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Commit dbe050de authored by lijenstina's avatar lijenstina
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Cleanup and fixes to mesh_discombobulator

Run Flake8 on __init__ and mesh_discombobulator
Clean up the bl_info (the scipt is now a module)
Moved the discombobulator props to a separate property group
Removed the duplicate entries of props in the script
Added poll functions for discombobulator operators
Used a prop_dialog instead of popup
Moved the execution operator from draw to execute
Added a remove all doodads option
Moved the list of doodads from the label to a separate menu
Expanded on Usage Information to cover more limitations
and changed it to a menu
Limit the repeat protusions to 4 instead of 10
(There is no RAM and CPU big enough in the world
to take all in the hubris of unrealistic ambitions)
parent d20975b8
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......@@ -15,7 +15,7 @@
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# Contributed to by
# Contributed to by:
# Pontiac, Fourmadmen, varkenvarken, tuga3d, meta-androcto, metalliandy, dreampainter, cotejrp1 #
# liero, Kayo Phoenix, sugiany, dommetysk, Phymec, Anthony D'Agostino, Pablo Vazquez, Richard Wilks #
# xyz presets by elfnor
......@@ -85,7 +85,13 @@ else:
from . import add_mesh_beam_builder
from . import Wallfactory
from . import Blocks
import bpy
from bpy.props import (
BoolProperty,
IntProperty,
FloatProperty,
)
class INFO_MT_mesh_vert_add(bpy.types.Menu):
......@@ -212,52 +218,134 @@ class INFO_MT_mesh_pipe_joints_add(bpy.types.Menu):
text="Pipe N-Joint")
class discombobulator_scene_props(bpy.types.PropertyGroup):
DISC_doodads = []
# Protusions Buttons:
repeatprot = IntProperty(
name="Repeat protusions",
description=("Make several layers of protusion \n"
"Use carefully, runs recursively the discombulator"),
default=1, min=1, max=4 # set to 4 because it's 2**n reqursive
)
doprots = BoolProperty(
name="Make protusions",
description="Check if we want to add protusions to the mesh",
default=True
)
subpolygon1 = BoolProperty(
name="1",
default=True
)
subpolygon2 = BoolProperty(
name="2",
default=True
)
subpolygon3 = BoolProperty(
name="3",
default=True
)
subpolygon4 = BoolProperty(
name="4",
default=True
)
polygonschangedpercent = FloatProperty(
name="Polygon %",
description="Percentage of changed polygons",
default=1.0
)
minHeight = FloatProperty(
name="Min height",
description="Minimal height of the protusions",
default=0.2
)
maxHeight = FloatProperty(
name="Max height",
description="Maximal height of the protusions",
default=0.4
)
minTaper = FloatProperty(
name="Min taper",
description="Minimal height of the protusions",
default=0.15, min=0.0, max=1.0,
subtype='PERCENTAGE'
)
maxTaper = FloatProperty(
name="Max taper",
description="Maximal height of the protusions",
default=0.35, min=0.0, max=1.0,
subtype='PERCENTAGE'
)
# Doodads buttons:
dodoodads = BoolProperty(
name="Make doodads",
description="Check if we want to generate doodads",
default=False
)
mindoodads = IntProperty(
name="Minimum doodads number",
description="Ask for the minimum number of doodads to generate per polygon",
default=1, min=0, max=50
)
maxdoodads = IntProperty(
name="Maximum doodads number",
description="Ask for the maximum number of doodads to generate per polygon",
default=6, min=1, max=50
)
doodMinScale = FloatProperty(
name="Scale min", description="Minimum scaling of doodad",
default=0.5, min=0.0, max=1.0,
subtype='PERCENTAGE'
)
doodMaxScale = FloatProperty(
name="Scale max",
description="Maximum scaling of doodad",
default=1.0, min=0.0, max=1.0,
subtype='PERCENTAGE'
)
# Materials buttons:
sideProtMat = IntProperty(
name="Side's prot mat",
description="Material of protusion's sides",
default=0, min=0
)
topProtMat = IntProperty(
name="Prot's top mat",
description="Material of protusion's top",
default=0, min=0
)
# Register all operators and panels
# Define "Extras" menu
def menu_func(self, context):
self.layout.separator()
self.layout.menu("INFO_MT_mesh_vert_add", text="Single Vert", icon="LAYER_ACTIVE")
self.layout.operator("mesh.primitive_round_cube_add", text="Round Cube", icon="MOD_SUBSURF")
self.layout.menu("INFO_MT_mesh_math_add", text="Math Function", icon="PACKAGE")
self.layout.operator("mesh.generate_geodesic_dome", text="Geodesic Dome",icon="MESH_ICOSPHERE")
self.layout.operator("discombobulate.ops", text="Discombobulator",icon="MESH_ICOSPHERE")
