blender/release/scripts/wizard_curve2tree.py

1925 lines
56 KiB
Python

#!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__ = """\
"""
# --------------------------------------------------------------------------
# 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 *****
# --------------------------------------------------------------------------
import bpy
import Blender
from Blender.Mathutils import Vector, CrossVecs, AngleBetweenVecs, LineIntersect, TranslationMatrix, ScaleMatrix
from Blender.Geometry import ClosestPointOnLine
GLOBALS = {}
GLOBALS['non_bez_error'] = 0
# 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;
def debug_pt(co):
Blender.Window.SetCursorPos(tuple(co))
Blender.Window.RedrawAll()
print 'debugging', co
def closestVecIndex(vec, vecls):
best= -1
best_dist = 100000000
for i, vec_test in enumerate(vecls):
# Dont use yet, we may want to tho
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
return best
eul = 0.00001
class tree:
def __init__(self):
self.branches_all = []
self.branches_root = []
self.mesh = None
self.armature = None
self.object = None
self.limbScale = 1.0
self.debug_objects = []
def __repr__(self):
s = ''
s += '[Tree]'
s += ' limbScale: %.6f' % self.limbScale
s += ' object: %s' % self.object
for brch in self.branches_root:
s += str(brch)
return s
def fromCurve(self, object):
# Now calculate the normals
self.object = object
curve = object.data
steps = curve.resolu # curve resolution
# 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
# 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(steps+1)]
radlist = [ None for i in xrange(steps+1) ]
for spline in curve:
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
brch = branch()
self.branches_all.append(brch)
bez_list = list(spline)
for i in xrange(1, len(bez_list)):
bez1 = bez_list[i-1]
bez2 = bez_list[i]
bez1_vec = bez1.vec
bez2_vec = bez2.vec
radius1 = bez1.radius
radius2 = bez2.radius
# 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
forward_diff_bezier(radius1, radius1 + 0.390464*(radius2-radius1), radius2 - 0.390464*(radius2-radius1), radius2, radlist, steps, None)
bpoints = [ bpoint(brch, Vector(pointlist[ii]), Vector(), radlist[ii] * self.limbScale) 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)
# Sort from big to small, so big branches get priority
self.branches_all.sort( key = lambda brch: -brch.bpoints[0].radius )
for i, brch in enumerate(self.branches_all):
brch.calcPointLinkedList()
brch.calcPointExtras()
# brch.myindex = i
def resetTags(self, value):
for brch in self.branches_all:
brch.tag = value
def buildConnections(self, sloppy=1.0, base_trim = 1.0):
'''
build tree data - fromCurve must run first
'''
# 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()
# 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]
if not brch_j.inParentChain(brch_i): # So we dont make cyclic tree!
pt_best_j, dist = brch_j.findClosest(brch_i.bpoints[0].co)
# Check its in range, allow for a bit out - hense the sloppy
if dist < pt_best_j.radius * sloppy:
# 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.
while len(brch_i.bpoints)>2 and\
brch_i.bpoints[0].childCount == 0 and\
(brch_i.bpoints[0].co - pt_best_j.nextMidCo).length < pt_best_j.radius * base_trim:
del brch_i.bpoints[0]
brch_i.bpoints[0].prev = None
brch_i.parent_pt = pt_best_j
pt_best_j.childCount += 1 # dont remove me
'''
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
"""
children = [brch_child for brch_child in pt.children]
if children:
# This pt is one side of the segment, pt.next joins this segment.
# calculate the median point the 2 segments would span
# 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:
"""
'''
for brch in self.branches_all:
brch.checkPointList()
'''
### self.branches_all.sort( key = lambda brch: brch.parent_pt != None )
# Calc points with dependancies
# detect circular loops!!! - TODO
#### self.resetTags(False) # NOT NEEDED NOW
done_nothing = False
while done_nothing == False:
done_nothing = True
for brch in self.branches_all:
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:
child_locs = [\
brch.parent_pt.childPointUnused(0),\
brch.parent_pt.childPointUnused(1),\
brch.parent_pt.childPointUnused(2),\
brch.parent_pt.childPointUnused(3)]
best_idx = closestVecIndex(brch.bpoints[0].co, child_locs)
# 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
for pt in brch.bpoints:
pt.calcVerts()
done_nothing = False
brch.tag = True
'''
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
'''
def optimizeSpacing(self, density=1.0, joint_compression=1.0, joint_smooth=1.0):
'''
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
for brch in self.branches_all:
brch.fixOverlapError(joint_smooth)
# Collapsing
for brch in self.branches_all:
brch.collapsePoints(density, joint_smooth)
for brch in self.branches_all:
brch.branchReJoin()
def toDebugDisplay(self):
'''
Should be able to call this at any time to see whats going on, dosnt work so nice ATM.
'''
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()
def toMesh(self, mesh=None, do_uv=True, do_uv_scalewidth=True, uv_image = None, uv_x_scale=1.0, uv_y_scale=4.0, do_cap_ends=False):
# Simple points
'''
self.mesh = bpy.data.meshes.new()
self.object = bpy.data.scenes.active.objects.new(self.mesh)
self.mesh.verts.extend([ pt.co for brch in self.branches_all for pt in brch.bpoints ])
'''
if mesh:
self.mesh = mesh
mesh.verts = None
for group in mesh.getVertGroupNames():
mesh.removeVertGroup(group)
else:
self.mesh = bpy.data.meshes.new()
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
brch.bpoints[0].roll_angle = 0
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.
brch.bpoints[0].roll_angle = 25.0
#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)
faces = self.mesh.faces
faces_extend = [ face for brch in self.branches_all for pt in brch.bpoints for face in pt.faces if face ]
if do_cap_ends:
# TODO - UV map and image?
faces_extend.extend([ brch.bpoints[-1].verts for brch in self.branches_all ])
faces.extend(faces_extend)
if do_uv:
# Assign the faces back
face_index = 0
for brch in self.branches_all:
for pt in brch.bpoints:
for i in (0,1,2,3):
if pt.faces[i]:
pt.faces[i] = faces[face_index]
pt.faces[i].smooth = True
face_index +=1
if self.mesh.faces:
self.mesh.faceUV = True
for brch in self.branches_all:
y_val = 0.0
for pt in brch.bpoints:
if pt.next:
y_size = (pt.co-pt.next.co).length
# scale the uvs by the radiusm, avoids stritching.
if do_uv_scalewidth:
y_size = y_size / pt.radius * uv_y_scale
for i in (0,1,2,3):
if pt.faces[i]:
if uv_image:
pt.faces[i].image = uv_image
x1 = i*0.25 * uv_x_scale
x2 = (i+1)*0.25 * uv_x_scale
uvs = pt.faces[i].uv
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
do_uv_scalewidth
if pt.next:
y_val += y_size
else:
# no UV's
for f in self.mesh.faces:
f.smooth = True
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
del faces_extend
return self.mesh
def toArmature(self, ob_arm, armature):
armature.drawType = Blender.Armature.STICK
armature.makeEditable() # enter editmode
# Assume toMesh has run
self.armature = armature
for bonename in armature.bones.keys():
del armature.bones[bonename]
group_names = []
for i, brch in enumerate(self.branches_all):
# get a list of parent points to make into bones. use parents and endpoints
bpoints_parent = [pt for pt in brch.bpoints if pt.childCount or pt.prev == None or pt.next == None]
bpbone_last = None
for j in xrange(len(bpoints_parent)-1):
# 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
# parent the chain.
if bpbone_last:
bpbone.editbone.parent = bpbone_last.editbone
bpbone.editbone.options = [Blender.Armature.CONNECTED]
bpbone_last = bpbone
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
bpbone_parent = None
while parent_pt:
bpbone_parent = parent_pt.bpbone
if bpbone_parent:
break
parent_pt = parent_pt.prev
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.'
self.armature.update() # exit editmode
# Skin the mesh
if self.mesh:
for group in group_names:
self.mesh.addVertGroup(group)
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)
return self.armature
def toAction(self, ob_arm, texture, anim_speed=1.0, anim_magnitude=1.0, anim_speed_size_scale=True, anim_offset_scale=1.0):
# Assume armature
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
# 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
# Sicne its per frame, it increases very fast. scale it down a bit
anim_speed = anim_speed/100
# 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.
anim_offset = self.object.matrixWorld.translationPart() * anim_offset_scale
anim_speed_final = anim_speed
# Assign drivers to them all
for name, ipo in ipo_dict.iteritems():
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)
cu = ipo[Blender.Ipo.PO_QUATX]
try: cu.delBezier(0)
except: pass
cu.driver = 2 # Python expression
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)
cu = ipo[Blender.Ipo.PO_QUATY]
try: cu.delBezier(0)
except: pass
cu.driver = 2 # Python expression
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)
cu = ipo[Blender.Ipo.PO_QUATZ]
try: cu.delBezier(0)
except: pass
cu.driver = 2 # Python expression
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)
#(%s.evaluate((b.Get("curframe")*%.3f,0,0)).w-0.5)*%.3f
xup = Vector(1,0,0)
yup = Vector(0,1,0)
zup = Vector(0,0,1)
class bpoint_bone:
def __init__(self):
self.name = None
self.editbone = None
self.blenbone = None
self.posebone = None
class bpoint(object):
''' The point in the middle of the branch, not the mesh points
'''
__slots__ = 'branch', 'co', 'no', 'radius', 'vecs', 'verts', 'children', 'faces', 'next', 'prev', 'childCount', 'bpbone', 'roll_angle', 'nextMidCo', 'childrenMidCo', 'childrenMidRadius', 'targetCos'
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]
self.next = None
self.prev = None
self.childCount = 0
self.bpbone = None # bpoint_bone instance
# 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 = []
def __repr__(self):
s = ''
s += '\t\tco:', self.co
s += '\t\tno:', self.no
s += '\t\tradius:', self.radius
s += '\t\tchildren:', [(child != False) for child in self.children]
return s
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:
self.setCo(self.targetCos[0])
else:
co_all = Vector()
for co in self.targetCos:
co_all += co
self.setCo(co_all / len(self.targetCos))
self.targetCos[:] = []
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
def collapseDown(self):
'''
Collapse the next point into this one
'''
# self.next.next == None check is so we dont shorten the final length of branches.
if self.next == None or self.next.next == None or self.childCount or self.next.childCount:
return False
self.branch.bpoints.remove(self.next)
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
def collapseUp(self):
'''
Collapse the previous point into this one
'''
# self.next.next == None check is so we dont shorten the final length of branches.
if self.prev == None or self.prev.prev == None or self.prev.childCount or self.prev.prev.childCount:
return False
self.branch.bpoints.remove(self.prev)
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
def smooth(self, factor, factor_joint):
'''
Blend this point into the other 2 points
'''
if self.next == None or self.prev == None:
return False
if self.childCount or self.prev.childCount:
factor = factor_joint;
if factor==0.0:
return False;
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
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)
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...
'''
mat = Blender.Mathutils.RotationMatrix(angle, 3, 'r', self.no)
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
verts = self.verts
next_verts = self.next.verts
ls = []
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)
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]]
if not self.children[0]: self.faces[0] = [verts[0], verts[1], next_verts[1], next_verts[0]]
if not self.children[1]: self.faces[1] = [verts[1], verts[2], next_verts[2], next_verts[1]]
if not self.children[2]: self.faces[2] = [verts[2], verts[3], next_verts[3], next_verts[2]]
if not self.children[3]: self.faces[3] = [verts[3], verts[0], next_verts[0], next_verts[3]]
else:
# normal join
if not self.children[0]: self.faces[0] = [verts[0], verts[1], next_verts[1], next_verts[0]]
if not self.children[1]: self.faces[1] = [verts[1], verts[2], next_verts[2], next_verts[1]]
if not self.children[2]: self.faces[2] = [verts[2], verts[3], next_verts[3], next_verts[2]]
if not self.children[3]: self.faces[3] = [verts[3], verts[0], next_verts[0], next_verts[3]]
mesh.faces.extend(ls)
def calcVerts(self):
if self.prev == None:
if self.branch.parent_pt:
cross = CrossVecs(self.no, self.branch.getParentFaceCent() - self.branch.parent_pt.getAbsVec( self.branch.getParentQuadIndex() ))
else:
# 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
if AngleBetweenVecs(self.no, zup) > 1.0: cross = zup
elif AngleBetweenVecs(self.no, yup) > 1.0: cross = yup
else: cross = xup
else:
cross = CrossVecs(self.prev.vecs[0], self.no)
self.vecs[0] = Blender.Mathutils.CrossVecs(self.no, cross)
self.vecs[0].length = self.radius
mat = Blender.Mathutils.RotationMatrix(90, 3, 'r', self.no)
self.vecs[1] = self.vecs[0] * mat
self.vecs[2] = self.vecs[1] * mat
self.vecs[3] = self.vecs[2] * mat
def hasChildren(self):
'''
Use .childCount where possible, this does the real check
'''
if self.children.count(None) == 4:
return False
else:
return True
class branch:
def __init__(self):
self.bpoints = []
self.parent_pt = None
self.tag = False # have we calculated our points
self.face_cap = None
# Bones per branch
self.bones = []
# self.myindex = -1
def __repr__(self):
s = ''
s += '\tbranch'
s += '\tbpoints:', len(self.bpoints)
for pt in brch.bpoints:
s += str(self.pt)
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]
self.bpoints[0].next = self.bpoints[1]
self.bpoints[-1].prev = self.bpoints[-2]
def calcPointExtras(self):
for pt in self.bpoints:
pt.calcNormal()
pt.calcNextMidCo()
def getParentBranch(self):
if not self.parent_pt:
return None
return self.parent_pt.branch
def getParentQuadAngle(self):
'''
The angle off we are from our parent quad,
'''
# used to roll the parent so its faces us better
# Warning this can be zero sometimes, see the try below for the error
parent_normal = self.getParentFaceCent() - self.parent_pt.nextMidCo
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
#try: angle = AngleBetweenVecs(parent_normal, self_normal)
#except: return 0.0
angle = AngleBetweenVecs(parent_normal, self_normal)
# see if we need to rotate positive or negative
# USE DOT PRODUCT!
cross = CrossVecs(parent_normal, self_normal)
if AngleBetweenVecs(cross, self.parent_pt.no) > 90:
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):
'''
Find the closest point that can bare a child
'''
''' # this dosnt work, but could.
best = None
best_dist = 100000000
for pt in self.bpoints:
if pt.next:
co_on_line, fac = ClosestPointOnLine(co, pt.co, pt.next.co)
print fac
if fac >= 0.0 and fac <= 1.0:
return pt, (co-co_on_line).length
return best, best_dist
'''
best = None
best_dist = 100000000
for pt in self.bpoints:
if pt.nextMidCo and pt.childCount < 4:
dist = (pt.nextMidCo-co).length
if dist < best_dist:
best = pt
best_dist = dist
return best, best_dist
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()
return False
def evenPointDistrobution(self, factor=1.0, factor_joint=1.0):
'''
Redistribute points that are not evenly distributed
factor is between 0.0 and 1.0
'''
for pt in self.bpoints:
if pt.next and pt.prev and pt.childCount == 0 and pt.prev.childCount == 0:
w1 = pt.nextLength()
w2 = pt.prevLength()
wtot = w1+w2
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)
def fixOverlapError(self, joint_smooth=1.0):
# Keep fixing until no hasOverlapError left to fix.
error = True
while error:
error = False
for pt in self.bpoints:
if pt.prev and pt.next:
if pt.hasOverlapError():
if pt.smooth(1.0, joint_smooth): # if we cant fix then dont bother trying again.
error = True
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:
if pt.childCount:
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()
for pt in self.bpoints:
pt.targetCos = []
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.
co = pt.slideCo( (pt.childrenMidCo - pt.co).length - (pt.childrenMidRadius * joint_compression) )
if co:
pt.targetCos.append( co )
co = pt.next.slideCo((pt.childrenMidRadius * joint_compression) - (pt.childrenMidCo - pt.next.co).length )
if co:
pt.next.targetCos.append( co )
for pt in self.bpoints:
pt.applyTargetLocation()
def collapsePoints(self, density, smooth_joint=1.0):
# to avoid an overcomplex UI, just use this value when checking if these can collapse
HARD_CODED_RADIUS_DIFFERENCE_LIMIT = 0.3
HARD_CODED_ANGLE_DIFFERENCE_LIMIT = 20
collapse = True
while collapse:
collapse = False
pt = self.bpoints[0]
while pt:
if pt.prev and pt.next and pt.prev.childCount == 0:
if abs(pt.radius - pt.prev.radius) / (pt.radius + pt.prev.radius) < HARD_CODED_RADIUS_DIFFERENCE_LIMIT:
if AngleBetweenVecs(pt.no, pt.prev.no) < HARD_CODED_ANGLE_DIFFERENCE_LIMIT:
if (pt.prev.nextMidCo-pt.co).length < ((pt.radius + pt.prev.radius)/2) * density:
pt_save = pt.prev
if pt.next.collapseUp(): # collapse this point
collapse = True
pt = pt_save # so we never reference a removed point
if pt.childCount == 0 and pt.next: #if pt.childrenMidCo == None:
if abs(pt.radius - pt.next.radius) / (pt.radius + pt.next.radius) < HARD_CODED_RADIUS_DIFFERENCE_LIMIT:
if AngleBetweenVecs(pt.no, pt.next.no) < HARD_CODED_ANGLE_DIFFERENCE_LIMIT:
# do here because we only want to run this on points with no children,
# Are we closer theto eachother then the radius?
if (pt.nextMidCo-pt.co).length < ((pt.radius + pt.next.radius)/2) * density:
if pt.collapseDown():
collapse = True
pt = pt.next
## self.checkPointList()
self.evenPointDistrobution(1.0, smooth_joint)
for pt in self.bpoints:
pt.calcNormal()
pt.calcNextMidCo()
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)
par_pt = self.parent_pt
root_pt = self.bpoints[0]
#try:
index = par_pt.children.index(self)
#except:
#print "This is bad!, but not being able to re-join isnt that big a deal"
current_dist = (par_pt.nextMidCo - root_pt.co).length
# TODO - Check size of new area is ok to move into
if par_pt.next and par_pt.next.next and par_pt.next.children[index] == None:
# We can go here if we want, see if its better
if current_dist > (par_pt.next.nextMidCo - root_pt.co).length:
self.parent_pt.children[index] = None
self.parent_pt.childCount -= 1
self.parent_pt = par_pt.next
self.parent_pt.children[index] = self
self.parent_pt.childCount += 1
return
if par_pt.prev and par_pt.prev.children[index] == None:
# We can go here if we want, see if its better
if current_dist > (par_pt.prev.nextMidCo - root_pt.co).length:
self.parent_pt.children[index] = None
self.parent_pt.childCount -= 1
self.parent_pt = par_pt.prev
self.parent_pt.children[index] = self
self.parent_pt.childCount += 1
return
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
def mixToNew(self, other):
pass
def toMesh(self):
pass
# 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
EVENT_UPDATE = 2
EVENT_UPDATE_AND_UI = 2
EVENT_REDRAW = 3
# Prefs for each tree
PREFS = {}
PREFS['connect_sloppy'] = Draw.Create(1.0)
PREFS['connect_base_trim'] = Draw.Create(1.0)
PREFS['seg_density'] = Draw.Create(0.5)
PREFS['seg_joint_compression'] = Draw.Create(1.0)
PREFS['seg_joint_smooth'] = Draw.Create(2.0)
PREFS['image_main'] = Draw.Create('')
PREFS['do_uv'] = Draw.Create(0)
PREFS['uv_x_scale'] = Draw.Create(4.0)
PREFS['uv_y_scale'] = Draw.Create(1.0)
PREFS['do_subsurf'] = Draw.Create(1)
PREFS['do_cap_ends'] = Draw.Create(0)
PREFS['do_uv_scalewidth'] = Draw.Create(1)
PREFS['do_armature'] = Draw.Create(0)
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('')
PREFS['anim_speed'] = Draw.Create(0.2)
PREFS['anim_magnitude'] = Draw.Create(0.2)
PREFS['anim_speed_size_scale'] = Draw.Create(1)
PREFS['anim_offset_scale'] = Draw.Create(1.0)
GLOBAL_PREFS = {}
GLOBAL_PREFS['realtime_update'] = Draw.Create(0)
def getContextCurveObjects():
sce = bpy.data.scenes.active
objects = []
for ob in sce.objects.context:
if ob.type != 'Curve':
ob = ob.parent
if ob.type != 'Curve':
continue
objects.append(ob)
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]
try: new_prefs[key] = Blender.Draw.Create( val )
except: new_prefs[key] = val
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):
try: prefs = idprop[ID_SLOT_NAME]
except: return False
Dict2Prefs(prefs, PREFS)
return True
def buildTree(ob, single=False):
'''
Must be a curve object, write to a child mesh
Must check this is a curve object!
'''
print 'Curve2Tree, starting...'
# if were only doing 1 object, just use the current prefs
prefs = {}
if single or not (IDProp2Prefs(ob.properties, prefs)):
prefs = PREFS
# Check prefs are ok.
sce = bpy.data.scenes.active
def getCurveChild(obtype):
try:
return [ _ob for _ob in sce.objects if _ob.type == obtype if _ob.parent == ob ][0]
except:
return None
def newCurveChild(obdata):
ob_new = bpy.data.scenes.active.objects.new(obdata)
ob_new.Layers = ob.Layers
# new object settings
ob.makeParent([ob_new])
ob_new.setMatrix(Blender.Mathutils.Matrix())
ob_new.sel = 0
return ob_new
def hasModifier(modtype):
return len([mod for mod in ob_mesh.modifiers if mod.type == modtype]) > 0
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
print '\treading blenders curves...',
time1 = Blender.sys.time()
t = tree()
t.fromCurve(ob)
if not t.branches_all:
return # Empty curve? - may as well not throw an error
time2 = Blender.sys.time() # time print
print '%.4f sec' % (time2 - time1)
print '\tconnecting branches...',
#print t
t.buildConnections(\
sloppy = PREFS['connect_sloppy'].val,\
base_trim = PREFS['connect_base_trim'].val\
)
time3 = Blender.sys.time() # time print
print '%.4f sec' % (time3-time2)
print '\toptimizing point spacing...',
t.optimizeSpacing(\
density=PREFS['seg_density'].val,\
joint_compression = PREFS['seg_joint_compression'].val,\
joint_smooth = PREFS['seg_joint_smooth'].val\
)
time4 = Blender.sys.time() # time print
print '%.4f sec' % (time4-time3)
print '\tbuilding mesh...',
ob_mesh = getCurveChild('Mesh')
if not ob_mesh:
# New object
mesh = bpy.data.meshes.new('tree_' + ob.name)
ob_mesh = newCurveChild(mesh)
# do subsurf later
else:
# Existing object
mesh = ob_mesh.getData(mesh=1)
ob_mesh.setMatrix(Blender.Mathutils.Matrix())
mesh = t.toMesh(mesh,\
do_uv = PREFS['do_uv'].val,\
uv_image = image,\
do_uv_scalewidth = PREFS['do_uv_scalewidth'].val,\
uv_x_scale = PREFS['uv_x_scale'].val,\
uv_y_scale = PREFS['uv_y_scale'].val,\
do_cap_ends = PREFS['do_cap_ends'].val\
)
mesh.calcNormals()
time5 = Blender.sys.time() # time print
print '%.4f sec' % (time5-time4)
# Do armature stuff....
if PREFS['do_armature'].val:
print '\tbuilding armature & animation...',
ob_arm = getCurveChild('Armature')
if ob_arm:
armature = ob_arm.data
ob_arm.setMatrix(Blender.Mathutils.Matrix())
else:
armature = bpy.data.armatures.new()
ob_arm = newCurveChild(armature)
t.toArmature(ob_arm, armature)
# Add the modifier.
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:
t.toAction(ob_arm, tex,\
anim_speed = PREFS['anim_speed'].val,\
anim_magnitude = PREFS['anim_magnitude'].val,\
anim_speed_size_scale= PREFS['anim_speed_size_scale'].val,\
anim_offset_scale=PREFS['anim_offset_scale'].val
)
time6 = Blender.sys.time() # time print
print '%.4f sec\n' % (time6-time5)
else:
time6 = Blender.sys.time() # time print
print 'done in %.4f sec' % (time6 - time1)
# Add subsurf last it needed. so armature skinning is done first.
# Do subsurf?
if PREFS['seg_density'].val:
if not hasModifier(Blender.Modifier.Types.SUBSURF):
mod = ob_mesh.modifiers.append(Blender.Modifier.Types.SUBSURF)
#ob_mesh.makeDisplayList()
#mesh.update()
bpy.data.scenes.active.update()
def do_pref_read(e,v):
sce = bpy.data.scenes.active
ob = sce.objects.active
if not ob:
Blender.Draw.PupMenu('No active curve object')
if ob.type != 'Curve':
ob = ob.parent
if ob.type != 'Curve':
Blender.Draw.PupMenu('No active curve object')
return
if not IDProp2Prefs(ob.properties, PREFS):
Blender.Draw.PupMenu('Curve object has no settings stored on it')
Blender.Draw.Redraw()
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:
try: del idprop[ID_SLOT_NAME]
except: pass
#BUTS = {}
#BUTS['']
def do_tex_check(e,v):
try:
bpy.data.textures[v]
except:
PREFS['anim_tex'].val = ''
Draw.PupMenu('Texture dosnt exist!')
Draw.Redraw()
# 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
def do_tree_generate__real():
sce = bpy.data.scenes.active
objects = getContextCurveObjects()
if not objects:
Draw.PupMenu('Select one or more curve objects or a mesh/armature types with curve parents')
is_editmode = Blender.Window.EditMode()
if is_editmode:
Blender.Window.EditMode(0, '', 0)
for ob in objects:
buildTree(ob, len(objects)==1)
if is_editmode:
Blender.Window.EditMode(1, '', 0)
Blender.Window.RedrawAll()
# 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()
'''
if GLOBALS['non_bez_error']:
Blender.Draw.PupMenu('Error%t|Nurbs and Poly curve types cant be used!')
GLOBALS['non_bez_error'] = 0
def evt(e,val):
pass
def bevt(e):
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:
Draw.Redraw()
if e == EVENT_EXIT:
Draw.Exit()
pass
def gui():
MARGIN = 10
rect = BPyWindow.spaceRect()
but_width = int((rect[2]-MARGIN*2)/4.0) # 72
# Clamp
if but_width>100: but_width = 100
but_height = 20
x=MARGIN
y=rect[3]-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
# ---------- ---------- ---------- ----------
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_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
# ---------- ---------- ---------- ----------
PREFS['connect_sloppy'] = Draw.Number('Connect Limit',EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['connect_sloppy'].val, 0.1, 2.0, 'Strictness when connecting branches'); xtmp += but_width*4;
y-=but_height
xtmp = x
# ---------- ---------- ---------- ----------
PREFS['connect_base_trim'] = Draw.Number('Trim Base', EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['connect_base_trim'].val, 0.1, 2.0, 'Trim branch base to better connect with parent branch'); xtmp += but_width*4;
Blender.Draw.EndAlign()
y-=but_height+MARGIN
xtmp = x
# ---------- ---------- ---------- ----------
Blender.Draw.BeginAlign()
PREFS['do_uv'] = Draw.Toggle('Generate UVs',EVENT_UPDATE_AND_UI, xtmp, y, but_width*2, but_height, PREFS['do_uv'].val, 'Calculate UVs coords'); xtmp += but_width*2;
if PREFS['do_uv'].val:
PREFS['do_uv_scalewidth'] = Draw.Toggle('Keep Aspect', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['do_uv_scalewidth'].val, 'Correct the UV aspect with the branch width'); xtmp += but_width*2;
y-=but_height
xtmp = x
# ---------- ---------- ---------- ----------
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
# ---------- ---------- ---------- ----------
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
# ---------- ---------- ---------- ----------
Blender.Draw.BeginAlign()
PREFS['do_armature'] = Draw.Toggle('Generate Armature & Skin Mesh', EVENT_UPDATE_AND_UI, xtmp, y, but_width*4, but_height, PREFS['do_armature'].val, 'Generate Armatuer'); xtmp += but_width*4;
# ---------- ---------- ---------- ----------
if PREFS['do_armature'].val:
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;
if PREFS['do_anim'].val:
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;
y-=but_height
xtmp = x
# ---------- ---------- ---------- ----------
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;
y-=but_height
xtmp = x
# ---------- ---------- ---------- ----------
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;
y-=but_height
xtmp = x
# ---------- ---------- ---------- ----------
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()
y-=but_height+MARGIN
xtmp = x
# ---------- ---------- ---------- ----------
Blender.Draw.BeginAlign()
Draw.PushButton('Read Active Prefs', EVENT_REDRAW, xtmp, y, but_width*2, but_height, 'Read the ID Property settings from the active 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 objects', do_pref_write); xtmp += but_width*2;
y-=but_height
xtmp = x
# ---------- ---------- ---------- ----------
Draw.PushButton('Clear Prefs from Sel', EVENT_NONE, xtmp, y, but_width*4, but_height, 'Remove settings from the selected objects', do_pref_clear); xtmp += but_width*4;
Blender.Draw.EndAlign()
y-=but_height+MARGIN
xtmp = x
# ---------- ---------- ---------- ----------
Blender.Draw.BeginAlign()
Draw.PushButton('Exit', EVENT_EXIT, xtmp, y, but_width, but_height, '', do_active_image); xtmp += but_width;
Draw.PushButton('Generate from selection', EVENT_REDRAW, xtmp, y, but_width*3, but_height, 'Generate mesh', do_tree_generate); xtmp += but_width*3;
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;
if __name__ == '__main__':
Draw.Register(gui, evt, bevt)