* wizard_curve2tree.py - Automatic alpha blended, textured image joins using material textures and UV layers. Also added some detail options and made it easier to get low poly results.

* Mesh.c bugfix, "mesh.verts = None" didn't set the mesh->mselect pointer to NULL, wizard_curve2tree so would crash when in editmode.
* Texture.py - MTex.uvlayer doc was missing
* buttons_shading.c - Stencil tooltip was stupid.
This commit is contained in:
Campbell Barton 2007-11-16 14:47:31 +00:00
parent fd3764f9a4
commit ad700ba24f
4 changed files with 509 additions and 118 deletions

@ -79,6 +79,24 @@ def debug_pt(co):
Blender.Window.RedrawAll()
print 'debugging', co
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
def closestVecIndex(vec, vecls):
best= -1
best_dist = 100000000
@ -134,7 +152,6 @@ class tree:
# 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)]
@ -211,13 +228,13 @@ class tree:
twig_random_orientation = 180,\
twig_random_angle = 33,\
twig_recursive=True,\
twig_recursive_limit=3,\
twig_ob_bounds=None,\
twig_ob_bounds_prune=True,\
twig_ob_bounds_prune_taper=True,\
):
'''
build tree data - fromCurve must run first
'''
# Sort the branchs by the first radius, so big branchs get joins first
@ -285,6 +302,9 @@ class tree:
if twig_ob_bounds: # Only spawn twigs inside this mesh
self.setTwigBounds(twig_ob_bounds)
if not twig_recursive:
twig_recursive_limit = 0
self.buildTwigs(twig_ratio)
branches_twig_attached = []
@ -303,8 +323,8 @@ class tree:
branches_twig_sort.sort() # this will sort the branches with best braches for adding twigs to at the start of the list
for tmp_sortval, twig_pt_index, brch_parent in branches_twig_sort: # tmp_sortval is not used.
if twig_pt_index != -1:
if twig_pt_index != -1 and (twig_recursive_limit==0 or brch_parent.generation <= twig_recursive_limit):
if brch_twig_index >= len(self.branches_twigs):
break
@ -364,9 +384,9 @@ class tree:
# we would not have been but here if the bounds were outside
if twig_ob_bounds_prune:
brch_twig.boundsTrim()
if twig_ob_bounds_prune_taper:
# taper to a point. we could use some nice taper algo here - just linear atm.
brch_twig.taper()
# Make sure this dosnt mess up anything else
@ -375,8 +395,9 @@ class tree:
# Add to the branches
#self.branches_all.append(brch_twig)
if len(brch_twig.bpoints) > 4:
if len(brch_twig.bpoints) > 2:
branches_twig_attached.append(brch_twig)
brch_twig.generation = brch_parent.generation + 1
else:
# Dont add the branch
parent_pt.childCount -= 1
@ -437,7 +458,7 @@ class tree:
print None
'''
def optimizeSpacing(self, density=1.0, joint_compression=1.0, joint_smooth=1.0):
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):
'''
Optimize spacing, taking branch hierarchy children into account,
can add or subdivide segments so branch joins dont look horrible.
@ -452,7 +473,7 @@ class tree:
# Collapsing
for brch in self.branches_all:
brch.collapsePoints(density, joint_smooth)
brch.collapsePoints(seg_density, seg_density_angle, seg_density_radius, joint_smooth)
for brch in self.branches_all:
brch.branchReJoin()
@ -514,25 +535,8 @@ class tree:
def toMesh(self, mesh=None, do_uv=True, do_uv_keep_vproportion=True, do_uv_uscale=False, 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.objectCurve = 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
materials = mesh.materials
mesh.verts = None
for group in mesh.getVertGroupNames():
mesh.removeVertGroup(group)
# Add materials back
mesh.materials = materials
else:
self.mesh = bpy.data.meshes.new()
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):
self.mesh = freshMesh(mesh)
totverts = 0
for brch in self.branches_all:
@ -669,20 +673,37 @@ class tree:
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 ]
#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)
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)
faces = self.mesh.faces
faces.extend(faces_extend)
if do_uv:
# Assign the faces back
face_index = 0
for brch in self.branches_all:
if brch.parent_pt:
for i in (0,1,2,3):
face = brch.faces[i] = faces[face_index+i]
face.smooth = 1
face_index +=4
for pt in brch.bpoints:
for i in (0,1,2,3):
if pt.faces[i]:
@ -690,8 +711,12 @@ class tree:
pt.faces[i].smooth = True
face_index +=1
if self.mesh.faces:
self.mesh.faceUV = True
#if self.mesh.faces:
# self.mesh.faceUV = True
mesh.addUVLayer( 'base' )
# rename the uv layer
#mesh.renameUVLayer(mesh.getUVLayerNames()[0], 'base')
for brch in self.branches_all:
@ -703,41 +728,162 @@ class tree:
uv_x_scale_branch = uv_x_scale_branch / len(brch.bpoints)
# uv_x_scale_branch = brch.bpoints[0].radius
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)
return uv_ls
# Done uvmap_faces
y_val = 0.0
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
for pt in brch.bpoints:
if pt.next:
y_size = (pt.co-pt.next.co).length
# scale the uvs by the radius, avoids stritching.
if do_uv_keep_vproportion:
y_size = y_size / pt.radius * uv_y_scale
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()]
for i in (0,1,2,3):
if pt.faces[i]:
if uv_image:
pt.faces[i].image = uv_image
uvs = pt.faces[i].uv
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
uvs_base_mid = Vector(0,0)
for uv in uvs_base:
uvs_base_mid += uv
uvs_base_mid *= 0.25
if pt.next:
y_val += y_size
# 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]
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.
else:
# no UV's
for f in self.mesh.faces:
@ -764,11 +910,99 @@ class tree:
for ed in self.mesh.edges:
if ed.v1.sel==False and ed.v2.sel==False:
ed.crease = 255
ed.sel = True # so its all selected still
del faces_extend
return self.mesh
def toLeafMesh(self, mesh_leaf, leaf_branch_limit = 0.5, leaf_size = 0.5):
'''
return a mesh with leaves seperate from the tree
Add to the existing mesh.
'''
# first collect stats, we want to know the average radius and total segments
#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
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,co2,co3,co4 = Vector(),Vector(),Vector(),Vector()
for brch in self.branches_all:
# quick test, do we need leaves on this branch?
if brch.bpoints[-1].radius > radius_max:
continue
count = 0
for pt in brch.bpoints:
if pt.childCount == 0 and pt.radius < radius_max:
# Ok we can add a leaf here. set the co's correctly
co1[:] = pt.co
co2[:] = pt.co
co3[:] = pt.co
co4[:] = pt.co
cross_leafdir = CrossVecs( zup, pt.no )
cross_leafdir.length = leaf_size
#cross_leafwidth = CrossVecs(pt.no, cross_leafdir)
# Facing up
cross_leafwidth_up = CrossVecs(zup, cross_leafdir).normalize() * leaf_size
cross_leafwidth_aligned = pt.no
#cross_leafwidth = (cross_leafwidth_up + cross_leafwidth_aligned)/2
cross_leafwidth = cross_leafwidth_aligned
cross_leafwidth.length = leaf_size/2
if count % 2:
cross_leafwidth.negate()
cross_leafdir.negate()
co1 += cross_leafdir
co2 += cross_leafdir
co2 += cross_leafwidth
co3 += cross_leafwidth
co1 -= cross_leafwidth
co4 -= cross_leafwidth
i = len(verts_extend)
faces_extend.append( (i,i+1,i+2,i+3) )
verts_extend.extend([tuple(co1), tuple(co2), tuple(co3), tuple(co4)])
count += 1
self.mesh_leaf.verts.extend(verts_extend)
self.mesh_leaf.faces.extend(faces_extend)
return self.mesh_leaf
def toArmature(self, ob_arm, armature):
armature.drawType = Blender.Armature.STICK
@ -909,8 +1143,6 @@ class tree:
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
xyzup = Vector(1,1,1).normalize()
xup = Vector(1,0,0)
@ -927,7 +1159,7 @@ class bpoint_bone:
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', 'inTwigBounds'
__slots__ = 'branch', 'co', 'no', 'radius', 'vecs', 'verts', 'children', 'faces', 'uv', 'next', 'prev', 'childCount', 'bpbone', 'roll_angle', 'nextMidCo', 'childrenMidCo', 'childrenMidRadius', 'targetCos', 'inTwigBounds'
def __init__(self, brch, co, no, radius):
self.branch = brch
self.co = co
@ -937,6 +1169,7 @@ class bpoint(object):
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.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
self.next = None
self.prev = None
self.childCount = 0
@ -1233,34 +1466,32 @@ class bpoint(object):
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)
# collect the points we are to merge into between the parent its next point
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]]
# 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]]
mesh.faces.extend(ls)
# 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]]
def calcVerts(self):
if self.prev == None:
@ -1305,8 +1536,13 @@ class branch:
self.length = -1
# self.totchildren = 0
# Bones per branch
self.faces = [None, None, None, None]
self.uv = None # face uvs can be fake, always 4
self.bones = []
self.generation = 0 # use to limit twig reproduction
# self.myindex = -1
### self.segment_spacing_scale = 1.0 # use this to scale up the spacing - so small twigs dont get WAY too many polys
def __repr__(self):
s = ''
@ -1378,10 +1614,12 @@ class branch:
# could do this properly but it would be slower and its a corner case.
#
# if 3) this point is within the branch, remove it.
# Scale this value by the difference in radius, a low trim looks better when the parent is a lot bigger..
#
while len(self.bpoints)>2 and\
self.bpoints[0].childCount == 0 and\
(self.bpoints[0].co - self.parent_pt.nextMidCo).length < self.parent_pt.radius * base_trim:
(self.bpoints[0].co - self.parent_pt.nextMidCo).length / (1+ ((self.bpoints[0].radius/self.parent_pt.radius) / base_trim)) < self.parent_pt.radius * base_trim:
del self.bpoints[0]
self.bpoints[0].prev = None
@ -1628,33 +1866,30 @@ class branch:
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
def collapsePoints(self, seg_density=0.5, seg_density_angle=20.0, seg_density_radius=0.3, smooth_joint=1.0):
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:
if abs(pt.radius - pt.prev.radius) / (pt.radius + pt.prev.radius) < seg_density_radius:
if seg_density_angle == 180 or AngleBetweenVecs(pt.no, pt.prev.no) < seg_density_angle:
## if (pt.prev.nextMidCo-pt.co).length < ((pt.radius + pt.prev.radius)/2) * seg_density:
if (pt.prev.nextMidCo-pt.co).length < seg_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:
if abs(pt.radius - pt.next.radius) / (pt.radius + pt.next.radius) < seg_density_radius:
if seg_density_angle == 180 or AngleBetweenVecs(pt.no, pt.next.no) < seg_density_angle:
# 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.nextMidCo-pt.co).length < ((pt.radius + pt.next.radius)/2) * seg_density:
if (pt.nextMidCo-pt.co).length < seg_density:
if pt.collapseDown():
collapse = True
@ -1810,15 +2045,22 @@ 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_density_angle'] = Draw.Create(20.0)
PREFS['seg_density_radius'] = Draw.Create(0.3)
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_material'] = Draw.Create(1)
PREFS['material_use_existing'] = Draw.Create(1)
PREFS['material_texture'] = Draw.Create(1)
PREFS['material_stencil'] = Draw.Create(1)
PREFS['do_subsurf'] = Draw.Create(1)
PREFS['do_cap_ends'] = Draw.Create(0)
PREFS['do_uv_keep_vproportion'] = Draw.Create(1)
PREFS['do_uv_vnormalize'] = Draw.Create(0)
PREFS['do_uv_uscale'] = Draw.Create(0)
PREFS['do_armature'] = Draw.Create(0)
PREFS['do_anim'] = Draw.Create(1)
@ -1830,17 +2072,21 @@ PREFS['anim_magnitude'] = Draw.Create(0.2)
PREFS['anim_speed_size_scale'] = Draw.Create(1)
PREFS['anim_offset_scale'] = Draw.Create(1.0)
PREFS['do_twigs'] = Draw.Create(1)
PREFS['do_twigs'] = Draw.Create(0)
PREFS['twig_ratio'] = Draw.Create(2.0)
PREFS['twig_scale'] = Draw.Create(0.8)
PREFS['twig_lengthen'] = Draw.Create(1.0)
PREFS['twig_random_orientation'] = Draw.Create(180)
PREFS['twig_random_angle'] = Draw.Create(33)
PREFS['twig_recursive'] = Draw.Create(1)
PREFS['twig_recursive_limit'] = Draw.Create(3)
PREFS['twig_ob_bounds'] = Draw.Create('')
PREFS['twig_ob_bounds_prune'] = Draw.Create(1)
PREFS['twig_ob_bounds_prune_taper'] = Draw.Create(1)
PREFS['do_leaf'] = Draw.Create(1)
PREFS['leaf_branch_limit'] = Draw.Create(0.25)
PREFS['leaf_size'] = Draw.Create(0.5)
GLOBAL_PREFS = {}
GLOBAL_PREFS['realtime_update'] = Draw.Create(0)
@ -1893,7 +2139,7 @@ def IDProp2Prefs(idprop, prefs):
return True
def buildTree(ob, single=False):
def buildTree(ob_curve, single=False):
'''
Must be a curve object, write to a child mesh
Must check this is a curve object!
@ -1901,7 +2147,7 @@ def buildTree(ob, single=False):
print 'Curve2Tree, starting...'
# if were only doing 1 object, just use the current prefs
prefs = {}
if single or not (IDProp2Prefs(ob.properties, prefs)):
if single or not (IDProp2Prefs(ob_curve.properties, prefs)):
prefs = PREFS
@ -1910,19 +2156,19 @@ def buildTree(ob, single=False):
sce = bpy.data.scenes.active
def getCurveChild(obtype):
def getObChild(parent, obtype):
try:
return [ _ob for _ob in sce.objects if _ob.type == obtype if _ob.parent == ob ][0]
return [ _ob for _ob in sce.objects if _ob.type == obtype if _ob.parent == parent ][0]
except:
return None
def newCurveChild(obdata):
def newObChild(parent, obdata):
ob_new = bpy.data.scenes.active.objects.new(obdata)
ob_new.Layers = ob.Layers
ob_new.Layers = parent.Layers
# new object settings
ob.makeParent([ob_new])
parent.makeParent([ob_new])
ob_new.setMatrix(Matrix())
ob_new.sel = 0
return ob_new
@ -1944,7 +2190,7 @@ def buildTree(ob, single=False):
time1 = Blender.sys.time()
t = tree()
t.fromCurve(ob)
t.fromCurve(ob_curve)
if not t.branches_all:
return # Empty curve? - may as well not throw an error
@ -1980,6 +2226,7 @@ def buildTree(ob, single=False):
twig_random_orientation = PREFS['twig_random_orientation'].val,\
twig_random_angle = PREFS['twig_random_angle'].val,\
twig_recursive = PREFS['twig_recursive'].val,\
twig_recursive_limit = PREFS['twig_recursive_limit'].val,\
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,\
@ -1990,7 +2237,9 @@ def buildTree(ob, single=False):
print '\toptimizing point spacing...',
t.optimizeSpacing(\
density=PREFS['seg_density'].val,\
seg_density=PREFS['seg_density'].val,\
seg_density_angle=PREFS['seg_density_angle'].val,\
seg_density_radius=PREFS['seg_density_radius'].val,\
joint_compression = PREFS['seg_joint_compression'].val,\
joint_smooth = PREFS['seg_joint_smooth'].val\
)
@ -1999,32 +2248,93 @@ def buildTree(ob, single=False):
print '%.4f sec' % (time5-time4)
print '\tbuilding mesh...',
ob_mesh = getCurveChild('Mesh')
ob_mesh = getObChild(ob_curve, 'Mesh')
if not ob_mesh:
# New object
mesh = bpy.data.meshes.new('tree_' + ob.name)
ob_mesh = newCurveChild(mesh)
mesh = bpy.data.meshes.new('tree_' + ob_curve.name)
ob_mesh = newObChild(ob_curve, mesh)
# do subsurf later
else:
# Existing object
mesh = ob_mesh.getData(mesh=1)
ob_mesh.setMatrix(Matrix())
# Do we need a do_uv_blend_layer?
if PREFS['material_stencil'].val and PREFS['material_texture'].val:
do_uv_blend_layer = True
else:
do_uv_blend_layer = False
mesh = t.toMesh(mesh,\
do_uv = PREFS['do_uv'].val,\
uv_image = image,\
do_uv_keep_vproportion = PREFS['do_uv_keep_vproportion'].val,\
do_uv_vnormalize = PREFS['do_uv_vnormalize'].val,\
do_uv_uscale = PREFS['do_uv_uscale'].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\
do_uv_blend_layer = do_uv_blend_layer,\
do_cap_ends = PREFS['do_cap_ends'].val
)
"""
if PREFS['do_leaf'].val:
ob_leaf = getObChild(ob_mesh, 'Mesh')
if not ob_leaf: # New object
mesh_leaf = bpy.data.meshes.new('tree_' + ob_curve.name)
ob_leaf = newObChild(ob_mesh, mesh_leaf)
else:
mesh_leaf = ob_leaf.getData(mesh=1)
ob_leaf.setMatrix(Matrix())
mesh_leaf = t.toLeafMesh(mesh_leaf,\
leaf_branch_limit = PREFS['leaf_branch_limit'].val,\
leaf_size = PREFS['leaf_size'].val,\
)
"""
mesh.calcNormals()
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
time6 = Blender.sys.time() # time print
print '%.4f sec' % (time6-time5)
@ -2033,13 +2343,13 @@ def buildTree(ob, single=False):
print '\tbuilding armature & animation...',
ob_arm = getCurveChild('Armature')
ob_arm = getObChild(ob_curve, 'Armature')
if ob_arm:
armature = ob_arm.data
ob_arm.setMatrix(Matrix())
else:
armature = bpy.data.armatures.new()
ob_arm = newCurveChild(armature)
ob_arm = newObChild(ob_curve, armature)
t.toArmature(ob_arm, armature)
@ -2074,7 +2384,7 @@ def buildTree(ob, single=False):
# Add subsurf last it needed. so armature skinning is done first.
# Do subsurf?
if PREFS['seg_density'].val:
if PREFS['do_subsurf'].val:
if not hasModifier(Blender.Modifier.Types.SUBSURF):
mod = ob_mesh.modifiers.append(Blender.Modifier.Types.SUBSURF)
@ -2235,6 +2545,13 @@ def gui():
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
# ---------- ---------- ---------- ----------
@ -2262,13 +2579,13 @@ def gui():
PREFS['do_twigs'] = Draw.Toggle('Generate 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;
if PREFS['do_twigs'].val:
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_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;
y-=but_height
xtmp = x
# ---------- ---------- ---------- ----------
PREFS['twig_ratio'] = Draw.Number('Twig Multiply', EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['twig_ratio'].val, 0.01, 500.0, 'How many twigs to generate per branch'); xtmp += but_width*4;
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;
y-=but_height
xtmp = x
@ -2309,11 +2626,27 @@ def gui():
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:
if PREFS['do_leaf'].val == 0:
but_width_tmp = but_width*2
else:
but_width_tmp = but_width*4
PREFS['do_leaf'] = Draw.Toggle('Generate Leaves',EVENT_UPDATE_AND_UI, xtmp, y, but_width_tmp, but_height, PREFS['do_leaf'].val, 'Generate a separate leaf mesh'); xtmp += but_width_tmp;
if PREFS['do_leaf'].val:
# ---------- ---------- ---------- ----------
y-=but_height
xtmp = x
PREFS['leaf_branch_limit'] = Draw.Number('Branch Limit', EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['leaf_branch_limit'].val, 0.1, 2.0, 'Maximum thichness where a branch can bare leaves'); xtmp += but_width*4;
'''
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;
@ -2330,6 +2663,62 @@ def gui():
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()
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
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;