self.layout.menu("INFO_MT_mesh_pipe_joints_add", text="Pipe Joints", icon="SNAP_PEEL_OBJECT")
self.layout.menu("INFO_MT_mesh_gears_add", text="Gears", icon="SCRIPTWIN")
self.layout.menu("INFO_MT_mesh_torus_add", text="Torus Objects", icon="MESH_TORUS")
self.layout.menu("INFO_MT_mesh_extras_add", text="Extras", icon="MESH_DATA")
self.layout.separator()
self.layout.operator("object.parent_to_empty", text="Parent To Empty", icon="LINK_AREA")
self.layout.separator()
lay_out = self.layout
lay_out.operator_context = 'INVOKE_REGION_WIN'
lay_out.separator()
lay_out.menu("INFO_MT_mesh_vert_add", text="Single Vert", icon="LAYER_ACTIVE")
lay_out.operator("mesh.primitive_round_cube_add", text="Round Cube", icon="MOD_SUBSURF")
lay_out.menu("INFO_MT_mesh_math_add", text="Math Function", icon="PACKAGE")
lay_out.operator("mesh.generate_geodesic_dome", text="Geodesic Dome", icon="MESH_ICOSPHERE")
lay_out.operator("discombobulate.ops", text="Discombobulator", icon="RETOPO")
lay_out.menu("INFO_MT_mesh_pipe_joints_add", text="Pipe Joints", icon="SNAP_PEEL_OBJECT")
lay_out.menu("INFO_MT_mesh_gears_add", text="Gears", icon="SCRIPTWIN")
lay_out.menu("INFO_MT_mesh_torus_add", text="Torus Objects", icon="MESH_TORUS")
lay_out.menu("INFO_MT_mesh_extras_add", text="Extras", icon="MESH_DATA")
lay_out.separator()
lay_out.operator("object.parent_to_empty", text="Parent To Empty", icon="LINK_AREA")
lay_out.separator()
def register():
bpy.utils.register_module(__name__)
# Protusions Buttons:
bpy.types.Scene.repeatprot = bpy.props.IntProperty(name="Repeat protusions", description="make several layers of protusion", default = 1, min = 1, max = 10)
bpy.types.Scene.doprots = bpy.props.BoolProperty(name="Make protusions", description = "Check if we want to add protusions to the mesh", default = True)
bpy.types.Scene.polygonschangedpercent = bpy.props.FloatProperty(name="Polygon %", description = "Percentage of changed polygons", default = 1.0)
bpy.types.Scene.minHeight = bpy.props.FloatProperty(name="Min height", description="Minimal height of the protusions", default=0.2)
bpy.types.Scene.maxHeight = bpy.props.FloatProperty(name="Max height", description="Maximal height of the protusions", default = 0.4)
bpy.types.Scene.minTaper = bpy.props.FloatProperty(name="Min taper", description="Minimal height of the protusions", default=0.15, min = 0.0, max = 1.0, subtype = 'PERCENTAGE')
bpy.types.Scene.maxTaper = bpy.props.FloatProperty(name="Max taper", description="Maximal height of the protusions", default = 0.35, min = 0.0, max = 1.0, subtype = 'PERCENTAGE')
bpy.types.Scene.subpolygon1 = bpy.props.BoolProperty(name="1", default = True)
bpy.types.Scene.subpolygon2 = bpy.props.BoolProperty(name="2", default = True)
bpy.types.Scene.subpolygon3 = bpy.props.BoolProperty(name="3", default = True)
bpy.types.Scene.subpolygon4 = bpy.props.BoolProperty(name="4", default = True)
# Doodads buttons:
bpy.types.Scene.dodoodads = bpy.props.BoolProperty(name="Make doodads", description = "Check if we want to generate doodads", default = True)
bpy.types.Scene.mindoodads = bpy.props.IntProperty(name="Minimum doodads number", description = "Ask for the minimum number of doodads to generate per polygon", default = 1, min = 0, max = 50)
bpy.types.Scene.maxdoodads = bpy.props.IntProperty(name="Maximum doodads number", description = "Ask for the maximum number of doodads to generate per polygon", default = 6, min = 1, max = 50)
bpy.types.Scene.doodMinScale = bpy.props.FloatProperty(name="Scale min", description="Minimum scaling of doodad", default = 0.5, min = 0.0, max = 1.0, subtype = 'PERCENTAGE')
bpy.types.Scene.doodMaxScale = bpy.props.FloatProperty(name="Scale max", description="Maximum scaling of doodad", default = 1.0, min = 0.0, max = 1.0, subtype = 'PERCENTAGE')
# Materials buttons:
bpy.types.Scene.sideProtMat = bpy.props.IntProperty(name="Side's prot mat", description = "Material of protusion's sides", default = 0, min = 0)
bpy.types.Scene.topProtMat = bpy.props.IntProperty(name = "Prot's top mat", description = "Material of protusion's top", default = 0, min = 0)
# Register Discombobulator properties
bpy.types.Scene.discomb = bpy.props.PointerProperty(
type=discombobulator_scene_props
)
# Add "Extras" menu to the "Add Mesh" menu
bpy.types.INFO_MT_mesh_add.append(menu_func)
......@@ -267,6 +355,8 @@ def unregister():
# Remove "Extras" menu from the "Add Mesh" menu.
bpy.types.INFO_MT_mesh_add.remove(menu_func)
del bpy.types.Scene.discomb
bpy.utils.unregister_module(__name__)
......
