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#!BPY
"""
Name : ' Tree from Curves '
Blender : 245
Group : ' Wizards '
Tip : ' Generate trees from curve shapes '
"""
__author__ = " Campbell Barton "
__url__ = [ ' www.blender.org ' , ' blenderartists.org ' ]
__version__ = " 0.1 "
__bpydoc__ = """ \
"""
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# --------------------------------------------------------------------------
# Tree from Curves v0.1 by Campbell Barton (AKA Ideasman42)
# --------------------------------------------------------------------------
# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
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import bpy
import Blender
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import BPyMesh
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from Blender . Mathutils import Vector , Matrix , CrossVecs , AngleBetweenVecs , LineIntersect , TranslationMatrix , ScaleMatrix , RotationMatrix , Rand
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from Blender . Geometry import ClosestPointOnLine
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from Blender . Noise import randuvec
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GLOBALS = { }
GLOBALS [ ' non_bez_error ' ] = 0
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'''
def debugVec ( v1 , v2 ) :
sce = bpy . data . scenes . active
me = bpy . data . meshes . new ( )
me . verts . extend ( [ v1 , v2 ] )
me . edges . extend ( [ ( 0 , 1 ) ] )
sce . objects . new ( me )
'''
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def AngleBetweenVecsSafe ( a1 , a2 ) :
try :
return AngleBetweenVecs ( a1 , a2 )
except :
return 180.0
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# Copied from blender, we could wrap this! - BKE_curve.c
# But probably not toooo bad in python
def forward_diff_bezier ( q0 , q1 , q2 , q3 , pointlist , steps , axis ) :
f = float ( steps )
rt0 = q0
rt1 = 3.0 * ( q1 - q0 ) / f
f * = f
rt2 = 3.0 * ( q0 - 2.0 * q1 + q2 ) / f
f * = steps
rt3 = ( q3 - q0 + 3.0 * ( q1 - q2 ) ) / f
q0 = rt0
q1 = rt1 + rt2 + rt3
q2 = 2 * rt2 + 6 * rt3
q3 = 6 * rt3
if axis == None :
for a in xrange ( steps + 1 ) :
pointlist [ a ] = q0
q0 + = q1
q1 + = q2
q2 + = q3 ;
else :
for a in xrange ( steps + 1 ) :
pointlist [ a ] [ axis ] = q0
q0 + = q1
q1 + = q2
q2 + = q3 ;
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def points_from_bezier_seg ( steps , pointlist , radlist , bez1_vec , bez2_vec , radius1 , radius2 ) :
# x,y,z,axis
for ii in ( 0 , 1 , 2 ) :
forward_diff_bezier ( bez1_vec [ 1 ] [ ii ] , bez1_vec [ 2 ] [ ii ] , bez2_vec [ 0 ] [ ii ] , bez2_vec [ 1 ] [ ii ] , pointlist , steps , ii )
# radius - no axis, Copied from blenders BBone roll interpolation.
forward_diff_bezier ( radius1 , radius1 + 0.390464 * ( radius2 - radius1 ) , radius2 - 0.390464 * ( radius2 - radius1 ) , radius2 , radlist , steps , None )
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def debug_pt ( co ) :
Blender . Window . SetCursorPos ( tuple ( co ) )
Blender . Window . RedrawAll ( )
print ' debugging ' , co
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def freshMesh ( mesh ) :
'''
Utility function to get a new mesh or clear the existing one , but dont clear everything .
'''
if mesh :
materials = mesh . materials
mesh . verts = None
for group in mesh . getVertGroupNames ( ) :
mesh . removeVertGroup ( group )
# Add materials back
mesh . materials = materials
else :
mesh = bpy . data . meshes . new ( )
return mesh
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def getObFromName ( name ) :
if name :
try : return bpy . data . objects [ name ]
except : return None
else :
return None
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def getGroupFromName ( name ) :
if name :
try : return bpy . data . groups [ name ]
except : return None
else :
return None
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def closestVecIndex ( vec , vecls ) :
best = - 1
best_dist = 100000000
for i , vec_test in enumerate ( vecls ) :
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# Dont use yet, we may want to tho
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if vec_test : # Seems odd, but use this so we can disable some verts in the list.
dist = ( vec - vec_test ) . length
if dist < best_dist :
best = i
best_dist = dist
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return best
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IRATIONAL_NUM = 22.0 / 7.0
def next_random_num ( rnd ) :
'''
return a random number between 0.0 and 1.0
'''
rnd [ 0 ] + = ( rnd [ 0 ] * IRATIONAL_NUM ) % 1
# prevent
if rnd [ 0 ] > 1000000 :
rnd [ 0 ] - = 1000000
return rnd [ 0 ] % 1
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eul = 0.00001
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BRANCH_TYPE_CURVE = 0
BRANCH_TYPE_GROWN = 1
BRANCH_TYPE_FILL = 2
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class tree :
def __init__ ( self ) :
self . branches_all = [ ]
self . branches_root = [ ]
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self . branches_twigs = [ ]
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self . mesh = None
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self . armature = None
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self . objectCurve = None
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self . objectCurveMat = None
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self . objectCurveIMat = None
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self . objectTwigBounds = None # use for twigs only at the moment.
self . objectTwigBoundsIMat = None
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self . objectTwigBoundsMat = None
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self . objectTwigBoundsMesh = None
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self . objectLeafBounds = None
self . objectLeafBoundsIMat = None
self . objectLeafBoundsMesh = None
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self . limbScale = 1.0
self . debug_objects = [ ]
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self . steps = 6 # defalt, curve overwrites
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def __repr__ ( self ) :
s = ' '
s + = ' [Tree] '
s + = ' limbScale: %.6f ' % self . limbScale
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s + = ' object: %s ' % self . objectCurve
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for brch in self . branches_root :
s + = str ( brch )
return s
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def fromCurve ( self , objectCurve ) :
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# Now calculate the normals
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self . objectCurve = objectCurve
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self . objectCurveMat = objectCurve . matrixWorld
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self . objectCurveIMat = self . objectCurveMat . copy ( ) . invert ( )
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curve = objectCurve . data
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self . steps = curve . resolu # curve resolution
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# Set the curve object scale
if curve . bevob :
# A bit of a hack to guess the size of the curve object if you have one.
bb = curve . bevob . boundingBox
# self.limbScale = (bb[0] - bb[7]).length / 2.825 # THIS IS GOOD WHEN NON SUBSURRFED
self . limbScale = ( bb [ 0 ] - bb [ 7 ] ) . length / 1.8
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elif curve . ext2 != 0.0 :
self . limbScale = curve . ext2 * 1.5
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# forward_diff_bezier will fill in the blanks
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# nice we can reuse these for every curve segment :)
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pointlist = [ [ None , None , None ] for i in xrange ( self . steps + 1 ) ]
radlist = [ None for i in xrange ( self . steps + 1 ) ]
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for spline in curve :
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if len ( spline ) < 2 : # Ignore single point splines
continue
if spline . type != 1 : # 0 poly, 1 bez, 4 nurbs
GLOBALS [ ' non_bez_error ' ] = 1
continue
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brch = branch ( )
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brch . type = BRANCH_TYPE_CURVE
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bez_list = list ( spline )
for i in xrange ( 1 , len ( bez_list ) ) :
bez1 = bez_list [ i - 1 ]
bez2 = bez_list [ i ]
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vec1 = bez1 . vec
vec2 = bez2 . vec
if abs ( vec1 [ 1 ] [ 0 ] - vec2 [ 1 ] [ 0 ] ) > 0.000001 or \
abs ( vec1 [ 1 ] [ 1 ] - vec2 [ 1 ] [ 1 ] ) > 0.000001 or \
abs ( vec1 [ 1 ] [ 2 ] - vec2 [ 1 ] [ 2 ] ) > 0.000001 :
points_from_bezier_seg ( self . steps , pointlist , radlist , vec1 , vec2 , bez1 . radius , bez2 . radius )
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# remove endpoint for all but the last
len_pointlist = len ( pointlist )
if i != len ( bez_list ) - 1 :
len_pointlist - = 1
brch . bpoints . extend ( [ bpoint ( brch , Vector ( pointlist [ ii ] ) , Vector ( ) , radlist [ ii ] * self . limbScale ) for ii in xrange ( len_pointlist ) ] )
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# Finalize once point data is there
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if brch . bpoints :
# if all points are in the same location, this is possible
self . branches_all . append ( brch )
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if brch . bpoints [ 0 ] . radius < brch . bpoints [ - 1 ] . radius : # This means we dont have to worry about curve direction.
brch . bpoints . reverse ( )
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brch . calcData ( )
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# Sort from big to small, so big branches get priority
self . branches_all . sort ( key = lambda brch : - brch . bpoints [ 0 ] . radius )
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def closestBranchPt ( self , co ) :
best_brch = None
best_pt = None
best_dist = 10000000000
for brch in self . branches_all :
for pt in brch . bpoints :
# if pt.inTwigBounds: # only find twigs, give different results for leaves
l = ( pt . co - co ) . length
if l < best_dist :
best_dist = l
best_brch = brch
best_pt = pt
return best_brch , best_pt
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def setTwigBounds ( self , objectMesh ) :
self . objectTwigBounds = objectMesh
self . objectTwigBoundsMesh = objectMesh . getData ( mesh = 1 )
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self . objectTwigBoundsMat = objectMesh . matrixWorld . copy ( )
self . objectTwigBoundsIMat = self . objectTwigBoundsMat . copy ( ) . invert ( )
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for brch in self . branches_all :
brch . calcTwigBounds ( self )
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def setLeafBounds ( self , objectMesh ) :
self . objectLeafBounds = objectMesh
self . objectLeafBoundsMesh = objectMesh . getData ( mesh = 1 )
self . objectLeafBoundsIMat = objectMesh . matrixWorld . copy ( ) . invert ( )
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def isPointInTwigBounds ( self , co , selected_only = False ) :
return self . objectTwigBoundsMesh . pointInside ( co * self . objectCurveMat * self . objectTwigBoundsIMat , selected_only )
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def isPointInLeafBounds ( self , co , selected_only = False ) :
return self . objectLeafBoundsMesh . pointInside ( co * self . objectCurveMat * self . objectLeafBoundsIMat , selected_only )
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def resetTags ( self , value ) :
for brch in self . branches_all :
brch . tag = value
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def buildConnections ( self , \
sloppy = 1.0 , \
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connect_base_trim = 1.0 , \
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do_twigs = False , \
twig_ratio = 2.0 , \
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twig_select_mode = 0 , \
twig_select_factor = 0.5 , \
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twig_scale = 0.8 , \
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twig_scale_width = 1.0 , \
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twig_random_orientation = 180 , \
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twig_random_angle = 33 , \
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twig_recursive = True , \
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twig_recursive_limit = 3 , \
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twig_ob_bounds = None , \
twig_ob_bounds_prune = True , \
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twig_ob_bounds_prune_taper = 1.0 , \
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twig_placement_maxradius = 10.0 , \
twig_placement_maxtwig = 0 , \
twig_follow_parent = 0.0 , \
twig_follow_x = 0.0 , \
twig_follow_y = 0.0 , \
twig_follow_z = 0.0 , \
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do_variation = 0 , \
variation_seed = 1 , \
variation_orientation = 0.0 , \
variation_scale = 0.0 , \
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do_twigs_fill = 0 , \
twig_fill_levels = 4 , \
twig_fill_rand_scale = 0.0 , \
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twig_fill_fork_angle_max = 180.0 , \
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twig_fill_radius_min = 0.1 , \
twig_fill_radius_factor = 0.75 , \
twig_fill_shape_type = 0 , \
twig_fill_shape_rand = 0.0 , \
twig_fill_shape_power = 0.3 , \
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) :
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'''
build tree data - fromCurve must run first
'''
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# Sort the branchs by the first radius, so big branchs get joins first
### self.branches_all.sort( key = lambda brch: brch.bpoints[0].radius )
#self.branches_all.reverse()
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# Connect branches
for i in xrange ( len ( self . branches_all ) ) :
brch_i = self . branches_all [ i ]
for j in xrange ( len ( self . branches_all ) ) :
if i != j :
# See if any of the points match this branch
# see if Branch 'i' is the child of branch 'j'
brch_j = self . branches_all [ j ]
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if not brch_j . inParentChain ( brch_i ) : # So we dont make cyclic tree!
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pt_best_j , dist = brch_j . findClosest ( brch_i . bpoints [ 0 ] . co )
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# Check its in range, allow for a bit out - hense the sloppy
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# The second check in the following IF was added incase the point is close enough to the line but the midpoint is further away
# ...in this case the the resulting mesh will be adjusted to fit the join so its best to make it.
if ( dist < pt_best_j . radius * sloppy ) or \
( ( brch_i . bpoints [ 0 ] . co - pt_best_j . co ) . length < pt_best_j . radius * sloppy ) :
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brch_i . parent_pt = pt_best_j
pt_best_j . childCount + = 1 # dont remove me
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brch_i . baseTrim ( connect_base_trim )
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'''
if pt_best_j . childCount > 4 :
raise " ERROR "
'''
# addas a member of best_j.children later when we have the geometry info available.
#### print "Found Connection!!!", i, j
break # go onto the next branch
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"""
children = [ brch_child for brch_child in pt . children ]
if children :
# This pt is one side of the segment, pt.next joins this segment.
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# calculate the median point the 2 segments would spanal
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# Once this is done we need to adjust 2 things
# 1) move both segments up/down so they match the branches best.
# 2) set the spacing of the segments around the point.
# First try to get the ideal some space around each joint
# the spacing shoule be an average of
for brch . bpoints :
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"""
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'''
for brch in self . branches_all :
brch . checkPointList ( )
'''
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# Variations - use for making multiple versions of the same tree.
if do_variation :
irational_num = 22.0 / 7.0 # use to make the random number more odd
rnd = [ variation_seed ]
# Add children temporarily
for brch in self . branches_all :
if brch . parent_pt :
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rnd_rot = ( ( next_random_num ( rnd ) * variation_orientation ) - 0.5 ) * 720
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mat_orientation = RotationMatrix ( rnd_rot , 3 , ' r ' , brch . parent_pt . no )
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rnd_sca = 1 + ( ( next_random_num ( rnd ) - 0.5 ) * variation_scale )
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mat_scale = Matrix ( [ rnd_sca , 0 , 0 ] , [ 0 , rnd_sca , 0 ] , [ 0 , 0 , rnd_sca ] )
# mat_orientation = RotationMatrix(0, 3, 'r', brch.parent_pt.no)
brch . transformRecursive ( self , mat_scale * mat_orientation , brch . parent_pt . co )
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if ( do_twigs or do_twigs_fill ) and twig_ob_bounds : # Only spawn twigs inside this mesh
self . setTwigBounds ( twig_ob_bounds )
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# Important we so this with existing parent/child but before connecting and calculating verts.
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if do_twigs :
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# scale values down
twig_random_orientation = twig_random_orientation / 360.0
twig_random_angle = twig_random_angle / 360.0
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irational_num = 22.0 / 7.0 # use to make the random number more odd
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if not twig_recursive :
twig_recursive_limit = 0
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self . buildTwigs ( twig_ratio , twig_select_mode , twig_select_factor )
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branches_twig_attached = [ ]
# This wont add all! :/
brch_twig_index = 0
brch_twig_index_LAST = - 1 # use this to prevent in inf loop, since its possible we cant place every branch
while brch_twig_index < len ( self . branches_twigs ) and brch_twig_index_LAST != brch_twig_index :
###print "While"
### print brch_twig_index, len(self.branches_twigs) # if this dosnt change, quit the while
brch_twig_index_LAST = brch_twig_index
# new twigs have been added, recalculate
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branches_twig_sort = [ brch . bestTwigSegment ( ) for brch in self . branches_all ]
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branches_twig_sort . sort ( ) # this will sort the branches with best braches for adding twigs to at the start of the list
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for tmp_sortval , twig_pt_index , brch_parent in branches_twig_sort : # tmp_sortval is not used.
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if twig_pt_index != - 1 and \
( twig_recursive_limit == 0 or brch_parent . generation < twig_recursive_limit ) and \
( twig_placement_maxtwig == 0 or brch_parent . twig_count < twig_placement_maxtwig ) and \
brch_parent . bpoints [ twig_pt_index ] . radius < twig_placement_maxradius :
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if brch_twig_index > = len ( self . branches_twigs ) :
break
brch_twig = self . branches_twigs [ brch_twig_index ]
parent_pt = brch_parent . bpoints [ twig_pt_index ]
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brch_twig . parent_pt = parent_pt
parent_pt . childCount + = 1
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# Scale this twig using this way...
# The size of the parent, scaled by the parent point's radius,
# ...compared to the parent branch;s root point radius.
# Also take into account the length of the parent branch
# Use this for pretend random numbers too.
scale = twig_scale * ( parent_pt . branch . bpoints [ 0 ] . radius / brch_twig . bpoints [ 0 ] . radius ) * ( parent_pt . radius / parent_pt . branch . bpoints [ 0 ] . radius )
# Random orientation
# THIS IS NOT RANDOM - Dont be real random so we can always get re-produceale results.
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if twig_random_orientation : rnd1 = ( ( ( irational_num * scale * 10000000 ) % 360 ) - 180 ) * twig_random_orientation
else : rnd1 = 0.0
if twig_random_angle : rnd2 = ( ( ( irational_num * scale * 66666666 ) % 360 ) - 180 ) * twig_random_angle
else : rnd2 = 0.0
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# Align this with the existing branch
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angle = AngleBetweenVecsSafe ( zup , parent_pt . no )
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cross = CrossVecs ( zup , parent_pt . no )
mat_align = RotationMatrix ( angle , 3 , ' r ' , cross )
# Use the bend on the point to work out which way to make the branch point!
if parent_pt . prev : cross = CrossVecs ( parent_pt . no , parent_pt . prev . no - parent_pt . no )
else : cross = CrossVecs ( parent_pt . no , parent_pt . next . no - parent_pt . no )
if parent_pt . branch . parent_pt :
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angle = AngleBetweenVecsSafe ( parent_pt . branch . parent_pt . no , parent_pt . no )
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else :
# Should add a UI for this... only happens when twigs come off a root branch
angle = 66
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mat_branch_angle = RotationMatrix ( angle + rnd1 , 3 , ' r ' , cross )
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mat_scale = Matrix ( [ scale , 0 , 0 ] , [ 0 , scale , 0 ] , [ 0 , 0 , scale ] )
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mat_orientation = RotationMatrix ( rnd2 , 3 , ' r ' , parent_pt . no )
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if twig_scale_width != 1.0 :
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# adjust length - no radius adjusting
for pt in brch_twig . bpoints :
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pt . radius * = twig_scale_width
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brch_twig . transform ( mat_scale * mat_branch_angle * mat_align * mat_orientation , parent_pt . co )
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# Follow the parent normal
if twig_follow_parent or twig_follow_x or twig_follow_y or twig_follow_z :
vecs = [ ]
brch_twig_len = float ( len ( brch_twig . bpoints ) )
if twig_follow_parent :
no = parent_pt . no . copy ( ) * twig_follow_parent
else :
no = Vector ( )
no . x + = twig_follow_x
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no . y + = twig_follow_y
no . z + = twig_follow_z
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for i , pt in enumerate ( brch_twig . bpoints ) :
if pt . prev :
fac = i / brch_twig_len
# Scale this value
fac_inv = 1 - fac
no_orig = pt . co - pt . prev . co
len_orig = no_orig . length
no_new = ( fac_inv * no_orig ) + ( fac * no )
no_new . length = len_orig
# Mix the 2 normals
vecs . append ( no_new )
# Apply the coords
for i , pt in enumerate ( brch_twig . bpoints ) :
if pt . prev :
pt . co = pt . prev . co + vecs [ i - 1 ]
brch_twig . calcPointExtras ( )
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# When using a bounding mesh, clip and calculate points in bounds.
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#print "Attempting to trim base"
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brch_twig . baseTrim ( connect_base_trim )
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if twig_ob_bounds and ( twig_ob_bounds_prune or twig_recursive ) :
brch_twig . calcTwigBounds ( self )
# we would not have been but here if the bounds were outside
if twig_ob_bounds_prune :
brch_twig . boundsTrim ( )
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if twig_ob_bounds_prune_taper != 1.0 :
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# taper to a point. we could use some nice taper algo here - just linear atm.
