,10 @@ class landscape_add(bpy.types.Operator):
("4","fBm","fBm"),
("5","Turbulence","Turbulence"),
("6","Distorted Noise","Distorted Noise"),
("7","Cellnoise","Cellnoise"),
("7","Marble","Marble"),
("8","Shattered_hTerrain","Shattered_hTerrain"),
("9","Marble","Marble")]
("9","Strata_hTerrain","Strata_hTerrain")]
NoiseType = EnumProperty(name="Type",
description="Noise type",
items=NoiseTypes)
......@@ -481,8 +615,8 @@ class landscape_add(bpy.types.Operator):
items=VLBasisTypes)
Distortion = FloatProperty(name="Distortion",
min=0.0, soft_min=0.0,
max=100.0, soft_max=100.0,
min=0.01,
max=1000.0,
default=1.0,
description="Distortion amount")
......@@ -491,43 +625,41 @@ class landscape_add(bpy.types.Operator):
description="Hard noise")
NoiseDepth = IntProperty(name="Depth",
min=1, soft_min=1,
max=12, soft_max=12,
min=1,
max=16,
default=6,
description="Noise Depth - number of frequencies in the fBm.")
mDimension = FloatProperty(name="Dimension",
min=0.01, soft_min=0.01,
max=2.0, soft_max=2.0,
min=0.01,
max=2.0,
default=1.0,
description="H - fractal dimension of the roughest areas.")
mLacunarity = FloatProperty(name="Lacunarity",
min=0.01, soft_min=0.01,
max=6.0, soft_max=6.0,
min=0.01,
max=6.0,
default=2.0,
description="Lacunarity - gap between successive frequencies.")
mOffset = FloatProperty(name="Offset",
min=0.01, soft_min=0.01,
max=6.0, soft_max=6.0,
min=0.01,
max=6.0,
default=1.0,
description="Offset - it raises the terrain from 'sea level'.")
description="Offset - raises the terrain from sea level.")
mGain = FloatProperty(name="Gain",
min=0.01, soft_min=0.01,
max=6.0, soft_max=6.0,
min=0.01,
max=6.0,
default=1.0,
description="Gain - scale factor.")
BiasTypes = [
("0","None","None"),
("1","Sin","Sin"),
("2","Tri","Tri"),
("3","Saw","Saw")]
("0","Sin","Sin"),
("1","Tri","Tri"),
("2","Saw","Saw")]
MarbleBias = EnumProperty(name="Bias",
description="Marble bias",
default='1',
items=BiasTypes)
SharpTypes = [
......@@ -549,20 +681,19 @@ class landscape_add(bpy.types.Operator):
description="Marble shape",
items=ShapeTypes)
Invert = BoolProperty(name="Invert Height",
Invert = BoolProperty(name="Invert",
default=False,
description="Invert height")
description="Invert noise input")
Height = FloatProperty(name="Height",
min=0.0, soft_min=0.0,
max=10000.0, soft_max=10000.0,
min=0.01,
max=10000.0,
default=0.5,
description="Height scale")
Offset = FloatProperty(name="Offset",
min=-10000.0, soft_min=-10000.0,
max=10000.0, soft_max=10000.0,
min=-10000.0,
max=10000.0,
default=0.0,
description="Height offset")
......@@ -578,22 +709,32 @@ class landscape_add(bpy.types.Operator):
items=fallTypes)
Sealevel = FloatProperty(name="Sealevel",
min=-10000.0, soft_min=-10000.0,
max=10000.0, soft_max=10000.0,
min=-10000.0,
max=10000.0,
default=0.0,
description="Sealevel")
Plateaulevel = FloatProperty(name="Plateau",
min=-10000.0, soft_min=-10000.0,
max=10000.0, soft_max=10000.0,
min=-10000.0,
max=10000.0,
default=1.0,
description="Plateau level")
Terrace = IntProperty(name="Terrace",
min=0, soft_min=0,
max=100, soft_max=100,
default=0,
description="Terrain layers amount")
Strata = FloatProperty(name="Strata",
min=0.01,
max=1000.0,
default=3.0,
description="Strata amount")
StrataTypes = [
("0","None","None"),
("1","Type 1","Type 1"),
("2","Type 2","Type 2"),
("3","Type 3","Type 3")]
StrataType = EnumProperty(name="Strata",
description="Strata type",
default="0",
items=StrataTypes)
###------------------------------------------------------------
# Draw
......@@ -602,17 +743,17 @@ class landscape_add(bpy.types.Operator):
layout = self.layout
box = layout.box()
box.prop(props, 'AutoUpdate')
box.prop(props, 'SphereMesh')
box.prop(props, 'SmoothMesh')
box.prop(props, 'Subdivision')
box.prop(props, 'MeshSize')
box = layout.box()
box.prop(props, 'RandomSeed')
box = layout.box()
box.prop(props, 'NoiseType')
if props.NoiseType != '7':
box.prop(props, 'BasisType')
box.prop(props, 'RandomSeed')
box.prop(props, 'NoiseSize')
if props.NoiseType == '0':
box.prop(props, 'NoiseDepth')
......@@ -645,7 +786,13 @@ class landscape_add(bpy.types.Operator):
if props.NoiseType == '6':
box.prop(props, 'VLBasisType')
box.prop(props, 'Distortion')
#if props.NoiseType == '7':
if props.NoiseType == '7':
box.prop(props, 'MarbleShape')
box.prop(props, 'MarbleBias')
box.prop(props, 'MarbleSharp')
box.prop(props, 'Distortion')
box.prop(props, 'NoiseDepth')
box.prop(props, 'HardNoise')