# ##### 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 #####
bl_info = {
"name": "Discombobulator",
"description": "Its job is to easily add scifi details to a surface to create nice-looking space-ships or futuristic cities.",
"author": "Evan J. Rosky (syrux), Chichiri, Jace Priester",
"version": (0,2),
"blender": (2, 71, 0),
"location": "View3D > Toolshelf > Tools Tab",
"warning": '',
'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts',
'tracker_url': 'https://developer.blender.org/maniphest/task/create/?project=3&type=Bug',
"category": "Mesh"}
# GPL # Original Authors: Evan J. Rosky (syrux), Chichiri, Jace Priester #
import bpy
import random
import mathutils
import math
from mathutils import *
from bpy.types import (
Operator,
Menu,
)
from mathutils import (
Vector,
Quaternion,
)
# ################### Globals #################### #
doprots = True
......@@ -43,14 +23,16 @@ Verts = []
Polygons = []
dVerts = []
dPolygons = []
i_prots = [] # index of the top polygons on whow we will generate the doodads
i_prots = [] # index of the top polygons on which we'll generate the doodads
i_dood_type = [] # type of doodad (given by index of the doodad obj)
bpy.types.Scene.DISC_doodads = []
# ############### Utility Functions ############### #
def randnum(a, b):
return random.random() * (b - a) + a
def randVertex(a, b, c, d, Verts):
"""Return a vector of a random vertex on a quad-polygon"""
i = random.randint(1, 2)
......@@ -62,7 +44,6 @@ def randVertex(a, b, c, d, Verts):
i = randnum(0.1, 0.9)
vecAB = Verts[B] - Verts[A]
E = Verts[A] + vecAB * i
......@@ -75,10 +56,13 @@ def randVertex(a, b, c, d, Verts):
O = E + vecEF * i
return O
################################ Protusions ###################################
# ################## Protusions #################### #
def fill_older_datas(verts, polygon):
""" Specifically coded to be called by the function addProtusionToPolygon, its sets up a tuple which contains the vertices from the base and the top of the protusions. """
""" Specifically coded to be called by the function addProtusionToPolygon,
its sets up a tuple which contains the vertices from the base and the top of the protusions.
"""
temp_vertices = []
temp_vertices.append(verts[polygon[0]].copy())
temp_vertices.append(verts[polygon[1]].copy())
......@@ -90,8 +74,11 @@ def fill_older_datas(verts, polygon):
temp_vertices.append(verts[polygon[3]].copy())
return temp_vertices
def extrude_top(temp_vertices, normal, height):
""" This function extrude the polygon composed of the four first members of the tuple temp_vertices along the normal multiplied by the height of the extrusion."""
""" This function extrude the polygon composed of the four first members of the tuple
temp_vertices along the normal multiplied by the height of the extrusion.
"""
j = 0
while j < 3:
temp_vertices[0][j] += normal[j] * height
......@@ -100,6 +87,7 @@ def extrude_top(temp_vertices, normal, height):
temp_vertices[3][j] += normal[j] * height
j += 1
def scale_top(temp_vertices, center, normal, height, scale_ratio):
""" This function scale the polygon composed of the four first members of the tuple temp_vertices. """
vec1 = [0, 0, 0]
......@@ -120,8 +108,12 @@ def scale_top(temp_vertices, center, normal, height, scale_ratio):
temp_vertices[3][j] = center[j] + vec4[j] * (1 - scale_ratio)
j += 1
def add_prot_polygons(temp_vertices):
""" Specifically coded to be called by addProtusionToPolygon, this function put the data from the generated protusion at the end the tuples Verts and Polygons, which will later used to generate the final mesh. """
""" Specifically coded to be called by addProtusionToPolygon, this function
put the data from the generated protusion at the end the tuples Verts and Polygons,
which will later used to generate the final mesh.
"""
global Verts
global Polygons
global i_prots
......@@ -142,8 +134,10 @@ def add_prot_polygons(temp_vertices):
Polygons.append(polygon3)
Polygons.append(polygon4)
def addProtusionToPolygon(obpolygon, verts, minHeight, maxHeight, minTaper, maxTaper):
"""Create a protusion from the polygon "obpolygon" of the original object and use several values sent by the user. It calls in this order the following functions:
"""Create a protusion from the polygon "obpolygon" of the original object and use
several values sent by the user. It calls in this order the following functions:
- fill_older_data;
- extrude_top;
- scale_top;
......@@ -151,12 +145,7 @@ def addProtusionToPolygon(obpolygon, verts, minHeight, maxHeight, minTaper, maxT
"""
# some useful variables
polygon = obpolygon.vertices
polygontop = polygon
polygon1 = []
polygon2 = []
polygon3 = []
polygon4 = []
vertices = []
tVerts = list(fill_older_datas(verts, polygon)) # list of temp vertices
height = randnum(minHeight, maxHeight) # height of generated protusion
scale_ratio = randnum(minTaper, maxTaper)
......@@ -168,7 +157,8 @@ def addProtusionToPolygon(obpolygon, verts, minHeight, maxHeight, minTaper, maxT
# Finally, we add the protusions to the list of polygons
add_prot_polygons(tVerts)
################################## Divide a polygon ##################################
# ################# Divide a polygon ############### #
def divide_one(list_polygons, list_vertices, verts, polygon, findex):
""" called by divide_polygon, to generate a polygon from one polygon, maybe I could simplify this process """
......@@ -182,8 +172,11 @@ def divide_one(list_polygons, list_vertices, verts, polygon, findex):
list_polygons.append([findex + 0, findex + 1, findex + 2, findex + 3])
def divide_two(list_polygons, list_vertices, verts, polygon, findex):
""" called by divide_polygon, to generate two polygons from one polygon and add them to the list of polygons and vertices which form the discombobulated mesh"""
""" called by divide_polygon, to generate two polygons from one polygon and
add them to the list of polygons and vertices which form the discombobulated mesh
"""
temp_vertices = []
temp_vertices.append(verts[polygon[0]].copy())
temp_vertices.append(verts[polygon[1]].copy())
......@@ -197,8 +190,11 @@ def divide_two(list_polygons, list_vertices, verts, polygon, findex):
list_polygons.append([findex + 0, findex + 4, findex + 5, findex + 3])
list_polygons.append([findex + 1, findex + 2, findex + 5, findex + 4])
def divide_three(list_polygons, list_vertices, verts, polygon, findex, center):
""" called by divide_polygon, to generate three polygons from one polygon and add them to the list of polygons and vertices which form the discombobulated mesh"""
""" called by divide_polygon, to generate three polygons from one polygon and
add them to the list of polygons and vertices which form the discombobulated mesh
"""
temp_vertices = []
temp_vertices.append(verts[polygon[0]].copy())
temp_vertices.append(verts[polygon[1]].copy())
......@@ -215,8 +211,11 @@ def divide_three(list_polygons, list_vertices, verts, polygon, findex, center):
list_polygons.append([findex + 1, findex + 6, findex + 7, findex + 4])
list_polygons.append([findex + 6, findex + 2, findex + 5, findex + 7])
def divide_four(list_polygons, list_vertices, verts, polygon, findex, center):
""" called by divide_polygon, to generate four polygons from one polygon and add them to the list of polygons and vertices which form the discombobulated mesh"""
""" called by divide_polygon, to generate four polygons from one polygon and
add them to the list of polygons and vertices which form the discombobulated mesh
"""
temp_vertices = []
temp_vertices.append(verts[polygon[0]].copy())
temp_vertices.append(verts[polygon[1]].copy())
......@@ -236,13 +235,13 @@ def divide_four(list_polygons, list_vertices, verts, polygon, findex, center):
list_polygons.append([findex + 6, findex + 2, findex + 5, findex + 7])
list_polygons.append([findex + 8, findex + 7, findex + 5, findex + 3])
def dividepolygon(obpolygon, verts, number):
"""Divide the poly into the wanted number of polygons"""
global nPolygons
global nVerts
poly = obpolygon.vertices
tVerts = []
if(number == 1):
divide_one(nPolygons, nVerts, verts, poly, len(nVerts))
......@@ -253,27 +252,35 @@ def dividepolygon(obpolygon, verts, number):
elif(number == 4):
divide_four(nPolygons, nVerts, verts, poly, len(nVerts), GetPolyCentroid(obpolygon, verts))
############################### Discombobulate ################################
# ################## Discombobulate ################ #
def GetPolyCentroid(obpolygon, allvertcoords):
centroid=mathutils.Vector((0,0,0))
centroid = Vector((0, 0, 0))
for vindex in obpolygon.vertices:
centroid+=mathutils.Vector(allvertcoords[vindex])
centroid += Vector(allvertcoords[vindex])
centroid /= len(obpolygon.vertices)
return centroid
def division(obpolygons, verts, sf1, sf2, sf3, sf4):
"""Function to divide each of the selected polygons"""
divide = []
if(sf1): divide.append(1)
if(sf2): divide.append(2)
if(sf3): divide.append(3)
if(sf4): divide.append(4)
if (sf1):
divide.append(1)
if (sf2):
divide.append(2)
if (sf3):
divide.append(3)
if (sf4):
divide.append(4)
for poly in obpolygons:
if(poly.select == True and len(poly.vertices)==4):
if(poly.select is True and len(poly.vertices) == 4):
a = random.randint(0, len(divide) - 1)
dividepolygon(poly, verts, divide[a])
def protusion(obverts, obpolygons, minHeight, maxHeight, minTaper, maxTaper):
"""function to generate the protusions"""
verts = []
......@@ -281,23 +288,25 @@ def protusion(obverts, obpolygons, minHeight, maxHeight, minTaper, maxTaper):
verts.append(vertex.co)
for polygon in obpolygons:
if(polygon.select == True):
if(polygon.select is True):
if(len(polygon.vertices) == 4):
addProtusionToPolygon(polygon, verts, minHeight, maxHeight, minTaper, maxTaper)
def test_v2_near_v1(v1, v2):
if(v1.x - 0.1 <= v2.x <= v1.x + 0.1
and v1.y - 0.1 <= v2.y <= v1.y + 0.1
and v1.z - 0.1 <= v2.z <= v1.z + 0.1):
if (v1.x - 0.1 <= v2.x <= v1.x + 0.1 and
v1.y - 0.1 <= v2.y <= v1.y + 0.1 and
v1.z - 0.1 <= v2.z <= v1.z + 0.1):
return True
return False
def angle_between_nor(nor_orig, nor_result):
angle = math.acos(nor_orig.dot(nor_result))
axis = nor_orig.cross(nor_result).normalized()
q = mathutils.Quaternion()
q = Quaternion()
q.x = axis.x * math.sin(angle / 2)
q.y = axis.y * math.sin(angle / 2)
q.z = axis.z * math.sin(angle / 2)
......@@ -305,6 +314,7 @@ def angle_between_nor(nor_orig, nor_result):
return q
def doodads(object1, mesh1, dmin, dmax):
"""function to generate the doodads"""
global dVerts
......@@ -313,47 +323,52 @@ def doodads(object1, mesh1, dmin, dmax):
# on parcoure cette boucle pour ajouter des doodads a toutes les polygons
# english translation: this loops adds doodads to all polygons
while(i < len(object1.data.polygons)):
if object1.data.polygons[i].select==False:
if object1.data.polygons[i].select is False:
continue
doods_nbr = random.randint(dmin, dmax)
j = 0
while(j <= doods_nbr):
origin_dood = randVertex(object1.data.polygons[i].vertices[0], object1.data.polygons[i].vertices[1], object1.data.polygons[i].vertices[2], object1.data.polygons[i].vertices[3], Verts)
type_dood = random.randint(0, len(bpy.context.scene.DISC_doodads)-1)
origin_dood = randVertex(object1.data.polygons[i].vertices[0], object1.data.polygons[i].vertices[1],
object1.data.polygons[i].vertices[2], object1.data.polygons[i].vertices[3], Verts)
type_dood = random.randint(0, len(bpy.context.scene.discomb.DISC_doodads) - 1)
polygons_add = []
verts_add = []
# First we have to apply scaling and rotation to the mesh
bpy.ops.object.select_pattern(pattern=bpy.context.scene.DISC_doodads[type_dood],extend=False)
bpy.context.scene.objects.active=bpy.data.objects[bpy.context.scene.DISC_doodads[type_dood]]
bpy.ops.object.select_pattern(pattern=bpy.context.scene.discomb.DISC_doodads[type_dood], extend=False)
bpy.context.scene.objects.active = bpy.data.objects[bpy.context.scene.discomb.DISC_doodads[type_dood]]
bpy.ops.object.transform_apply(rotation=True, scale=True)
for polygon in bpy.data.objects[bpy.context.scene.DISC_doodads[type_dood]].data.polygons:
for polygon in bpy.data.objects[bpy.context.scene.discomb.DISC_doodads[type_dood]].data.polygons:
polygons_add.append(polygon.vertices)
for vertex in bpy.data.objects[bpy.context.scene.DISC_doodads[type_dood]].data.vertices:
for vertex in bpy.data.objects[bpy.context.scene.discomb.DISC_doodads[type_dood]].data.vertices:
verts_add.append(vertex.co.copy())
normal_original_polygon = object1.data.polygons[i].normal
nor_def = mathutils.Vector((0.0, 0.0, 1.0))
nor_def = Vector((0.0, 0.0, 1.0))
qr = nor_def.rotation_difference(normal_original_polygon.normalized())
case_z = False
if(test_v2_near_v1(nor_def, -normal_original_polygon)):
case_z = True
qr = mathutils.Quaternion((0.0, 0.0, 0.0, 0.0))
qr = Quaternion((0.0, 0.0, 0.0, 0.0))
# qr = angle_between_nor(nor_def, normal_original_polygon)
for vertex in verts_add:
vertex.rotate(qr)
vertex += origin_dood
findex = len(dVerts)
for polygon in polygons_add:
dPolygons.append([polygon[0] + findex, polygon[1] + findex, polygon[2] + findex, polygon[3] + findex])
i_dood_type.append(bpy.data.objects[bpy.context.scene.DISC_doodads[type_dood]].name)
i_dood_type.append(bpy.data.objects[bpy.context.scene.discomb.DISC_doodads[type_dood]].name)
for vertex in verts_add:
dVerts.append(vertex)
j += 1
i += 5
def protusions_repeat(object1, mesh1, r_prot):
for j in i_prots:
......@@ -362,6 +377,7 @@ def protusions_repeat(object1, mesh1, r_prot):
else:
print("Warning: hit end of polygons in object1")
# add material to discombobulated mesh
def setMatProt(discObj, origObj, sideProtMat, topProtMat):
# First we put the materials in their slots
......@@ -385,11 +401,12 @@ def setMatProt(discObj, origObj, sideProtMat, topProtMat):
else:
polygon.material_index = 1
def setMatDood(doodObj):
# First we add the materials slots
bpy.ops.object.select_pattern(pattern=doodObj.name, extend=False)
bpy.context.scene.objects.active = doodObj
for name in bpy.context.scene.DISC_doodads:
for name in bpy.context.scene.discomb.DISC_doodads:
try:
bpy.ops.object.material_slot_add()
doodObj.material_slots[-1].material = bpy.data.objects[name].material_slots[0].material
......@@ -401,14 +418,15 @@ def setMatDood(doodObj):
def clean_doodads():
current_doodads=list(bpy.context.scene.DISC_doodads)
current_doodads = list(bpy.context.scene.discomb.DISC_doodads)
for name in current_doodads:
if name not in bpy.data.objects:
bpy.context.scene.DISC_doodads.remove(name)
bpy.context.scene.discomb.DISC_doodads.remove(name)
def discombobulate(minHeight, maxHeight, minTaper, maxTaper, sf1, sf2, sf3, sf4, dmin, dmax, r_prot, sideProtMat, topProtMat, isLast):
def discombobulate(minHeight, maxHeight, minTaper, maxTaper, sf1, sf2, sf3, sf4,
dmin, dmax, r_prot, sideProtMat, topProtMat, isLast):
global doprots
global nVerts
global nPolygons
......@@ -418,14 +436,11 @@ def discombobulate(minHeight, maxHeight, minTaper, maxTaper, sf1, sf2, sf3, sf4,
global dPolygons
global i_prots
bpy.ops.object.mode_set(mode="OBJECT")
# start by cleaning up doodads that don't exist anymore
clean_doodads()
# Create the discombobulated mesh
mesh = bpy.data.meshes.new("tmp")
object = bpy.data.objects.new("tmp", mesh)
......@@ -475,7 +490,6 @@ def discombobulate(minHeight, maxHeight, minTaper, maxTaper, sf1, sf2, sf3, sf4,
mesh1.from_pydata(Verts, [], Polygons)
mesh1.update(calc_edges=True)
# Set the material's of discombobulated object
setMatProt(object1, origObj, sideProtMat, topProtMat)
......@@ -489,7 +503,7 @@ def discombobulate(minHeight, maxHeight, minTaper, maxTaper, sf1, sf2, sf3, sf4,
# if(bpy.context.scene.repeatprot):
protusions_repeat(object1, mesh1, r_prot)
if(len(bpy.context.scene.DISC_doodads) != 0 and bpy.context.scene.dodoodads and isLast):
if(len(bpy.context.scene.discomb.DISC_doodads) != 0 and bpy.context.scene.discomb.dodoodads and isLast):
doodads(object1, mesh1, dmin, dmax)
mesh2 = bpy.data.meshes.new("dood_mesh")
object2 = bpy.data.objects.new("dood_obj", mesh2)
......@@ -518,168 +532,232 @@ def discombobulate(minHeight, maxHeight, minTaper, maxTaper, sf1, sf2, sf3, sf4,
for poly in mesh1.polygons:
poly.select = True
############ Operator to select and deslect an object as a doodad ###############
class chooseDoodad(bpy.types.Operator):
# ### Operators for selecting and deselecting an object as a doodad ### #
class chooseDoodad(Operator):
bl_idname = "object.discombobulate_set_doodad"
bl_label = "Discombobulate set doodad object"
bl_description = ("Save the Active Object as Doodad \n"
"Object has to be quads only")
bl_options = {'REGISTER'}
@classmethod
def poll(cls, context):
obj = bpy.context.active_object
if (obj is not None and obj.type == "MESH"):
mesh = obj.data
for polygon in mesh.polygons:
is_ok = len(polygon.vertices)
if is_ok != 4:
return False
return True
return False
def execute(self, context):
bpy.context.scene.DISC_doodads.append(bpy.context.active_object.name)
obj_name = bpy.context.active_object.name
msg = "Object with this name already saved"
if obj_name not in bpy.context.scene.discomb.DISC_doodads:
bpy.context.scene.discomb.DISC_doodads.append(obj_name)
msg = "Saved Doodad object: {}".format(obj_name)
self.report({'INFO'}, message=msg)
def invoke(self, context, event):
self.execute(context)
return {'FINISHED'}
class unchooseDoodad(bpy.types.Operator):
class unchooseDoodad(Operator):
bl_idname = "object.discombobulate_unset_doodad"
bl_label = "Discombobulate unset doodad object"
bl_description = "Remove the saved Doodad Object(s)"
bl_options = {'REGISTER'}
remove_all = bpy.props.BoolProperty(
name="Remove all Doodads",
default=False,
)
def execute(self, context):
for name in bpy.context.scene.DISC_doodads:
if name == bpy.context.active_object.name:
bpy.context.scene.DISC_doodads.remove(name)
msg = ("No doodads to remove")
doodadery = bpy.context.scene.discomb.DISC_doodads
if len(doodadery) > 0:
if not self.remove_all:
name = bpy.context.active_object.name
if name in doodadery:
bpy.context.scene.discomb.DISC_doodads.remove(name)
msg = ("Removed Doodad object: {}".format(name))
else:
bpy.context.scene.discomb.DISC_doodads[:] = []
msg = "Removed all Doodads"
else:
msg = "No Doodads to Remove"
self.report({'INFO'}, message=msg)
def invoke(self, context, event):
self.execute(context)
return {'FINISHED'}
################################## Interpolygon ####################################
class discombobulator(bpy.types.Operator):
# ################## Interpolygon ################## #
class discombobulator(Operator):
bl_idname = "object.discombobulate"
bl_label = "Discombobulate"
bl_description = "Apply"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
scn = context.scene
scn = context.scene.discomb
i = 0
while i<scn.repeatprot:
while i < bpy.context.scene.discomb.repeatprot:
isLast = False
if i == scn.repeatprot - 1:
isLast = True
discombobulate(scn.minHeight, scn.maxHeight, scn.minTaper, scn.maxTaper, scn.subpolygon1, scn.subpolygon2, scn.subpolygon3, scn.subpolygon4, scn.mindoodads, scn.maxdoodads, scn.repeatprot, scn.sideProtMat, scn.topProtMat, isLast)
discombobulate(scn.minHeight, scn.maxHeight, scn.minTaper, scn.maxTaper, scn.subpolygon1,
scn.subpolygon2, scn.subpolygon3, scn.subpolygon4, scn.mindoodads, scn.maxdoodads,
scn.repeatprot, scn.sideProtMat, scn.topProtMat, isLast)
i += 1
return {'FINISHED'}
class discombob_help(bpy.types.Operator):
bl_idname = 'help.discombobulator'
bl_label = ''
class discombobulator_dodads_list(Menu):
bl_idname = "object.discombobulator_dodad_list"
bl_label = "List of saved Doodads"
bl_description = "List of the saved Doodad Object Names"
bl_options = {'REGISTER'}
def draw(self, context):
layout = self.layout
layout.label('To use:')
layout.label('Works with Quads only not Ngons.')
layout.label('Select a face or faces')
layout.label('Press Discombobulate to create greebles')
doodle = len(bpy.context.scene.discomb.DISC_doodads)
layout.label("Saved doodads : {}".format(doodle))
layout.separator()
if doodle > 0:
for name in bpy.context.scene.discomb.DISC_doodads:
layout.label(text=name)
def execute(self, context):
return {'FINISHED'}
def invoke(self, context, event):
return context.window_manager.invoke_popup(self, width = 300)
class discombob_help(Menu):
bl_idname = "help.discombobulator"
bl_label = "Usage Information"
bl_description = "Help"
bl_options = {'REGISTER'}
class VIEW3D_PT_tools_discombobulate(bpy.types.Operator):
bl_idname = 'discombobulate.ops'
def draw(self, context):
layout = self.layout
layout.label(text="Usage Information:", icon="INFO")
layout.separator()
layout.label(text="Quads only, not Triangles or Ngons", icon="ERROR")
layout.label("Works only with Mesh object that have faces")
layout.separator()
layout.label("Select a face or faces")
layout.label("Press Discombobulate to create greebles")
layout.label("In object mode, still needs a selection in Edit Mode")
layout.separator()
layout.label("Doodads - additional objects layered on the mesh surface")
layout.label("(Similar to dupliverts - but as one separate object)")
layout.separator()
layout.label(text="Limitations:", icon="MOD_EXPLODE")
layout.label("Be careful with the repeat protusions setting")
layout.label("(Runs reqursively)")
layout.label("If possible, avoid using on a high polycount base mesh")
layout.label("(It can run out of memory and take a long time to compute)")
class VIEW3D_OT_tools_discombobulate(Operator):
bl_idname = "discombobulate.ops"
bl_label = "Discombobulator"
bl_description = ("Easily add sci-fi details to a surface \n"
"Needs an existing active Mesh with Faces")
bl_options = {'REGISTER'}
executing = False
@classmethod
def poll(cls, context):
return (context.active_object is not None and
context.active_object.type == "MESH")
def draw(self, context):
layout = self.layout
row = layout.row()
row = layout.split(0.80)
row.operator('object.discombobulate', text = 'Discombobulate', icon = 'PLUGIN')
row.operator('help.discombobulator', icon = 'INFO')
row.menu('help.discombobulator', icon='INFO')
box = layout.box()
box.label("Protusions settings")
row = box.row()
row.prop(context.scene, 'doprots')
row.prop(context.scene.discomb, 'doprots')
row = box.row()
row.prop(context.scene, 'minHeight')
row.prop(context.scene.discomb, 'minHeight')
row = box.row()
row.prop(context.scene, 'maxHeight')
row.prop(context.scene.discomb, 'maxHeight')
row = box.row()
row.prop(context.scene, 'minTaper')
row.prop(context.scene.discomb, 'minTaper')
row = box.row()
row.prop(context.scene, 'maxTaper')
row.prop(context.scene.discomb, 'maxTaper')
row = box.row()
col1 = row.column(align=True)
col1.prop(context.scene, "subpolygon1")
col1.prop(context.scene.discomb, "subpolygon1")
col2 = row.column(align=True)
col2.prop(context.scene, "subpolygon2")
col2.prop(context.scene.discomb, "subpolygon2")
col3 = row.column(align=True)
col3.prop(context.scene, "subpolygon3")
col3.prop(context.scene.discomb, "subpolygon3")
col4 = row.column(align=True)
col4.prop(context.scene, "subpolygon4")
col4.prop(context.scene.discomb, "subpolygon4")
row = box.row()
row.prop(context.scene, "repeatprot")
row.prop(context.scene.discomb, "repeatprot")
box = layout.box()
box.label("Doodads settings")
row = box.row()
row.prop(context.scene, 'dodoodads')
is_doodad = context.scene.discomb.dodoodads
row.prop(context.scene.discomb, 'dodoodads')
row = box.row()
row.prop(context.scene, "mindoodads")
row.enabled = is_doodad
row.prop(context.scene.discomb, "mindoodads")
row = box.row()
row.prop(context.scene, "maxdoodads")
row.enabled = is_doodad
row.prop(context.scene.discomb, "maxdoodads")
row = box.row()
row.enabled = is_doodad
row.operator("object.discombobulate_set_doodad", text="Pick doodad")
row = box.row()
row.operator("object.discombobulate_unset_doodad", text = "Remove doodad")
splits = row.split(0.5)
splits.enabled = is_doodad
splits.operator("object.discombobulate_unset_doodad",
text="Remove active doodad").remove_all = False
splits.operator("object.discombobulate_unset_doodad",
text="Remove all doodads").remove_all = True
col = box.column(align=True)
for name in bpy.context.scene.DISC_doodads:
col.label(text = name)
doodle = len(bpy.context.scene.discomb.DISC_doodads)
col.enabled = (True if doodle > 0 else False)
col.menu("object.discombobulator_dodad_list",
text="List of saved Doodads ({})".format(doodle))
box = layout.box()
box.label("Materials settings")
row = box.row()
row.prop(context.scene, 'topProtMat')
row = box.row()
row.prop(context.scene, "sideProtMat")
row.prop(context.scene.discomb, 'topProtMat')
row = box.row()
def execute(self, context):
return {'FINISHED'}
row.prop(context.scene.discomb, "sideProtMat")
def invoke(self, context, event):
return context.window_manager.invoke_popup(self, width = 300)
# registering and menu integration
def register():
# Protusions Buttons:
bpy.types.Scene.repeatprot = bpy.props.IntProperty(name="Repeat protusions", description="make several layers of protusion", default = 1, min = 1, max = 10)
bpy.types.Scene.doprots = bpy.props.BoolProperty(name="Make protusions", description = "Check if we want to add protusions to the mesh", default = True)
bpy.types.Scene.polygonschangedpercent = bpy.props.FloatProperty(name="Polygon %", description = "Percentage of changed polygons", default = 1.0)
bpy.types.Scene.minHeight = bpy.props.FloatProperty(name="Min height", description="Minimal height of the protusions", default=0.2)
bpy.types.Scene.maxHeight = bpy.props.FloatProperty(name="Max height", description="Maximal height of the protusions", default = 0.4)
bpy.types.Scene.minTaper = bpy.props.FloatProperty(name="Min taper", description="Minimal height of the protusions", default=0.15, min = 0.0, max = 1.0, subtype = 'PERCENTAGE')
bpy.types.Scene.maxTaper = bpy.props.FloatProperty(name="Max taper", description="Maximal height of the protusions", default = 0.35, min = 0.0, max = 1.0, subtype = 'PERCENTAGE')
bpy.types.Scene.subpolygon1 = bpy.props.BoolProperty(name="1", default = True)
bpy.types.Scene.subpolygon2 = bpy.props.BoolProperty(name="2", default = True)
bpy.types.Scene.subpolygon3 = bpy.props.BoolProperty(name="3", default = True)
bpy.types.Scene.subpolygon4 = bpy.props.BoolProperty(name="4", default = True)
# Doodads buttons:
bpy.types.Scene.dodoodads = bpy.props.BoolProperty(name="Make doodads", description = "Check if we want to generate doodads", default = True)
bpy.types.Scene.mindoodads = bpy.props.IntProperty(name="Minimum doodads number", description = "Ask for the minimum number of doodads to generate per polygon", default = 1, min = 0, max = 50)
bpy.types.Scene.maxdoodads = bpy.props.IntProperty(name="Maximum doodads number", description = "Ask for the maximum number of doodads to generate per polygon", default = 6, min = 1, max = 50)
bpy.types.Scene.doodMinScale = bpy.props.FloatProperty(name="Scale min", description="Minimum scaling of doodad", default = 0.5, min = 0.0, max = 1.0, subtype = 'PERCENTAGE')
bpy.types.Scene.doodMaxScale = bpy.props.FloatProperty(name="Scale max", description="Maximum scaling of doodad", default = 1.0, min = 0.0, max = 1.0, subtype = 'PERCENTAGE')
# Materials buttons:
bpy.types.Scene.sideProtMat = bpy.props.IntProperty(name="Side's prot mat", description = "Material of protusion's sides", default = 0, min = 0)
bpy.types.Scene.topProtMat = bpy.props.IntProperty(name = "Prot's top mat", description = "Material of protusion's top", default = 0, min = 0)
bpy.utils.register_class(discombobulator)
bpy.utils.register_class(chooseDoodad)
bpy.utils.register_class(unchooseDoodad)
bpy.utils.register_class(VIEW3D_PT_tools_discombobulate)
bpy.utils.register_class(discombob_help)
# unregistering and removing menus
def unregister():
bpy.utils.unregister_class(discombobulator)
bpy.utils.unregister_class(chooseDoodad)
bpy.utils.unregister_class(unchooseDoodad)
bpy.utils.unregister_class(VIEW3D_PT_tools_discombobulate)
bpy.utils.unregister_class(discombob_help)
if __name__ == "__main__":
register()
return context.window_manager.invoke_props_dialog(self, width=300)
def check(self, context):
return not self.executing
def execute(self, context):
self.executing = True
bpy.ops.object.discombobulate('INVOKE_DEFAULT')
return {'FINISHED'}
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