forked from bartvdbraak/blender
c702b237d5
-- adding help_browser.py to show help for installed scripts; -- updated scripts to include basic doc info to be shown with above script: script authors can / will / should update with more info, of course; -- updated some scripts to newer versions: disp_paint, fixfromarmature, hotkeys, etc.
509 lines
16 KiB
Python
509 lines
16 KiB
Python
#!BPY
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""" Registration info for Blender menus: <- these words are ignored
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Name: 'dispaint'
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Blender: 233
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Group: 'Mesh'
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Tip: 'use vertex paint color value to modify shape displacing vertices along normal'
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"""
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__author__ = "Jean-Michel Soler (jms)"
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__url__ = ("blender", "elysiun",
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"Script's homepage, http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_displacementpainting.htm",
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"Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender")
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__version__ = "233i"
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__bpydoc__ = """\
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This script displaces mesh vertices according to vertex color values.
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Usage:
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Select the mesh, enter Edit Mode and run this script to open its GUI. Options
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include setting mode, orientation, size and number of repetitions of the
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displacement. You can enter Vertex Paint mode and alternate applying
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displacements and painting parts of the mesh.
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Orientation includes vertex normals, local coordinates and noise (you may need
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to resize the scripts window to view the noise menu below the "Last Error:"
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line. This menu lets you define noise type from the many options available in
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Blender.
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Notes:<br>
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The "Create" button will make at any time a copy of the active mesh in its
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current state, so you can keep it and continue working on the copy;<br>
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One of the great possible uses of this script is to "raise" terrain from a
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subdivided plane, for example, with good control of the process by setting
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options, defining orientation and alternating vertex painting with
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displacements.
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"""
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#----------------------------------------------
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# jm soler, displacement paint 03/2002 - > 05/2004: disp_paintf
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# Terrain Noise added suugered by Jimmy Haze
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#----------------------------------------------
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# Page officielle :
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# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_displacementpainting.htm
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# Communiquer les problemes et erreurs sur:
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# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
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#---------------------------------------------
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# ce script est proposé sous licence GPL pour etre associe
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# a la distribution de Blender 2.33
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#----------------------------------------------
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# this script is released under GPL licence
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# for the Blender 2.33 scripts package
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#----------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Copyright (C) 2003, 2004: Jean-Michel Soler
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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# 09/07/04 : Noise functions based on a piece of script by Jimmy Haze.
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# --------------------------------------------------------------------------
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import Blender
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from Blender import *
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from Blender.Draw import *
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from Blender.BGL import *
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from Blender.Noise import *
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from Blender.Scene import *
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sc=Scene.getCurrent()
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# niveau du deplacement
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ng=0.5
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# noise default
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NOISE=1
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# profondeur des couleurs primaires rgb
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maxcol=255.0*3
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# limitation de la zone de travail sur le
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# le materiau numer mat du tableau d'indices
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# des materiaux. Par defaut mat =-1 ce qui signifie
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# que toute la surface est traitee
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mat=[]
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vindex=[]
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ORIName=''
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NEWName=''
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ERROR=0
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TextERROR=''
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E_EXIT = 1
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E_MODE = 2
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E_ORIENT = 3
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E_NSIZE = 4
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E_REPEAT = 5
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E_ACTION = 16
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E_CREATE = 17
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E_DOCMAT = 24
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E_MATVAL = [32,33,34,35,36,37,38,39,40,41,42,43,44]
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E_AXESEL = 45
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E_AXESELX = 46
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E_AXESELY = 47
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E_AXESELZ = 48
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E_NOISEME = 49
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E_NOISEH = 50
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E_NOISELAC = 51
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E_NOISEOCT = 52
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E_NOISEOFF = 53
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E_NOISEBAS = 54
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E_NOISEVAL=[E_NOISEH,E_NOISELAC,E_NOISEOCT,E_NOISEOFF,E_NOISEBAS]
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E_NOISEDIM = 55
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def copy_transform(ozero,Obis):
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Obis.setSize(ozero.getSize());
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Obis.setEuler(ozero.getEuler());
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Obis.setLocation(ozero.getLocation())
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return Obis
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def traite_face(f):
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global vindexm, ng, NOISE, NOISEDIM
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global H,lacunarity,octaves,offset,basis
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if ORIENTMenu.val==1:
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for z in range(len(f.v)):
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c=0.0
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if vindex[f.v[z].index]!=0:
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c=float(f.col[z].r+f.col[z].b+f.col[z].g)/maxcol*ng/vindex[f.v[z].index]
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else:
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c=0
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f.v[z].co[0]=f.v[z].co[0]+f.v[z].no[0]*c
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f.v[z].co[1]=f.v[z].co[1]+f.v[z].no[1]*c
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f.v[z].co[2]=f.v[z].co[2]+f.v[z].no[2]*c
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elif ORIENTMenu.val==2:
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for z in range(len(f.v)):
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c=0.0
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if vindex[f.v[z].index]!=0:
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c=float(f.col[z].r+f.col[z].b+f.col[z].g)/maxcol*ng/vindex[f.v[z].index]
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else:
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c=0
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for t in range(3):
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if TAXEList[1][t].val==1:
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f.v[z].co[t]=f.v[z].co[t]+c
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elif ORIENTMenu.val==3 and NOISE<9:
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for z in range(len(f.v)):
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c=0.0
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if vindex[f.v[z].index]!=0:
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nx=f.v[z].co[0]/NOISEDIM
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ny=f.v[z].co[1]/NOISEDIM
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nz=f.v[z].co[2]/NOISEDIM
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nn = ng * noise((nx,ny,nz),NOISE)
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c=float(f.col[z].r+f.col[z].b+f.col[z].g)/maxcol*nn/vindex[f.v[z].index]
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else:
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c=0
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f.v[z].co[0]=f.v[z].co[0]+f.v[z].no[0]*c
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f.v[z].co[1]=f.v[z].co[1]+f.v[z].no[1]*c
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f.v[z].co[2]=f.v[z].co[2]+f.v[z].no[2]*c
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elif ORIENTMenu.val==3 and NOISE==9:
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for z in range(len(f.v)):
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c=0.0
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if vindex[f.v[z].index]!=0:
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nx=f.v[z].co[0]/NOISEDIM
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ny=f.v[z].co[1]/NOISEDIM
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nz=f.v[z].co[2]/NOISEDIM
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nn = ng * cellNoise((nx,ny,nz))
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c=float(f.col[z].r+f.col[z].b+f.col[z].g)/maxcol*nn/vindex[f.v[z].index]
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else:
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c=0
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f.v[z].co[0]=f.v[z].co[0]+f.v[z].no[0]*c
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f.v[z].co[1]=f.v[z].co[1]+f.v[z].no[1]*c
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f.v[z].co[2]=f.v[z].co[2]+f.v[z].no[2]*c
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elif ORIENTMenu.val==3 and NOISE==10:
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for z in range(len(f.v)):
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c=0.0
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if vindex[f.v[z].index]!=0:
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nx=f.v[z].co[0]/NOISEDIM
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ny=f.v[z].co[1]/NOISEDIM
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nz=f.v[z].co[2]/NOISEDIM
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nn = ng * heteroTerrain((nx,ny,nz),H,lacunarity,octaves,offset,basis)
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c=float(f.col[z].r+f.col[z].b+f.col[z].g)/maxcol*nn/vindex[f.v[z].index]
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else:
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c=0
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f.v[z].co[0]=f.v[z].co[0]+f.v[z].no[0]*c
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f.v[z].co[1]=f.v[z].co[1]+f.v[z].no[1]*c
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f.v[z].co[2]=f.v[z].co[2]+f.v[z].no[2]*c
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def paint():
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global MODEMenu, vindex,ng, mat, ORIName, NEWName
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global ERROR, TextERROR
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Me=Object.GetSelected()
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if Me!=[]:
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if Me[0].getType()=='Mesh':
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vindex=[]
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ORIName=Me[0].getData().name
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me=NMesh.GetRaw(Me[0].getData().name)
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try:
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for m in me.verts:
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vindex.append(0)
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for f in me.faces:
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for v in f.v:
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if MODEMenu.val!=2:
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if MODEMenu.val==1:
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vindex[v.index]+=1
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else:
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if v.sel==1:
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vindex[v.index]+=1
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else:
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#print mat
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if f.mat in mat:
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vindex[v.index]+=1
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for f in me.faces:
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if MODEMenu.val==2:
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if f.mat in mat:
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traite_face(f)
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else:
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traite_face(f)
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Me[0].link(me)
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Me[0].makeDisplayList()
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except:
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ERROR=2
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TextERROR='No color on this Object.'