2007-11-16 14:47:31 +00:00
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brch_twig . taper ( twig_ob_bounds_prune_taper )
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# Make sure this dosnt mess up anything else
brch_twig_index + = 1
# Add to the branches
#self.branches_all.append(brch_twig)
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if len ( brch_twig . bpoints ) > 2 :
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branches_twig_attached . append ( brch_twig )
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brch_twig . generation = brch_parent . generation + 1
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brch_parent . twig_count + = 1
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else :
# Dont add the branch
parent_pt . childCount - = 1
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# Watch This! - move 1 tab down for no recursive twigs
if twig_recursive :
self . branches_all . extend ( branches_twig_attached )
branches_twig_attached = [ ]
if not twig_recursive :
self . branches_all . extend ( branches_twig_attached )
branches_twig_attached = [ ]
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if do_twigs_fill and twig_ob_bounds :
self . twigFill ( \
twig_fill_levels , \
twig_fill_rand_scale , \
twig_fill_fork_angle_max , \
twig_fill_radius_min , \
twig_fill_radius_factor , \
twig_fill_shape_type , \
twig_fill_shape_rand , \
twig_fill_shape_power , \
)
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### self.branches_all.sort( key = lambda brch: brch.parent_pt != None )
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# Calc points with dependancies
# detect circular loops!!! - TODO
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#### self.resetTags(False) # NOT NEEDED NOW
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done_nothing = False
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while done_nothing == False :
done_nothing = True
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for brch in self . branches_all :
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if brch . tag == False and ( brch . parent_pt == None or brch . parent_pt . branch . tag == True ) :
# Assign this to a spesific side of the parents point
# we know this is a child but not which side it should be attached to.
if brch . parent_pt :
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child_locs = [ \
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brch . parent_pt . childPointUnused ( 0 ) , \
brch . parent_pt . childPointUnused ( 1 ) , \
brch . parent_pt . childPointUnused ( 2 ) , \
brch . parent_pt . childPointUnused ( 3 ) ]
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best_idx = closestVecIndex ( brch . bpoints [ 0 ] . co , child_locs )
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# best_idx could be -1 if all childPoint's are used however we check for this and dont allow it to happen.
#if best_idx==-1:
# raise "Error"z
brch . parent_pt . children [ best_idx ] = brch
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for pt in brch . bpoints :
pt . calcVerts ( )
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done_nothing = False
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brch . tag = True
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'''
for i in xrange ( len ( self . branches_all ) ) :
brch_i = self . branches_all [ i ]
print brch_i . myindex ,
print ' tag ' , brch_i . tag ,
print ' parent is ' ,
if brch_i . parent_pt :
print brch_i . parent_pt . branch . myindex
else :
print None
'''
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def optimizeSpacing ( self , seg_density = 0.5 , seg_density_angle = 20.0 , seg_density_radius = 0.3 , joint_compression = 1.0 , joint_smooth = 1.0 ) :
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'''
Optimize spacing , taking branch hierarchy children into account ,
can add or subdivide segments so branch joins dont look horrible .
'''
for brch in self . branches_all :
brch . evenJointDistrobution ( joint_compression )
# Correct points that were messed up from sliding
# This happens when one point is pushed past another and the branch gets an overlaping line
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for brch in self . branches_all :
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brch . fixOverlapError ( joint_smooth )
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# Collapsing
for brch in self . branches_all :
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brch . collapsePoints ( seg_density , seg_density_angle , seg_density_radius , joint_smooth )
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'''
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for brch in self . branches_all :
brch . branchReJoin ( )
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'''
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def twigFill ( self_tree , \
twig_fill_levels , \
twig_fill_rand_scale , \
twig_fill_fork_angle_max , \
twig_fill_radius_min , \
twig_fill_radius_factor , \
twig_fill_shape_type , \
twig_fill_shape_rand , \
twig_fill_shape_power , \
) :
'''
Fill with twigs , this function uses its own class ' segment '
twig_fill_shape_type ;
0 - no child smoothing
1 - smooth one child
2 - smooth both children
'''
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rnd = [ 1 ]
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segments_all = [ ]
segments_level = [ ]
# Only for testing
def preview_curve ( ) :
TWIG_WIDTH_MAX = 1.0
TWIG_WIDTH_MIN = 0.1
cu = bpy . data . curves [ " cu " ]
# remove all curves
while len ( cu ) :
del cu [ 0 ]
# return
cu . setFlag ( 1 )
cu . ext2 = 0.01
WIDTH_STEP = ( TWIG_WIDTH_MAX - TWIG_WIDTH_MIN ) / twig_fill_levels
for i , seg in enumerate ( segments_all ) :
# 1 is the base and 2 is the tail
p1_h2 = seg . getHeadHandle ( ) # isnt used
p1_co = seg . headCo
p1_h1 = seg . getHeadHandle ( )
p2_h1 = seg . getTailHandle ( )
p2_co = seg . tailCo
p2_h2 = seg . tailCo # isnt used
bez1 = Blender . BezTriple . New ( [ p1_h1 [ 0 ] , p1_h1 [ 1 ] , p1_h1 [ 2 ] , p1_co [ 0 ] , p1_co [ 1 ] , p1_co [ 2 ] , p1_h2 [ 0 ] , p1_h2 [ 1 ] , p1_h2 [ 2 ] ] )
bez2 = Blender . BezTriple . New ( [ p2_h1 [ 0 ] , p2_h1 [ 1 ] , p2_h1 [ 2 ] , p2_co [ 0 ] , p2_co [ 1 ] , p2_co [ 2 ] , p2_h2 [ 0 ] , p2_h2 [ 1 ] , p2_h2 [ 2 ] ] )
bez1 . handleTypes = bez2 . handleTypes = [ Blender . BezTriple . HandleTypes . FREE , Blender . BezTriple . HandleTypes . FREE ]
bez1 . radius = TWIG_WIDTH_MIN + ( WIDTH_STEP * ( seg . levelFromLeaf + 1 ) )
bez2 . radius = TWIG_WIDTH_MIN + ( WIDTH_STEP * seg . levelFromLeaf )
cunurb = cu . appendNurb ( bez1 )
cunurb . append ( bez2 )
# This sucks
for bez in cunurb :
bez . handleTypes = [ Blender . BezTriple . HandleTypes . FREE , Blender . BezTriple . HandleTypes . FREE ]
### cc = sce.objects.new( cu )
cu . update ( )
def mergeCo ( parentCo , ch1Co , ch2Co , twig_fill_shape_rand ) :
if twig_fill_shape_rand == 0.0 :
return ( parentCo + ch1Co + ch2Co ) / 3.0
else :
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w1 = ( next_random_num ( rnd ) * twig_fill_shape_rand ) + ( 1 - twig_fill_shape_rand )
w2 = ( next_random_num ( rnd ) * twig_fill_shape_rand ) + ( 1 - twig_fill_shape_rand )
w3 = ( next_random_num ( rnd ) * twig_fill_shape_rand ) + ( 1 - twig_fill_shape_rand )
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wtot = w1 + w2 + w3
w1 = w1 / wtot
w2 = w2 / wtot
w3 = w3 / wtot
# return (parentCo*w1 + ch1Co*w2 + ch2Co*w2)
co1 = ( parentCo * w1 ) + ( ch1Co * ( 1.0 - w1 ) )
co2 = ( ch1Co * w2 ) + ( ch2Co * ( 1.0 - w2 ) )
co3 = ( ch2Co * w3 ) + ( parentCo * ( 1.0 - w3 ) )
return ( co1 + co2 + co3 ) / 3.0
class segment :
def __init__ ( self , level ) :
self . headCo = Vector ( )
self . tailCo = Vector ( )
self . parent = None
self . mergeCount = 0
self . levelFromLeaf = level # how far we are from the leaf in levels
self . levelFromRoot = - 1 # set later, assume root bone
self . children = [ ]
segments_all . append ( self )
if level > = len ( segments_level ) : segments_level . append ( [ self ] )
else : segments_level [ level ] . append ( self )
self . brothers = [ ]
self . no = Vector ( ) # only endpoints have these
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# self.id = len(segments_all)
# First value is the bpoint,
# Second value is what to do -
# 0 - dont join
# 1 - Join to parent (tree point)
# 2 - join to parent, point from another fill-twig branch we just created.
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self . bpt = ( None , False ) # branch point for root segs only
self . new_bpt = None
self . used = False # use this to tell if we are apart of a branch
def sibling ( self ) :
i = self . parent . children . index ( self )
if i == 0 :
return self . parent . children [ 1 ]
elif i == 1 :
return self . parent . children [ 0 ]
else :
raise " error "
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def getHeadHandle ( self ) :
"""
For Bezier only
"""
if not self . parent :
return self . headCo
if twig_fill_shape_type == 0 : # no smoothing
return self . headCo
elif twig_fill_shape_type == 1 :
if self . parent . children [ 1 ] == self :
return self . headCo
# 2 - always do both
# Y shape with curve? optional
# we have a parent but it has no handle direction, easier
if not self . parent . parent : no = self . parent . headCo - self . parent . tailCo
else : no = self . parent . parent . headCo - self . parent . tailCo
no . length = self . getLength ( ) * twig_fill_shape_power
# Ok we have to account for the parents handle
return self . headCo - no
# return self.headCo - Vector(1, 0,0)
def getTailHandle ( self ) :
"""
For Bezier only
"""
if self . parent :
no = self . parent . headCo - self . tailCo
no . length = self . getLength ( ) * twig_fill_shape_power
return self . tailCo + no
else :
return self . tailCo # isnt used
def getRootSeg ( self ) :
seg = self
while seg . parent :
seg = seg . parent
return seg
def calcBrothers ( self ) :
# Run on children first
self . brothers . extend ( \
[ seg_child_sibling . parent \
for seg_child in self . children \
for seg_child_sibling in seg_child . brothers \
if seg_child_sibling . parent not in ( self , None ) ] \
)
#print self.brothers
def calcLevelFromRoot ( self ) :
if self . parent :
self . levelFromRoot = self . parent . levelFromRoot + 1
for seg_child in self . children :
seg_child . calcLevelFromRoot ( )
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# Dont use for now, but scale worked, transform was never tested.
"""
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def transform ( self , matrix ) :
self . headCo = self . headCo * matrix
self . tailCo = self . tailCo * matrix
if self . children :
ch1 = self . children [ 0 ]
ch2 = self . children [ 1 ]
ch1 . transform ( matrix )
ch2 . transform ( matrix )
def scale ( self , scale , cent = None ) :
# scale = 0.9
#matrix = Matrix([scale,0,0],[0,scale,0],[0,0,scale]).resize4x4()
#self.transform(matrix)
if cent == None : # first iter
cent = self . headCo
self . tailCo = ( ( self . tailCo - cent ) * scale ) + cent
else :
self . headCo = ( ( self . headCo - cent ) * scale ) + cent
self . tailCo = ( ( self . tailCo - cent ) * scale ) + cent
if self . children :
self . children [ 0 ] . scale ( scale , cent )
self . children [ 1 ] . scale ( scale , cent )
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"""
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def recalcChildLoc ( self ) :
if not self . children :
return
ch1 = self . children [ 0 ]
ch2 = self . children [ 1 ]
new_mid = mergeCo ( self . headCo , ch1 . tailCo , ch2 . tailCo , twig_fill_shape_rand )
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self . tailCo [ : ] = ch1 . headCo [ : ] = ch2 . headCo [ : ] = new_mid
ch1 . recalcChildLoc ( )
ch2 . recalcChildLoc ( )
def merge ( self , other ) :
"""
Merge other into self and make a new segment
"""
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"""
seg_child = segment ( self . levelFromLeaf )
self . levelFromLeaf + = 1
seg_child . parent = other . parent = self
# No need, recalcChildLoc sets the other coords
#self.parent.tailCo = (self.headCo + self.tailCo + other.tailCo) / 3.0
#self.parent.headCo[:] = self.headCo
seg_child . headCo [ : ] = self . headCo
# isect = LineIntersect(self.headCo, self.tailCo, other.headCo, other.tailCo)
# new_head = (isect[0]+isect[1]) * 0.5
seg_child . mergeCount + = 1
other . mergeCount + = 1
self . children . extend ( [ seg_child , other ] )
self . recalcChildLoc ( )
# print 'merging', self.id, other.id
"""
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#new_head = (self.headCo + self.tailCo + other.headCo + other.tailCo) * 0.25
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self . parent = other . parent = segment ( self . levelFromLeaf + 1 )
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# No need, recalcChildLoc sets the self.parent.tailCo
# self.parent.tailCo = (self.headCo + self.tailCo + other.tailCo) / 3.0
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self . parent . headCo [ : ] = self . headCo
self . parent . bpt = self . bpt
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self . bpt = ( None , False )
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# isect = LineIntersect(self.headCo, self.tailCo, other.headCo, other.tailCo)
# new_head = (isect[0]+isect[1]) * 0.5
self . mergeCount + = 1
other . mergeCount + = 1
self . parent . children . extend ( [ self , other ] )
self . parent . recalcChildLoc ( )
# print 'merging', self.id, other.id
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def findBestMerge ( self , twig_fill_fork_angle_max ) :
# print "findBestMerge"
if self . parent != None :
return
best_dist = 1000000
best_seg = None
for seg_list in ( self . brothers , segments_level [ self . levelFromLeaf ] ) :
#for seg_list in (segments_level[self.levelFromLeaf],):
# only use all other segments if we cant find any from our brothers
if seg_list == segments_level [ self . levelFromLeaf ] and best_seg != None :
break
for seg in seg_list :
# 2 ppoint join
if seg != self and seg . mergeCount == 0 and seg . parent == None :
# find the point they would join
test_dist = ( self . tailCo - seg . tailCo ) . length
if test_dist < best_dist :
if twig_fill_fork_angle_max > 179 :
best_dist = test_dist
best_seg = seg
else :
# Work out if the desired angle range is ok.
mco = mergeCo ( self . headCo , self . tailCo , seg . tailCo , 0.0 ) # we dont want the random value for this test
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ang = AngleBetweenVecsSafe ( self . tailCo - mco , seg . tailCo - mco )
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if ang < twig_fill_fork_angle_max :
best_dist = test_dist
best_seg = seg
return best_seg
def getNormal ( self ) :
return ( self . headCo - self . tailCo ) . normalize ( )
def getLength ( self ) :
return ( self . headCo - self . tailCo ) . length
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"""
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def toMatrix ( self , LEAF_SCALE , LEAF_RANDSCALE , LEAF_RANDVEC ) :
if LEAF_RANDSCALE : scale = LEAF_SCALE * Rand ( 1.0 - LEAF_RANDSCALE , 1.0 + LEAF_RANDSCALE )
else : scale = LEAF_SCALE * 1.0
if LEAF_RANDVEC : rand_vec = Vector ( Rand ( - 1 , 1 ) , Rand ( - 1 , 1 ) , Rand ( - 1 , 1 ) ) . normalize ( ) * LEAF_RANDVEC
else : rand_vec = Vector ( )
return Matrix ( [ scale , 0 , 0 ] , [ 0 , scale , 0 ] , [ 0 , 0 , scale ] ) . resize4x4 ( ) * ( self . no + rand_vec ) . toTrackQuat ( ' x ' , ' z ' ) . toMatrix ( ) . resize4x4 ( ) * TranslationMatrix ( self . tailCo )
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"""
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def distripute_seg_on_mesh ( me__ , face_group ) :
"""
add segment endpoints
"""
vert_segment_mapping = { }
for f in face_group :
for v in f :
i = v . index
if i not in vert_segment_mapping :
vert_segment_mapping [ i ] = len ( segments_all )
v . sel = True
seg = segment ( 0 )
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# seg.tailCo = v.co.copy() # headCo undefined atm.
seg . tailCo = v . co . copy ( ) * self_tree . objectTwigBoundsMat * self_tree . objectCurveIMat
# self_tree.objectCurveMat
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seg . no = v . no
# Build connectivity
for ed in me__ . edges :
if ed . v1 . sel and ed . v2 . sel :
i1 , i2 = ed . key
i1 = vert_segment_mapping [ i1 ]
i2 = vert_segment_mapping [ i2 ]
segments_all [ i1 ] . brothers . append ( segments_all [ i2 ] )
segments_all [ i2 ] . brothers . append ( segments_all [ i1 ] )
# Dont need to return anything, added when created.
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def set_seg_attach_point ( seg , interior_points , twig_fill_rand_scale ) :
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"""
Can only run on end nodes that have normals set
"""
best_dist = 1000000000.0
best_point = None
co = seg . tailCo
for pt in interior_points :
# line from the point to the seg endpoint
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line_normal = seg . tailCo - pt . nextMidCo
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l = line_normal . length
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cross1 = CrossVecs ( seg . no , line_normal )
cross2 = CrossVecs ( pt . no , line_normal )
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angle_line = min ( AngleBetweenVecsSafe ( cross1 , cross2 ) , AngleBetweenVecsSafe ( cross1 , - cross2 ) )
angle_leaf_no_diff = min ( AngleBetweenVecsSafe ( line_normal , seg . no ) , AngleBetweenVecsSafe ( line_normal , - seg . no ) )
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# BEST_ANG=66.0
# angle = 66.0 # min(AngleBetweenVecs(v2_co-v1_co, leaf.co-cc), AngleBetweenVecs(v1_co-v2_co, leaf.co-cc))
# print angle, angle2
# l = (l * ((1+abs(angle-BEST_ANG))**2 )) / (1+angle_line)
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l = ( 1 + ( angle_leaf_no_diff / 180 ) ) * ( 1 + ( angle_line / 180 ) ) * l
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if l < best_dist :
best_pt = pt
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best_co = pt . nextMidCo
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best_dist = l
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# twig_fill_rand_scale
seg . headCo = best_co . copy ( )
if twig_fill_rand_scale :
seg_dir = seg . tailCo - seg . headCo
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seg_dir . length = seg_dir . length * ( 1.0 - ( next_random_num ( rnd ) * twig_fill_rand_scale ) )
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seg . tailCo = seg . headCo + seg_dir
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if best_pt . childCount < 4 :
# Watch this!!! adding a user before its attached and the branch is created!
# make sure if its not added later on, this isnt left added
best_pt . childCount + = 1
# True/False denotes weather we try to connect to our parent branch
seg . bpt = ( best_pt , True )
else :
seg . bpt = ( best_pt , False )
return True
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# END Twig code, next add them
"""
Uses a reversed approch , fill in twigs from a bounding mesh
"""
# print "twig_fill_fork_angle_max"
# twig_fill_fork_angle_max = 60.0 #
# forward_diff_bezier will fill in the blanks
# nice we can reuse these for every curve segment :)
pointlist = [ [ None , None , None ] for i in xrange ( self_tree . steps + 1 ) ]
radlist = [ None for i in xrange ( self_tree . steps + 1 ) ]
orig_branch_count = len ( self_tree . branches_all )
for face_group in BPyMesh . mesh2linkedFaces ( self_tree . objectTwigBoundsMesh ) :
# Set the selection to do point inside.
self_tree . objectTwigBoundsMesh . sel = False
for f in face_group : f . sel = True
interior_points = [ ]
interior_normal = Vector ( )
for i , brch in enumerate ( self_tree . branches_all ) :
if i == orig_branch_count :
break # no need to check new branches are inside us
for pt in brch . bpoints :
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if pt . next and pt . childCount < 4 : # cannot attach to the last points
if self_tree . isPointInTwigBounds ( pt . co , True ) : # selected_only
interior_points . append ( pt )
interior_normal + = pt . no * pt . radius
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segments_all [ : ] = [ ]
segments_level [ : ] = [ ]
if interior_points :
# Ok, we can add twigs now
distripute_seg_on_mesh ( self_tree . objectTwigBoundsMesh , face_group )
for seg in segments_level [ 0 ] : # only be zero segments
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# Warning, increments the child count for bpoints we attach to!!
set_seg_attach_point ( seg , interior_points , twig_fill_rand_scale )
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# Try sorting by other properties! this is ok for now
for segments_level_current in segments_level :
segments_level_current . sort ( key = lambda seg : - ( seg . headCo - seg . tailCo ) . length )
for level in xrange ( twig_fill_levels ) :
if len ( segments_level ) > level :
for seg in segments_level [ level ] :
# print level, seg.brothers
if seg . mergeCount == 0 :
seg_merge = seg . findBestMerge ( twig_fill_fork_angle_max )
if seg_merge :
seg . merge ( seg_merge )
if len ( segments_level ) > level + 1 :
for seg in segments_level [ level + 1 ] :
seg . calcBrothers ( )
for seg in segments_all :
if seg . parent == None :
seg . levelFromRoot = 0
seg . calcLevelFromRoot ( )
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'''
for i , seg in enumerate ( segments_all ) :
# Make a branch from this data!
brch = branch ( )
brch . type = BRANCH_TYPE_FILL
self_tree . branches_all . append ( brch )
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# ============================= do this per bez pair
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# 1 is the base and 2 is the tail
#p1_h1 = seg.getHeadHandle()
p1_co = seg . headCo . copy ( )
p1_h2 = seg . getHeadHandle ( ) # isnt used
p2_h1 = seg . getTailHandle ( )
p2_co = seg . tailCo . copy ( )
#p2_h2 = seg.getTailHandle() # isnt used
bez1_vec = ( None , p1_co , p1_h2 )
bez2_vec = ( p2_h1 , p2_co , None )
seg_root = seg . getRootSeg ( )
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radius_root = seg_root . bpt . radius * twig_fill_radius_factor
# Clamp so the head is never smaller then the tail
if radius_root < twig_fill_radius_min : radius_root = twig_fill_radius_min
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if seg_root . levelFromLeaf :
# print seg_root.levelFromLeaf, seg.levelFromRoot
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WIDTH_STEP = ( radius_root - twig_fill_radius_min ) / ( seg_root . levelFromLeaf + 1 )
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radius1 = twig_fill_radius_min + ( WIDTH_STEP * ( seg . levelFromLeaf + 1 ) )
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if seg . levelFromLeaf : radius2 = twig_fill_radius_min + ( WIDTH_STEP * seg . levelFromLeaf )
else : radius2 = twig_fill_radius_min
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else :
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radius1 = radius_root
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radius2 = twig_fill_radius_min
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points_from_bezier_seg ( self_tree . steps , pointlist , radlist , bez1_vec , bez2_vec , radius1 , radius2 )
# dont apply self_tree.limbScale here! - its alredy done
bpoints = [ bpoint ( brch , Vector ( pointlist [ ii ] ) , Vector ( ) , radlist [ ii ] ) for ii in xrange ( len ( pointlist ) ) ]
# remove endpoint for all but the last
#if i != len(bez_list)-1:
# bpoints.pop()
brch . bpoints . extend ( bpoints )
# =============================
# Finalize once point data is there
brch . calcData ( )
#
#preview_curve()
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'''
for segments_level_current in reversed ( segments_level ) :
for seg in segments_level_current :
if seg . used == False and ( seg . parent == None or seg . parent . used == True ) :
# The root segment for this set of links.
# seg_root_linked = seg
brch = branch ( )
brch . type = BRANCH_TYPE_FILL
self_tree . branches_all . append ( brch )
# Can we attach to a real branch?
if seg . parent == None :
if seg . bpt [ 1 ] : # we can do a real join into the attach point
brch . parent_pt = seg . bpt [ 0 ]
# brch.parent_pt.childCount # this has alredy changed from
'''
if seg . parent :
if seg . bpt [ 1 ] == 2 :
#if seg.bpt[1]:
# print "Making Connection"
if seg . bpt [ 0 ] == None :
raise " Error "
if seg . bpt [ 1 ] != 2 :
print seg . bpt [ 1 ]
raise " Error "
brch . parent_pt = seg . bpt [ 1 ]
brch . parent_pt . childCount + = 1
if brch . parent_pt . childCount > 4 :
raise " Aeeae "
print " \n \n M<aking Joint!! "
'''
if seg . parent :
sibling = seg . sibling ( )
if sibling . new_bpt :
if sibling . new_bpt . childCount < 4 :
brch . parent_pt = sibling . new_bpt
brch . parent_pt . childCount + = 1
# Go down the hierarhy
is_first = True
while seg != None :
seg . used = True
# ==============================================
#p1_h1 = seg.getHeadHandle()
p1_co = seg . headCo . copy ( )
p1_h2 = seg . getHeadHandle ( ) # isnt used
p2_h1 = seg . getTailHandle ( )
p2_co = seg . tailCo . copy ( )
#p2_h2 = seg.getTailHandle() # isnt used
bez1_vec = ( None , p1_co , p1_h2 )
bez2_vec = ( p2_h1 , p2_co , None )
seg_root = seg . getRootSeg ( )
radius_root = seg_root . bpt [ 0 ] . radius * twig_fill_radius_factor
# Clamp so the head is never smaller then the tail
if radius_root < twig_fill_radius_min : radius_root = twig_fill_radius_min
if seg_root . levelFromLeaf :
# print seg_root.levelFromLeaf, seg.levelFromRoot
widthStep = ( radius_root - twig_fill_radius_min ) / ( seg_root . levelFromLeaf + 1 )
radius1 = twig_fill_radius_min + ( widthStep * ( seg . levelFromLeaf + 1 ) )
if seg . levelFromLeaf : radius2 = twig_fill_radius_min + ( widthStep * seg . levelFromLeaf )
else : radius2 = twig_fill_radius_min
else :
radius1 = radius_root
radius2 = twig_fill_radius_min
points_from_bezier_seg ( self_tree . steps , pointlist , radlist , bez1_vec , bez2_vec , radius1 , radius2 )
start_pointlist = 0
# This is like baseTrim, (remove the base points to make nice joins, accounting for radius of parent point)
# except we do it before the branch is made
if brch . parent_pt :
while len ( pointlist ) - start_pointlist > 2 and ( Vector ( pointlist [ start_pointlist ] ) - brch . parent_pt . co ) . length < ( brch . parent_pt . radius * 2 ) :
start_pointlist + = 1
if is_first and brch . parent_pt :
# We need to move the base point to a place where it looks good on the parent branch
# to do this. move the first point, then remove the following points that look horrible (double back on themself)
no = Vector ( pointlist [ 0 ] ) - Vector ( pointlist [ - 1 ] )
no . length = brch . parent_pt . radius * 2
pointlist [ 0 ] = list ( Vector ( pointlist [ 0 ] ) - no )
"""
pointlist [ 1 ] [ 0 ] = ( pointlist [ 0 ] [ 0 ] + pointlist [ 2 ] [ 0 ] ) / 2.0
pointlist [ 1 ] [ 1 ] = ( pointlist [ 0 ] [ 1 ] + pointlist [ 2 ] [ 1 ] ) / 2.0
pointlist [ 1 ] [ 2 ] = ( pointlist [ 0 ] [ 2 ] + pointlist [ 2 ] [ 2 ] ) / 2.0
pointlist [ 2 ] [ 0 ] = ( pointlist [ 1 ] [ 0 ] + pointlist [ 3 ] [ 0 ] ) / 2.0
pointlist [ 2 ] [ 1 ] = ( pointlist [ 1 ] [ 1 ] + pointlist [ 3 ] [ 1 ] ) / 2.0
pointlist [ 2 ] [ 2 ] = ( pointlist [ 1 ] [ 2 ] + pointlist [ 3 ] [ 2 ] ) / 2.0
"""
# Done setting the start point
len_pointlist = len ( pointlist )
if seg . children :
len_pointlist - = 1
# dont apply self_tree.limbScale here! - its alredy done
bpoints = [ bpoint ( brch , Vector ( pointlist [ ii ] ) , Vector ( ) , radlist [ ii ] ) for ii in xrange ( start_pointlist , len_pointlist ) ]
brch . bpoints . extend ( bpoints )
# ==============================================
seg . new_bpt = bpoints [ 0 ]
if seg . children :
seg = seg . children [ 0 ]
else :
seg = None
is_first = False
# done adding points
brch . calcData ( )
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def buildTwigs ( self , twig_ratio , twig_select_mode , twig_select_factor ) :
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ratio_int = int ( len ( self . branches_all ) * twig_ratio )
if ratio_int == 0 :
return
# So we only mix branches of similar lengths
branches_sorted = self . branches_all [ : ]
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# Get the branches based on our selection method!
if twig_select_mode == 0 :
branches_sorted . sort ( key = lambda brch : brch . getLength ( ) )
elif twig_select_mode == 1 :
branches_sorted . sort ( key = lambda brch : - brch . getLength ( ) )
elif twig_select_mode == 2 :
branches_sorted . sort ( key = lambda brch : brch . getStraightness ( ) )
elif twig_select_mode == 3 :
branches_sorted . sort ( key = lambda brch : - brch . getStraightness ( ) )
factor_int = int ( len ( self . branches_all ) * twig_select_factor )
branches_sorted [ factor_int : ] = [ ] # remove the last part of the list
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branches_sorted . sort ( key = lambda brch : len ( brch . bpoints ) )
branches_new = [ ]
#for i in xrange(ratio_int):
tot_twigs = 0
step = 1
while tot_twigs < ratio_int and step < len ( branches_sorted ) :
# Make branches from the existing
for j in xrange ( step , len ( branches_sorted ) ) :
brch = branches_sorted [ j - step ] . mixToNew ( branches_sorted [ j ] , None )
branches_new . append ( brch )
tot_twigs + = 1
if tot_twigs > ratio_int :
break
### print "TwigCount", len(branches_new), ratio_int
self . branches_twigs = branches_new
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def toDebugDisplay ( self ) :
'''
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Should be able to call this at any time to see whats going on , dosnt work so nice ATM .
2007-11-07 21:39:23 +00:00
'''
sce = bpy . data . scenes . active
for ob in self . debug_objects :
for ob in sce . objects :
sce . objects . unlink ( ob )
for branch_index , brch in enumerate ( self . branches_all ) :
pt_index = 0
for pt_index , pt in enumerate ( brch . bpoints ) :
name = ' %.3d _ %.3d ' % ( branch_index , pt_index )
if pt . next == None :
name + = ' _end '
if pt . prev == None :
name + = ' _start '
ob = sce . objects . new ( ' Empty ' , name )
self . debug_objects . append ( ob )
mat = ScaleMatrix ( pt . radius , 4 ) * TranslationMatrix ( pt . co )
ob . setMatrix ( mat )
ob . setDrawMode ( 8 ) # drawname
Blender . Window . RedrawAll ( )
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def toMesh ( self , mesh = None , \
do_uv = True , \
do_uv_keep_vproportion = True , \
do_uv_vnormalize = False , \
do_uv_uscale = False , \
uv_image = None , \
uv_x_scale = 1.0 , \
uv_y_scale = 4.0 , \
do_uv_blend_layer = False , \
do_cap_ends = False , \
) :
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self . mesh = freshMesh ( mesh )
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totverts = 0
for brch in self . branches_all :
totverts + = len ( brch . bpoints )
self . mesh . verts . extend ( [ ( 0.0 , 0.0 , 0.0 ) ] * ( ( totverts * 4 ) + 1 ) ) # +1 is a dummy vert
verts = self . mesh . verts
# Assign verts to points, 4 verts for each point.
i = 1 # dummy vert, should be 0
for brch in self . branches_all :
for pt in brch . bpoints :
pt . verts [ 0 ] = verts [ i ]
pt . verts [ 1 ] = verts [ i + 1 ]
pt . verts [ 2 ] = verts [ i + 2 ]
pt . verts [ 3 ] = verts [ i + 3 ]
i + = 4
# Do this again because of collapsing
# pt.calcVerts(brch)
# roll the tube so quads best meet up to their branches.
for brch in self . branches_all :
#for pt in brch.bpoints:
if brch . parent_pt :
# Use temp lists for gathering an average
if brch . parent_pt . roll_angle == None :
brch . parent_pt . roll_angle = [ brch . getParentQuadAngle ( ) ]
# More then 2 branches use this point, add to the list
else :
brch . parent_pt . roll_angle . append ( brch . getParentQuadAngle ( ) )
# average the temp lists into floats
for brch in self . branches_all :
#for pt in brch.bpoints:
if brch . parent_pt and type ( brch . parent_pt . roll_angle ) == list :
# print brch.parent_pt.roll_angle
f = 0.0
for val in brch . parent_pt . roll_angle :
f + = val
brch . parent_pt . roll_angle = f / len ( brch . parent_pt . roll_angle )
# set the roll of all the first segments that have parents,
# this is because their roll is set from their parent quad and we dont want them to roll away from that.
for brch in self . branches_all :
if brch . parent_pt :
# if the first joint has a child then apply half the roll
# theres no correct solition here, but this seems ok
if brch . bpoints [ 0 ] . roll_angle != None :
#brch.bpoints[0].roll_angle *= 0.5
#brch.bpoints[0].roll_angle = 0.0
#brch.bpoints[1].roll_angle = 0.0
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brch . bpoints [ 0 ] . roll_angle = 0.0
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pass
else :
# our roll was set from the branches parent and needs no changing
# set it to zero so the following functions know to interpolate.
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brch . bpoints [ 0 ] . roll_angle = 0.0
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#brch.bpoints[1].roll_angle = 0.0
'''
Now interpolate the roll !
The method used here is a little odd .
* first loop up the branch and set each points value to the " last defined " value and record the steps
since the last defined value
* Do the same again but backwards
now for each undefined value we have 1 or 2 values , if its 1 its simple we just use that value
( no interpolation ) , if there are 2 then we use the offsets from each end to work out the interpolation .
one up , one back , and another to set the values , so 3 loops all up .
'''
#### print "scan up the branch..."
for brch in self . branches_all :
last_value = None
last_index = - 1
for i in xrange ( len ( brch . bpoints ) ) :
pt = brch . bpoints [ i ]
if type ( pt . roll_angle ) in ( float , int ) :
last_value = pt . roll_angle
last_index = i
else :
if type ( last_value ) in ( float , int ) :
# Assign a list, because there may be a connecting roll value from another joint
pt . roll_angle = [ ( last_value , i - last_index ) ]
#### print "scan down the branch..."
last_value = None
last_index = - 1
for i in xrange ( len ( brch . bpoints ) - 1 , - 1 , - 1 ) : # same as above but reverse
pt = brch . bpoints [ i ]
if type ( pt . roll_angle ) in ( float , int ) :
last_value = pt . roll_angle
last_index = i
else :
if last_value != None :
if type ( pt . roll_angle ) == list :
pt . roll_angle . append ( ( last_value , last_index - i ) )
else :
#pt.roll_angle = [(last_value, last_index-i)]
# Dont bother assigning a list because we wont need to add to it later
pt . roll_angle = last_value
# print "looping ,...."
### print "assigning/interpolating roll values"
for pt in brch . bpoints :
# print "this roll IS", pt.roll_angle
if pt . roll_angle == None :
continue
elif type ( pt . roll_angle ) in ( float , int ) :
pass
elif len ( pt . roll_angle ) == 1 :
pt . roll_angle = pt . roll_angle [ 0 ] [ 0 ]
else :
# interpolate
tot = pt . roll_angle [ 0 ] [ 1 ] + pt . roll_angle [ 1 ] [ 1 ]
pt . roll_angle = \
( pt . roll_angle [ 0 ] [ 0 ] * ( tot - pt . roll_angle [ 0 ] [ 1 ] ) + \
pt . roll_angle [ 1 ] [ 0 ] * ( tot - pt . roll_angle [ 1 ] [ 1 ] ) ) / tot
#### print pt.roll_angle, 'interpolated roll'
pt . roll ( pt . roll_angle )
# Done with temp average list. now we know the best roll for each branch.
# mesh the data
for brch in self . branches_all :
for pt in brch . bpoints :
pt . toMesh ( self . mesh )
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#faces_extend = [ face for brch in self.branches_all for pt in brch.bpoints for face in pt.faces if face ]
faces_extend = [ ]
for brch in self . branches_all :
if brch . parent_pt :
faces_extend . extend ( brch . faces )
for pt in brch . bpoints :
for face in pt . faces :
if face :
faces_extend . append ( face )
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if do_cap_ends :
# TODO - UV map and image?
faces_extend . extend ( [ brch . bpoints [ - 1 ] . verts for brch in self . branches_all ] )
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faces = self . mesh . faces
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faces . extend ( faces_extend , smooth = True )
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if do_uv :
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# Assign the faces back
face_index = 0
for brch in self . branches_all :
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if brch . parent_pt :
for i in ( 0 , 1 , 2 , 3 ) :
face = brch . faces [ i ] = faces [ face_index + i ]
face_index + = 4
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for pt in brch . bpoints :
for i in ( 0 , 1 , 2 , 3 ) :
if pt . faces [ i ] :
pt . faces [ i ] = faces [ face_index ]
face_index + = 1
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#if self.mesh.faces:
# self.mesh.faceUV = True
mesh . addUVLayer ( ' base ' )
# rename the uv layer
#mesh.renameUVLayer(mesh.getUVLayerNames()[0], 'base')
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for brch in self . branches_all :
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uv_x_scale_branch = 1.0
if do_uv_uscale :
uv_x_scale_branch = 0.0
for pt in brch . bpoints :
uv_x_scale_branch + = pt . radius
uv_x_scale_branch = uv_x_scale_branch / len ( brch . bpoints )
# uv_x_scale_branch = brch.bpoints[0].radius
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if do_uv_vnormalize :
uv_normalize = [ ]
def uvmap_faces ( my_faces , y_val , y_size ) :
'''
Accept a branch or pt faces
'''
uv_ls = [ None , None , None , None ]
for i in ( 0 , 1 , 2 , 3 ) :
if my_faces [ i ] :
if uv_image :
my_faces [ i ] . image = uv_image
uvs = my_faces [ i ] . uv
else :
# Use these for calculating blending values
uvs = [ Vector ( 0 , 0 ) , Vector ( 0 , 0 ) , Vector ( 0 , 0 ) , Vector ( 0 , 0 ) ]
uv_ls [ i ] = uvs
x1 = i * 0.25 * uv_x_scale * uv_x_scale_branch
x2 = ( i + 1 ) * 0.25 * uv_x_scale * uv_x_scale_branch
uvs [ 3 ] . x = x1 ;
uvs [ 3 ] . y = y_val + y_size
uvs [ 0 ] . x = x1
uvs [ 0 ] . y = y_val
uvs [ 1 ] . x = x2
uvs [ 1 ] . y = y_val
uvs [ 2 ] . x = x2
uvs [ 2 ] . y = y_val + y_size
if do_uv_vnormalize :
uv_normalize . extend ( uvs )
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return uv_ls
# Done uvmap_faces
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y_val = 0.0
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if brch . parent_pt :
y_size = ( brch . getParentFaceCent ( ) - brch . bpoints [ 0 ] . co ) . length
if do_uv_keep_vproportion :
y_size = y_size / ( ( brch . bpoints [ 0 ] . radius + brch . parent_pt . radius ) / 2 ) * uv_y_scale
brch . uv = uvmap_faces ( brch . faces , 0.0 , y_size )
y_val + = y_size
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for pt in brch . bpoints :
if pt . next :
y_size = ( pt . co - pt . next . co ) . length
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# scale the uvs by the radius, avoids stritching.
if do_uv_keep_vproportion :
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y_size = y_size / pt . radius * uv_y_scale
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pt . uv = uvmap_faces ( pt . faces , y_val , y_size )
y_val + = y_size
if do_uv_vnormalize and uv_normalize :
# Use yscale here so you can choose to have half the normalized value say.
vscale = ( 1 / uv_normalize [ - 1 ] . y ) * uv_y_scale
for uv in uv_normalize :
uv . y * = vscale
# Done with UV mapping the first layer! now map the blend layers
if do_uv_blend_layer :
# Set up the blend UV layer - this is simply the blending for branch joints
mesh . addUVLayer ( ' blend ' )
mesh . activeUVLayer = ' blend '
# Set all faces to be on full blend
for f in mesh . faces :
for uv in f . uv :
uv . y = uv . x = 0.0
for brch in self . branches_all :
if brch . parent_pt :
for f in brch . faces :
if f :
uvs = f . uv
uvs [ 0 ] . x = uvs [ 1 ] . x = uvs [ 2 ] . x = uvs [ 3 ] . x = 0.0
uvs [ 0 ] . y = uvs [ 1 ] . y = 1.0 # swap these? - same as inverting the blend
uvs [ 2 ] . y = uvs [ 3 ] . y = 0.0
# Set up the join UV layer, this overlays nice blended
mesh . addUVLayer ( ' join ' )
mesh . activeUVLayer = ' join '
# Set all faces to be on full blend
for f in mesh . faces :
for uv in f . uv :
uv . y = uv . x = 0.0
for brch in self . branches_all :
if brch . parent_pt :
# The UV's that this branch would cover if it was a face,
uvs_base = brch . parent_pt . uv [ brch . getParentQuadIndex ( ) ]
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uvs_base_mid = Vector ( 0 , 0 )
for uv in uvs_base :
uvs_base_mid + = uv
uvs_base_mid * = 0.25
# TODO - Factor scale and distance in here
## uvs_base_small = [(uv+uvs_base_mid)*0.5 for uv in uvs_base]
uvs_base_small = [ uvs_base_mid , uvs_base_mid , uvs_base_mid , uvs_base_mid ]
if brch . faces [ 0 ] :
f = brch . faces [ 0 ]
uvs = f . uv
uvs [ 0 ] [ : ] = uvs_base [ 0 ]
uvs [ 1 ] [ : ] = uvs_base [ 1 ]
uvs [ 2 ] [ : ] = uvs_base_small [ 1 ]
uvs [ 3 ] [ : ] = uvs_base_small [ 0 ]
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if brch . faces [ 1 ] :
f = brch . faces [ 1 ]
uvs = f . uv
uvs [ 0 ] [ : ] = uvs_base [ 1 ]
uvs [ 1 ] [ : ] = uvs_base [ 2 ]
uvs [ 2 ] [ : ] = uvs_base_small [ 2 ]
uvs [ 3 ] [ : ] = uvs_base_small [ 1 ]
if brch . faces [ 2 ] :
f = brch . faces [ 2 ]
uvs = f . uv
uvs [ 0 ] [ : ] = uvs_base [ 2 ]
uvs [ 1 ] [ : ] = uvs_base [ 3 ]
uvs [ 2 ] [ : ] = uvs_base_small [ 3 ]
uvs [ 3 ] [ : ] = uvs_base_small [ 2 ]
if brch . faces [ 3 ] :
f = brch . faces [ 3 ]
uvs = f . uv
uvs [ 0 ] [ : ] = uvs_base [ 3 ]
uvs [ 1 ] [ : ] = uvs_base [ 0 ]
uvs [ 2 ] [ : ] = uvs_base_small [ 0 ]
uvs [ 3 ] [ : ] = uvs_base_small [ 3 ]
mesh . activeUVLayer = ' base ' # just so people dont get worried the texture is not there - dosnt effect rendering.
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else :
# no UV's
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pass
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if do_cap_ends :
# de-select end points for
i = len ( faces ) - 1
cap_end_face_start = len ( faces ) - len ( self . branches_all )
j = 0
for i in xrange ( cap_end_face_start , len ( faces ) ) :
self . branches_all [ j ] . face_cap = faces [ i ]
faces [ i ] . sel = 0
# default UV's are ok for now :/
if do_uv and uv_image :
faces [ i ] . image = uv_image
j + = 1
# set edge crease for capped ends.
for ed in self . mesh . edges :
if ed . v1 . sel == False and ed . v2 . sel == False :
ed . crease = 255
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ed . sel = True # so its all selected still
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del faces_extend
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return self . mesh
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def toLeafMesh ( self , mesh_leaf , \
leaf_branch_limit = 0.5 , \
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leaf_branch_limit_rand = 0.8 , \
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leaf_branch_limit_type_curve = False , \
leaf_branch_limit_type_grow = False , \
leaf_branch_limit_type_fill = False , \
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leaf_size = 0.5 , \
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leaf_size_rand = 0.5 , \
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leaf_branch_density = 0.2 , \
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leaf_branch_pitch_angle = 0.0 , \
leaf_branch_pitch_rand = 0.2 , \
leaf_branch_roll_rand = 0.2 , \
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leaf_branch_angle = 75.0 , \
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leaf_rand_seed = 1.0 , \
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leaf_object = None , \
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) :
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'''
return a mesh with leaves seperate from the tree
Add to the existing mesh .
'''
#radius = [(pt.radius for pt in self.branches_all for pt in brch.bpoints for pt in brch.bpoints]
mesh_leaf = freshMesh ( mesh_leaf )
self . mesh_leaf = mesh_leaf
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# if not leaf_object: return # make the dupli anyway :/ - they can do it later or the script could complain
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if leaf_branch_limit == 1.0 :
max_radius = 1000000.0
else :
# We wont place leaves on all branches so...
# first collect stats, we want to know the average radius and total segments
totpoints = 0
radius = 0.0
max_radius = 0.0
for brch in self . branches_all :
for pt in brch . bpoints :
radius + = pt . radius
if pt . radius > max_radius :
max_radius = pt . radius
#totpoints += len(brch.bpoints)
radius_max = max_radius * leaf_branch_limit
verts_extend = [ ]
faces_extend = [ ]
co1 = Vector ( 0.0 , - 0.5 , - 0.5 )
co2 = Vector ( 0.0 , - 0.5 , 0.5 )
co3 = Vector ( 0.0 , 0.5 , 0.5 )
co4 = Vector ( 0.0 , 0.5 , - 0.5 )
rnd_seed = [ leaf_rand_seed ] # could have seed as an input setting
for brch in self . branches_all :
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# quick test, do we need leaves on this branch?
if leaf_branch_limit != 1.0 and brch . bpoints [ - 1 ] . radius > radius_max :
continue
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for pt in brch . bpoints :
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# For each point we can add 2 leaves
for odd_even in ( 0 , 1 ) :
if ( pt == brch . bpoints [ - 1 ] and odd_even == 1 ) or \
( leaf_branch_density != 1.0 and leaf_branch_density < next_random_num ( rnd_seed ) ) :
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pass
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else :
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if leaf_branch_limit_rand :
# (-1 : +1) * leaf_branch_limit_rand
rnd = 1 + ( ( ( next_random_num ( rnd_seed ) - 0.5 ) * 2 ) * leaf_branch_limit_rand )
else :
rnd = 1.0
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if pt . childCount == 0 and ( leaf_branch_limit == 1.0 or ( pt . radius * rnd ) < radius_max ) :
leaf_size_tmp = leaf_size * ( 1.0 - ( next_random_num ( rnd_seed ) * leaf_size_rand ) )
# endpoints dont rotate
if pt . next != None :
cross1 = CrossVecs ( zup , pt . no ) # use this to offset the leaf later
cross2 = CrossVecs ( cross1 , pt . no )
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if odd_even == 0 :
mat_yaw = RotationMatrix ( leaf_branch_angle , 3 , ' r ' , cross2 )
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else :
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mat_yaw = RotationMatrix ( - leaf_branch_angle , 3 , ' r ' , cross2 )
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leaf_no = ( pt . no * mat_yaw )
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# Correct upwards pointing from changing the yaw
#my_up = zup * mat
# correct leaf location for branch width
cross1 . length = pt . radius / 2
leaf_co = pt . co + cross1
else :
# no correction needed, we are at the end of the branch
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leaf_no = pt . no
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leaf_co = pt . co
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mat = Matrix ( [ leaf_size_tmp , 0 , 0 ] , [ 0 , leaf_size_tmp , 0 ] , [ 0 , 0 , leaf_size_tmp ] ) * leaf_no . toTrackQuat ( ' x ' , ' z ' ) . toMatrix ( )
# Randomize pitch and roll for the leaf
# work out the axis to pitch and roll
cross1 = CrossVecs ( zup , leaf_no ) # use this to offset the leaf later
if leaf_branch_pitch_rand or leaf_branch_pitch_angle :
angle = - leaf_branch_pitch_angle
if leaf_branch_pitch_rand :
angle + = leaf_branch_pitch_rand * ( ( next_random_num ( rnd_seed ) - 0.5 ) * 360 )
mat_pitch = RotationMatrix ( angle , 3 , ' r ' , cross1 )
mat = mat * mat_pitch
if leaf_branch_roll_rand :
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mat_roll = RotationMatrix ( leaf_branch_roll_rand * ( ( next_random_num ( rnd_seed ) - 0.5 ) * 360 ) , 3 , ' r ' , leaf_no )
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mat = mat * mat_roll
mat = mat . resize4x4 ( ) * TranslationMatrix ( leaf_co )
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i = len ( verts_extend )
faces_extend . append ( ( i , i + 1 , i + 2 , i + 3 ) )
verts_extend . extend ( [ tuple ( co4 * mat ) , tuple ( co3 * mat ) , tuple ( co2 * mat ) , tuple ( co1 * mat ) ] )
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#count += 1
# setup dupli's
self . mesh_leaf . verts . extend ( verts_extend )
self . mesh_leaf . faces . extend ( faces_extend )
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return self . mesh_leaf
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def toArmature ( self , ob_arm , armature ) :
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armature . drawType = Blender . Armature . STICK
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armature . makeEditable ( ) # enter editmode
# Assume toMesh has run
self . armature = armature
for bonename in armature . bones . keys ( ) :
del armature . bones [ bonename ]
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group_names = [ ]
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for i , brch in enumerate ( self . branches_all ) :
# get a list of parent points to make into bones. use parents and endpoints
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bpoints_parent = [ pt for pt in brch . bpoints if pt . childCount or pt . prev == None or pt . next == None ]
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bpbone_last = None
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for j in xrange ( len ( bpoints_parent ) - 1 ) :
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# bone container class
bpoints_parent [ j ] . bpbone = bpbone = bpoint_bone ( )
bpbone . name = ' %i _ %i ' % ( i , j ) # must be unique
group_names . append ( bpbone . name )
bpbone . editbone = Blender . Armature . Editbone ( ) # automatically added to the armature
self . armature . bones [ bpbone . name ] = bpbone . editbone
bpbone . editbone . head = bpoints_parent [ j ] . co
bpbone . editbone . head = bpoints_parent [ j ] . co
bpbone . editbone . tail = bpoints_parent [ j + 1 ] . co
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# parent the chain.
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if bpbone_last :
bpbone . editbone . parent = bpbone_last . editbone
bpbone . editbone . options = [ Blender . Armature . CONNECTED ]
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bpbone_last = bpbone
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for brch in self . branches_all :
if brch . parent_pt : # We must have a parent
# find the bone in the parent chain to use for the parent of this
parent_pt = brch . parent_pt
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bpbone_parent = None
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while parent_pt :
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bpbone_parent = parent_pt . bpbone
if bpbone_parent :
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break
parent_pt = parent_pt . prev
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if bpbone_parent :
brch . bpoints [ 0 ] . bpbone . editbone . parent = bpbone_parent . editbone
else : # in rare cases this may not work. should be verry rare but check anyway.
print ' this is really odd... look into the bug. '
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self . armature . update ( ) # exit editmode
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# Skin the mesh
if self . mesh :
for group in group_names :
self . mesh . addVertGroup ( group )
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for brch in self . branches_all :
vertList = [ ]
group = ' ' # dummy
for pt in brch . bpoints :
if pt . bpbone :
if vertList :
self . mesh . assignVertsToGroup ( group , vertList , 1.0 , Blender . Mesh . AssignModes . ADD )
vertList = [ ]
group = pt . bpbone . name
vertList . extend ( [ v . index for v in pt . verts ] )
if vertList :
self . mesh . assignVertsToGroup ( group , vertList , 1.0 , Blender . Mesh . AssignModes . ADD )
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return self . armature
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def toAction ( self , ob_arm , texture , anim_speed = 1.0 , anim_magnitude = 1.0 , anim_speed_size_scale = True , anim_offset_scale = 1.0 ) :
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# Assume armature
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action = ob_arm . action
if not action :
action = bpy . data . actions . new ( )
action . fakeUser = False # so we dont get masses of bad data
ob_arm . action = action
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# Blender.Armature.NLA.ob_arm.
pose = ob_arm . getPose ( )
for pose_bone in pose . bones . values ( ) :
pose_bone . insertKey ( ob_arm , 0 , [ Blender . Object . Pose . ROT ] , True )
# Now get all the IPO's
ipo_dict = action . getAllChannelIpos ( )
# print ipo_dict
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# Sicne its per frame, it increases very fast. scale it down a bit
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anim_speed = anim_speed / 100
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# When we have the same trees next to eachother, they will animate the same way unless we give each its own texture or offset settings.
# We can use the object's location as a factor - this also will have the advantage? of seeing the animation move across the tree's
# allow a scale so the difference between tree textures can be adjusted.
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anim_offset = self . objectCurve . matrixWorld . translationPart ( ) * anim_offset_scale
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anim_speed_final = anim_speed
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# Assign drivers to them all
for name , ipo in ipo_dict . iteritems ( ) :
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tex_str = ' b.Texture.Get( " %s " ) ' % texture . name
if anim_speed_size_scale :
# Adjust the speed by the bone size.
# get the point from the name. a bit ugly but works fine ;) - Just dont mess the index up!
lookup = [ int ( val ) for val in name . split ( ' _ ' ) ]
pt = self . branches_all [ lookup [ 0 ] ] . bpoints [ lookup [ 1 ] ]
anim_speed_final = anim_speed / ( 1 + pt . radius )
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cu = ipo [ Blender . Ipo . PO_QUATX ]
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try : cu . delBezier ( 0 )
except : pass
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cu . driver = 2 # Python expression
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cu . driverExpression = ' %.3f *( %s .evaluate(((b.Get( " curframe " )* %.3f )+ %.3f , %.3f , %.3f )).w-0.5) ' % ( anim_magnitude , tex_str , anim_speed_final , anim_offset . x , anim_offset . y , anim_offset . z )
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cu = ipo [ Blender . Ipo . PO_QUATY ]
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try : cu . delBezier ( 0 )
except : pass
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cu . driver = 2 # Python expression
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cu . driverExpression = ' %.3f *( %s .evaluate(( %.3f ,(b.Get( " curframe " )* %.3f )+ %.3f , %.3f )).w-0.5) ' % ( anim_magnitude , tex_str , anim_offset . x , anim_speed_final , anim_offset . y , anim_offset . z )
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cu = ipo [ Blender . Ipo . PO_QUATZ ]
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try : cu . delBezier ( 0 )
except : pass
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cu . driver = 2 # Python expression
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cu . driverExpression = ' %.3f *( %s .evaluate(( %.3f , %.3f ,(b.Get( " curframe " )* %.3f )+ %.3f )).w-0.5) ' % ( anim_magnitude , tex_str , anim_offset . x , anim_offset . y , anim_speed_final , anim_offset . z )
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xyzup = Vector ( 1 , 1 , 1 ) . normalize ( )
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xup = Vector ( 1 , 0 , 0 )
yup = Vector ( 0 , 1 , 0 )
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zup = Vector ( 0 , 0 , 1 )
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class bpoint_bone :
def __init__ ( self ) :
self . name = None
self . editbone = None
self . blenbone = None
self . posebone = None
class bpoint ( object ) :
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''' The point in the middle of the branch, not the mesh points
'''
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__slots__ = ' branch ' , ' co ' , ' no ' , ' radius ' , ' vecs ' , ' verts ' , ' children ' , ' faces ' , ' uv ' , ' next ' , ' prev ' , ' childCount ' , ' bpbone ' , ' roll_angle ' , ' nextMidCo ' , ' childrenMidCo ' , ' childrenMidRadius ' , ' targetCos ' , ' inTwigBounds '
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def __init__ ( self , brch , co , no , radius ) :
self . branch = brch
self . co = co
self . no = no
self . radius = radius
self . vecs = [ None , None , None , None ] # 4 for now
self . verts = [ None , None , None , None ]
self . children = [ None , None , None , None ] # child branches, dont fill in faces here
self . faces = [ None , None , None , None ]
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self . uv = None # matching faces, except - UV's are calculated even if there is no face, this is so we can calculate the blending UV's
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self . next = None
self . prev = None
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self . childCount = 0
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self . bpbone = None # bpoint_bone instance
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# when set, This is the angle we need to roll to best face our branches
# the roll that is set may be interpolated if we are between 2 branches that need to roll.
# Set to None means that the roll will be left default (from parent)
self . roll_angle = None
# The location between this and the next point,
# if we want to be tricky we can try make this not just a simple
# inbetween and use the normals to have some curvature
self . nextMidCo = None
# Similar to above, median point of all children
self . childrenMidCo = None
# Similar as above, but for radius
self . childrenMidRadius = None
# Target locations are used when you want to move the point to a new location but there are
# more then 1 influence, build up a list and then apply
self . targetCos = [ ]
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# When we use twig bounding mesh, store if this point is in the bounding mesh. Assume true unless we set to false and do the test
self . inTwigBounds = True
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def __repr__ ( self ) :
s = ' '
s + = ' \t \t co: ' , self . co
s + = ' \t \t no: ' , self . no
s + = ' \t \t radius: ' , self . radius
s + = ' \t \t children: ' , [ ( child != False ) for child in self . children ]
return s
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def makeLast ( self ) :
self . next = None
self . nextMidCo = None
self . childrenMidCo = None
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def setCo ( self , co ) :
self . co [ : ] = co
self . calcNextMidCo ( )
self . calcNormal ( )
if self . prev :
self . prev . calcNextMidCo ( )
self . prev . calcNormal ( )
self . prev . calcChildrenMidData ( )
if self . next :
self . prev . calcNormal ( )
self . calcChildrenMidData ( )
def nextLength ( self ) :
return ( self . co - self . next . co ) . length
def prevLength ( self ) :
return ( self . co - self . prev . co ) . length
def hasOverlapError ( self ) :
if self . prev == None :
return False
if self . next == None :
return False
'''
# see if this point sits on the line between its siblings.
co , fac = ClosestPointOnLine ( self . co , self . prev . co , self . next . co )
if fac > = 0.0 and fac < = 1.0 :
return False # no overlap, we are good
else :
return True # error, some overlap
'''
# Alternate method, maybe better
ln = self . nextLength ( )
lp = self . prevLength ( )
ls = ( self . prev . co - self . next . co ) . length
# Are we overlapping? the length from our next or prev is longer then the next-TO-previous?
if ln > ls or lp > ls :
return True
else :
return False
def applyTargetLocation ( self ) :
if not self . targetCos :
return False
elif len ( self . targetCos ) == 1 :
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co_all = self . targetCos [ 0 ]
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else :
co_all = Vector ( )
for co in self . targetCos :
co_all + = co
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co_all = co_all / len ( self . targetCos )
self . targetCos [ : ] = [ ]
length = ( self . co - co_all ) . length
# work out if we are moving up or down
if AngleBetweenVecsSafe ( self . no , self . co - co_all ) < 90 :
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# Up
while length > ( self . co - self . prev . co ) . length :
if not self . collapseUp ( ) :
break
else :
# Down
while length * 2 > ( self . co - self . next . co ) . length :
if not self . collapseDown ( ) :
break
self . setCo ( co_all )
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return True
def calcNextMidCo ( self ) :
if not self . next :
return None
# be tricky later.
self . nextMidCo = ( self . co + self . next . co ) * 0.5
def calcNormal ( self ) :
if self . prev == None :
self . no = ( self . next . co - self . co ) . normalize ( )
elif self . next == None :
self . no = ( self . co - self . prev . co ) . normalize ( )
else :
self . no = ( self . next . co - self . prev . co ) . normalize ( )
def calcChildrenMidData ( self ) :
'''
Calculate childrenMidCo & childrenMidRadius
This is a bit tricky , we need to find a point between this and the next ,
the medium of all children , this point will be on the line between this and the next .
'''
if not self . next :
return None
# factor between this and the next point
radius = factor = factor_i = 0.0
count = 0
for brch in self . children :
if brch : # we dont need the co at teh moment.
co , fac = ClosestPointOnLine ( brch . bpoints [ 0 ] . co , self . co , self . next . co )
factor_i + = fac
count + = 1
radius + = brch . bpoints [ 0 ] . radius
if not count :
return
# interpolate points
factor_i = factor_i / count
factor = 1 - factor_i
self . childrenMidCo = ( self . co * factor ) + ( self . next . co * factor_i )
self . childrenMidRadius = radius
#debug_pt(self.childrenMidCo)
def getAbsVec ( self , index ) :
# print self.vecs, index
return self . co + self . vecs [ index ]
def slide ( self , factor ) :
'''
Slides the segment up and down using the prev and next points
'''
self . setCo ( self . slideCo ( factor ) )
def slideCo ( self , factor ) :
if self . prev == None or self . next == None or factor == 0.0 :
return
if factor < 0.0 :
prev_co = self . prev . co
co = self . co
ofs = co - prev_co
ofs . length = abs ( factor )
self . co - ofs
return self . co - ofs
else :
next_co = self . next . co
co = self . co
ofs = co - next_co
ofs . length = abs ( factor )
return self . co - ofs
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def collapseDown ( self ) :
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'''
Collapse the next point into this one
'''
# self.next.next == None check is so we dont shorten the final length of branches.
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if self . next == None or self . next . next == None or self . childCount or self . next . childCount :
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return False
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self . branch . bpoints . remove ( self . next )
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self . next = self . next . next # skip
self . next . prev = self
# Watch this place - must update all data thats needed. roll is not calculaetd yet.
self . calcNextMidCo ( )
return True
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def collapseUp ( self ) :
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'''
Collapse the previous point into this one
'''
# self.next.next == None check is so we dont shorten the final length of branches.
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if self . prev == None or self . prev . prev == None or self . prev . childCount or self . prev . prev . childCount :
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return False
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self . branch . bpoints . remove ( self . prev )
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self . prev = self . prev . prev # skip
self . prev . next = self
# Watch this place - must update all data thats needed. roll is not calculaetd yet.
self . prev . calcNextMidCo ( )
return True
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def smooth ( self , factor , factor_joint ) :
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'''
Blend this point into the other 2 points
'''
if self . next == None or self . prev == None :
return False
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if self . childCount or self . prev . childCount :
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factor = factor_joint ;
if factor == 0.0 :
return False ;
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radius = ( self . next . radius + self . prev . radius ) / 2.0
no = ( self . next . no + self . prev . no ) . normalize ( )
# do a line intersect to work out the best location
'''
cos = LineIntersect ( self . next . co , self . next . co + self . next . no , \
self . prev . co , self . prev . co + self . prev . no )
if cos == None :
co = ( self . prev . co + self . next . co ) / 2.0
else :
co = ( cos [ 0 ] + cos [ 1 ] ) / 2.0
'''
# Above can give odd results every now and then
co = ( self . prev . co + self . next . co ) / 2.0
# Now apply
factor_i = 1.0 - factor
self . setCo ( self . co * factor_i + co * factor )
self . radius = self . radius * factor_i + radius * factor
return True
def childPoint ( self , index ) :
'''
Returns the middle point for any children between this and the next edge
'''
if self . next == None :
raise ' Error '
if index == 0 : return ( self . getAbsVec ( 0 ) + self . next . getAbsVec ( 1 ) ) / 2
if index == 1 : return ( self . getAbsVec ( 1 ) + self . next . getAbsVec ( 2 ) ) / 2
if index == 2 : return ( self . getAbsVec ( 2 ) + self . next . getAbsVec ( 3 ) ) / 2
if index == 3 : return ( self . getAbsVec ( 3 ) + self . next . getAbsVec ( 0 ) ) / 2
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def childPointUnused ( self , index ) :
'''
Same as above but return None when the point is alredy used .
'''
if self . children [ index ] :
return None
return self . childPoint ( index )
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def roll ( self , angle ) :
'''
Roll the quad about its normal
use for aurienting the sides of a quad to meet a branch that stems from here . . .
'''
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# debugVec(self.co, self.co + self.no)
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mat = RotationMatrix ( angle , 3 , ' r ' , self . no )
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for i in xrange ( 4 ) :
self . vecs [ i ] = self . vecs [ i ] * mat
def toMesh ( self , mesh ) :
self . verts [ 0 ] . co = self . getAbsVec ( 0 )
self . verts [ 1 ] . co = self . getAbsVec ( 1 )
self . verts [ 2 ] . co = self . getAbsVec ( 2 )
self . verts [ 3 ] . co = self . getAbsVec ( 3 )
if not self . next :
return
if self . prev == None and self . branch . parent_pt :
# join from parent branch
# which side are we of the parents quad
index = self . branch . parent_pt . children . index ( self . branch )
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# collect the points we are to merge into between the parent its next point
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if index == 0 : verts = [ self . branch . parent_pt . verts [ 0 ] , self . branch . parent_pt . verts [ 1 ] , self . branch . parent_pt . next . verts [ 1 ] , self . branch . parent_pt . next . verts [ 0 ] ]
if index == 1 : verts = [ self . branch . parent_pt . verts [ 1 ] , self . branch . parent_pt . verts [ 2 ] , self . branch . parent_pt . next . verts [ 2 ] , self . branch . parent_pt . next . verts [ 1 ] ]
if index == 2 : verts = [ self . branch . parent_pt . verts [ 2 ] , self . branch . parent_pt . verts [ 3 ] , self . branch . parent_pt . next . verts [ 3 ] , self . branch . parent_pt . next . verts [ 2 ] ]
if index == 3 : verts = [ self . branch . parent_pt . verts [ 3 ] , self . branch . parent_pt . verts [ 0 ] , self . branch . parent_pt . next . verts [ 0 ] , self . branch . parent_pt . next . verts [ 3 ] ]
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# Watchout for overlapping faces!
self . branch . faces [ : ] = \
[ verts [ 0 ] , verts [ 1 ] , self . verts [ 1 ] , self . verts [ 0 ] ] , \
[ verts [ 1 ] , verts [ 2 ] , self . verts [ 2 ] , self . verts [ 1 ] ] , \
[ verts [ 2 ] , verts [ 3 ] , self . verts [ 3 ] , self . verts [ 2 ] ] , \
[ verts [ 3 ] , verts [ 0 ] , self . verts [ 0 ] , self . verts [ 3 ] ]
# normal join, parents or no parents
if not self . children [ 0 ] : self . faces [ 0 ] = [ self . verts [ 0 ] , self . verts [ 1 ] , self . next . verts [ 1 ] , self . next . verts [ 0 ] ]
if not self . children [ 1 ] : self . faces [ 1 ] = [ self . verts [ 1 ] , self . verts [ 2 ] , self . next . verts [ 2 ] , self . next . verts [ 1 ] ]
if not self . children [ 2 ] : self . faces [ 2 ] = [ self . verts [ 2 ] , self . verts [ 3 ] , self . next . verts [ 3 ] , self . next . verts [ 2 ] ]
if not self . children [ 3 ] : self . faces [ 3 ] = [ self . verts [ 3 ] , self . verts [ 0 ] , self . next . verts [ 0 ] , self . next . verts [ 3 ] ]
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def calcVerts ( self ) :
if self . prev == None :
if self . branch . parent_pt :
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cross = CrossVecs ( self . no , self . branch . parent_pt . no ) * RotationMatrix ( - 45 , 3 , ' r ' , self . no )
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else :
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# parentless branch - for best results get a cross thats not the same as the normal, in rare cases this happens.
# Was just doing
# cross = zup
# which works most of the time, but no verticle lines
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if AngleBetweenVecsSafe ( self . no , zup ) > 1.0 : cross = zup
elif AngleBetweenVecsSafe ( self . no , yup ) > 1.0 : cross = yup
else : cross = xup
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else :
cross = CrossVecs ( self . prev . vecs [ 0 ] , self . no )
self . vecs [ 0 ] = Blender . Mathutils . CrossVecs ( self . no , cross )
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self . vecs [ 0 ] . length = abs ( self . radius )
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mat = RotationMatrix ( 90 , 3 , ' r ' , self . no )
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self . vecs [ 1 ] = self . vecs [ 0 ] * mat
self . vecs [ 2 ] = self . vecs [ 1 ] * mat
self . vecs [ 3 ] = self . vecs [ 2 ] * mat
def hasChildren ( self ) :
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'''
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Use . childCount where possible , this does the real check
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'''
if self . children . count ( None ) == 4 :
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return False
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else :
return True
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class branch :
def __init__ ( self ) :
self . bpoints = [ ]
self . parent_pt = None
self . tag = False # have we calculated our points
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self . face_cap = None
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self . length = - 1
# self.totchildren = 0
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# Bones per branch
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self . faces = [ None , None , None , None ]
self . uv = None # face uvs can be fake, always 4
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self . bones = [ ]
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self . generation = 0 # use to limit twig reproduction
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self . twig_count = 0 # count the number of twigs - so as to limit how many twigs a branch gets
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# self.myindex = -1
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### self.segment_spacing_scale = 1.0 # use this to scale up the spacing - so small twigs dont get WAY too many polys
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self . type = None
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def __repr__ ( self ) :
s = ' '
s + = ' \t branch '
s + = ' \t bpoints: ' , len ( self . bpoints )
for pt in brch . bpoints :
s + = str ( self . pt )
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def getNormal ( self ) :
return ( self . bpoints [ - 1 ] . co - self . bpoints [ 0 ] . co ) . normalize ( )
def getParentAngle ( self ) :
if self . parent_pt :
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return AngleBetweenVecsSafe ( self . parent_pt . no , self . bpoints [ 0 ] . no )
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else :
return 45.0
def getParentRadiusRatio ( self ) :
if self . parent_pt :
return self . bpoints [ 0 ] . radius / self . parent_pt . radius
else :
return 0.8
def getLength ( self ) :
return ( self . bpoints [ 0 ] . co - self . bpoints [ - 1 ] . co ) . length
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def getStraightness ( self ) :
straight = 0.0
pt = self . bpoints [ 0 ]
while pt . next :
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straight + = AngleBetweenVecsSafe ( pt . no , pt . next . no )
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pt = pt . next
return straight
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'''
def calcTotChildren ( self ) :
for pt in self . bpoints :
self . totchildren + = pt . childCount
'''
def calcData ( self ) :
'''
Finalize once point data is there
'''
self . calcPointLinkedList ( )
self . calcPointExtras ( )
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def calcPointLinkedList ( self ) :
for i in xrange ( 1 , len ( self . bpoints ) - 1 ) :
self . bpoints [ i ] . next = self . bpoints [ i + 1 ]
self . bpoints [ i ] . prev = self . bpoints [ i - 1 ]
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self . bpoints [ 0 ] . next = self . bpoints [ 1 ]
self . bpoints [ - 1 ] . prev = self . bpoints [ - 2 ]
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def calcPointExtras ( self ) :
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'''
Run on a new branch or after transforming an existing one .
'''
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for pt in self . bpoints :
pt . calcNormal ( )
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pt . calcNextMidCo ( )
def calcTwigBounds ( self , tree ) :
'''
Check if out points are
'''
for pt in self . bpoints :
pt . inTwigBounds = tree . isPointInTwigBounds ( pt . co )
#if pt.inTwigBounds:
# debug_pt(pt.co)
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def baseTrim ( self , connect_base_trim ) :
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# if 1) dont remove the whole branch, maybe an option but later
# if 2) we are alredy a parent, cant remove me now.... darn :/ not nice...
# could do this properly but it would be slower and its a corner case.
#
# if 3) this point is within the branch, remove it.
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# Scale this value by the difference in radius, a low trim looks better when the parent is a lot bigger..
#
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while len ( self . bpoints ) > 2 and \
self . bpoints [ 0 ] . childCount == 0 and \
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( self . parent_pt . nextMidCo - self . bpoints [ 0 ] . co ) . length < ( ( self . parent_pt . radius + self . parent_pt . next . radius ) / 4 ) + ( self . bpoints [ 0 ] . radius * connect_base_trim ) :
# Note /4 - is a bit odd, since /2 is correct, but /4 lets us have more tight joints by default
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del self . bpoints [ 0 ]
self . bpoints [ 0 ] . prev = None
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def boundsTrim ( self ) :
'''
depends on calcTwigBounds running first . - also assumes no children assigned yet ! make sure this is always the case .
'''
trim = False
for i , pt in enumerate ( self . bpoints ) :
if not pt . inTwigBounds :
trim = True
break
# We must have at least 2 points to be a valid branch. this will be a stump :/
if not trim or i < 3 :
self . bpoints = [ ] #
return
# Shorten the point list
self . bpoints = self . bpoints [ : i ]
self . bpoints [ - 1 ] . makeLast ( )
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def taper ( self , twig_ob_bounds_prune_taper = 0.0 ) :
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l = float ( len ( self . bpoints ) )
for i , pt in enumerate ( self . bpoints ) :
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pt . radius * = ( ( ( l - i ) / l ) + ( twig_ob_bounds_prune_taper * ( i / l ) ) )
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def getParentBranch ( self ) :
if not self . parent_pt :
return None
return self . parent_pt . branch
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def getParentQuadAngle ( self ) :
'''
The angle off we are from our parent quad ,
'''
# used to roll the parent so its faces us better
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# Warning this can be zero sometimes, see the try below for the error
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parent_normal = self . getParentFaceCent ( ) - self . parent_pt . nextMidCo
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self_normal = self . bpoints [ 1 ] . co - self . parent_pt . co
# We only want the angle in relation to the parent points normal
# modify self_normal to make this so
cross = CrossVecs ( self_normal , self . parent_pt . no )
self_normal = CrossVecs ( self . parent_pt . no , cross ) # CHECK
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#try: angle = AngleBetweenVecs(parent_normal, self_normal)
#except: return 0.0
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angle = AngleBetweenVecsSafe ( parent_normal , self_normal )
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# see if we need to rotate positive or negative
# USE DOT PRODUCT!
cross = CrossVecs ( parent_normal , self_normal )
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if AngleBetweenVecsSafe ( cross , self . parent_pt . no ) > 90 :
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angle = - angle
return angle
def getParentQuadIndex ( self ) :
return self . parent_pt . children . index ( self )
def getParentFaceCent ( self ) :
return self . parent_pt . childPoint ( self . getParentQuadIndex ( ) )
def findClosest ( self , co ) :
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'''
Find the closest point that can bare a child
'''
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''' # this dosnt work, but could.
best = None
best_dist = 100000000
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for pt in self . bpoints :
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if pt . next :
co_on_line , fac = ClosestPointOnLine ( co , pt . co , pt . next . co )
print fac
if fac > = 0.0 and fac < = 1.0 :
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return pt , ( co - co_on_line ) . length
return best , best_dist
'''
best = None
best_dist = 100000000
for pt in self . bpoints :
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if pt . nextMidCo and pt . childCount < 4 :
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dist = ( pt . nextMidCo - co ) . length
if dist < best_dist :
best = pt
best_dist = dist
return best , best_dist
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def inParentChain ( self , brch ) :
'''
See if this branch is a parent of self or in the chain
'''
self_parent_lookup = self . getParentBranch ( )
while self_parent_lookup :
if self_parent_lookup == brch :
return True
self_parent_lookup = self_parent_lookup . getParentBranch ( )
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return False
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def transform ( self , mat , loc = None , scale = None ) :
if scale == None :
scale = ( xyzup * mat ) . length
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for pt in self . bpoints :
if loc :
pt . co = ( pt . co * mat ) + loc
else :
pt . co = pt . co * mat
pt . radius * = scale
for pt in self . bpoints :
self . calcPointExtras ( )
def translate ( self , co ) :
'''
Simply move the twig on the branch
'''
ofs = self . bpoints [ 0 ] . co - co
for pt in self . bpoints :
pt . co - = ofs
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def transformRecursive ( self , tree , mat3x3 , cent , scale = None ) :
if scale == None :
# incase this is a translation matrix
scale = ( ( xyzup * mat3x3 ) - ( Vector ( 0 , 0 , 0 ) * mat3x3 ) ) . length
for pt in self . bpoints : pt . co = ( ( pt . co - cent ) * mat3x3 ) + cent
#for pt in self.bpoints: pt.co = (pt.co * mat3x3)
for pt in self . bpoints : self . calcPointExtras ( )
for brch in tree . branches_all :
if brch . parent_pt :
if brch . parent_pt . branch == self :
brch . transformRecursive ( tree , mat3x3 , cent , scale )
'''
for pt in self . bpoints :
for brch in pt . children :
if brch :
brch . transformRecursive ( mat3x3 , cent , scale )
'''
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def bestTwigSegment ( self ) :
'''
Return the most free part on the branch to place a new twig
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return ( sort_value , best_index , self )
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'''
# loop up and down the branch - counding how far from the last parent segment we are
spacing1 = [ 0 ] * ( len ( self . bpoints ) - 1 )
spacing2 = spacing1 [ : ]
step_from_parent = 0
for i in xrange ( len ( spacing1 ) ) : # -1 because the last pt cant have kits
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if self . bpoints [ i ] . childCount or self . bpoints [ i ] . inTwigBounds == False :
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step_from_parent = 0
else :
step_from_parent + = 1
spacing1 [ i ] + = step_from_parent # -1 because the last pt cant have kits
best_index = - 1
best_val = - 1
step_from_parent = 0
for i in xrange ( len ( spacing1 ) - 1 , - 1 , - 1 ) :
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if self . bpoints [ i ] . childCount or self . bpoints [ i ] . inTwigBounds == False :
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step_from_parent = 0
else :
step_from_parent + = 1
spacing2 [ i ] + = step_from_parent
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# inTwigBounds is true by default, when twigBounds are used it can be false
if self . bpoints [ i ] . childCount < 4 and self . bpoints [ i ] . inTwigBounds :
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# Dont allow to assign more verts then 4
val = spacing1 [ i ] * spacing2 [ i ]
if val > best_val :
best_val = val
best_index = i
#if best_index == -1:
# raise "Error"
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# This value is only used for sorting, so the lower the value - the sooner it gets a twig.
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#sort_val = -best_val + (1/self.getLength())
sort_val = self . getLength ( )
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return sort_val , best_index , self
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def evenPointDistrobution ( self , factor = 1.0 , factor_joint = 1.0 ) :
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'''
Redistribute points that are not evenly distributed
factor is between 0.0 and 1.0
'''
for pt in self . bpoints :
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if pt . next and pt . prev and pt . childCount == 0 and pt . prev . childCount == 0 :
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w1 = pt . nextLength ( )
w2 = pt . prevLength ( )
wtot = w1 + w2
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if wtot > 0.0 :
w1 = w1 / wtot
#w2=w2/wtot
w1 = abs ( w1 - 0.5 ) * 2 # make this from 0.0 to 1.0, where 0 is the middle and 1.0 is as far out of the middle as possible.
# print "%.6f" % w1
pt . smooth ( w1 * factor , w1 * factor_joint )
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def fixOverlapError ( self , joint_smooth = 1.0 ) :
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# Keep fixing until no hasOverlapError left to fix.
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error = True
while error :
error = False
for pt in self . bpoints :
if pt . prev and pt . next :
if pt . hasOverlapError ( ) :
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if pt . smooth ( 1.0 , joint_smooth ) : # if we cant fix then dont bother trying again.
error = True
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def evenJointDistrobution ( self , joint_compression = 1.0 ) :
# See if we need to evaluate this branch at all
if len ( self . bpoints ) < = 2 : # Rare but in this case we cant do anything
return
has_children = False
for pt in self . bpoints :
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if pt . childCount :
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has_children = True
break
if not has_children :
return
# OK, we have children, so we have some work to do...
# center each segment
# work out the median location of all points children.
for pt in self . bpoints :
pt . calcChildrenMidData ( )
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pt . targetCos [ : ] = [ ]
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for pt in self . bpoints :
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if pt . childrenMidCo :
# Move this and the next segment to be around the child point.
# TODO - factor in the branch angle, be careful with this - close angles can have extreme values.
2007-11-28 15:26:02 +00:00
slide_dist = ( pt . childrenMidCo - pt . co ) . length - ( pt . childrenMidRadius * joint_compression )
co = pt . slideCo ( slide_dist )
2007-11-07 21:39:23 +00:00
if co :
pt . targetCos . append ( co )
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slide_dist = ( pt . childrenMidRadius * joint_compression ) - ( pt . childrenMidCo - pt . next . co ) . length
co = pt . next . slideCo ( slide_dist )
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if co :
pt . next . targetCos . append ( co )
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for pt in reversed ( self . bpoints ) :
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pt . applyTargetLocation ( )
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def collapsePoints ( self , seg_density = 0.5 , seg_density_angle = 20.0 , seg_density_radius = 0.3 , smooth_joint = 1.0 ) :
2007-11-09 23:06:31 +00:00
2007-11-07 21:39:23 +00:00
collapse = True
while collapse :
collapse = False
pt = self . bpoints [ 0 ]
while pt :
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# Collapse angles greater then 90. they are useually artifacts
2007-11-11 15:18:53 +00:00
if pt . prev and pt . next and pt . prev . childCount == 0 :
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if ( pt . radius + pt . prev . radius ) != 0.0 and abs ( pt . radius - pt . prev . radius ) / ( pt . radius + pt . prev . radius ) < seg_density_radius :
2007-11-27 21:19:58 +00:00
ang = AngleBetweenVecsSafe ( pt . no , pt . prev . no )
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if seg_density_angle == 180 or ang > 90 or ang < seg_density_angle :
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## if (pt.prev.nextMidCo-pt.co).length < ((pt.radius + pt.prev.radius)/2) * seg_density:
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if ( pt . prev . nextMidCo - pt . co ) . length < seg_density or ang > 90 :
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pt_save = pt . prev
if pt . next . collapseUp ( ) : # collapse this point
collapse = True
pt = pt_save # so we never reference a removed point
2007-11-07 21:39:23 +00:00
2007-11-11 15:18:53 +00:00
if pt . childCount == 0 and pt . next : #if pt.childrenMidCo == None:
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if ( pt . radius + pt . next . radius ) != 0.0 and abs ( pt . radius - pt . next . radius ) / ( pt . radius + pt . next . radius ) < seg_density_radius :
2007-11-27 21:19:58 +00:00
ang = AngleBetweenVecsSafe ( pt . no , pt . next . no )
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if seg_density_angle == 180 or ang > 90 or ang < seg_density_angle :
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# do here because we only want to run this on points with no children,
# Are we closer theto eachother then the radius?
2007-11-16 14:47:31 +00:00
## if (pt.nextMidCo-pt.co).length < ((pt.radius + pt.next.radius)/2) * seg_density:
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if ( pt . nextMidCo - pt . co ) . length < seg_density or ang > 90 :
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if pt . collapseDown ( ) :
collapse = True
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pt = pt . next
## self.checkPointList()
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self . evenPointDistrobution ( 1.0 , smooth_joint )
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for pt in self . bpoints :
pt . calcNormal ( )
pt . calcNextMidCo ( )
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# This is a bit dodgy - moving the branches around after placing can cause problems
"""
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def branchReJoin ( self ) :
'''
Not needed but nice to run after collapsing incase segments moved a lot
'''
if not self . parent_pt :
return # nothing to do
# see if the next segment is closer now (after collapsing)
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parent_pt = self . parent_pt
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root_pt = self . bpoints [ 0 ]
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#try:
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index = parent_pt . children . index ( self )
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#except:
#print "This is bad!, but not being able to re-join isnt that big a deal"
2007-11-07 21:39:23 +00:00
2007-11-12 23:19:33 +00:00
current_dist = ( parent_pt . nextMidCo - root_pt . co ) . length
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# TODO - Check size of new area is ok to move into
2007-11-12 23:19:33 +00:00
if parent_pt . next and parent_pt . next . next and parent_pt . next . children [ index ] == None :
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# We can go here if we want, see if its better
2007-11-12 23:19:33 +00:00
if current_dist > ( parent_pt . next . nextMidCo - root_pt . co ) . length :
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self . parent_pt . children [ index ] = None
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self . parent_pt . childCount - = 1
2007-11-09 16:51:24 +00:00
2007-11-12 23:19:33 +00:00
self . parent_pt = parent_pt . next
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self . parent_pt . children [ index ] = self
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self . parent_pt . childCount + = 1
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return
2007-11-12 23:19:33 +00:00
if parent_pt . prev and parent_pt . prev . children [ index ] == None :
2007-11-07 21:39:23 +00:00
# We can go here if we want, see if its better
2007-11-12 23:19:33 +00:00
if current_dist > ( parent_pt . prev . nextMidCo - root_pt . co ) . length :
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self . parent_pt . children [ index ] = None
2007-11-11 15:18:53 +00:00
self . parent_pt . childCount - = 1
2007-11-08 20:25:56 +00:00
2007-11-12 23:19:33 +00:00
self . parent_pt = parent_pt . prev
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self . parent_pt . children [ index ] = self
2007-11-11 15:18:53 +00:00
self . parent_pt . childCount + = 1
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return
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"""
2007-11-07 21:39:23 +00:00
def checkPointList ( self ) :
'''
Error checking . use to check if collapsing worked .
