#!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, Matrix, CrossVecs, AngleBetweenVecs, LineIntersect, TranslationMatrix, ScaleMatrix, RotationMatrix, Rand 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 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 getObFromName(name): if name: try: return bpy.data.objects[name] except: return None else: return None 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.branches_twigs = [] self.mesh = None self.armature = None self.objectCurve = None self.objectCurveMat = None self.objectCurveIMat = None self.objectTwigBounds = None # use for twigs only at the moment. self.objectTwigBoundsIMat = None self.objectTwigBoundsMesh = None self.objectLeafBounds = None self.objectLeafBoundsIMat = None self.objectLeafBoundsMesh = None self.limbScale = 1.0 self.debug_objects = [] def __repr__(self): s = '' s += '[Tree]' s += ' limbScale: %.6f' % self.limbScale s += ' object: %s' % self.objectCurve for brch in self.branches_root: s += str(brch) return s def fromCurve(self, objectCurve): # Now calculate the normals self.objectCurve = objectCurve self.objectCurveMat = objectCurve.matrixWorld self.objectCurveIMat = self.objectCurveMat.copy().invert() curve = objectCurve.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, Copied from blenders BBone roll interpolation. 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) # Finalize once point data is there brch.calcData() # Sort from big to small, so big branches get priority self.branches_all.sort( key = lambda brch: -brch.bpoints[0].radius ) def closestBranchPt(self, co): best_brch = None best_pt = None best_dist = 10000000000 for brch in self.branches_all: for pt in brch.bpoints: # if pt.inTwigBounds: # only find twigs, give different results for leaves l = (pt.co-co).length if l < best_dist: best_dist = l best_brch = brch best_pt = pt return best_brch, best_pt def setTwigBounds(self, objectMesh): self.objectTwigBounds = objectMesh self.objectTwigBoundsMesh = objectMesh.getData(mesh=1) self.objectTwigBoundsIMat = objectMesh.matrixWorld.copy().invert() for brch in self.branches_all: brch.calcTwigBounds(self) def setLeafBounds(self, objectMesh): self.objectLeafBounds = objectMesh self.objectLeafBoundsMesh = objectMesh.getData(mesh=1) self.objectLeafBoundsIMat = objectMesh.matrixWorld.copy().invert() def isPointInTwigBounds(self, co): return self.objectTwigBoundsMesh.pointInside(co * self.objectCurveMat * self.objectTwigBoundsIMat) def isPointInLeafBounds(self, co): return self.objectLeafBoundsMesh.pointInside(co * self.objectCurveMat * self.objectLeafBoundsIMat) def resetTags(self, value): for brch in self.branches_all: brch.tag = value def buildConnections( self,\ sloppy = 1.0,\ connect_base_trim = 1.0,\ do_twigs = False,\ twig_ratio = 2.0,\ twig_select_mode = 0,\ twig_select_factor = 0.5,\ twig_scale = 0.8,\ twig_scale_width = 1.0,\ 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,\ twig_placement_maxradius=10.0,\ twig_placement_maxtwig=0,\ twig_follow_parent=0.0,\ twig_follow_x=0.0,\ twig_follow_y=0.0,\ twig_follow_z=0.0,\ do_variation = 0,\ variation_seed = 1,\ variation_orientation = 0.0,\ variation_scale = 0.0,\ ): ''' 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: brch_i.parent_pt = pt_best_j pt_best_j.childCount += 1 # dont remove me brch_i.baseTrim(connect_base_trim) ''' 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 spanal # 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() ''' # Variations - use for making multiple versions of the same tree. if do_variation: irational_num = 22.0/7.0 # use to make the random number more odd rnd = [variation_seed] def next_random_num(): ''' return a random number between 0.0 and 1.0 ''' rnd[0] += (rnd[0] * irational_num) % 1 # prevent if rnd[0] > 1000000: rnd[0]-=1000000 return rnd[0] % 1 # Add children temporarily for brch in self.branches_all: if brch.parent_pt: rnd_rot = ((next_random_num() * variation_orientation) - 0.5) * 720 mat_orientation = RotationMatrix(rnd_rot, 3, 'r', brch.parent_pt.no) rnd_sca = 1 + ((next_random_num()-0.5)* variation_scale ) mat_scale = Matrix([rnd_sca,0,0],[0,rnd_sca,0],[0,0,rnd_sca]) # mat_orientation = RotationMatrix(0, 3, 'r', brch.parent_pt.no) brch.transformRecursive(self, mat_scale * mat_orientation, brch.parent_pt.co) # Important we so this with existing parent/child but before connecting and calculating verts. if do_twigs: # scale values down twig_random_orientation= twig_random_orientation/360.0 twig_random_angle= twig_random_angle/360.0 irational_num = 22.0/7.0 # use to make the random number more odd 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, twig_select_mode, twig_select_factor) branches_twig_attached = [] # This wont add all! :/ brch_twig_index = 0 brch_twig_index_LAST = -1 # use this to prevent in inf loop, since its possible we cant place every branch while brch_twig_index < len(self.branches_twigs) and brch_twig_index_LAST != brch_twig_index: ###print "While" ### print brch_twig_index, len(self.branches_twigs) # if this dosnt change, quit the while brch_twig_index_LAST = brch_twig_index # new twigs have been added, recalculate branches_twig_sort = [brch.bestTwigSegment() for brch in self.branches_all] 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 and \ (twig_recursive_limit == 0 or brch_parent.generation < twig_recursive_limit) and \ (twig_placement_maxtwig == 0 or brch_parent.twig_count < twig_placement_maxtwig) and \ brch_parent.bpoints[twig_pt_index].radius < twig_placement_maxradius: if brch_twig_index >= len(self.branches_twigs): break brch_twig = self.branches_twigs[brch_twig_index] parent_pt = brch_parent.bpoints[twig_pt_index] brch_twig.parent_pt = parent_pt parent_pt.childCount += 1 # Scale this twig using this way... # The size of the parent, scaled by the parent point's radius, # ...compared to the parent branch;s root point radius. # Also take into account the length of the parent branch # Use this for pretend random numbers too. scale = twig_scale * (parent_pt.branch.bpoints[0].radius / brch_twig.bpoints[0].radius) * (parent_pt.radius / parent_pt.branch.bpoints[0].radius) # Random orientation # THIS IS NOT RANDOM - Dont be real random so we can always get re-produceale results. if twig_random_orientation: rnd1 = (((irational_num * scale * 10000000) % 360) - 180) * twig_random_orientation else: rnd1 = 0.0 if twig_random_angle: rnd2 = (((irational_num * scale * 66666666) % 360) - 180) * twig_random_angle else: rnd2 = 0.0 # Align this with the existing branch angle = AngleBetweenVecs(zup, parent_pt.no) cross = CrossVecs(zup, parent_pt.no) mat_align = RotationMatrix(angle, 3, 'r', cross) # Use the bend on the point to work out which way to make the branch point! if parent_pt.prev: cross = CrossVecs(parent_pt.no, parent_pt.prev.no - parent_pt.no) else: cross = CrossVecs(parent_pt.no, parent_pt.next.no - parent_pt.no) if parent_pt.branch.parent_pt: angle = AngleBetweenVecs(parent_pt.branch.parent_pt.no, parent_pt.no) else: # Should add a UI for this... only happens when twigs come off a root branch angle = 66 mat_branch_angle = RotationMatrix(angle+rnd1, 3, 'r', cross) mat_scale = Matrix([scale,0,0],[0,scale,0],[0,0,scale]) mat_orientation = RotationMatrix(rnd2, 3, 'r', parent_pt.no) if twig_scale_width != 1.0: # adjust length - no radius adjusting for pt in brch_twig.bpoints: pt.radius *= twig_scale_width brch_twig.transform(mat_scale * mat_branch_angle * mat_align * mat_orientation, parent_pt.co) # Follow the parent normal if twig_follow_parent or twig_follow_x or twig_follow_y or twig_follow_z: vecs = [] brch_twig_len = float(len(brch_twig.bpoints)) if twig_follow_parent: no = parent_pt.no.copy() * twig_follow_parent else: no = Vector() no.x += twig_follow_x no.y += twig_follow_y no.z += twig_follow_z for i, pt in enumerate(brch_twig.bpoints): if pt.prev: fac = i / brch_twig_len # Scale this value fac_inv = 1-fac no_orig = pt.co - pt.prev.co len_orig = no_orig.length no_new = (fac_inv * no_orig) + (fac * no) no_new.length = len_orig # Mix the 2 normals vecs.append(no_new) # Apply the coords for i, pt in enumerate(brch_twig.bpoints): if pt.prev: pt.co = pt.prev.co + vecs[i-1] brch_twig.calcPointExtras() # When using a bounding mesh, clip and calculate points in bounds. #print "Attempting to trim base" brch_twig.baseTrim(connect_base_trim) if twig_ob_bounds and (twig_ob_bounds_prune or twig_recursive): brch_twig.calcTwigBounds(self) # we would not have been but here if the bounds were outside if twig_ob_bounds_prune: brch_twig.boundsTrim() 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 brch_twig_index += 1 # Add to the branches #self.branches_all.append(brch_twig) if len(brch_twig.bpoints) > 2: branches_twig_attached.append(brch_twig) brch_twig.generation = brch_parent.generation + 1 brch_parent.twig_count += 1 else: # Dont add the branch parent_pt.childCount -= 1 # Watch This! - move 1 tab down for no recursive twigs if twig_recursive: self.branches_all.extend(branches_twig_attached) branches_twig_attached = [] if not twig_recursive: self.branches_all.extend(branches_twig_attached) branches_twig_attached = [] ### 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, 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. ''' 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(seg_density, seg_density_angle, seg_density_radius, joint_smooth) for brch in self.branches_all: brch.branchReJoin() def buildTwigs(self, twig_ratio, twig_select_mode, twig_select_factor): ratio_int = int(len(self.branches_all) * twig_ratio) if ratio_int == 0: return # So we only mix branches of similar lengths branches_sorted = self.branches_all[:] # Get the branches based on our selection method! if twig_select_mode==0: branches_sorted.sort( key = lambda brch: brch.getLength()) elif twig_select_mode==1: branches_sorted.sort( key = lambda brch:-brch.getLength()) elif twig_select_mode==2: branches_sorted.sort( key = lambda brch:brch.getStraightness()) elif twig_select_mode==3: branches_sorted.sort( key = lambda brch:-brch.getStraightness()) factor_int = int(len(self.branches_all) * twig_select_factor) branches_sorted[factor_int:] = [] # remove the last part of the list branches_sorted.sort( key = lambda brch: len(brch.bpoints)) branches_new = [] #for i in xrange(ratio_int): tot_twigs = 0 step = 1 while tot_twigs < ratio_int and step < len(branches_sorted): # Make branches from the existing for j in xrange(step, len(branches_sorted)): brch = branches_sorted[j-step].mixToNew(branches_sorted[j], None) branches_new.append( brch ) tot_twigs +=1 if tot_twigs > ratio_int: break ### print "TwigCount", len(branches_new), ratio_int self.branches_twigs = branches_new 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_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: 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_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 = 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]: pt.faces[i] = faces[face_index] pt.faces[i].smooth = True face_index +=1 #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: uv_x_scale_branch = 1.0 if do_uv_uscale: uv_x_scale_branch = 0.0 for pt in brch.bpoints: uv_x_scale_branch += pt.radius uv_x_scale_branch = uv_x_scale_branch / len(brch.bpoints) # uv_x_scale_branch = brch.bpoints[0].radius 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()] uvs_base_mid = Vector(0,0) for uv in uvs_base: uvs_base_mid += uv uvs_base_mid *= 0.25 # TODO - Factor scale and distance in here ## uvs_base_small = [(uv+uvs_base_mid)*0.5 for uv in uvs_base] uvs_base_small = [uvs_base_mid, uvs_base_mid, uvs_base_mid, uvs_base_mid] if brch.faces[0]: f = brch.faces[0] uvs = f.uv uvs[0][:] = uvs_base[0] uvs[1][:] = uvs_base[1] uvs[2][:] = uvs_base_small[1] uvs[3][:] = uvs_base_small[0] 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: 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 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, leaf_fill=True, leaf_fill_count=1000, leaf_fill_ob_bounds=None): ''' 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 # Fill an object with leaves, kind of primitive but useful at times. if leaf_fill and leaf_fill_count and leaf_fill_ob_bounds: self.setLeafBounds(leaf_fill_ob_bounds) # Get bounds xmin = ymin = zmin = 10000000 xmax = ymax = zmax =-10000000 for v in self.objectLeafBoundsMesh.verts: x,y,z = tuple(v.co) if x < xmin: xmin = x if y < ymin: ymin = y if z < zmin: zmin = z if x > xmax: xmax = x if y > ymax: ymax = y if z > zmax: zmax = z verts_extend = [] faces_extend = [] i = leaf_fill_count while i: # randomize branch values for leaves for now. vec = Vector(Rand(xmin, xmax), Rand(ymin, ymax), Rand(zmin, zmax)) if self.objectLeafBoundsMesh.pointInside(vec): vec = (vec * self.objectLeafBoundsIMat) * self.objectCurveIMat # Find the closest branch brch_close, pt_close = self.closestBranchPt(vec) no = pt_close.co - vec #cross = CrossVecs(no, zup) cross = CrossVecs(no, pt_close.no) cross.length = leaf_size vec2 = vec - cross vec1 = vec + cross vec3 = vec - cross vec4 = vec + cross no_pt = pt_close.no.copy() no_pt.length = leaf_size vec3 += no_pt vec4 += no_pt ''' no_pt = pt_close.no.copy() no_pt.length = leaf_size vec3 += no_pt vec4 += no_pt ''' cross faces_extend.append([len(verts_extend), len(verts_extend)+1, len(verts_extend)+2, len(verts_extend)+3]) verts_extend.extend([vec1, vec2, vec3, vec4]) i-=1 self.mesh_leaf.verts.extend(verts_extend) self.mesh_leaf.faces.extend(faces_extend) ''' if 0: 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 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.objectCurve.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) xyzup = Vector(1,1,1).normalize() 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', '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 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.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 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 = [] # When we use twig bounding mesh, store if this point is in the bounding mesh. Assume true unless we set to false and do the test self.inTwigBounds = True 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 makeLast(self): self.next = None self.nextMidCo = None self.childrenMidCo = None 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 = 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 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]] # Watchout for overlapping faces! self.branch.faces[:] =\ [verts[0], verts[1], self.verts[1], self.verts[0]],\ [verts[1], verts[2], self.verts[2], self.verts[1]],\ [verts[2], verts[3], self.verts[3], self.verts[2]],\ [verts[3], verts[0], self.verts[0], self.verts[3]] # normal join, parents or no parents if not self.children[0]: self.faces[0] = [self.verts[0], self.verts[1], self.next.verts[1], self.next.verts[0]] if not self.children[1]: self.faces[1] = [self.verts[1], self.verts[2], self.next.verts[2], self.next.verts[1]] if not self.children[2]: self.faces[2] = [self.verts[2], self.verts[3], self.next.verts[3], self.next.verts[2]] if not self.children[3]: self.faces[3] = [self.verts[3], self.verts[0], self.next.verts[0], self.next.verts[3]] 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 = 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 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.twig_count = 0 # count the number of twigs - so as to limit how many twigs a branch gets # 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 = '' s += '\tbranch' s += '\tbpoints:', len(self.bpoints) for pt in brch.bpoints: s += str(self.pt) def getNormal(self): return (self.bpoints[-1].co - self.bpoints[0].co).normalize() def getParentAngle(self): if self.parent_pt: return AngleBetweenVecs(self.parent_pt.no, self.bpoints[0].no ) else: return 45.0 def getParentRadiusRatio(self): if self.parent_pt: return self.bpoints[0].radius / self.parent_pt.radius else: return 0.8 def getLength(self): return (self.bpoints[0].co - self.bpoints[-1].co).length def getStraightness(self): straight = 0.0 pt = self.bpoints[0] while pt.next: straight += AngleBetweenVecs(pt.no, pt.next.no) pt = pt.next return straight ''' def calcTotChildren(self): for pt in self.bpoints: self.totchildren += pt.childCount ''' def calcData(self): ''' Finalize once point data is there ''' self.calcPointLinkedList() self.calcPointExtras() 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): ''' Run on a new branch or after transforming an existing one. ''' for pt in self.bpoints: pt.calcNormal() pt.calcNextMidCo() def calcTwigBounds(self, tree): ''' Check if out points are ''' for pt in self.bpoints: pt.inTwigBounds = tree.isPointInTwigBounds(pt.co) #if pt.inTwigBounds: # debug_pt(pt.co) def baseTrim(self, connect_base_trim): # 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. # 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.parent_pt.nextMidCo - self.bpoints[0].co).length < ((self.parent_pt.radius + self.parent_pt.next.radius)/4) + (self.bpoints[0].radius * connect_base_trim): # Note /4 - is a bit odd, since /2 is correct, but /4 lets us have more tight joints by default del self.bpoints[0] self.bpoints[0].prev = None def boundsTrim(self): ''' depends on calcTwigBounds running first. - also assumes no children assigned yet! make sure this is always the case. ''' trim = False for i, pt in enumerate(self.bpoints): if not pt.inTwigBounds: trim = True break # We must have at least 2 points to be a valid branch. this will be a stump :/ if not trim or i < 3: self.bpoints = [] # return # Shorten the point list self.bpoints = self.bpoints[:i] self.bpoints[-1].makeLast() def taper(self): l = float(len( self.bpoints )) for i, pt in enumerate(self.bpoints): pt.radius *= (l-i)/l 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 transform(self, mat, loc=None, scale=None): if scale==None: scale = (xyzup * mat).length for pt in self.bpoints: if loc: pt.co = (pt.co * mat) + loc else: pt.co = pt.co * mat pt.radius *= scale for pt in self.bpoints: self.calcPointExtras() def translate(self, co): ''' Simply move the twig on the branch ''' ofs = self.bpoints[0].co-co for pt in self.bpoints: pt.co -= ofs def transformRecursive(self, tree, mat3x3, cent, scale=None): if scale==None: # incase this is a translation matrix scale = ((xyzup * mat3x3) - (Vector(0,0,0) * mat3x3)).length for pt in self.bpoints: pt.co = ((pt.co-cent) * mat3x3) + cent #for pt in self.bpoints: pt.co = (pt.co * mat3x3) for pt in self.bpoints: self.calcPointExtras() for brch in tree.branches_all: if brch.parent_pt: if brch.parent_pt.branch == self: brch.transformRecursive(tree, mat3x3, cent, scale) ''' for pt in self.bpoints: for brch in pt.children: if brch: brch.transformRecursive(mat3x3, cent, scale) ''' def bestTwigSegment(self): ''' Return the most free part on the branch to place a new twig return (sort_value, best_index, self) ''' # loop up and down the branch - counding how far from the last parent segment we are spacing1 = [0] * (len(self.bpoints)-1) spacing2 = spacing1[:] step_from_parent = 0 for i in xrange(len(spacing1)): # -1 because the last pt cant have kits if self.bpoints[i].childCount or self.bpoints[i].inTwigBounds==False: step_from_parent = 0 else: step_from_parent += 1 spacing1[i] += step_from_parent # -1 because the last pt cant have kits best_index = -1 best_val = -1 step_from_parent = 0 for i in xrange(len(spacing1)-1, -1, -1): if self.bpoints[i].childCount or self.bpoints[i].inTwigBounds==False: step_from_parent = 0 else: step_from_parent += 1 spacing2[i] += step_from_parent # inTwigBounds is true by default, when twigBounds are used it can be false if self.bpoints[i].childCount < 4 and self.bpoints[i].inTwigBounds: # Dont allow to assign more verts then 4 val = spacing1[i] * spacing2[i] if val > best_val: best_val = val best_index = i #if best_index == -1: # raise "Error" # This value is only used for sorting, so the lower the value - the sooner it gets a twig. #sort_val = -best_val + (1/self.getLength()) sort_val=self.getLength() return sort_val, best_index, self 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, 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) < 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) < 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) * seg_density: if (pt.nextMidCo-pt.co).length < seg_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) parent_pt = self.parent_pt root_pt = self.bpoints[0] #try: index = parent_pt.children.index(self) #except: #print "This is bad!, but not being able to re-join isnt that big a deal" current_dist = (parent_pt.nextMidCo - root_pt.co).length # TODO - Check size of new area is ok to move into if parent_pt.next and parent_pt.next.next and parent_pt.next.children[index] == None: # We can go here if we want, see if its better if current_dist > (parent_pt.next.nextMidCo - root_pt.co).length: self.parent_pt.children[index] = None self.parent_pt.childCount -= 1 self.parent_pt = parent_pt.next self.parent_pt.children[index] = self self.parent_pt.childCount += 1 return if parent_pt.prev and parent_pt.prev.children[index] == None: # We can go here if we want, see if its better if current_dist > (parent_pt.prev.nextMidCo - root_pt.co).length: self.parent_pt.children[index] = None self.parent_pt.childCount -= 1 self.parent_pt = parent_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, BLEND_MODE): ''' Generate a new branch based on 2 existing ones These branches will point 'zup' - aurient 'xup' and have a tip length of 1.0 ''' # Lets be lazy! - if the branches are different sizes- use the shortest. # brch1 is always smaller brch1 = self brch2 = other if len(brch1.bpoints) > len(brch2.bpoints): brch1, brch2 = brch2, brch1 if len(brch1.bpoints) == 1: return None co_start = brch1.bpoints[0].co cos1 = [ pt.co - co_start for pt in brch1.bpoints ] co_start = brch2.bpoints[0].co if len(brch1.bpoints) == len(brch2.bpoints): cos2 = [ pt.co - co_start for pt in brch2.bpoints ] else: # truncate the points cos2 = [ brch2.bpoints[i].co - co_start for i in xrange(len(brch1.bpoints)) ] scales = [] for cos_ls in (cos1, cos2): cross = CrossVecs(cos_ls[-1], zup) mat = RotationMatrix(AngleBetweenVecs(cos_ls[-1], zup), 3, 'r', cross) cos_ls[:] = [co*mat for co in cos_ls] # point z-up # Now they are both pointing the same way aurient the curves to be rotated the same way xy_nor = Vector(0,0,0) for co in cos_ls: xy_nor.x += co.x xy_nor.y += co.y cross = CrossVecs(xy_nor, xup) # Also scale them here so they are 1.0 tall always scale = 1.0/(cos_ls[0]-cos_ls[-1]).length mat = RotationMatrix(AngleBetweenVecs(xy_nor, xup), 3, 'r', cross) * Matrix([scale,0,0],[0,scale,0],[0,0,scale]) cos_ls[:] = [co*mat for co in cos_ls] scales.append(scale) # Make the new branch new_brch = branch() for i in xrange(len(cos1)): new_brch.bpoints.append( bpoint(new_brch, (cos1[i]+cos2[i])*0.5, Vector(), (brch1.bpoints[i].radius*scales[0] + brch2.bpoints[i].radius*scales[1])/2) ) new_brch.calcData() return new_brch 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_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(0) 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) 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) PREFS['do_twigs'] = Draw.Create(0) PREFS['twig_ratio'] = Draw.Create(2.0) PREFS['twig_select_mode'] = Draw.Create(0) PREFS['twig_select_factor'] = Draw.Create(0.5) PREFS['twig_scale'] = Draw.Create(0.8) PREFS['twig_scale_width'] = 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['twig_placement_maxradius'] = Draw.Create(10.0) PREFS['twig_placement_maxtwig'] = Draw.Create(4) PREFS['twig_follow_parent'] = Draw.Create(0.0) PREFS['twig_follow_x'] = Draw.Create(0.0) PREFS['twig_follow_y'] = Draw.Create(0.0) PREFS['twig_follow_z'] = Draw.Create(0.0) PREFS['do_leaf'] = Draw.Create(0) PREFS['leaf_fill'] = Draw.Create(1) PREFS['leaf_fill_count'] = Draw.Create(1000) PREFS['leaf_fill_ob_bounds'] = Draw.Create('') PREFS['leaf_branch_limit'] = Draw.Create(0.25) PREFS['leaf_size'] = Draw.Create(0.5) PREFS['do_variation'] = Draw.Create(0) PREFS['variation_seed'] = Draw.Create(1) PREFS['variation_orientation'] = Draw.Create(0.0) PREFS['variation_scale'] = Draw.Create(0.0) 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 not ob or 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_curve, 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_curve.properties, prefs)): prefs = PREFS # Check prefs are ok. sce = bpy.data.scenes.active def getObChild(parent, obtype): try: return [ _ob for _ob in sce.objects if _ob.type == obtype if _ob.parent == parent ][0] except: return None def newObChild(parent, obdata): ob_new = bpy.data.scenes.active.objects.new(obdata) # ob_new.Layers = parent.Layers # new object settings parent.makeParent([ob_new]) ob_new.setMatrix(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_curve) 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) if PREFS['do_twigs'].val: print '\tbuilding twigs...', t.buildTwigs(ratio=PREFS['twig_ratio'].val) time3 = Blender.sys.time() # time print print '%.4f sec' % (time3 - time2) """ if 0: pass else: time3 = Blender.sys.time() # time print print '\tconnecting branches...', twig_ob_bounds = getObFromName(PREFS['twig_ob_bounds'].val) t.buildConnections(\ sloppy = PREFS['connect_sloppy'].val,\ connect_base_trim = PREFS['connect_base_trim'].val,\ do_twigs = PREFS['do_twigs'].val,\ twig_ratio = PREFS['twig_ratio'].val,\ twig_select_mode = PREFS['twig_select_mode'].val,\ twig_select_factor = PREFS['twig_select_factor'].val,\ twig_scale = PREFS['twig_scale'].val,\ twig_scale_width = PREFS['twig_scale_width'].val,\ 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,\ twig_placement_maxradius = PREFS['twig_placement_maxradius'].val,\ twig_placement_maxtwig = PREFS['twig_placement_maxtwig'].val,\ twig_follow_parent = PREFS['twig_follow_parent'].val,\ twig_follow_x = PREFS['twig_follow_x'].val,\ twig_follow_y = PREFS['twig_follow_y'].val,\ twig_follow_z = PREFS['twig_follow_z'].val,\ do_variation = PREFS['do_variation'].val,\ variation_seed = PREFS['variation_seed'].val,\ variation_orientation = PREFS['variation_orientation'].val,\ variation_scale = PREFS['variation_scale'].val,\ ) time4 = Blender.sys.time() # time print print '%.4f sec' % (time4-time3) print '\toptimizing point spacing...', t.optimizeSpacing(\ 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\ ) time5 = Blender.sys.time() # time print print '%.4f sec' % (time5-time4) print '\tbuilding mesh...', ob_mesh = getObChild(ob_curve, 'Mesh') if not ob_mesh: # New object 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_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('leaf_' + ob_curve.name) ob_leaf = newObChild(ob_mesh, mesh_leaf) else: mesh_leaf = ob_leaf.getData(mesh=1) ob_leaf.setMatrix(Matrix()) leaf_fill_ob_bounds = getObFromName(PREFS['leaf_fill_ob_bounds'].val) print "LEAF!!!" mesh_leaf = t.toLeafMesh(mesh_leaf,\ leaf_branch_limit = PREFS['leaf_branch_limit'].val,\ leaf_size = PREFS['leaf_size'].val,\ leaf_fill = PREFS['leaf_fill'].val,\ leaf_fill_count = PREFS['leaf_fill_count'].val,\ leaf_fill_ob_bounds = leaf_fill_ob_bounds,\ ) 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) # Do armature stuff.... if PREFS['do_armature'].val: print '\tbuilding armature & animation...', 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 = newObChild(ob_curve, 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 ) time7 = Blender.sys.time() # time print print '%.4f sec\n' % (time7-time6) else: time7 = Blender.sys.time() # time print print 'done in %.4f sec' % (time7 - time1) # Add subsurf last it needed. so armature skinning is done first. # Do subsurf? if PREFS['do_subsurf'].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=0,v=0, quiet=False): ''' We dont care about e and v values, only there because its a callback ''' sce = bpy.data.scenes.active ob = sce.objects.active if not ob: if not quiet: Blender.Draw.PupMenu('No active curve object') return if ob.type != 'Curve': ob = ob.parent if ob.type != 'Curve': if not quiet: Blender.Draw.PupMenu('No active curve object') return if not IDProp2Prefs(ob.properties, PREFS): if not quiet: Blender.Draw.PupMenu('Curve object has no settings stored on it') return 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 def do_tex_check(e,v): if not v: return try: bpy.data.textures[v] except: PREFS['anim_tex'].val = '' Draw.PupMenu('Texture dosnt exist!') Draw.Redraw() def do_ob_check(e,v): if not v: return try: bpy.data.objects[v] except: PREFS['twig_ob_bounds'].val = '' Draw.PupMenu('Object 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) Blender.Window.WaitCursor(1) for ob in objects: buildTree(ob, len(objects)==1) Blender.Window.WaitCursor(0) 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 = 4 rect = BPyWindow.spaceRect() but_width = int((rect[2]-MARGIN*2)/4.0) # 72 # Clamp if but_width>100: but_width = 100 but_height = 17 x=MARGIN y=rect[3]-but_height-MARGIN xtmp = x # ---------- ---------- ---------- ---------- Blender.Draw.BeginAlign() 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_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_select_mode'] = Draw.Menu('Branch Selection Method%t|From Short%x0|From Long%x1|From Straight%x2|From Bent%x3|',EVENT_UPDATE_AND_UI, xtmp, y, but_width*2, but_height, PREFS['twig_select_mode'].val, 'Select branches to use as twigs based on this attribute'); xtmp += but_width*2; PREFS['twig_select_factor'] = Draw.Number('From Factor', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['twig_select_factor'].val, 0.0, 16, 'Select branches, lower value is more strict and will give you less variation'); xtmp += but_width*2; y-=but_height xtmp = x # ---------- ---------- ---------- ---------- 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 # ---------- ---------- ---------- ---------- PREFS['twig_scale'] = Draw.Number('Twig Scale', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['twig_scale'].val, 0.01, 10.0, 'Scale down twigs in relation to their parents each generation'); xtmp += but_width*2; PREFS['twig_scale_width'] = Draw.Number('Twig Scale Width', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['twig_scale_width'].val, 0.01, 20.0, 'Scale the twig length only (not thickness)'); xtmp += but_width*2; y-=but_height xtmp = x # ---------- ---------- ---------- ---------- PREFS['twig_random_orientation'] = Draw.Number('Rand Orientation', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['twig_random_orientation'].val, 0.0, 360.0, 'Random rotation around the parent'); xtmp += but_width*2; PREFS['twig_random_angle'] = Draw.Number('Rand Angle', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['twig_random_angle'].val, 0.0, 360.0, 'Random rotation to the parent joint'); xtmp += but_width*2; y-=but_height xtmp = x # ---------- ---------- ---------- ---------- PREFS['twig_placement_maxradius'] = Draw.Number('Place Max Radius', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['twig_placement_maxradius'].val, 0.0, 50.0, 'Limit twig placement to branches with this maximum radius'); xtmp += but_width*2; PREFS['twig_placement_maxtwig'] = Draw.Number('Place Max Count', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['twig_placement_maxtwig'].val, 0.0, 50.0, 'Limit twig placement to this many per branch'); xtmp += but_width*2; y-=but_height xtmp = x # ---------- ---------- ---------- ---------- PREFS['twig_follow_parent'] = Draw.Number('ParFollow', EVENT_UPDATE, xtmp, y, but_width, but_height, PREFS['twig_follow_parent'].val, 0.0, 10.0, 'Follow the parent branch'); xtmp += but_width; PREFS['twig_follow_x'] = Draw.Number('Grav X', EVENT_UPDATE, xtmp, y, but_width, but_height, PREFS['twig_follow_x'].val, -10.0, 10.0, 'Twigs gravitate on the X axis'); xtmp += but_width; PREFS['twig_follow_y'] = Draw.Number('Grav Y', EVENT_UPDATE, xtmp, y, but_width, but_height, PREFS['twig_follow_y'].val, -10.0, 10.0, 'Twigs gravitate on the Y axis'); xtmp += but_width; PREFS['twig_follow_z'] = Draw.Number('Grav Z', EVENT_UPDATE, xtmp, y, but_width, but_height, PREFS['twig_follow_z'].val, -10.0, 10.0, 'Twigs gravitate on the Z axis'); xtmp += but_width; y-=but_height xtmp = x # ---------- ---------- ---------- ---------- PREFS['twig_ob_bounds'] = Draw.String('OB Bound: ', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['twig_ob_bounds'].val, 64, 'Only grow twigs inside this mesh object', do_ob_check); xtmp += but_width*2; if PREFS['twig_ob_bounds_prune'].val: but_width_tmp = but_width else: but_width_tmp = but_width*2 PREFS['twig_ob_bounds_prune'] = Draw.Toggle('Prune',EVENT_UPDATE_AND_UI, xtmp, y, but_width_tmp, but_height, PREFS['twig_ob_bounds_prune'].val, 'Prune twigs to the mesh object bounds'); xtmp += but_width_tmp; if PREFS['twig_ob_bounds_prune'].val: PREFS['twig_ob_bounds_prune_taper'] = Draw.Toggle('Taper',EVENT_UPDATE_AND_UI, xtmp, y, but_width, but_height, PREFS['twig_ob_bounds_prune_taper'].val, 'Taper pruned branches to a point'); xtmp += but_width; #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_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 # Dont use yet # 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; if PREFS['leaf_fill'].val == 0: but_width_tmp = but_width*2 else: but_width_tmp = but_width*4 PREFS['leaf_fill'] = Draw.Toggle('Fill Object', EVENT_UPDATE_AND_UI, xtmp, y, but_width*2, but_height, PREFS['leaf_fill'].val, 'Fill an object with leaves'); xtmp += but_width*2; if PREFS['leaf_fill'].val: PREFS['leaf_fill_ob_bounds'] = Draw.String('OB Bound: ', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['leaf_fill_ob_bounds'].val, 64, 'Fill this object with leaves', do_ob_check); xtmp += but_width*2; # ---------- ---------- ---------- ---------- y-=but_height xtmp = x PREFS['leaf_fill_count'] = Draw.Number('Fill #', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['leaf_fill_count'].val, 10, 100000, 'Number of leaves to fill in'); xtmp += but_width*2; PREFS['leaf_size'] = Draw.Number('Size', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['leaf_size'].val, 0.001, 10.0, 'size of the leaf'); xtmp += but_width*2; 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 xtmp = x # ---------- ---------- ---------- ---------- Blender.Draw.BeginAlign() if PREFS['do_armature'].val == 0: but_width_tmp = but_width*2 else: but_width_tmp = but_width*4 Blender.Draw.BeginAlign() PREFS['do_armature'] = Draw.Toggle('Generate Motion', EVENT_UPDATE_AND_UI, xtmp, y, but_width_tmp, but_height, PREFS['do_armature'].val, 'Generate Armatuer animation and apply to branches'); xtmp += but_width_tmp; # ---------- ---------- ---------- ---------- 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() PREFS['do_variation'] = Draw.Toggle('Generate Variation', EVENT_UPDATE_AND_UI, xtmp, y, but_width*2, but_height, PREFS['do_variation'].val, 'Create a variant by moving the branches'); xtmp += but_width*2; # ---------- ---------- ---------- ---------- if PREFS['do_variation'].val: PREFS['variation_seed'] = Draw.Number('Rand Seed', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['variation_seed'].val, 1, 100000, 'Change this to get a different variation'); xtmp += but_width*2; y-=but_height xtmp = x PREFS['variation_orientation'] = Draw.Number('Orientation', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['variation_orientation'].val, 0, 1.0, 'Randomize rotation of the branch around its parent'); xtmp += but_width*2; PREFS['variation_scale'] = Draw.Number('Scale', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['variation_scale'].val, 0.0, 1.0, 'Randomize the scale of branches'); xtmp += but_width*2; Blender.Draw.EndAlign() y-=but_height+(MARGIN*2) xtmp = x # ---------- ---------- ---------- ---------- Blender.Draw.BeginAlign() PREFS['seg_density'] = Draw.Number('Segment Spacing',EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['seg_density'].val, 0.05, 10.0, 'Scale the limit points collapse, that are closer then the branch width'); xtmp += but_width*4; y-=but_height xtmp = x # ---------- ---------- ---------- ---------- PREFS['seg_density_angle'] = Draw.Number('Angle Spacing', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['seg_density_angle'].val, 0.0, 180.0, 'Segments above this angle will not collapse (lower value for more detail)'); xtmp += but_width*2; PREFS['seg_density_radius'] = Draw.Number('Radius Spacing', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['seg_density_radius'].val, 0.0, 1.0, 'Segments above this difference in radius will not collapse (lower value for more detail)'); xtmp += but_width*2; y-=but_height xtmp = x # ---------- ---------- ---------- ---------- PREFS['seg_joint_compression'] = Draw.Number('Joint Width', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['seg_joint_compression'].val, 0.1, 2.0, 'Edge loop spacing around branch join, lower value for less webed joins'); xtmp += but_width*2; PREFS['seg_joint_smooth'] = Draw.Number('Joint Smooth', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['seg_joint_smooth'].val, 0.0, 1.0, 'Edge loop spacing around branch join, lower value for less webed joins'); xtmp += but_width*2; y-=but_height xtmp = x # ---------- ---------- ---------- ---------- PREFS['connect_sloppy'] = Draw.Number('Connect Limit',EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['connect_sloppy'].val, 0.1, 2.0, 'Strictness when connecting branches'); xtmp += but_width*2; PREFS['connect_base_trim'] = Draw.Number('Trim Base', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['connect_base_trim'].val, 0.0, 2.0, 'Trim branch base to better connect with parent branch'); xtmp += but_width*2; Blender.Draw.EndAlign() y-=but_height+MARGIN xtmp = x # ---------- ---------- ---------- ---------- Blender.Draw.BeginAlign() PREFS['do_cap_ends'] = Draw.Toggle('Cap Ends',EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['do_cap_ends'].val, 'Add faces onto branch endpoints'); xtmp += but_width*2; PREFS['do_subsurf'] = Draw.Toggle('SubSurf',EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['do_subsurf'].val, 'Enable subsurf for newly generated objects'); xtmp += but_width*2; Blender.Draw.EndAlign() y-=but_height+MARGIN xtmp = x # ---------- ---------- ---------- ---------- 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 curve object', do_pref_read); xtmp += but_width*2; Draw.PushButton('Write Prefs to Sel', EVENT_NONE, xtmp, y, but_width*2, but_height, 'Save these settings in the ID Properties of all selected curve objects', do_pref_write); xtmp += but_width*2; 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 curve aaobjects', 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__': # Read the active objects prefs on load. if they exist do_pref_read(quiet=True) Draw.Register(gui, evt, bevt)