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def NEWMEcreation(obj):
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if obj.getType()=='Mesh':
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nomdelobjet="";
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objnumber=-1; namelist=[]
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OBJ=Object.Get()
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for ozero in OBJ:
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if ozero.getType()=='Mesh':
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namelist.append(ozero.getData().name)
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ozero=obj
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nomdelobjet=ozero.getName()
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Mesh=Blender.NMesh.GetRawFromObject(nomdelobjet)
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name=obj.getData().name
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n=0; name2=name[:];ok=0
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while ok==0:
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for n0 in namelist:
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if n0.find(name2)==0:
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ok=0;name2=name[0:name.find('.')+1]+'%s'%(n+1)
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else: ok=1
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n+=1
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Mesh.name=name2
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Obis = Blender.NMesh.PutRaw(Mesh,name2)
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copy_transform(ozero,Obis)
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Obis.makeDisplayList()
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def DOCMat_list(TMATList):
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global mat
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Me=Object.GetSelected()
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if Me!=[]:
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if Me[0].getType()=='Mesh':
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me=NMesh.GetRaw(Me[0].getData().name)
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if len(me.materials)!=0:
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n=0
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for mat in me.materials:
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TMATList[1][n][0]=mat.R
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TMATList[1][n][1]=mat.G
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TMATList[1][n][2]=mat.B
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n+=1
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TMATList[0]=n
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else:
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TMATList[0]=0
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return TMATList
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MOname = "MODE MENU %t|Normal %x1|Material %x2|Selected %x3"
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ORname = "ORIENT MENU %t|From Normal %x1|Local Axes %x2| Noise %x3"
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NOname = "NOISE MENU %t|BLENDER %x1|STDPERLIN %x2|NEWPERLIN %x3|VORONOI_F1%x4|VORONOI_F2%x5|VORONOI_F3%x6|VORONOI_F4%x7|VORONOI_F2F1%x8|VORONOI_CRACKLE%x9|CELLNOISE%x10|HETEROTENOISE%x11"
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MODEMenu = Create(1)
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ORIENTMenu = Create(1)
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NOISEMenu = Create(1)
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NSIZE = Create(1.0)
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TDOCMat = Create(0)
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NRepeat = Create(1)
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H=1.0
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lacunarity=2.0
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octaves=5.0
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offset=1.0
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basis=3
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NOISEDIM=4
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NOISEDIMbout=Create(NOISEDIM)
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HBout=Create(H)
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lacunarityBout=Create(lacunarity)
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octavesBout=Create(octaves)
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offsetBout=Create(offset)
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basisBout=Create(basis)
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noiseTYPE={0:'BLENDER',
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1:'STDPERLIN',
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2:'STDPERLIN',
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3:'NEWPERLIN',
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4:'VORONOI_F1',
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5:'VORONOI_F2',
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6:'VORONOI_F3',
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7:'VORONOI_F2F1',
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8:'VORONOI_CRACKLE',
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9:'CELLNOISE'}
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TMATList= [0,[],[]]
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for t in range(16):
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TMATList[1].append([0.0,0.0,0.0])
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TMATList[2].append(Create(0))
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TAXEList=[['X','Y','Z'],[]]
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for t in range(3):
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TAXEList[1].append(Create(0))
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glCr=glRasterPos2d
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glCl3=glColor3f
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glCl4=glColor4f
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glRct=glRectf
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def draw():
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global MODEMenu, NSIZE, TDOCMat,TMATList, TAXEList
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global mat, ORIName, NEWName, ORIENTMenu
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global NRepeat, ERROR, TextERROR , NOISE, NOISEMenu, NOISEDIMbout,NOISEDIM
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global HBout,lacunarityBout,octavesBout,offsetBout,basisBout
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global noiseTYPE
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size=Buffer(GL_FLOAT, 4)
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glGetFloatv(GL_SCISSOR_BOX, size)
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size= size.list
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for s in [0,1,2,3]: size[s]=int(size[s])
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glClear(GL_COLOR_BUFFER_BIT)
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glColor3f(0.0,0.0,0.0)
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glRectf(4,size[3],534,size[3]-32 )
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glColor3f(1.0,1.0,1.0)
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glRasterPos2f(20, size[3]-15)
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Text("Script Python de displacement paintingt")
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glRasterPos2f(20, size[3]-28)
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Text("Jean-michel Soler, juillet 2004")
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n0=70
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n1=55
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Button("Create" ,E_CREATE ,5 ,size[3]-n0+16 ,60 ,20)
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Button("Action" ,E_ACTION ,5 ,size[3]-n0-4 ,60 ,20)
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Button("Exit" ,E_EXIT ,5 ,size[3]-n0-24 ,60 ,20)
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NRepeat=Number("repeat" ,E_REPEAT ,5 ,size[3]-n0-50 ,75 ,20, NRepeat.val,1,10)
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glColor3f(0.0,0.0,0.0)
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glRasterPos2f(80 ,size[3]-n0+24)
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Text("MODE")
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MODEMenu= Menu(MOname, E_MODE ,80 ,size[3]-n0 ,100,20, MODEMenu.val, "MODE menu.")
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if MODEMenu.val==2:
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TDOCMat=Toggle("Doc Mat" ,E_DOCMAT ,180 ,size[3]-n0 ,60 ,20,TDOCMat.val)
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if TDOCMat.val==1:
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#print TMATList
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for t in range(TMATList[0]):
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glCl3(TMATList[1][t][0],
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TMATList[1][t][1],
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TMATList[1][t][2])
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glRct(80+t*40,
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size[3]-n0-60,
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80+t*40+40,
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size[3]-n0-60+40)
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TMATList[2][t]=Toggle("%s"%t , 32+t ,80+t*40+5 ,size[3]-n0-50 ,30 , 20,TMATList[2][t].val)
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glColor3f(1.0,0.3,0.0)
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glRasterPos2f(80+40+5 ,size[3]-n0-80)
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if ERROR>1:
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Text('Last error : '+TextERROR)
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else:
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Text('Last error : ')
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glColor3f(0.0,0.0,0.0)
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glRasterPos2f(240 ,size[3]-n0+24)
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Text("ORIENTATION")
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ORIENTMenu= Menu(ORname, E_ORIENT ,240 ,size[3]-n0 ,100,20, ORIENTMenu.val, "ORIENT menu.")
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if ORIENTMenu.val==2 :
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for t in range(3):
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TAXEList[1][t]=Toggle("%s"%TAXEList[0][t],
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E_AXESEL+t,
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240+100+t*30 , size[3]-n0 ,30 , 20,
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TAXEList[1][t].val)
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if ORIENTMenu.val==3 :
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glRasterPos2f(240 ,size[3]-n0-90-4)
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Text("NOISE")
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NOISEMenu= Menu(NOname, E_NOISEME , 240 ,size[3]-n0-118 ,110,20, NOISEMenu.val, "NOISE menu.")
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NOISEDIMbout=Number(" Dim: " ,E_NOISEDIM , 240 ,size[3]-n0-138 ,110,20, NOISEDIMbout.val, 1,100)
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if NOISEMenu.val==11:
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basisBout=Slider(noiseTYPE[basisBout.val],
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E_NOISEBAS ,40 ,size[3]-n0-118 ,175,20, basisBout.val, 0,9,)
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HBout= Slider("H", E_NOISEH ,40 ,size[3]-n0-138 ,175,20, HBout.val, -2.0,+2.0,0,)
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lacunarityBout=Slider("lacunarity", E_NOISELAC ,40 ,size[3]-n0-158 ,175,20, lacunarityBout.val, -4.0,+4.0,0,)
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octavesBout=Slider("octave", E_NOISEOCT ,40 ,size[3]-n0-178 ,175,20, octavesBout.val, -10.0,+10.0,0,)
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offsetBout=Slider("offset", E_NOISEOFF ,40 ,size[3]-n0-198 ,175,20, offsetBout.val, -5.0,+5.0,0,)
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NSIZE= Slider("Disp Size", E_NSIZE ,80 ,size[3]-n0-20 ,260,20, NSIZE.val, -4.0,+4.0,0,"SIZE.")
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def event(evt, val):
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if (evt== QKEY and not val): Exit()
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def bevent(evt):
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global MODEMenu, NSIZE, ng, TMATList
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global mat, ORIENTMenu, NRepeat, TAXEList
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global ERROR,TextERROR, NOISE, NOISEMenu, NOISEDIMbout,NOISEDIM
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global HBout,lacunarityBout,octavesBout,offsetBout,basisBout
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global H,lacunarity,octaves,offset,basis
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if (evt== E_EXIT):
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Exit()
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elif (evt== E_ACTION):
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for n in range(NRepeat.val):
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paint()
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elif (evt== E_NSIZE):
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ng=NSIZE.val
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elif (evt== E_DOCMAT) or (evt in E_MATVAL):
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Me=Object.GetSelected()
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if Me!=[]:
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if Me[0].getType()=='Mesh':
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TMATList=DOCMat_list(TMATList)
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mat=[]
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for TMat in TMATList[2]:
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if TMat.val==1.0:
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mat.append(TMATList[2].index(TMat))
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ERROR=0
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else:
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ERROR=1
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TextERROR='Selected Object is not a mesh.'
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else:
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ERROR=1
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TextERROR='No Selected Object.'
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elif (evt== E_CREATE):
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NEWMEcreation(Blender.Object.GetSelected()[0])
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Blender.Draw.Redraw()
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ERROR=1
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TextERROR='No Selected Object.'
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elif (evt== E_NOISEME):
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NOISE=NOISEMenu.val-1
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elif (evt in E_NOISEVAL):
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H=HBout.val
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lacunarity=lacunarityBout.val
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octaves=octavesBout.val
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offset=offsetBout.val
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basis=basisBout.val
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elif (evt== E_NOISEDIM):
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NOISEDIM=NOISEDIMbout.val
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Blender.Draw.Redraw()
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Register(draw, event, bevent)
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