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Commit ecb5900d authored by Brendon Murphy's avatar Brendon Murphy
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add_mesh_ant_landscape.py

port of script by Jimmy Hazevoet
thanks to ideasman for the noise module.
parent b4a29c19
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# ##### 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_addon_info = {
'name': 'Add Mesh: ANT Landscape',
'author': 'Jimmy Hazevoet',
'version': '0.1.0 July-2010',
'blender': (2, 5, 3),
'location': 'Add Mesh menu',
'description': 'Adds a landscape primitive',
'warning': '', # used for warning icon and text in addons panel
'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
'Scripts/',
'tracker_url': 'https://projects.blender.org/tracker/index.php?' \
'func=detail&aid=23130&group_id=153&atid=469',
'category': 'Add Mesh'}
# import modules
import bpy
from bpy.props import *
from mathutils import *
from noise import *
from math import *
###------------------------------------------------------------
# calculates the matrix for the new object depending on user pref
def align_matrix(context):
loc = TranslationMatrix(context.scene.cursor_location)
obj_align = context.user_preferences.edit.object_align
if (context.space_data.type == 'VIEW_3D'
and obj_align == 'VIEW'):
rot = context.space_data.region_3d.view_matrix.rotation_part().invert().resize4x4()
else:
rot = Matrix()
align_matrix = loc * rot
return align_matrix
# Create a new mesh (object) from verts/edges/faces.
# verts/edges/faces ... List of vertices/edges/faces for the
# new mesh (as used in from_pydata).
# name ... Name of the new mesh (& object).
# edit ... Replace existing mesh data.
# Note: Using "edit" will destroy/delete existing mesh data.
def create_mesh_object(context, verts, edges, faces, name, edit, align_matrix):
scene = context.scene
obj_act = scene.objects.active
# Can't edit anything, unless we have an active obj.
if edit and not obj_act:
return None
# Create new mesh
mesh = bpy.data.meshes.new(name)
# Make a mesh from a list of verts/edges/faces.
mesh.from_pydata(verts, edges, faces)
# Update mesh geometry after adding stuff.
mesh.update()
# Deselect all objects.
bpy.ops.object.select_all(action='DESELECT')
if edit:
# Replace geometry of existing object
# Use the active obj and select it.
ob_new = obj_act
ob_new.select = True
if obj_act.mode == 'OBJECT':
# Get existing mesh datablock.
old_mesh = ob_new.data
# Set object data to nothing
ob_new.data = None
# Clear users of existing mesh datablock.
old_mesh.user_clear()
# Remove old mesh datablock if no users are left.
if (old_mesh.users == 0):
bpy.data.meshes.remove(old_mesh)
# Assign new mesh datablock.
ob_new.data = mesh
else:
# Create new object
ob_new = bpy.data.objects.new(name, mesh)
# Link new object to the given scene and select it.
scene.objects.link(ob_new)
ob_new.select = True
# Place the object at the 3D cursor location.
# apply viewRotaion
ob_new.matrix_world = align_matrix
if obj_act and obj_act.mode == 'EDIT':
if not edit:
# We are in EditMode, switch to ObjectMode.
bpy.ops.object.mode_set(mode='OBJECT')
# Select the active object as well.
obj_act.select = True
# Apply location of new object.
scene.update()
# Join new object into the active.
bpy.ops.object.join()
# Switching back to EditMode.
bpy.ops.object.mode_set(mode='EDIT')
ob_new = obj_act
else:
# We are in ObjectMode.
# Make the new object the active one.
scene.objects.active = ob_new
return ob_new
# A very simple "bridge" tool.
# Connects two equally long vertex rows with faces.
# Returns a list of the new faces (list of lists)
#
# vertIdx1 ... First vertex list (list of vertex indices).
# vertIdx2 ... Second vertex list (list of vertex indices).
# closed ... Creates a loop (first & last are closed).
# flipped ... Invert the normal of the face(s).
#
# Note: You can set vertIdx1 to a single vertex index to create
# a fan/star of faces.
# Note: If both vertex idx list are the same length they have
# to have at least 2 vertices.
def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
faces = []
if not vertIdx1 or not vertIdx2:
return None
if len(vertIdx1) < 2 and len(vertIdx2) < 2:
return None
fan = False
if (len(vertIdx1) != len(vertIdx2)):
if (len(vertIdx1) == 1 and len(vertIdx2) > 1):
fan = True
else:
return None
total = len(vertIdx2)
if closed:
# Bridge the start with the end.
if flipped:
face = [
vertIdx1[0],
vertIdx2[0],
vertIdx2[total - 1]]
if not fan:
face.append(vertIdx1[total - 1])
faces.append(face)
else:
face = [vertIdx2[0], vertIdx1[0]]
if not fan:
face.append(vertIdx1[total - 1])
face.append(vertIdx2[total - 1])
faces.append(face)
# Bridge the rest of the faces.
for num in range(total - 1):
if flipped:
if fan:
face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
else:
face = [vertIdx2[num], vertIdx1[num],
vertIdx1[num + 1], vertIdx2[num + 1]]
faces.append(face)
else:
if fan:
face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
else:
face = [vertIdx1[num], vertIdx2[num],
vertIdx2[num + 1], vertIdx1[num + 1]]
faces.append(face)
return faces
###------------------------------------------------------------
# some functions for marbleNoise
def no_bias(a):
return a
def sin_bias(a):
return 0.5 + 0.5 * sin(a)
def tri_bias(a):
b = 2 * pi
a = 1 - 2 * abs(floor((a * (1/b))+0.5) - (a*(1/b)))
return a
def saw_bias(a):
b = 2 * pi
n = int(a/b)
a -= n * b
if a < 0: a += b
return a / b
def soft(a):
return a
def sharp(a):
return a**0.5
def sharper(a):
return sharp(sharp(a))
def shapes(x,y,shape=0):
if shape == 1:
# ring
x = x*2
y = y*2
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 ) )
elif shape == 3:
# bumps
x = x*2
y = y*2
s = (sin( x*pi ) + sin( y*pi ))
elif shape == 4:
# y grad.
s = y*pi
elif shape == 5:
# x grad.
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 ):
x = x / size
y = y / 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]
if bias == 1:
value = sin_bias( value )
elif bias == 2:
value = tri_bias( value )
elif bias == 3:
value = saw_bias( value )
else:
value = no_bias( value )
if sharpnes == 1:
value = sharp( value )
elif sharpnes == 2:
value = sharper( value )
else:
value = soft( value )
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
# 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]):
# options
rseed = options[0]
nsize = options[1]
ntype = int( options[2][0] )
nbasis = int( options[3][0] )
vlbasis = int( options[4][0] )
distortion = options[5]
hard = options[6]
depth = options[7]
dimension = options[8]
lacunarity = options[9]
offset = options[10]
gain = options[11]
marblebias = int( options[12][0] )
marblesharpnes = int( options[13][0] )
marbleshape = int( options[14][0] )
invert = options[15]
height = options[16]
heightoffset = options[17]
falloff = int( options[18][0] )
sealevel = options[19]
platlevel = options[20]
terrace = options[21]
# origin
if rseed == 0:
origin = 0.0,0.0,0.0
origin_x = 0.0
origin_y = 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
# adjust noise size and origin
ncoords = ( x / nsize + origin_x, y / nsize + origin_y, 0.0 )
# 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 vlbasis ==9: vlbasis = 14
# noise type's
if ntype == 0: value = multi_fractal( ncoords, dimension, lacunarity, depth, nbasis ) * 0.5
elif ntype == 1: value = ridged_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
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 == 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 )
else:
value = 0.0
# adjust height
if invert !=0:
value = (1-value) * height + heightoffset
else:
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 ) )
value = ( value * (1.0-0.5) + steps*0.5 ) * 2.0
# clamp height
if ( value < sealevel ): value = sealevel
if ( value > platlevel ): value = platlevel
return value
###------------------------------------------------------------
# Add landscape
class landscape_add(bpy.types.Operator):
'''Add a landscape mesh'''
bl_idname = "Add_landscape"
bl_label = "Landscape"
bl_options = {'REGISTER', 'UNDO'}
bl_description = "Add landscape mesh"
# edit - Whether to add or update.
edit = BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'})
# align_matrix for the invoke
align_matrix = Matrix()
# properties
Subdivision = IntProperty(name="Subdivisions",
min=4, soft_min=4,
max=1024, soft_max=1024,
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,
default=2.0,
description="Mesh size in blender units")
RandomSeed = IntProperty(name="Random Seed",
min=0, soft_min=0,
max=999, soft_max=999,
default=0,
description="Random seed")
NoiseSize = FloatProperty(name="Noise Size",
min=0.01, soft_min=0.01,
max=10000.0, soft_max=10000.0,
default=1.0,
description="Noise size")
NoiseTypes = [
("0","multiFractal","multiFractal"),
("1","ridgedMFractal","ridgedMFractal"),
("2","hybridMFractal","hybridMFractal"),
("3","heteroTerrain","heteroTerrain"),
("4","fBm","fBm"),
("5","Turbulence","Turbulence"),
("6","Distorted Noise","Distorted Noise"),
("7","Cellnoise","Cellnoise"),
("8","Shattered_hTerrain","Shattered_hTerrain"),
("9","Marble","Marble")]
NoiseType = EnumProperty(name="Type",
description="Noise type",
items=NoiseTypes)
BasisTypes = [
("0","Blender","Blender"),
("1","Perlin","Perlin"),
("2","NewPerlin","NewPerlin"),
("3","Voronoi_F1","Voronoi_F1"),
("4","Voronoi_F2","Voronoi_F2"),
("5","Voronoi_F3","Voronoi_F3"),
("6","Voronoi_F4","Voronoi_F4"),
("7","Voronoi_F2-F1","Voronoi_F2-F1"),
("8","Voronoi Crackle","Voronoi Crackle"),
("9","Cellnoise","Cellnoise")]
BasisType = EnumProperty(name="Basis",
description="Noise basis",
items=BasisTypes)
VLBasisTypes = [
("0","Blender","Blender"),
("1","Perlin","Perlin"),
("2","NewPerlin","NewPerlin"),
("3","Voronoi_F1","Voronoi_F1"),
("4","Voronoi_F2","Voronoi_F2"),
("5","Voronoi_F3","Voronoi_F3"),
("6","Voronoi_F4","Voronoi_F4"),
("7","Voronoi_F2-F1","Voronoi_F2-F1"),
("8","Voronoi Crackle","Voronoi Crackle"),
("9","Cellnoise","Cellnoise")]
VLBasisType = EnumProperty(name="VLBasis",
description="VLNoise basis",
items=VLBasisTypes)
Distortion = FloatProperty(name="Distortion",
min=0.0, soft_min=0.0,
max=100.0, soft_max=100.0,
default=1.0,
description="Distortion amount")
HardNoise = BoolProperty(name="Hard",
default=True,
description="Hard noise")
NoiseDepth = IntProperty(name="Depth",
min=1, soft_min=1,
max=12, soft_max=12,
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,
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,
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,
default=1.0,
description="Offset - it raises the terrain from 'sea level'.")
mGain = FloatProperty(name="Gain",
min=0.01, soft_min=0.01,
max=6.0, soft_max=6.0,
default=1.0,
description="Gain - scale factor.")
BiasTypes = [
("0","None","None"),
("1","Sin","Sin"),
("2","Tri","Tri"),
("3","Saw","Saw")]
MarbleBias = EnumProperty(name="Bias",
description="Marble bias",
default='1',
items=BiasTypes)
SharpTypes = [
("0","Soft","Soft"),
("1","Sharp","Sharp"),
("2","Sharper","Sharper")]
MarbleSharp = EnumProperty(name="Sharp",
description="Marble sharp",
items=SharpTypes)
ShapeTypes = [
("0","Default","Default"),
("1","Ring","Ring"),
("2","Swirl","Swirl"),
("3","Bump","Bump"),
("4","Y","Y"),
("5","X","X")]
MarbleShape = EnumProperty(name="Shape",
description="Marble shape",
items=ShapeTypes)
Invert = BoolProperty(name="Invert Height",
default=False,
description="Invert height")
Height = FloatProperty(name="Height",
min=0.0, soft_min=0.0,
max=10000.0, soft_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,
default=0.0,
description="Height offset")
fallTypes = [
("0","None","None"),
("1","Type 1","Type 1"),
("2","Type 2","Type 2"),
("3","Y","Y"),
("4","X","X")]
Falloff = EnumProperty(name="Falloff",
description="Edge falloff",
default="1",
items=fallTypes)
Sealevel = FloatProperty(name="Sealevel",
min=-10000.0, soft_min=-10000.0,
max=10000.0, soft_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,
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")
###------------------------------------------------------------
# Draw
def draw(self, context):
props = self.properties
layout = self.layout
box = layout.box()
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, 'NoiseSize')
if props.NoiseType == '0':
box.prop(props, 'NoiseDepth')
box.prop(props, 'mDimension')
box.prop(props, 'mLacunarity')
if props.NoiseType == '1':
box.prop(props, 'NoiseDepth')
box.prop(props, 'mDimension')
box.prop(props, 'mLacunarity')
box.prop(props, 'mOffset')
box.prop(props, 'mGain')
if props.NoiseType == '2':
box.prop(props, 'NoiseDepth')
box.prop(props, 'mDimension')
box.prop(props, 'mLacunarity')
box.prop(props, 'mOffset')
box.prop(props, 'mGain')
if props.NoiseType == '3':
box.prop(props, 'NoiseDepth')
box.prop(props, 'mDimension')
box.prop(props, 'mLacunarity')
box.prop(props, 'mOffset')
if props.NoiseType == '4':
box.prop(props, 'NoiseDepth')
box.prop(props, 'mDimension')
box.prop(props, 'mLacunarity')
if props.NoiseType == '5':
box.prop(props, 'NoiseDepth')
box.prop(props, 'HardNoise')
if props.NoiseType == '6':
box.prop(props, 'VLBasisType')
box.prop(props, 'Distortion')
#if props.NoiseType == '7':
if props.NoiseType == '8':
box.prop(props, 'NoiseDepth')
box.prop(props, 'mDimension')
box.prop(props, 'mLacunarity')
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, 'Distortion')
box = layout.box()
box.prop(props, 'Invert')
box.prop(props, 'Height')
box.prop(props, 'Offset')
box.prop(props, 'Plateaulevel')
box.prop(props, 'Sealevel')
box.prop(props, 'Terrace')
box.prop(props, 'Falloff')
###------------------------------------------------------------
# Execute
def execute(self, context):
# turn off undo
undo = bpy.context.user_preferences.edit.global_undo
bpy.context.user_preferences.edit.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.global_undo = undo
return {'FINISHED'}
def invoke(self, context, event):
self.align_matrix = align_matrix(context)
self.execute(context)
return {'FINISHED'}
###------------------------------------------------------------
# Register
import space_info
# Define "Landscape" menu
menu_func_landscape = (lambda self, context: self.layout.operator(
landscape_add.bl_idname,
text="Landscape",
icon="PLUGIN"))
def register():
bpy.types.register(landscape_add)
space_info.INFO_MT_mesh_add.append(menu_func_landscape)
def unregister():
bpy.types.unregister(landscape_add)
space_info.INFO_MT_mesh_add.remove(menu_func_landscape)
if __name__ == "__main__":
register()
\ No newline at end of file
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