Skip to content
Snippets Groups Projects
Commit c556bd0b authored by Campbell Barton's avatar Campbell Barton
Browse files

initial commit of grease scatter script, still needs updating.

parent 2a145f1f
No related branches found
No related tags found
No related merge requests found
# ##### BEGIN GPL LICENSE BLOCK #####
#
# 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 #####
# <pep8 compliant>
# Script copyright (C) Campbell Barton
bl_info = {
"name": "Export Camera Animation",
"author": "Campbell Barton",
"version": (0, 1),
"blender": (2, 5, 8),
"api": 36079,
"location": "File > Export > Cameras & Markers (.py)",
"description": "Export Cameras & Markers (.py)",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
"Scripts/Object/Grease_Scatter",
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
"func=detail&aid=TODO",
"support": 'OFFICIAL',
"category": "Object"}
from mathutils import Vector, RotationMatrix, Quaternion
from math import radians
from random import uniform, shuffle
import bpy
def _main(self, DENSITY=1.0, SCALE=0.6, RAND_LOC=0.8, RAND_ALIGN=0.75):
from math import radians
C = bpy.context
o = C.object
# print(o.ray_cast(Vector(), Vector(0,0,0.2)))
OFS = 0.2
SEEK = 2.0 # distance for ray to seek
BAD_NORMAL = Vector((0,0,-1))
WALL_LIMIT = radians(45.0)
mats = [
RotationMatrix(radians(-45), 3, 'X'),
RotationMatrix(radians( 45), 3, 'X'),
RotationMatrix(radians(-45), 3, 'Y'),
RotationMatrix(radians( 45), 3, 'Y'),
RotationMatrix(radians(-45), 3, 'Z'),
RotationMatrix(radians( 45), 3, 'Z')]
Z_UP = Vector((0,0,1.0))
dirs = [
Vector((0,0,OFS)),
Vector((0,0,-OFS))]
'''
Vector(0,OFS,0),
Vector(0,-OFS,0),
Vector(OFS,0,0),
Vector(-OFS,0,0)
'''
group = bpy.data.groups.get(o.name)
if not group:
self.report({'WARNING'}, "Group '%s' not found, must match object name" % o.name)
return
def faces_from_hits(hit_list):
def from_pydata(self, verts, edges, faces):
"""
Make a mesh from a list of verts/edges/faces
Until we have a nicer way to make geometry, use this.
"""
self.add_geometry(len(verts), len(edges), len(faces))
verts_flat = [f for v in verts for f in v]
self.verts.foreach_set("co", verts_flat)
del verts_flat
edges_flat = [i for e in edges for i in e]
self.edges.foreach_set("verts", edges_flat)
del edges_flat
def treat_face(f):
if len(f) == 3:
return f[0], f[1], f[2], 0
elif f[3] == 0:
return f[3], f[0], f[1], f[2]
return f
faces_flat = [v for f in faces for v in treat_face(f)]
self.faces.foreach_set("verts_raw", faces_flat)
del faces_flat
def debug_edge(v1,v2):
mesh = bpy.data.meshes.new("Retopo")
mesh.from_pydata([v1,v2], [(0,1)], [])
scene = bpy.context.scene
mesh.update()
obj_new = bpy.data.objects.new("Torus", mesh)
scene.objects.link(obj_new)
ray = o.ray_cast
#ray = C.scene.ray_cast
DEBUG = False
def fix_point(p):
for d in dirs:
# print(p)
hit, no, ind = ray(p, p + d)
if ind != -1:
if DEBUG:
return [p, no, None]
else:
# print("good", hit, no)
return [hit, no, None]
# worry!
print("bad!", p, BAD_NORMAL)
return [p, BAD_NORMAL, None]
def get_points(stroke):
return [fix_point(point.co) for point in stroke.points]
def get_splines(gp):
l = None
for l in gp.layers:
if l.active: # XXX - should be layers.active
break
if l:
frame = l.active_frame
return [get_points(stroke) for stroke in frame.strokes]
else:
return []
def main():
scene = bpy.context.scene
obj = bpy.context.object
gp = None
if obj:
gp = obj.grease_pencil
if not gp:
gp = scene.grease_pencil
if not gp:
self.report({'WARNING'}, "No grease pencil layer found")
return
splines = get_splines(gp)
for s in splines:
for pt in s:
p = pt[0]
n = pt[1]
# print(p, n)
if n is BAD_NORMAL:
continue
# # dont self intersect
best_nor = None
best_hit = None
best_dist = 10000000.0
pofs = p + n * 0.01
n_seek = n * SEEK
m_alt_1 = RotationMatrix(radians(22.5), 3, n)
m_alt_2 = RotationMatrix(radians(-22.5), 3, n)
for _m in mats:
for m in (_m, m_alt_1 * _m, m_alt_2 * _m):
hit, nor, ind = ray(pofs, pofs + (m * n_seek))
if ind != -1:
dist = (pofs - hit).length
if dist < best_dist:
best_dist = dist
best_nor = nor
#best_hit = hit
if best_nor:
pt[1].length = best_dist
best_nor.negate()