if props.NoiseType == '8':
box.prop(props, 'NoiseDepth')
box.prop(props, 'mDimension')
......@@ -653,10 +800,10 @@ class landscape_add(bpy.types.Operator):
box.prop(props, 'mOffset')
box.prop(props, 'Distortion')
if props.NoiseType == '9':
box.prop(props, 'MarbleShape')
box.prop(props, 'MarbleBias')
box.prop(props, 'MarbleSharp')
box.prop(props, 'NoiseDepth')
box.prop(props, 'mDimension')
box.prop(props, 'mLacunarity')
box.prop(props, 'mOffset')
box.prop(props, 'Distortion')
box = layout.box()
......@@ -665,80 +812,84 @@ class landscape_add(bpy.types.Operator):
box.prop(props, 'Offset')
box.prop(props, 'Plateaulevel')
box.prop(props, 'Sealevel')
box.prop(props, 'Terrace')
box.prop(props, 'Falloff')
if props.SphereMesh == False:
box.prop(props, 'Falloff')
box.prop(props, 'StrataType')
if props.StrataType != '0':
box.prop(props, 'Strata')
###------------------------------------------------------------
# Execute
def execute(self, context):
# turn off undo
undo = bpy.context.user_preferences.edit.use_global_undo
bpy.context.user_preferences.edit.use_global_undo = False
# deselect all objects
bpy.ops.object.select_all(action='DESELECT')
props = self.properties
edit = props.edit
# options
sub_d = props.Subdivision
size_me = props.MeshSize
options = [
props.RandomSeed, #0
props.NoiseSize, #1
props.NoiseType, #2
props.BasisType, #3
props.VLBasisType, #4
props.Distortion, #5
props.HardNoise, #6
props.NoiseDepth, #7
props.mDimension, #8
props.mLacunarity, #9
props.mOffset, #10
props.mGain, #11
props.MarbleBias, #12
props.MarbleSharp, #13
props.MarbleShape, #14
props.Invert, #15
props.Height, #16
props.Offset, #17
props.Falloff, #18
props.Sealevel, #19
props.Plateaulevel, #20
props.Terrace #21
]
# Main function
verts = []
faces = []
edgeloop_prev = []
delta = size_me / float(sub_d - 1)
start = -(size_me / 2.0)
for row_x in range(sub_d):
edgeloop_cur = []
x = start + row_x * delta
for row_y in range(sub_d):
y = start + row_y * delta
z = landscape_gen(x,y,size_me,options)
edgeloop_cur.append(len(verts))
verts.append((x, y, z))
if len(edgeloop_prev) > 0:
faces_row = createFaces(edgeloop_prev, edgeloop_cur)
faces.extend(faces_row)
edgeloop_prev = edgeloop_cur
obj = create_mesh_object(context, verts, [], faces, "Landscape", edit, self.align_matrix)
# restore pre operator undo state
bpy.context.user_preferences.edit.use_global_undo = undo
return {'FINISHED'}
#mesh update
if props.AutoUpdate != 0:
# turn off undo
undo = bpy.context.user_preferences.edit.use_global_undo
bpy.context.user_preferences.edit.use_global_undo = False
# deselect all objects
bpy.ops.object.select_all(action='DESELECT')
# options
options = [
props.RandomSeed, #0
props.NoiseSize, #1
props.NoiseType, #2
props.BasisType, #3
props.VLBasisType, #4
props.Distortion, #5
props.HardNoise, #6
props.NoiseDepth, #7
props.mDimension, #8
props.mLacunarity, #9
props.mOffset, #10
props.mGain, #11
props.MarbleBias, #12
props.MarbleSharp, #13
props.MarbleShape, #14
props.Invert, #15
props.Height, #16
props.Offset, #17
props.Falloff, #18
props.Sealevel, #19
props.Plateaulevel, #20
props.Strata, #21
props.StrataType, #22
props.SphereMesh #23
]
# Main function
if props.SphereMesh !=0:
# sphere
verts, faces = sphere_gen( props.Subdivision, props.MeshSize, options )
else:
# grid
verts, faces = grid_gen( props.Subdivision, props.MeshSize, options )
# create mesh object
obj = create_mesh_object(context, verts, [], faces, "Landscape", edit, self.align_matrix)
# sphere, remove doubles
if props.SphereMesh !=0:
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.remove_doubles(limit=0.0001)
bpy.ops.object.mode_set(mode='OBJECT')
# Shade smooth
if props.SmoothMesh !=0:
bpy.ops.object.shade_smooth()
# restore pre operator undo state
bpy.context.user_preferences.edit.use_global_undo = undo
return {'FINISHED'}
else:
return {'PASS_THROUGH'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
......@@ -749,7 +900,7 @@ class landscape_add(bpy.types.Operator):
# Register
import space_info
# Define "Landscape" menu
# Define "Landscape" menu
def menu_func_landscape(self, context):
self.layout.operator(landscape_add.bl_idname, text="Landscape", icon="PLUGIN")
......@@ -760,4 +911,4 @@ def unregister():
space_info.INFO_MT_mesh_add.remove(menu_func_landscape)
if __name__ == "__main__":
register()
register()
\ No newline at end of file
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