'''
p_link = self . bpoints [ 0 ]
i = 0
while p_link :
if self . bpoints [ i ] != p_link :
raise " Error "
if p_link . prev and p_link . prev != self . bpoints [ i - 1 ] :
raise " Error Prev "
if p_link . next and p_link . next != self . bpoints [ i + 1 ] :
raise " Error Next "
p_link = p_link . next
i + = 1
2007-11-09 23:06:31 +00:00
2007-11-12 23:19:33 +00:00
def mixToNew ( self , other , BLEND_MODE ) :
'''
Generate a new branch based on 2 existing ones
These branches will point ' zup ' - aurient ' xup ' and have a tip length of 1.0
'''
# Lets be lazy! - if the branches are different sizes- use the shortest.
# brch1 is always smaller
brch1 = self
brch2 = other
if len ( brch1 . bpoints ) > len ( brch2 . bpoints ) :
brch1 , brch2 = brch2 , brch1
if len ( brch1 . bpoints ) == 1 :
return None
co_start = brch1 . bpoints [ 0 ] . co
cos1 = [ pt . co - co_start for pt in brch1 . bpoints ]
co_start = brch2 . bpoints [ 0 ] . co
if len ( brch1 . bpoints ) == len ( brch2 . bpoints ) :
cos2 = [ pt . co - co_start for pt in brch2 . bpoints ]
else : # truncate the points
cos2 = [ brch2 . bpoints [ i ] . co - co_start for i in xrange ( len ( brch1 . bpoints ) ) ]
scales = [ ]
for cos_ls in ( cos1 , cos2 ) :
cross = CrossVecs ( cos_ls [ - 1 ] , zup )
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mat = RotationMatrix ( AngleBetweenVecsSafe ( cos_ls [ - 1 ] , zup ) , 3 , ' r ' , cross )
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cos_ls [ : ] = [ co * mat for co in cos_ls ]
# point z-up
# Now they are both pointing the same way aurient the curves to be rotated the same way
xy_nor = Vector ( 0 , 0 , 0 )
for co in cos_ls :
xy_nor . x + = co . x
xy_nor . y + = co . y
cross = CrossVecs ( xy_nor , xup )
# Also scale them here so they are 1.0 tall always
scale = 1.0 / ( cos_ls [ 0 ] - cos_ls [ - 1 ] ) . length
2007-11-27 21:19:58 +00:00
mat = RotationMatrix ( AngleBetweenVecsSafe ( xy_nor , xup ) , 3 , ' r ' , cross ) * Matrix ( [ scale , 0 , 0 ] , [ 0 , scale , 0 ] , [ 0 , 0 , scale ] )
2007-11-12 23:19:33 +00:00
cos_ls [ : ] = [ co * mat for co in cos_ls ]
scales . append ( scale )
# Make the new branch
new_brch = branch ( )
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new_brch . type = BRANCH_TYPE_GROWN
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for i in xrange ( len ( cos1 ) ) :
new_brch . bpoints . append ( bpoint ( new_brch , ( cos1 [ i ] + cos2 [ i ] ) * 0.5 , Vector ( ) , ( brch1 . bpoints [ i ] . radius * scales [ 0 ] + brch2 . bpoints [ i ] . radius * scales [ 1 ] ) / 2 ) )
new_brch . calcData ( )
return new_brch
2007-11-09 23:06:31 +00:00
2007-12-07 11:56:51 +00:00
'''
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def toMesh ( self ) :
pass
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'''
2007-11-07 21:39:23 +00:00
2007-11-08 15:41:11 +00:00
# No GUI code above this! ------------------------------------------------------
# PREFS - These can be saved on the object's id property. use 'tree2curve' slot
from Blender import Draw
import BPyWindow
ID_SLOT_NAME = ' Curve2Tree '
EVENT_NONE = 0
EVENT_EXIT = 1
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EVENT_UPDATE = 2
EVENT_UPDATE_AND_UI = 2
EVENT_REDRAW = 3
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# Prefs for each tree
PREFS = { }
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PREFS [ ' connect_sloppy ' ] = Draw . Create ( 1.5 )
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PREFS [ ' connect_base_trim ' ] = Draw . Create ( 1.0 )
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PREFS [ ' seg_density ' ] = Draw . Create ( 0.5 )
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PREFS [ ' seg_density_angle ' ] = Draw . Create ( 20.0 )
PREFS [ ' seg_density_radius ' ] = Draw . Create ( 0.3 )
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PREFS [ ' seg_joint_compression ' ] = Draw . Create ( 1.0 )
PREFS [ ' seg_joint_smooth ' ] = Draw . Create ( 2.0 )
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PREFS [ ' image_main ' ] = Draw . Create ( ' ' )
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PREFS [ ' do_uv ' ] = Draw . Create ( 0 )
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PREFS [ ' uv_x_scale ' ] = Draw . Create ( 4.0 )
PREFS [ ' uv_y_scale ' ] = Draw . Create ( 1.0 )
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PREFS [ ' do_material ' ] = Draw . Create ( 0 )
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PREFS [ ' material_use_existing ' ] = Draw . Create ( 1 )
PREFS [ ' material_texture ' ] = Draw . Create ( 1 )
PREFS [ ' material_stencil ' ] = Draw . Create ( 1 )
2007-11-08 15:41:11 +00:00
PREFS [ ' do_subsurf ' ] = Draw . Create ( 1 )
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PREFS [ ' do_cap_ends ' ] = Draw . Create ( 0 )
2007-11-13 16:50:43 +00:00
PREFS [ ' do_uv_keep_vproportion ' ] = Draw . Create ( 1 )
2007-11-16 14:47:31 +00:00
PREFS [ ' do_uv_vnormalize ' ] = Draw . Create ( 0 )
2007-11-13 16:50:43 +00:00
PREFS [ ' do_uv_uscale ' ] = Draw . Create ( 0 )
2007-11-11 21:14:44 +00:00
PREFS [ ' do_armature ' ] = Draw . Create ( 0 )
2007-11-09 01:35:00 +00:00
PREFS [ ' do_anim ' ] = Draw . Create ( 1 )
try : PREFS [ ' anim_tex ' ] = Draw . Create ( [ tex for tex in bpy . data . textures ] [ 0 ] . name )
except : PREFS [ ' anim_tex ' ] = Draw . Create ( ' ' )
2007-11-08 15:41:11 +00:00
2007-11-09 10:29:19 +00:00
PREFS [ ' anim_speed ' ] = Draw . Create ( 0.2 )
PREFS [ ' anim_magnitude ' ] = Draw . Create ( 0.2 )
PREFS [ ' anim_speed_size_scale ' ] = Draw . Create ( 1 )
2007-11-09 12:19:10 +00:00
PREFS [ ' anim_offset_scale ' ] = Draw . Create ( 1.0 )
2007-11-09 10:29:19 +00:00
2007-11-25 20:49:38 +00:00
PREFS [ ' do_twigs_fill ' ] = Draw . Create ( 0 )
PREFS [ ' twig_fill_levels ' ] = Draw . Create ( 4 )
2007-11-30 10:38:59 +00:00
PREFS [ ' twig_fill_rand_scale ' ] = Draw . Create ( 0.1 )
PREFS [ ' twig_fill_fork_angle_max ' ] = Draw . Create ( 180.0 )
2007-11-25 20:49:38 +00:00
PREFS [ ' twig_fill_radius_min ' ] = Draw . Create ( 0.001 )
PREFS [ ' twig_fill_radius_factor ' ] = Draw . Create ( 0.75 )
2007-11-30 10:38:59 +00:00
PREFS [ ' twig_fill_shape_type ' ] = Draw . Create ( 1 )
PREFS [ ' twig_fill_shape_rand ' ] = Draw . Create ( 0.5 )
PREFS [ ' twig_fill_shape_power ' ] = Draw . Create ( 0.5 )
2007-11-25 20:49:38 +00:00
2007-11-16 14:47:31 +00:00
PREFS [ ' do_twigs ' ] = Draw . Create ( 0 )
2007-11-12 23:19:33 +00:00
PREFS [ ' twig_ratio ' ] = Draw . Create ( 2.0 )
2007-11-19 14:00:48 +00:00
PREFS [ ' twig_select_mode ' ] = Draw . Create ( 0 )
PREFS [ ' twig_select_factor ' ] = Draw . Create ( 0.5 )
2007-11-12 23:19:33 +00:00
PREFS [ ' twig_scale ' ] = Draw . Create ( 0.8 )
2007-11-17 01:17:23 +00:00
PREFS [ ' twig_scale_width ' ] = Draw . Create ( 1.0 )
2007-11-13 16:50:43 +00:00
PREFS [ ' twig_random_orientation ' ] = Draw . Create ( 180 )
2007-11-13 21:32:53 +00:00
PREFS [ ' twig_random_angle ' ] = Draw . Create ( 33 )
2007-11-12 23:19:33 +00:00
PREFS [ ' twig_recursive ' ] = Draw . Create ( 1 )
2007-11-16 14:47:31 +00:00
PREFS [ ' twig_recursive_limit ' ] = Draw . Create ( 3 )
2007-11-25 20:49:38 +00:00
PREFS [ ' twig_ob_bounds ' ] = Draw . Create ( ' ' ) # WATCH out, used for do_twigs_fill AND do_twigs
2007-11-13 16:50:43 +00:00
PREFS [ ' twig_ob_bounds_prune ' ] = Draw . Create ( 1 )
2007-11-21 09:46:08 +00:00
PREFS [ ' twig_ob_bounds_prune_taper ' ] = Draw . Create ( 1.0 )
2007-11-17 01:17:23 +00:00
PREFS [ ' twig_placement_maxradius ' ] = Draw . Create ( 10.0 )
PREFS [ ' twig_placement_maxtwig ' ] = Draw . Create ( 4 )
PREFS [ ' twig_follow_parent ' ] = Draw . Create ( 0.0 )
PREFS [ ' twig_follow_x ' ] = Draw . Create ( 0.0 )
PREFS [ ' twig_follow_y ' ] = Draw . Create ( 0.0 )
PREFS [ ' twig_follow_z ' ] = Draw . Create ( 0.0 )
2007-11-12 23:19:33 +00:00
2007-11-19 14:00:48 +00:00
PREFS [ ' do_leaf ' ] = Draw . Create ( 0 )
2007-11-16 14:47:31 +00:00
PREFS [ ' leaf_branch_limit ' ] = Draw . Create ( 0.25 )
2007-11-21 16:07:47 +00:00
PREFS [ ' leaf_branch_limit_rand ' ] = Draw . Create ( 0.1 )
2007-11-27 11:57:18 +00:00
PREFS [ ' leaf_branch_density ' ] = Draw . Create ( 0.1 )
2007-11-27 19:23:26 +00:00
PREFS [ ' leaf_branch_pitch_angle ' ] = Draw . Create ( 0.0 )
PREFS [ ' leaf_branch_pitch_rand ' ] = Draw . Create ( 0.2 )
PREFS [ ' leaf_branch_roll_rand ' ] = Draw . Create ( 0.2 )
2007-11-27 11:57:18 +00:00
PREFS [ ' leaf_branch_angle ' ] = Draw . Create ( 75.0 )
2007-11-27 19:23:26 +00:00
PREFS [ ' leaf_rand_seed ' ] = Draw . Create ( 1.0 )
2007-11-16 14:47:31 +00:00
PREFS [ ' leaf_size ' ] = Draw . Create ( 0.5 )
2007-11-30 10:38:59 +00:00
PREFS [ ' leaf_size_rand ' ] = Draw . Create ( 0.5 )
2007-11-12 23:19:33 +00:00
2007-11-27 13:08:20 +00:00
PREFS [ ' leaf_object ' ] = Draw . Create ( ' ' )
2007-11-21 09:46:08 +00:00
2007-11-19 14:00:48 +00:00
PREFS [ ' do_variation ' ] = Draw . Create ( 0 )
PREFS [ ' variation_seed ' ] = Draw . Create ( 1 )
PREFS [ ' variation_orientation ' ] = Draw . Create ( 0.0 )
PREFS [ ' variation_scale ' ] = Draw . Create ( 0.0 )
2007-11-08 15:41:11 +00:00
GLOBAL_PREFS = { }
2007-11-09 16:51:24 +00:00
GLOBAL_PREFS [ ' realtime_update ' ] = Draw . Create ( 0 )
2007-11-09 12:19:10 +00:00
def getContextCurveObjects ( ) :
sce = bpy . data . scenes . active
objects = [ ]
2007-11-21 11:53:30 +00:00
ob_act = sce . objects . active
2007-11-09 12:19:10 +00:00
for ob in sce . objects . context :
2007-11-21 16:07:47 +00:00
if ob == ob_act : ob_act = None
2007-11-09 12:19:10 +00:00
if ob . type != ' Curve ' :
ob = ob . parent
2007-11-13 16:50:43 +00:00
if not ob or ob . type != ' Curve ' :
2007-11-09 12:19:10 +00:00
continue
objects . append ( ob )
2007-11-21 11:53:30 +00:00
# Alredy delt with
2007-11-21 16:07:47 +00:00
2007-11-21 11:53:30 +00:00
# Add the active, important when using localview or local layers
if ob_act :
ob = ob_act
if ob . type != ' Curve ' :
ob = ob . parent
if not ob or ob . type != ' Curve ' :
pass
else :
objects . append ( ob )
2007-11-09 12:19:10 +00:00
return objects
def Prefs2Dict ( prefs , new_prefs ) :
'''
Make a copy with no button settings
'''
new_prefs . clear ( )
for key , val in prefs . items ( ) :
try : new_prefs [ key ] = val . val
except : new_prefs [ key ] = val
return new_prefs
def Dict2Prefs ( prefs , new_prefs ) :
'''
Make a copy with button settings
'''
for key in prefs : # items would be nice for id groups
val = prefs [ key ]
2007-11-21 09:46:08 +00:00
ok = True
try :
# If we have this setting allredy but its a different type, use the old setting (converting int's to floats for instance)
new_val = new_prefs [ key ] # this may fail, thats ok
if ( type ( new_val ) == Blender . Types . ButtonType ) and ( type ( new_val . val ) != type ( val ) ) :
ok = False
except :
pass
if ok :
try :
new_prefs [ key ] = Blender . Draw . Create ( val )
except :
new_prefs [ key ] = val
2007-11-09 12:19:10 +00:00
return new_prefs
def Prefs2IDProp ( idprop , prefs ) :
new_prefs = { }
Prefs2Dict ( prefs , new_prefs )
try : del idprop [ ID_SLOT_NAME ]
except : pass
idprop [ ID_SLOT_NAME ] = new_prefs
def IDProp2Prefs ( idprop , prefs ) :
2007-11-21 16:07:47 +00:00
try :
prefs = idprop [ ID_SLOT_NAME ]
except :
return False
2007-11-09 12:19:10 +00:00
Dict2Prefs ( prefs , PREFS )
return True
2007-11-09 23:06:31 +00:00
2007-11-16 14:47:31 +00:00
def buildTree ( ob_curve , single = False ) :
2007-11-07 21:39:23 +00:00
'''
2007-11-08 15:41:11 +00:00
Must be a curve object , write to a child mesh
Must check this is a curve object !
2007-11-07 21:39:23 +00:00
'''
2007-11-11 21:14:44 +00:00
print ' Curve2Tree, starting... '
2007-11-09 16:51:24 +00:00
# if were only doing 1 object, just use the current prefs
2007-11-09 12:19:10 +00:00
prefs = { }
2007-11-21 16:07:47 +00:00
2007-11-16 14:47:31 +00:00
if single or not ( IDProp2Prefs ( ob_curve . properties , prefs ) ) :
2007-11-09 12:19:10 +00:00
prefs = PREFS
2007-11-09 16:51:24 +00:00
2007-11-09 12:19:10 +00:00
# Check prefs are ok.
sce = bpy . data . scenes . active
2007-11-16 14:47:31 +00:00
def getObChild ( parent , obtype ) :
2007-11-08 22:13:40 +00:00
try :
2007-11-16 14:47:31 +00:00
return [ _ob for _ob in sce . objects if _ob . type == obtype if _ob . parent == parent ] [ 0 ]
2007-11-08 22:13:40 +00:00
except :
return None
2007-11-16 14:47:31 +00:00
def newObChild ( parent , obdata ) :
2007-11-08 22:13:40 +00:00
ob_new = bpy . data . scenes . active . objects . new ( obdata )
2007-11-19 14:00:48 +00:00
# ob_new.Layers = parent.Layers
2007-11-08 22:13:40 +00:00
# new object settings
2007-11-16 14:47:31 +00:00
parent . makeParent ( [ ob_new ] )
2007-11-12 23:19:33 +00:00
ob_new . setMatrix ( Matrix ( ) )
2007-11-08 22:13:40 +00:00
ob_new . sel = 0
return ob_new
2007-11-09 01:35:00 +00:00
def hasModifier ( modtype ) :
return len ( [ mod for mod in ob_mesh . modifiers if mod . type == modtype ] ) > 0
2007-11-08 15:41:11 +00:00
sce = bpy . data . scenes . active
if PREFS [ ' image_main ' ] . val :
try : image = bpy . data . images [ PREFS [ ' image_main ' ] . val ]
except : image = None
else : image = None
# Get the mesh child
2007-11-11 21:14:44 +00:00
print ' \t reading blenders curves... ' ,
time1 = Blender . sys . time ( )
2007-11-07 21:39:23 +00:00
t = tree ( )
2007-11-16 14:47:31 +00:00
t . fromCurve ( ob_curve )
2007-11-11 15:18:53 +00:00
if not t . branches_all :
return # Empty curve? - may as well not throw an error
2007-11-12 23:19:33 +00:00
2007-11-11 21:14:44 +00:00
time2 = Blender . sys . time ( ) # time print
2007-11-12 23:19:33 +00:00
"""
print ' %.4f sec ' % ( time2 - time1 )
if PREFS [ ' do_twigs ' ] . val :
print ' \t building twigs... ' ,
t . buildTwigs ( ratio = PREFS [ ' twig_ratio ' ] . val )
time3 = Blender . sys . time ( ) # time print
print ' %.4f sec ' % ( time3 - time2 )
"""
if 0 : pass
else :
time3 = Blender . sys . time ( ) # time print
2007-11-11 21:14:44 +00:00
2007-11-12 23:19:33 +00:00
print ' \t connecting branches... ' ,
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twig_ob_bounds = getObFromName ( PREFS [ ' twig_ob_bounds ' ] . val )
2007-11-17 01:17:23 +00:00
2007-11-08 15:41:11 +00:00
t . buildConnections ( \
sloppy = PREFS [ ' connect_sloppy ' ] . val , \
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connect_base_trim = PREFS [ ' connect_base_trim ' ] . val , \
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do_twigs = PREFS [ ' do_twigs ' ] . val , \
twig_ratio = PREFS [ ' twig_ratio ' ] . val , \
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twig_select_mode = PREFS [ ' twig_select_mode ' ] . val , \
twig_select_factor = PREFS [ ' twig_select_factor ' ] . val , \
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twig_scale = PREFS [ ' twig_scale ' ] . val , \
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twig_scale_width = PREFS [ ' twig_scale_width ' ] . val , \
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twig_random_orientation = PREFS [ ' twig_random_orientation ' ] . val , \
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twig_random_angle = PREFS [ ' twig_random_angle ' ] . val , \
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twig_recursive = PREFS [ ' twig_recursive ' ] . val , \
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twig_recursive_limit = PREFS [ ' twig_recursive_limit ' ] . val , \
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twig_ob_bounds = twig_ob_bounds , \
twig_ob_bounds_prune = PREFS [ ' twig_ob_bounds_prune ' ] . val , \
twig_ob_bounds_prune_taper = PREFS [ ' twig_ob_bounds_prune_taper ' ] . val , \
2007-11-17 01:17:23 +00:00
twig_placement_maxradius = PREFS [ ' twig_placement_maxradius ' ] . val , \
twig_placement_maxtwig = PREFS [ ' twig_placement_maxtwig ' ] . val , \
twig_follow_parent = PREFS [ ' twig_follow_parent ' ] . val , \
twig_follow_x = PREFS [ ' twig_follow_x ' ] . val , \
twig_follow_y = PREFS [ ' twig_follow_y ' ] . val , \
twig_follow_z = PREFS [ ' twig_follow_z ' ] . val , \
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do_variation = PREFS [ ' do_variation ' ] . val , \
variation_seed = PREFS [ ' variation_seed ' ] . val , \
variation_orientation = PREFS [ ' variation_orientation ' ] . val , \
variation_scale = PREFS [ ' variation_scale ' ] . val , \
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do_twigs_fill = PREFS [ ' do_twigs_fill ' ] . val , \
twig_fill_levels = PREFS [ ' twig_fill_levels ' ] . val , \
twig_fill_rand_scale = PREFS [ ' twig_fill_rand_scale ' ] . val , \
twig_fill_fork_angle_max = PREFS [ ' twig_fill_fork_angle_max ' ] . val , \
twig_fill_radius_min = PREFS [ ' twig_fill_radius_min ' ] . val , \
twig_fill_radius_factor = PREFS [ ' twig_fill_radius_factor ' ] . val , \
twig_fill_shape_type = PREFS [ ' twig_fill_shape_type ' ] . val , \
twig_fill_shape_rand = PREFS [ ' twig_fill_shape_rand ' ] . val , \
twig_fill_shape_power = PREFS [ ' twig_fill_shape_power ' ] . val , \
2007-11-08 15:41:11 +00:00
)
2007-11-07 21:39:23 +00:00
2007-11-12 23:19:33 +00:00
time4 = Blender . sys . time ( ) # time print
print ' %.4f sec ' % ( time4 - time3 )
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print ' \t optimizing point spacing... ' ,
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t . optimizeSpacing ( \
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seg_density = PREFS [ ' seg_density ' ] . val , \
seg_density_angle = PREFS [ ' seg_density_angle ' ] . val , \
seg_density_radius = PREFS [ ' seg_density_radius ' ] . val , \
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joint_compression = PREFS [ ' seg_joint_compression ' ] . val , \
joint_smooth = PREFS [ ' seg_joint_smooth ' ] . val \
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)
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time5 = Blender . sys . time ( ) # time print
print ' %.4f sec ' % ( time5 - time4 )
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print ' \t building mesh... ' ,
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ob_mesh = getObChild ( ob_curve , ' Mesh ' )
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if not ob_mesh :
# New object
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mesh = bpy . data . meshes . new ( ' tree_ ' + ob_curve . name )
ob_mesh = newObChild ( ob_curve , mesh )
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# do subsurf later
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2007-11-08 15:41:11 +00:00
else :
# Existing object
mesh = ob_mesh . getData ( mesh = 1 )
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ob_mesh . setMatrix ( Matrix ( ) )