pt[2] = best_nor
#scene.cursor_location[:] = best_hitnyway
# bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
# debug_edge(p, best_hit)
# p[:] = best_hit
# Now we need to do scattering.
# first corners
hits = []
nors = []
oris = []
for s in splines:
for p,n,n_other in s: # point, normal, n_other the closest hit normal
if n is BAD_NORMAL:
continue
if n_other:
# cast vectors twice as long as the distance needed just incase.
n_down = (n * -SEEK)
l = n_down.length
n_other.length = l
vantage = p + n
if DEBUG:
p[:] = vantage
# We should cast rays between n_down and n_other
#for f in (0.0, 0.2, 0.4, 0.6, 0.8, 1.0):
TOT = int(10 * DENSITY)
#for i in list(range(TOT)):
for i in list(range(TOT))[int(TOT/1.5):]: # second half
f = i/(TOT-1)
# focus on the center
'''
f -= 0.5
f = f*f
f += 0.5
'''
ntmp = f * n_down + (1.0 - f)*n_other
# randomize
ntmp.x += uniform(-l, l) * RAND_LOC
ntmp.y += uniform(-l, l) * RAND_LOC
ntmp.z += uniform(-l, l) * RAND_LOC
hit, hit_no, ind = ray(vantage, vantage + ntmp)
# print(hit, hit_no)
if ind != -1:
if hit_no.angle(Z_UP) < WALL_LIMIT:
hits.append(hit)
nors.append(hit_no)
oris.append(n_other.cross(hit_no))
#oris.append(n_other)
if 0:
mesh = bpy.data.meshes.new("Retopo")
mesh.from_pydata(hits, [], [])
scene = bpy.context.scene
mesh.update()
obj_new = bpy.data.objects.new("Torus", mesh)
scene.objects.link(obj_new)
obj_new.layers[:] = o.layers
# Now setup dupli-faces
obj_new.dupli_type = 'VERTS'
ob_child = bpy.data.objects["trash"]
ob_child.location = obj_new.location
ob_child.parent = obj_new
else:
def apply_faces(triples):
# first randomize the faces
shuffle(triples)
obs = group.objects[:]
tot = len(obs)
tot_div = int(len(triples) / tot)
for inst_ob in obs:
triple_subset = triples[0:tot_div]
triples[0:tot_div] = []
vv = [tuple(v) for f in triple_subset for v in f]
mesh = bpy.data.meshes.new("Retopo")
mesh.from_pydata(vv, [], [(i*3, i*3+1, i*3+2) for i in range(len(triple_subset))])
scene = bpy.context.scene
mesh.update()
obj_new = bpy.data.objects.new("Torus", mesh)
scene.objects.link(obj_new)
obj_new.layers[:] = o.layers
# Now setup dupli-faces
obj_new.dupli_type = 'FACES'
obj_new.use_dupli_faces_scale = True
obj_new.dupli_faces_scale = 100.0
inst_ob.location = obj_new.location
inst_ob.parent = obj_new
# BGE settings for testiing
'''
inst_ob.game.physics_type = 'RIGID_BODY'
inst_ob.game.use_collision_bounds = True
inst_ob.game.collision_bounds = 'TRIANGLE_MESH'
inst_ob.game.collision_margin = 0.1
obj_new.select = True
'''
# build faces from vert/normals
tri = Vector((0, 0 ,0.01)), Vector((0, 0, 0)), Vector((0.0, 0.01, 0.01))
coords = []
face_ind = []
for i in range(len(hits)):
co = hits[i]
no = nors[i]
ori = oris[i]
quat = no.to_track_quat('X', 'Z')
# make 2 angles and blend
angle = radians(uniform(-180, 180.0))
angle_aligned = -(ori.angle(quat * Vector((0,1,0)), radians(180.0)))
quat = Quaternion(no, (angle * (1.0-RAND_ALIGN)) + (angle_aligned * RAND_ALIGN)).cross(quat)
f = uniform(0.1, 1.2) * SCALE
coords.append([co + ((tri[0] * f) * quat), co + ((tri[1] * f) * quat), co + ((tri[2] * f) * quat)])
# face_ind.append([i*3, i*3+1, i*3+2])
apply_faces(coords)
main()
from bpy.props import *
class Scatter(bpy.types.Operator):
''''''
bl_idname = "object.scatter"
bl_label = "Scatter"
bl_options = {'REGISTER'}
density = FloatProperty(name="Density",
description="Multiplier for the density of items",
default=1.0, min=0.01, max=10.0)
scale = FloatProperty(name="Scale",
description="Size multiplier for duplifaces",
default=1.0, min=0.01, max=10.0)
rand_align = FloatProperty(name="Random Align",
description="Randomize alignmet with the walls",
default=0.75, min=0.0, max=1.0)
rand_loc = FloatProperty(name="Random Loc",
description="Randomize Placement",
default=0.75, min=0.0, max=1.0)
_parent = None
def execute(self, context):
#self.properties.density = self.__class__._parent.properties.density # XXX bad way to copy args.
#self.properties.scale = self.__class__._parent.properties.scale # XXX bad way to copy args.
for attr in self.__class__.__dict__["order"]:
if not attr.startswith("_"):
try:
setattr(self.properties, attr, getattr(self.__class__._parent.properties, attr))
except:
pass
_main(self,
DENSITY=self.properties.density,
SCALE=self.properties.scale,
RAND_LOC=self.properties.rand_loc,
RAND_ALIGN=self.properties.rand_align
)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.manager
wm.invoke_popup(self, width=180)
return {'RUNNING_MODAL'}
def draw(self, context):
self.__class__._parent = self
layout = self.layout
for attr in self.__class__.__dict__["order"]:
if not attr.startswith("_"):
try:
layout.prop(self.properties, attr)
except:
pass
layout.operator_context = 'EXEC_DEFAULT'
props = layout.operator(self.bl_idname)
return {'RUNNING_MODAL'}
# Add to the menu
menu_func = (lambda self, context: self.layout.operator(Scatter.bl_idname,
text="Scatter", icon='AUTO'))
def register():
bpy.types.register(Scatter)
bpy.types.VIEW3D_PT_tools_objectmode.append(menu_func)
def unregister():
bpy.types.unregister(Scatter)
bpy.types.VIEW3D_PT_tools_objectmode.remove(menu_func)
#if __name__ == "__main__":
# _main()
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment