forked from bartvdbraak/blender
curve2tree - animation settings - speed and magnitude
Python api - texture.evaluate can now accept tuples of numbers as well as vectors
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95661081f9
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@ -624,10 +624,14 @@ class tree:
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return self.armature
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def toAction(self, ob_arm, texture):
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def toAction(self, ob_arm, texture, anim_speed=1.0, anim_magnitude=1.0, anim_speed_size_scale=True):
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# Assume armature
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action = bpy.data.actions.new()
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ob_arm.action = action
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action = ob_arm.action
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if not action:
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action = bpy.data.actions.new()
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action.fakeUser = False # so we dont get masses of bad data
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ob_arm.action = action
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# Blender.Armature.NLA.ob_arm.
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pose = ob_arm.getPose()
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@ -639,8 +643,21 @@ class tree:
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ipo_dict = action.getAllChannelIpos()
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# 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/10
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anim_speed_final = anim_speed
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# Assign drivers to them all
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for name, ipo in ipo_dict.iteritems():
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tex_str = 'b.Texture.Get("%s")' % texture.name
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if anim_speed_size_scale:
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# Adjust the speed by the bone size.
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# get the point from the name. a bit ugly but works fine ;) - Just dont mess the index up!
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lookup = [int(val) for val in name.split('_')]
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pt = self.branches_all[ lookup[0] ].bpoints[ lookup[1] ]
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anim_speed_final = anim_speed / (1+pt.radius)
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#for cu in ipo:
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# #cu.delBezier(0)
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# #cu.driver = 2 # Python expression
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@ -648,21 +665,20 @@ class tree:
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cu = ipo[Blender.Ipo.PO_QUATX]
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cu.delBezier(0)
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cu.driver = 2 # Python expression
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cu.driverExpression = '(b.Texture.Get("' + texture.name + '").evaluate(b.Mathutils.Vector(b.Get("curframe")/20.0, 0, 0)).w-0.5)/3'
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cu.driverExpression = '(%s.evaluate((b.Get("curframe")*%.3f,0,0)).w-0.5)*%.3f' % (tex_str, anim_speed_final, anim_magnitude)
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cu = ipo[Blender.Ipo.PO_QUATY]
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cu.delBezier(0)
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cu.driver = 2 # Python expression
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cu.driverExpression = '(b.Texture.Get("' + texture.name + '").evaluate(b.Mathutils.Vector(0,b.Get("curframe")/20.0, 0)).w-0.5)/3'
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cu.driverExpression = '(%s.evaluate((0,b.Get("curframe")*%.3f,0)).w-0.5)*%.3f' % (tex_str, anim_speed_final, anim_magnitude)
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cu = ipo[Blender.Ipo.PO_QUATZ]
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cu.delBezier(0)
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cu.driver = 2 # Python expression
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cu.driverExpression = '(b.Texture.Get("' + texture.name + '").evaluate(b.Mathutils.Vector(0,0,b.Get("curframe")/20.0)).w-0.5)/3'
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cu.driverExpression = '(%s.evaluate(0,0,(b.Get("curframe")*%.3f)).w-0.5)*%.3f' % (tex_str, anim_speed_final, anim_magnitude)
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#(%s.evaluate((b.Get("curframe")*%.3f,0,0)).w-0.5)*%.3f
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zup = Vector(0,0,1)
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@ -1277,6 +1293,10 @@ PREFS['do_anim'] = Draw.Create(1)
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try: PREFS['anim_tex'] = Draw.Create([tex for tex in bpy.data.textures][0].name)
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except: PREFS['anim_tex'] = Draw.Create('')
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PREFS['anim_speed'] = Draw.Create(0.2)
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PREFS['anim_magnitude'] = Draw.Create(0.2)
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PREFS['anim_speed_size_scale'] = Draw.Create(1)
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GLOBAL_PREFS = {}
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@ -1380,10 +1400,10 @@ def buildTree(ob):
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Blender.Draw.PupMenu('error no texture, cannot animate bones')
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if tex:
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t.toAction(ob_arm, tex)
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t.toAction(ob_arm, tex,\
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anim_speed = PREFS['anim_speed'].val,\
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anim_magnitude = PREFS['anim_magnitude'].val,\
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anim_speed_size_scale= PREFS['anim_speed_size_scale'])
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# Add subsurf last it needed. so armature skinning is done first.
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# Do subsurf?
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@ -1527,25 +1547,31 @@ def gui():
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xtmp = x
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# ---------- ---------- ---------- ----------
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if PREFS['do_armature'].val:
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PREFS['do_anim'] = Draw.Toggle('Texture Anim', EVENT_NONE, 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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PREFS['do_anim'] = Draw.Toggle('Texture Anim', EVENT_REDRAW, 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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PREFS['anim_tex'] = Draw.String('TEX: ', EVENT_NONE, 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+MARGIN
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xtmp = x
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if PREFS['do_anim'].val:
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PREFS['anim_tex'] = Draw.String('TEX: ', EVENT_NONE, 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
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xtmp = x
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# ---------- ---------- ---------- ----------
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PREFS['anim_speed'] = Draw.Number('Speed', EVENT_NONE, 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;
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PREFS['anim_magnitude'] = Draw.Number('Magnitude', EVENT_NONE, 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
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xtmp = x
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# ---------- ---------- ---------- ----------
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PREFS['anim_speed_size_scale'] = Draw.Toggle('Branch Size Scales Speed', EVENT_NONE, 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;
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y-=but_height+MARGIN
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xtmp = x
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Draw.PushButton('Exit', EVENT_EXIT, xtmp, y, but_width*2, but_height, '', do_active_image); xtmp += but_width*2;
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Draw.PushButton('Generate', EVENT_REDRAW, xtmp, y, but_width*2, but_height, 'Generate mesh', do_tree_generate); xtmp += but_width*2;
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# PREFS['do_uv_scalewidth'] = Draw.Number('Scale:', EVENT_NONE, x+20, y+120, but_width, but_height, PREFS['do_uv_scalewidth'].val, 0.01, 1000.0, 'Scale all data, (Note! some imports dont support scaled armatures)')
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#v = Draw.Toggle('UVs', EVENT_NONE, x, y, 60, 20, v.val, 'Calculate UVs coords')
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if __name__ == '__main__':
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Draw.Register(gui, evt, bevt)
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@ -504,7 +504,7 @@ static int Texture_setNoiseBasis2( BPy_Texture *self, PyObject *args,
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static PyObject *Texture_getColorband( BPy_Texture * self);
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int Texture_setColorband( BPy_Texture * self, PyObject * value);
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static PyObject *Texture_evaluate( BPy_Texture *self, VectorObject *vec_in );
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static PyObject *Texture_evaluate( BPy_Texture *self, PyObject *value );
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static PyObject *Texture_copy( BPy_Texture *self );
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/*****************************************************************************/
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@ -2472,19 +2472,34 @@ int Texture_setColorband( BPy_Texture * self, PyObject * value)
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return EXPP_Colorband_fromPyList( &self->texture->coba, value );
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}
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static PyObject *Texture_evaluate( BPy_Texture * self, VectorObject * vec_in )
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static PyObject *Texture_evaluate( BPy_Texture * self, PyObject * value )
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{
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TexResult texres= {0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0, NULL};
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float vec[4];
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/* int rgbnor; dont use now */
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if(!VectorObject_Check(vec_in) || vec_in->size < 3)
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return EXPP_ReturnPyObjError(PyExc_TypeError,
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"expects a 3D vector object");
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/* rgbnor = .. we don't need this now */
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multitex_ext(self->texture, vec_in->vec, NULL, NULL, 1, &texres);
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if (VectorObject_Check(value)) {
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if(((VectorObject *)value)->size < 3)
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return EXPP_ReturnPyObjError(PyExc_TypeError,
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"expects a 3D vector object or a tuple of 3 numbers");
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/* rgbnor = .. we don't need this now */
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multitex_ext(self->texture, ((VectorObject *)value)->vec, NULL, NULL, 1, &texres);
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} else {
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float vec_in[3];
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if (!PyTuple_Check(value) || PyTuple_Size(value) < 3)
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return EXPP_ReturnPyObjError(PyExc_TypeError,
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"expects a 3D vector object or a tuple of 3 numbers");
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vec_in[0] = PyFloat_AsDouble(PyTuple_GET_ITEM(value, 0));
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vec_in[1] = PyFloat_AsDouble(PyTuple_GET_ITEM(value, 1));
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vec_in[2] = PyFloat_AsDouble(PyTuple_GET_ITEM(value, 2));
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if (PyErr_Occurred())
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return EXPP_ReturnPyObjError(PyExc_TypeError,
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"expects a 3D vector object or a tuple of 3 numbers");
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multitex_ext(self->texture, vec_in, NULL, NULL, 1, &texres);
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}
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vec[0] = texres.tr;
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vec[1] = texres.tg;
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vec[2] = texres.tb;
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@ -480,7 +480,7 @@ class Texture:
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The return value is a 4D vector where (x,y,z,w) are (red, green, blue, intensity)
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For greyscale textures, often intensity only will be used.
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@type coord: vector
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@type coord: vector or tuple of 3 numbers
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"""
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import id_generics
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