2007-11-08 22:13:40 +00:00
2007-11-16 14:47:31 +00:00
# Do we need a do_uv_blend_layer?
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if PREFS [ ' do_material ' ] . val and PREFS [ ' material_stencil ' ] . val and PREFS [ ' material_texture ' ] . val :
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do_uv_blend_layer = True
else :
do_uv_blend_layer = False
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mesh = t . toMesh ( mesh , \
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do_uv = PREFS [ ' do_uv ' ] . val , \
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uv_image = image , \
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do_uv_keep_vproportion = PREFS [ ' do_uv_keep_vproportion ' ] . val , \
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do_uv_vnormalize = PREFS [ ' do_uv_vnormalize ' ] . val , \
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do_uv_uscale = PREFS [ ' do_uv_uscale ' ] . val , \
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uv_x_scale = PREFS [ ' uv_x_scale ' ] . val , \
uv_y_scale = PREFS [ ' uv_y_scale ' ] . val , \
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do_uv_blend_layer = do_uv_blend_layer , \
do_cap_ends = PREFS [ ' do_cap_ends ' ] . val
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)
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if PREFS [ ' do_leaf ' ] . val :
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ob_leaf_dupliface = getObChild ( ob_mesh , ' Mesh ' )
if not ob_leaf_dupliface : # New object
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mesh_leaf = bpy . data . meshes . new ( ' leaf_ ' + ob_curve . name )
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ob_leaf_dupliface = newObChild ( ob_mesh , mesh_leaf )
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else :
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mesh_leaf = ob_leaf_dupliface . getData ( mesh = 1 )
ob_leaf_dupliface . setMatrix ( Matrix ( ) )
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leaf_object = getObFromName ( PREFS [ ' leaf_object ' ] . val )
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mesh_leaf = t . toLeafMesh ( mesh_leaf , \
leaf_branch_limit = PREFS [ ' leaf_branch_limit ' ] . val , \
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leaf_branch_limit_rand = PREFS [ ' leaf_branch_limit_rand ' ] . val , \
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leaf_size = PREFS [ ' leaf_size ' ] . val , \
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leaf_size_rand = PREFS [ ' leaf_size_rand ' ] . val , \
leaf_branch_density = PREFS [ ' leaf_branch_density ' ] . val , \
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leaf_branch_pitch_angle = PREFS [ ' leaf_branch_pitch_angle ' ] . val , \
leaf_branch_pitch_rand = PREFS [ ' leaf_branch_pitch_rand ' ] . val , \
leaf_branch_roll_rand = PREFS [ ' leaf_branch_roll_rand ' ] . val , \
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leaf_branch_angle = PREFS [ ' leaf_branch_angle ' ] . val , \
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leaf_rand_seed = PREFS [ ' leaf_rand_seed ' ] . val , \
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leaf_object = leaf_object , \
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)
2007-11-21 09:46:08 +00:00
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if leaf_object :
ob_leaf_dupliface . enableDupFaces = True
ob_leaf_dupliface . enableDupFacesScale = True
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ob_leaf_dupliface . makeParent ( [ leaf_object ] , 1 )
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else :
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ob_leaf_dupliface . enableDupFaces = False
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2007-11-08 15:41:11 +00:00
mesh . calcNormals ( )
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if PREFS [ ' do_material ' ] . val :
materials = mesh . materials
if PREFS [ ' material_use_existing ' ] . val and materials :
t . material = materials [ 0 ]
else :
t . material = bpy . data . materials . new ( ob_curve . name )
mesh . materials = [ t . material ]
if PREFS [ ' material_texture ' ] . val :
# Set up the base image texture
t . texBase = bpy . data . textures . new ( ' base_ ' + ob_curve . name )
t . material . setTexture ( 0 , t . texBase , Blender . Texture . TexCo . UV , Blender . Texture . MapTo . COL )
t . texBase . type = Blender . Texture . Types . IMAGE
if image :
t . texBase . image = image
t . texBaseMTex = t . material . getTextures ( ) [ 0 ]
t . texBaseMTex . uvlayer = ' base '
if PREFS [ ' material_stencil ' ] . val :
# Set up the blend texture
t . texBlend = bpy . data . textures . new ( ' blend_ ' + ob_curve . name )
t . material . setTexture ( 1 , t . texBlend , Blender . Texture . TexCo . UV , 0 ) # map to None
t . texBlend . type = Blender . Texture . Types . BLEND
t . texBlend . flags | = Blender . Texture . Flags . FLIPBLEND
t . texBlendMTex = t . material . getTextures ( ) [ 1 ]
t . texBlendMTex . stencil = True
t . texBlendMTex . uvlayer = ' blend '
# Now make the texture for the stencil to blend, can reuse texBase here, jus tdifferent settings for the mtex
t . material . setTexture ( 2 , t . texBase , Blender . Texture . TexCo . UV , Blender . Texture . MapTo . COL )
t . texJoinMTex = t . material . getTextures ( ) [ 2 ]
t . texJoinMTex . uvlayer = ' join '
# Add a UV layer for blending
2007-11-12 23:19:33 +00:00
time6 = Blender . sys . time ( ) # time print
print ' %.4f sec ' % ( time6 - time5 )
2007-11-11 21:14:44 +00:00
2007-11-08 22:13:40 +00:00
# Do armature stuff....
if PREFS [ ' do_armature ' ] . val :
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print ' \t building armature & animation... ' ,
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ob_arm = getObChild ( ob_curve , ' Armature ' )
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if ob_arm :
armature = ob_arm . data
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ob_arm . setMatrix ( Matrix ( ) )
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else :
armature = bpy . data . armatures . new ( )
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ob_arm = newObChild ( ob_curve , armature )
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2007-11-09 00:05:15 +00:00
t . toArmature ( ob_arm , armature )
2007-11-09 01:35:00 +00:00
2007-11-09 00:05:15 +00:00
# Add the modifier.
2007-11-09 01:35:00 +00:00
if not hasModifier ( Blender . Modifier . Types . ARMATURE ) :
mod = ob_mesh . modifiers . append ( Blender . Modifier . Types . ARMATURE )
# TODO - assigne object anyway, even if an existing modifier exists.
mod [ Blender . Modifier . Settings . OBJECT ] = ob_arm
if PREFS [ ' do_anim ' ] . val :
try :
tex = bpy . data . textures [ PREFS [ ' anim_tex ' ] . val ]
except :
tex = None
Blender . Draw . PupMenu ( ' error no texture, cannot animate bones ' )
if tex :
2007-11-09 10:29:19 +00:00
t . toAction ( ob_arm , tex , \
anim_speed = PREFS [ ' anim_speed ' ] . val , \
anim_magnitude = PREFS [ ' anim_magnitude ' ] . val , \
2007-11-09 12:19:10 +00:00
anim_speed_size_scale = PREFS [ ' anim_speed_size_scale ' ] . val , \
anim_offset_scale = PREFS [ ' anim_offset_scale ' ] . val
)
2007-11-11 21:14:44 +00:00
2007-11-12 23:19:33 +00:00
time7 = Blender . sys . time ( ) # time print
print ' %.4f sec \n ' % ( time7 - time6 )
2007-11-11 21:14:44 +00:00
else :
2007-11-12 23:19:33 +00:00
time7 = Blender . sys . time ( ) # time print
2007-11-11 21:14:44 +00:00
2007-11-12 23:19:33 +00:00
print ' done in %.4f sec ' % ( time7 - time1 )
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# Add subsurf last it needed. so armature skinning is done first.
# Do subsurf?
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if PREFS [ ' do_subsurf ' ] . val :
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if not hasModifier ( Blender . Modifier . Types . SUBSURF ) :
2007-11-09 00:05:15 +00:00
mod = ob_mesh . modifiers . append ( Blender . Modifier . Types . SUBSURF )
#ob_mesh.makeDisplayList()
#mesh.update()
bpy . data . scenes . active . update ( )
2007-11-09 12:19:10 +00:00
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def do_pref_read ( e = 0 , v = 0 , quiet = False ) :
'''
We dont care about e and v values , only there because its a callback
'''
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sce = bpy . data . scenes . active
ob = sce . objects . active
2007-11-09 00:05:15 +00:00
2007-11-09 12:19:10 +00:00
if not ob :
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if not quiet :
Blender . Draw . PupMenu ( ' No active curve object ' )
return
2007-11-08 15:41:11 +00:00
2007-11-09 12:19:10 +00:00
if ob . type != ' Curve ' :
ob = ob . parent
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if ob == None or ob . type != ' Curve ' :
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if not quiet :
Blender . Draw . PupMenu ( ' No active curve object ' )
2007-11-09 12:19:10 +00:00
return
if not IDProp2Prefs ( ob . properties , PREFS ) :
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if not quiet :
Blender . Draw . PupMenu ( ' Curve object has no settings stored on it ' )
return
2007-11-09 12:19:10 +00:00
Blender . Draw . Redraw ( )
2007-11-08 15:41:11 +00:00
2007-11-09 12:19:10 +00:00
def do_pref_write ( e , v ) :
objects = getContextCurveObjects ( )
if not objects :
Blender . Draw . PupMenu ( ' No curve objects selected ' )
return
for ob in objects :
Prefs2IDProp ( ob . properties , PREFS )
def do_pref_clear ( e , v ) :
objects = getContextCurveObjects ( )
if not objects :
Blender . Draw . PupMenu ( ' No curve objects selected ' )
return
for ob in objects :
2008-04-04 23:12:20 +00:00
try : del ob . properties [ ID_SLOT_NAME ]
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except : pass
2007-11-08 15:41:11 +00:00
2007-11-09 01:35:00 +00:00
def do_tex_check ( e , v ) :
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if not v : return
2007-11-09 01:35:00 +00:00
try :
bpy . data . textures [ v ]
except :
PREFS [ ' anim_tex ' ] . val = ' '
Draw . PupMenu ( ' Texture dosnt exist! ' )
Draw . Redraw ( )
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def do_ob_check ( e , v ) :
if not v : return
try :
bpy . data . objects [ v ]
except :
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# PREFS['twig_ob_bounds'].val = ''
2007-11-13 16:50:43 +00:00
Draw . PupMenu ( ' Object dosnt exist! ' )
Draw . Redraw ( )
2007-11-08 15:41:11 +00:00
2007-11-21 09:46:08 +00:00
def do_group_check ( e , v ) :
if not v : return
try :
bpy . data . groups [ v ]
except :
2007-11-27 13:08:20 +00:00
# PREFS['leaf_object'].val = ''
2007-11-21 09:46:08 +00:00
Draw . PupMenu ( ' dosnt exist! ' )
Draw . Redraw ( )
2007-11-08 15:41:11 +00:00
# Button callbacks
def do_active_image ( e , v ) :
img = bpy . data . images . active
if img :
PREFS [ ' image_main ' ] . val = img . name
else :
PREFS [ ' image_main ' ] . val = ' '
# Button callbacks
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def do_tree_generate__real ( ) :
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sce = bpy . data . scenes . active
2007-11-09 12:19:10 +00:00
objects = getContextCurveObjects ( )
2007-11-08 15:41:11 +00:00
2007-11-09 12:19:10 +00:00
if not objects :
Draw . PupMenu ( ' Select one or more curve objects or a mesh/armature types with curve parents ' )
2007-11-08 15:41:11 +00:00
is_editmode = Blender . Window . EditMode ( )
if is_editmode :
Blender . Window . EditMode ( 0 , ' ' , 0 )
2007-11-13 21:32:53 +00:00
Blender . Window . WaitCursor ( 1 )
2007-11-21 16:07:47 +00:00
2007-11-09 12:19:10 +00:00
for ob in objects :
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buildTree ( ob , len ( objects ) == 1 )
2007-11-21 16:07:47 +00:00
2007-11-08 15:41:11 +00:00
if is_editmode :
Blender . Window . EditMode ( 1 , ' ' , 0 )
Blender . Window . RedrawAll ( )
2007-11-27 19:23:26 +00:00
Blender . Window . WaitCursor ( 0 )
2007-11-08 15:41:11 +00:00
2007-11-09 23:06:31 +00:00
# Profile
# Had to do this to get it to work in ubuntu "sudo aptitude install python-profiler"
'''
import hotshot
import profile
from hotshot import stats
'''
def do_tree_generate ( e , v ) :
do_tree_generate__real ( )
'''
prof = hotshot . Profile ( " hotshot_edi_stats " )
prof . runcall ( do_tree_generate__real )
prof . close ( )
s = stats . load ( " hotshot_edi_stats " )
s . sort_stats ( " time " ) . print_stats ( )
'''
2007-11-11 15:18:53 +00:00
if GLOBALS [ ' non_bez_error ' ] :
Blender . Draw . PupMenu ( ' Error % t|Nurbs and Poly curve types cant be used! ' )
GLOBALS [ ' non_bez_error ' ] = 0
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def do_tree_help ( e , v ) :
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url = ' http://wiki.blender.org/index.php/Scripts/Manual/Wizards/TreeFromCurves '
2008-04-06 17:11:14 +00:00
print ' Trying to open web browser with documentation at this address... '
print ' \t ' + url
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2008-04-06 17:11:14 +00:00
try :
import webbrowser
webbrowser . open ( url )
except :
print ' ...could not open a browser window. '
2007-11-08 15:41:11 +00:00
def evt ( e , val ) :
pass
def bevt ( e ) :
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if e == EVENT_NONE :
return
if e == EVENT_UPDATE or e == EVENT_UPDATE_AND_UI :
if GLOBAL_PREFS [ ' realtime_update ' ] . val :
do_tree_generate ( 0 , 0 ) # values dont matter
if e == EVENT_REDRAW or e == EVENT_UPDATE_AND_UI :
2007-11-08 15:41:11 +00:00
Draw . Redraw ( )
if e == EVENT_EXIT :
Draw . Exit ( )
pass
def gui ( ) :
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MARGIN = 4
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rect = BPyWindow . spaceRect ( )
2007-11-11 15:18:53 +00:00
but_width = int ( ( rect [ 2 ] - MARGIN * 2 ) / 4.0 ) # 72
# Clamp
if but_width > 100 : but_width = 100
2007-11-17 01:17:23 +00:00
but_height = 17
2007-11-08 15:41:11 +00:00
x = MARGIN
y = rect [ 3 ] - but_height - MARGIN
xtmp = x
2007-11-25 20:49:38 +00:00
Blender . Draw . BeginAlign ( )
PREFS [ ' do_twigs_fill ' ] = Draw . Toggle ( ' Fill Twigs ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width * 2 , but_height , PREFS [ ' do_twigs_fill ' ] . val , ' Generate child branches based existing branches ' ) ; xtmp + = but_width * 2 ;
if PREFS [ ' do_twigs_fill ' ] . val :
PREFS [ ' twig_fill_levels ' ] = Draw . Number ( ' Generations ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_fill_levels ' ] . val , 1 , 32 , ' How many generations to make for filled twigs ' ) ; xtmp + = but_width * 2 ;
y - = but_height
xtmp = x
# ---------- ---------- ---------- ----------
# WARNING USED IN 2 PLACES!! - see below
PREFS [ ' twig_ob_bounds ' ] = Draw . String ( ' OB Bound: ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_ob_bounds ' ] . val , 64 , ' Only grow twigs inside this mesh object ' , do_ob_check ) ; xtmp + = but_width * 2 ;
PREFS [ ' twig_fill_rand_scale ' ] = Draw . Number ( ' Randomize Scale ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_fill_rand_scale ' ] . val , 0.0 , 1.0 , ' Randomize twig scale from the bounding mesh ' ) ; xtmp + = but_width * 2 ;
y - = but_height
xtmp = x
PREFS [ ' twig_fill_radius_min ' ] = Draw . Number ( ' Min Radius ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_fill_radius_min ' ] . val , 0.0 , 1.0 , ' Radius at endpoints of all twigs ' ) ; xtmp + = but_width * 2 ;
2007-11-27 11:57:18 +00:00
PREFS [ ' twig_fill_radius_factor ' ] = Draw . Number ( ' Inherit Scale ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_fill_radius_factor ' ] . val , 0.0 , 1.0 , ' What attaching to branches, scale the radius by this value for filled twigs, 0.0 for fixed width twigs. ' ) ; xtmp + = but_width * 2 ;
2007-11-25 20:49:38 +00:00
y - = but_height
xtmp = x
#PREFS['twig_fill_shape_type'] = Draw.Number('Shape Type', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['twig_fill_shape_type'].val, 0.0, 1.0, 'Shape used for the fork'); xtmp += but_width*2;
PREFS [ ' twig_fill_shape_type ' ] = Draw . Menu ( ' Join Type % t|Even %x 0|Smooth One Child %x 1|Smooth Both Children %x 2 ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_fill_shape_type ' ] . val , ' Select the wat twigs ' ) ; xtmp + = but_width * 2 ;
PREFS [ ' twig_fill_fork_angle_max ' ] = Draw . Number ( ' Shape Max Ang ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_fill_fork_angle_max ' ] . val , 0.0 , 180.0 , ' Maximum fork angle ' ) ; xtmp + = but_width * 2 ;
y - = but_height
xtmp = x
PREFS [ ' twig_fill_shape_rand ' ] = Draw . Number ( ' Shape Rand ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_fill_shape_rand ' ] . val , 0.0 , 1.0 , ' Randomize the shape of forks ' ) ; xtmp + = but_width * 2 ;
PREFS [ ' twig_fill_shape_power ' ] = Draw . Number ( ' Shape Strength ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_fill_shape_power ' ] . val , 0.0 , 1.0 , ' Strength of curves ' ) ; xtmp + = but_width * 2 ;
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Blender . Draw . EndAlign ( )
y - = but_height + MARGIN
xtmp = x
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# ---------- ---------- ---------- ----------
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# ---------- ---------- ---------- ----------
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Blender . Draw . BeginAlign ( )
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PREFS [ ' do_twigs ' ] = Draw . Toggle ( ' Grow Twigs ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width * 2 , but_height , PREFS [ ' do_twigs ' ] . val , ' Generate child branches based existing branches ' ) ; xtmp + = but_width * 2 ;
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if PREFS [ ' do_twigs ' ] . val :
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PREFS [ ' twig_ratio ' ] = Draw . Number ( ' Twig Multiply ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_ratio ' ] . val , 0.01 , 500.0 , ' How many twigs to generate per branch ' ) ; xtmp + = but_width * 2 ;
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y - = but_height
xtmp = x
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# ---------- ---------- ---------- ----------
PREFS [ ' twig_select_mode ' ] = Draw . Menu ( ' Branch Selection Method % t|From Short %x 0|From Long %x 1|From Straight %x 2|From Bent %x 3| ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_select_mode ' ] . val , ' Select branches to use as twigs based on this attribute ' ) ; xtmp + = but_width * 2 ;
PREFS [ ' twig_select_factor ' ] = Draw . Number ( ' From Factor ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_select_factor ' ] . val , 0.0 , 16 , ' Select branches, lower value is more strict and will give you less variation ' ) ; xtmp + = but_width * 2 ;
y - = but_height
xtmp = x
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# ---------- ---------- ---------- ----------
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PREFS [ ' twig_recursive ' ] = Draw . Toggle ( ' Recursive Twigs ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_recursive ' ] . val , ' Recursively add twigs into eachother ' ) ; xtmp + = but_width * 2 ;
PREFS [ ' twig_recursive_limit ' ] = Draw . Number ( ' Generations ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_recursive_limit ' ] . val , 0.0 , 16 , ' Number of generations allowed, 0 is inf ' ) ; xtmp + = but_width * 2 ;
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y - = but_height
xtmp = x
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# ---------- ---------- ---------- ----------
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PREFS [ ' twig_scale ' ] = Draw . Number ( ' Twig Scale ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_scale ' ] . val , 0.01 , 10.0 , ' Scale down twigs in relation to their parents each generation ' ) ; xtmp + = but_width * 2 ;
PREFS [ ' twig_scale_width ' ] = Draw . Number ( ' Twig Scale Width ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_scale_width ' ] . val , 0.01 , 20.0 , ' Scale the twig length only (not thickness) ' ) ; xtmp + = but_width * 2 ;
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y - = but_height
xtmp = x
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# ---------- ---------- ---------- ----------
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PREFS [ ' twig_random_orientation ' ] = Draw . Number ( ' Rand Orientation ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_random_orientation ' ] . val , 0.0 , 360.0 , ' Random rotation around the parent ' ) ; xtmp + = but_width * 2 ;
PREFS [ ' twig_random_angle ' ] = Draw . Number ( ' Rand Angle ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_random_angle ' ] . val , 0.0 , 360.0 , ' Random rotation to the parent joint ' ) ; xtmp + = but_width * 2 ;
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y - = but_height
xtmp = x
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# ---------- ---------- ---------- ----------
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PREFS [ ' twig_placement_maxradius ' ] = Draw . Number ( ' Place Max Radius ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_placement_maxradius ' ] . val , 0.0 , 50.0 , ' Only place twigs on branches below this radius ' ) ; xtmp + = but_width * 2 ;
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PREFS [ ' twig_placement_maxtwig ' ] = Draw . Number ( ' Place Max Count ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_placement_maxtwig ' ] . val , 0.0 , 50.0 , ' Limit twig placement to this many per branch ' ) ; xtmp + = but_width * 2 ;
y - = but_height
xtmp = x
# ---------- ---------- ---------- ----------
PREFS [ ' twig_follow_parent ' ] = Draw . Number ( ' ParFollow ' , EVENT_UPDATE , xtmp , y , but_width , but_height , PREFS [ ' twig_follow_parent ' ] . val , 0.0 , 10.0 , ' Follow the parent branch ' ) ; xtmp + = but_width ;
PREFS [ ' twig_follow_x ' ] = Draw . Number ( ' Grav X ' , EVENT_UPDATE , xtmp , y , but_width , but_height , PREFS [ ' twig_follow_x ' ] . val , - 10.0 , 10.0 , ' Twigs gravitate on the X axis ' ) ; xtmp + = but_width ;
PREFS [ ' twig_follow_y ' ] = Draw . Number ( ' Grav Y ' , EVENT_UPDATE , xtmp , y , but_width , but_height , PREFS [ ' twig_follow_y ' ] . val , - 10.0 , 10.0 , ' Twigs gravitate on the Y axis ' ) ; xtmp + = but_width ;
PREFS [ ' twig_follow_z ' ] = Draw . Number ( ' Grav Z ' , EVENT_UPDATE , xtmp , y , but_width , but_height , PREFS [ ' twig_follow_z ' ] . val , - 10.0 , 10.0 , ' Twigs gravitate on the Z axis ' ) ; xtmp + = but_width ;
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y - = but_height
xtmp = x
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# ---------- ---------- ---------- ----------
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# WARNING USED IN 2 PLACES!!