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_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;
PREFS['material_stencil'] = Draw.Toggle('Blend Joints', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['material_stencil'].val, 'Use a second texture and UV layer to blend joints'); xtmp += but_width*2;
Blender.Draw.EndAlign()
y-=but_height+MARGIN

@ -7585,7 +7585,7 @@ static int Mesh_setVerts( BPy_Mesh * self, PyObject * args )
free_mesh( me );
me->mvert = NULL; me->medge = NULL; me->mface = NULL;
me->mtface = NULL; me->dvert = NULL; me->mcol = NULL;
me->msticky = NULL; me->mat = NULL; me->bb = NULL;
me->msticky = NULL; me->mat = NULL; me->bb = NULL; me->mselect = NULL;
me->totvert = me->totedge = me->totface = me->totcol = 0;
mesh_update( me );
return 0;

@ -532,6 +532,8 @@ class MTex:
@ivar mtAmb: How texture maps to ambient value
@ivar mtDisp: How texture maps to displacement
@ivar mtWarp: How texture maps to warp
@ivar uvlayer: The name of the UV Layer this texture is mapped to (when left blank uses render layer)
@type uvlayer: string
"""
def getIpo():

@ -1953,7 +1953,7 @@ static void world_panel_mapto(World *wrld)
/* TEXTURE OUTPUT */
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, MTEX_STENCIL, B_WORLDPRV, "Stencil", 10,125,45,19, &(mtex->texflag), 0, 0, 0, 0, "Sets the texture mapping to stencil mode");
uiDefButBitS(block, TOG, MTEX_STENCIL, B_WORLDPRV, "Stencil", 10,125,45,19, &(mtex->texflag), 0, 0, 0, 0, "Use this texture as a blending value on the next texture");
uiDefButBitS(block, TOG, MTEX_NEGATIVE, B_WORLDPRV, "Neg", 55,125,30,19, &(mtex->texflag), 0, 0, 0, 0, "Inverts the values of the texture to reverse its effect");
uiDefButBitS(block, TOG, MTEX_RGBTOINT, B_WORLDPRV, "No RGB", 85,125,60,19, &(mtex->texflag), 0, 0, 0, 0, "Converts texture RGB values to intensity (gray) values");
uiBlockEndAlign(block);
@ -2384,7 +2384,7 @@ static void lamp_panel_mapto(Object *ob, Lamp *la)
/* TEXTURE OUTPUT */
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, MTEX_STENCIL, B_LAMPPRV, "Stencil", 10,125,45,19, &(mtex->texflag), 0, 0, 0, 0, "Sets the texture mapping to stencil mode");
uiDefButBitS(block, TOG, MTEX_STENCIL, B_LAMPPRV, "Stencil", 10,125,45,19, &(mtex->texflag), 0, 0, 0, 0, "Use this texture as a blending value on the next texture");
uiDefButBitS(block, TOG, MTEX_NEGATIVE, B_LAMPPRV, "Neg", 55,125,30,19, &(mtex->texflag), 0, 0, 0, 0, "Inverts the values of the texture to reverse its effect");
uiDefButBitS(block, TOG, MTEX_RGBTOINT, B_LAMPPRV, "No RGB", 85,125,60,19, &(mtex->texflag), 0, 0, 0, 0, "Converts texture RGB values to intensity (gray) values");
uiBlockEndAlign(block);
@ -3065,7 +3065,7 @@ static void material_panel_map_to(Material *ma, int from_nodes)
/* TEXTURE OUTPUT */
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, MTEX_STENCIL, B_MATPRV, "Stencil", 10,125,45,19, &(mtex->texflag), 0, 0, 0, 0, "Sets the texture mapping to stencil mode");
uiDefButBitS(block, TOG, MTEX_STENCIL, B_MATPRV, "Stencil", 10,125,45,19, &(mtex->texflag), 0, 0, 0, 0, "Use this texture as a blending value on the next texture");
uiDefButBitS(block, TOG, MTEX_NEGATIVE, B_MATPRV, "Neg", 55,125,30,19, &(mtex->texflag), 0, 0, 0, 0, "Inverts the values of the texture to reverse its effect");
uiDefButBitS(block, TOG,MTEX_RGBTOINT, B_MATPRV, "No RGB", 85,125,60,19, &(mtex->texflag), 0, 0, 0, 0, "Converts texture RGB values to intensity (gray) values");
uiBlockEndAlign(block);