PREFS [ ' twig_ob_bounds ' ] = Draw . String ( ' OB Bound: ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width * 2 , but_height , PREFS [ ' twig_ob_bounds ' ] . val , 64 , ' Only grow twigs inside this mesh object ' , do_ob_check ) ; xtmp + = but_width * 2 ;
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if PREFS [ ' twig_ob_bounds_prune ' ] . val :
but_width_tmp = but_width
else :
but_width_tmp = but_width * 2
PREFS [ ' twig_ob_bounds_prune ' ] = Draw . Toggle ( ' Prune ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width_tmp , but_height , PREFS [ ' twig_ob_bounds_prune ' ] . val , ' Prune twigs to the mesh object bounds ' ) ; xtmp + = but_width_tmp ;
if PREFS [ ' twig_ob_bounds_prune ' ] . val :
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PREFS [ ' twig_ob_bounds_prune_taper ' ] = Draw . Number ( ' Taper ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width , but_height , PREFS [ ' twig_ob_bounds_prune_taper ' ] . val , 0.0 , 1.0 , ' Taper pruned branches to a point ' ) ; xtmp + = but_width ;
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#PREFS['image_main'] = Draw.String('IM: ', EVENT_UPDATE, xtmp, y, but_width*3, but_height, PREFS['image_main'].val, 64, 'Image to apply to faces'); xtmp += but_width*3;
#Draw.PushButton('Use Active', EVENT_UPDATE, xtmp, y, but_width, but_height, 'Get the image from the active image window', do_active_image); xtmp += but_width;
Blender . Draw . EndAlign ( )
y - = but_height + MARGIN
xtmp = x
# ---------- ---------- ---------- ----------
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Blender . Draw . BeginAlign ( )
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PREFS [ ' do_leaf ' ] = Draw . Toggle ( ' Generate Leaves ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width * 2 , but_height , PREFS [ ' do_leaf ' ] . val , ' Generate leaves using duplifaces ' ) ; xtmp + = but_width * 2 ;
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if PREFS [ ' do_leaf ' ] . val :
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PREFS [ ' leaf_object ' ] = Draw . String ( ' OB: ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' leaf_object ' ] . val , 64 , ' Use this object as a leaf ' , do_ob_check ) ; xtmp + = but_width * 2 ;
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# ---------- ---------- ---------- ----------
y - = but_height
xtmp = x
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PREFS [ ' leaf_size ' ] = Draw . Number ( ' Size ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' leaf_size ' ] . val , 0.001 , 10.0 , ' size of the leaf ' ) ; xtmp + = but_width * 2 ;
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PREFS [ ' leaf_size_rand ' ] = Draw . Number ( ' Randsize ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' leaf_size_rand ' ] . val , 0.0 , 1.0 , ' randomize the leaf size ' ) ; xtmp + = but_width * 2 ;
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# ---------- ---------- ---------- ----------
y - = but_height
xtmp = x
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# Dont use yet
PREFS [ ' leaf_branch_limit ' ] = Draw . Number ( ' Branch Limit ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' leaf_branch_limit ' ] . val , 0.0 , 1.0 , ' Maximum thichness where a branch can bare leaves, higher value to place leaves on bigger branches ' ) ; xtmp + = but_width * 2 ;
PREFS [ ' leaf_branch_limit_rand ' ] = Draw . Number ( ' Limit Random ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' leaf_branch_limit_rand ' ] . val , 0.0 , 1.0 , ' Randomize the allowed minimum branch width to place leaves ' ) ; xtmp + = but_width * 2 ;
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# ---------- ---------- ---------- ----------
y - = but_height
xtmp = x
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PREFS [ ' leaf_branch_density ' ] = Draw . Number ( ' Density ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' leaf_branch_density ' ] . val , 0.0 , 1.0 , ' Chance each segment has of baring a leaf, use a high value for more leaves ' ) ; xtmp + = but_width * 2 ;
PREFS [ ' leaf_branch_angle ' ] = Draw . Number ( ' Angle From Branch ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' leaf_branch_angle ' ] . val , 0.0 , 90.0 , ' angle the leaf is from the branch direction ' ) ; xtmp + = but_width * 2 ;
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# ---------- ---------- ---------- ----------
y - = but_height
xtmp = x
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PREFS [ ' leaf_rand_seed ' ] = Draw . Number ( ' Random Seed ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' leaf_rand_seed ' ] . val , 0.0 , 10000.0 , ' Set the seed for leaf random values ' ) ; xtmp + = but_width * 2 ;
PREFS [ ' leaf_branch_pitch_angle ' ] = Draw . Number ( ' Pitch Angle ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' leaf_branch_pitch_angle ' ] . val , - 180 , 180.0 , ' Change the pitch rotation of leaves, negative angle to point down ' ) ; xtmp + = but_width * 2 ;
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# ---------- ---------- ---------- ----------
y - = but_height
xtmp = x
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PREFS [ ' leaf_branch_pitch_rand ' ] = Draw . Number ( ' Random Pitch ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' leaf_branch_pitch_rand ' ] . val , 0.0 , 1.0 , ' Randomize the leaf rotation (up-down/pitch) ' ) ; xtmp + = but_width * 2 ;
PREFS [ ' leaf_branch_roll_rand ' ] = Draw . Number ( ' Random Roll ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' leaf_branch_roll_rand ' ] . val , 0.0 , 1.0 , ' Randomize the leaf rotation (roll/tilt/yaw) ' ) ; xtmp + = but_width * 2 ;
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Blender . Draw . EndAlign ( )
y - = but_height + MARGIN
xtmp = x
# ---------- ---------- ---------- ----------
Blender . Draw . BeginAlign ( )
if PREFS [ ' do_uv ' ] . val == 0 : but_width_tmp = but_width * 2
else : but_width_tmp = but_width * 4
PREFS [ ' do_uv ' ] = Draw . Toggle ( ' Generate UVs ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width_tmp , but_height , PREFS [ ' do_uv ' ] . val , ' Calculate UVs coords ' ) ; xtmp + = but_width_tmp ;
if PREFS [ ' do_uv ' ] . val :
# ---------- ---------- ---------- ----------
y - = but_height
xtmp = x
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PREFS [ ' do_uv_uscale ' ] = Draw . Toggle ( ' U-Scale ' , EVENT_UPDATE , xtmp , y , but_width , but_height , PREFS [ ' do_uv_uscale ' ] . val , ' Scale the width according to the face size (will NOT tile) ' ) ; xtmp + = but_width ;
PREFS [ ' do_uv_keep_vproportion ' ] = Draw . Toggle ( ' V-Aspect ' , EVENT_UPDATE , xtmp , y , but_width , but_height , PREFS [ ' do_uv_keep_vproportion ' ] . val , ' Correct the UV aspect with the branch width ' ) ; xtmp + = but_width ;
PREFS [ ' do_uv_vnormalize ' ] = Draw . Toggle ( ' V-Normaize ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' do_uv_vnormalize ' ] . val , ' Scale the UVs to fit onto the image verticaly ' ) ; xtmp + = but_width * 2 ;
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y - = but_height
xtmp = x
# ---------- ---------- ---------- ----------
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PREFS [ ' uv_x_scale ' ] = Draw . Number ( ' Scale U ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' uv_x_scale ' ] . val , 0.01 , 10.0 , ' Edge loop spacing around branch join, lower value for less webed joins ' ) ; xtmp + = but_width * 2 ;
PREFS [ ' uv_y_scale ' ] = Draw . Number ( ' Scale V ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' uv_y_scale ' ] . val , 0.01 , 10.0 , ' Edge loop spacing around branch join, lower value for less webed joins ' ) ; xtmp + = but_width * 2 ;
y - = but_height
xtmp = x
# ---------- ---------- ---------- ----------
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PREFS [ ' image_main ' ] = Draw . String ( ' IM: ' , EVENT_UPDATE , xtmp , y , but_width * 3 , but_height , PREFS [ ' image_main ' ] . val , 64 , ' Image to apply to faces ' ) ; xtmp + = but_width * 3 ;
Draw . PushButton ( ' Use Active ' , EVENT_UPDATE , xtmp , y , but_width , but_height , ' Get the image from the active image window ' , do_active_image ) ; xtmp + = but_width ;
Blender . Draw . EndAlign ( )
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y - = but_height + MARGIN
xtmp = x
# ---------- ---------- ---------- ----------
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Blender . Draw . BeginAlign ( )
PREFS [ ' do_material ' ] = Draw . Toggle ( ' Generate Material ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width * 2 , but_height , PREFS [ ' do_material ' ] . val , ' Create material and textures (for seamless joints) ' ) ; xtmp + = but_width * 2 ;
if PREFS [ ' do_material ' ] . val :
PREFS [ ' material_use_existing ' ] = Draw . Toggle ( ' ReUse Existing ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width * 2 , but_height , PREFS [ ' material_use_existing ' ] . val , ' Modify the textures of the existing material ' ) ; xtmp + = but_width * 2 ;
# ---------- ---------- ---------- ----------
y - = but_height
xtmp = x
PREFS [ ' material_texture ' ] = Draw . Toggle ( ' Texture ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width * 2 , but_height , PREFS [ ' material_texture ' ] . val , ' Create an image texture for this material to use ' ) ; xtmp + = but_width * 2 ;
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PREFS [ ' material_stencil ' ] = Draw . Toggle ( ' Blend Joints ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' material_stencil ' ] . val , ' Use a 2 more texture and UV layers to blend the seams between joints ' ) ; xtmp + = but_width * 2 ;
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Blender . Draw . EndAlign ( )
y - = but_height + MARGIN
xtmp = x
# ---------- ---------- ---------- ----------
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Blender . Draw . BeginAlign ( )
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if PREFS [ ' do_armature ' ] . val == 0 :
but_width_tmp = but_width * 2
else :
but_width_tmp = but_width * 4
Blender . Draw . BeginAlign ( )
PREFS [ ' do_armature ' ] = Draw . Toggle ( ' Generate Motion ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width_tmp , but_height , PREFS [ ' do_armature ' ] . val , ' Generate Armatuer animation and apply to branches ' ) ; xtmp + = but_width_tmp ;
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# ---------- ---------- ---------- ----------
if PREFS [ ' do_armature ' ] . val :
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y - = but_height
xtmp = x
PREFS [ ' do_anim ' ] = Draw . Toggle ( ' Texture Anim ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width * 2 , but_height , PREFS [ ' do_anim ' ] . val , ' Use a texture to animate the bones ' ) ; xtmp + = but_width * 2 ;
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if PREFS [ ' do_anim ' ] . val :
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PREFS [ ' anim_tex ' ] = Draw . String ( ' TEX: ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' anim_tex ' ] . val , 64 , ' Texture to use for the IPO Driver animation ' , do_tex_check ) ; xtmp + = but_width * 2 ;
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y - = but_height
xtmp = x
# ---------- ---------- ---------- ----------
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PREFS [ ' anim_speed ' ] = Draw . Number ( ' Speed ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' anim_speed ' ] . val , 0.001 , 10.0 , ' Animate the movement faster with a higher value ' ) ; xtmp + = but_width * 2 ;
PREFS [ ' anim_magnitude ' ] = Draw . Number ( ' Magnitude ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' anim_magnitude ' ] . val , 0.001 , 10.0 , ' Animate with more motion with a higher value ' ) ; xtmp + = but_width * 2 ;
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y - = but_height
xtmp = x
# ---------- ---------- ---------- ----------
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PREFS [ ' anim_offset_scale ' ] = Draw . Number ( ' Unique Offset Scale ' , EVENT_UPDATE , xtmp , y , but_width * 4 , but_height , PREFS [ ' anim_offset_scale ' ] . val , 0.001 , 10.0 , ' Use the curve object location as input into the texture so trees have more unique motion, a low value is less unique ' ) ; xtmp + = but_width * 4 ;
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y - = but_height
xtmp = x
# ---------- ---------- ---------- ----------
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PREFS [ ' anim_speed_size_scale ' ] = Draw . Toggle ( ' Branch Size Scales Speed ' , EVENT_UPDATE , xtmp , y , but_width * 4 , but_height , PREFS [ ' anim_speed_size_scale ' ] . val , ' Use the branch size as a factor when calculating speed ' ) ; xtmp + = but_width * 4 ;
Blender . Draw . EndAlign ( )
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y - = but_height + MARGIN
xtmp = x
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# ---------- ---------- ---------- ----------
Blender . Draw . BeginAlign ( )
PREFS [ ' do_variation ' ] = Draw . Toggle ( ' Generate Variation ' , EVENT_UPDATE_AND_UI , xtmp , y , but_width * 2 , but_height , PREFS [ ' do_variation ' ] . val , ' Create a variant by moving the branches ' ) ; xtmp + = but_width * 2 ;
# ---------- ---------- ---------- ----------
if PREFS [ ' do_variation ' ] . val :
PREFS [ ' variation_seed ' ] = Draw . Number ( ' Rand Seed ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' variation_seed ' ] . val , 1 , 100000 , ' Change this to get a different variation ' ) ; xtmp + = but_width * 2 ;
y - = but_height
xtmp = x
PREFS [ ' variation_orientation ' ] = Draw . Number ( ' Orientation ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' variation_orientation ' ] . val , 0 , 1.0 , ' Randomize rotation of the branch around its parent ' ) ; xtmp + = but_width * 2 ;
PREFS [ ' variation_scale ' ] = Draw . Number ( ' Scale ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' variation_scale ' ] . val , 0.0 , 1.0 , ' Randomize the scale of branches ' ) ; xtmp + = but_width * 2 ;
Blender . Draw . EndAlign ( )
y - = but_height + ( MARGIN * 2 )
xtmp = x
# ---------- ---------- ---------- ----------
Blender . Draw . BeginAlign ( )
PREFS [ ' seg_density ' ] = Draw . Number ( ' Segment Spacing ' , EVENT_UPDATE , xtmp , y , but_width * 4 , but_height , PREFS [ ' seg_density ' ] . val , 0.05 , 10.0 , ' Scale the limit points collapse, that are closer then the branch width ' ) ; xtmp + = but_width * 4 ;
y - = but_height
xtmp = x
# ---------- ---------- ---------- ----------
PREFS [ ' seg_density_angle ' ] = Draw . Number ( ' Angle Spacing ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' seg_density_angle ' ] . val , 0.0 , 180.0 , ' Segments above this angle will not collapse (lower value for more detail) ' ) ; xtmp + = but_width * 2 ;
PREFS [ ' seg_density_radius ' ] = Draw . Number ( ' Radius Spacing ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' seg_density_radius ' ] . val , 0.0 , 1.0 , ' Segments above this difference in radius will not collapse (lower value for more detail) ' ) ; xtmp + = but_width * 2 ;
y - = but_height
xtmp = x
# ---------- ---------- ---------- ----------
PREFS [ ' seg_joint_compression ' ] = Draw . Number ( ' Joint Width ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' seg_joint_compression ' ] . val , 0.1 , 2.0 , ' Edge loop spacing around branch join, lower value for less webed joins ' ) ; xtmp + = but_width * 2 ;
PREFS [ ' seg_joint_smooth ' ] = Draw . Number ( ' Joint Smooth ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' seg_joint_smooth ' ] . val , 0.0 , 1.0 , ' Edge loop spacing around branch join, lower value for less webed joins ' ) ; xtmp + = but_width * 2 ;
y - = but_height
xtmp = x
# ---------- ---------- ---------- ----------
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PREFS [ ' connect_sloppy ' ] = Draw . Number ( ' Connect Limit ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' connect_sloppy ' ] . val , 0.1 , 3.0 , ' Strictness when connecting branches ' ) ; xtmp + = but_width * 2 ;
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PREFS [ ' connect_base_trim ' ] = Draw . Number ( ' Joint Bevel ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' connect_base_trim ' ] . val , 0.0 , 2.0 , ' low value for a tight join, hi for a smoother bevel ' ) ; xtmp + = but_width * 2 ;
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Blender . Draw . EndAlign ( )
y - = but_height + MARGIN
xtmp = x
# ---------- ---------- ---------- ----------
Blender . Draw . BeginAlign ( )
PREFS [ ' do_cap_ends ' ] = Draw . Toggle ( ' Cap Ends ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' do_cap_ends ' ] . val , ' Add faces onto branch endpoints ' ) ; xtmp + = but_width * 2 ;
PREFS [ ' do_subsurf ' ] = Draw . Toggle ( ' SubSurf ' , EVENT_UPDATE , xtmp , y , but_width * 2 , but_height , PREFS [ ' do_subsurf ' ] . val , ' Enable subsurf for newly generated objects ' ) ; xtmp + = but_width * 2 ;
Blender . Draw . EndAlign ( )
y - = but_height + MARGIN
xtmp = x
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# ---------- ---------- ---------- ----------
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Blender . Draw . BeginAlign ( )
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Draw . PushButton ( ' Read Active Prefs ' , EVENT_REDRAW , xtmp , y , but_width * 2 , but_height , ' Read the ID Property settings from the active curve object ' , do_pref_read ) ; xtmp + = but_width * 2 ;
Draw . PushButton ( ' Write Prefs to Sel ' , EVENT_NONE , xtmp , y , but_width * 2 , but_height , ' Save these settings in the ID Properties of all selected curve objects ' , do_pref_write ) ; xtmp + = but_width * 2 ;
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y - = but_height
xtmp = x
# ---------- ---------- ---------- ----------
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Draw . PushButton ( ' Clear Prefs from Sel ' , EVENT_NONE , xtmp , y , but_width * 4 , but_height , ' Remove settings from the selected curve aaobjects ' , do_pref_clear ) ; xtmp + = but_width * 4 ;
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Blender . Draw . EndAlign ( )
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y - = but_height + MARGIN
xtmp = x
# ---------- ---------- ---------- ----------
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Blender . Draw . BeginAlign ( )
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Draw . PushButton ( ' Exit ' , EVENT_EXIT , xtmp , y , but_width , but_height , ' ' ) ; xtmp + = but_width ;
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Draw . PushButton ( ' Help ' , EVENT_NONE , xtmp , y , but_width , but_height , ' ' , do_tree_help ) ; xtmp + = but_width ;
Draw . PushButton ( ' Generate from selection ' , EVENT_REDRAW , xtmp , y , but_width * 2 , but_height , ' Generate mesh ' , do_tree_generate ) ; xtmp + = but_width * 3 ;
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Blender . Draw . EndAlign ( )
y - = but_height + MARGIN
xtmp = x
# ---------- ---------- ---------- ----------
GLOBAL_PREFS [ ' realtime_update ' ] = Draw . Toggle ( ' Automatic Update ' , EVENT_UPDATE , xtmp , y , but_width * 4 , but_height , GLOBAL_PREFS [ ' realtime_update ' ] . val , ' Update automatically when settings change ' ) ; xtmp + = but_width * 4 ;
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if __name__ == ' __main__ ' :
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# Read the active objects prefs on load. if they exist
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do_pref_read ( quiet = True )
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Draw . Register ( gui , evt , bevt )