forked from bartvdbraak/blender
1774 lines
52 KiB
Python
1774 lines
52 KiB
Python
#!BPY
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"""
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Name: 'Tree from Curves'
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Blender: 245
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Group: 'Wizards'
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Tip: 'Generate trees from curve shapes'
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"""
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__author__ = "Campbell Barton"
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__url__ = ['www.blender.org', 'blenderartists.org']
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__version__ = "0.1"
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__bpydoc__ = """\
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"""
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import bpy
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import Blender
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from Blender.Mathutils import Vector, CrossVecs, AngleBetweenVecs, LineIntersect, TranslationMatrix, ScaleMatrix
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from Blender.Geometry import ClosestPointOnLine
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def debug_pt(co):
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Blender.Window.SetCursorPos(tuple(co))
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Blender.Window.RedrawAll()
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print 'debugging', co
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def closestVecIndex(vec, vecls):
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best= -1
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best_dist = 100000000
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for i, vec_test in enumerate(vecls):
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dist = (vec-vec_test).length
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if dist < best_dist:
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best = i
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best_dist = dist
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return best
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eul = 0.00001
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class tree:
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def __init__(self):
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self.branches_all = []
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self.branches_root = []
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self.mesh = None
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self.armature = None
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self.object = None
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self.limbScale = 1.0
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self.debug_objects = []
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def __repr__(self):
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s = ''
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s += '[Tree]'
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s += ' limbScale: %.6f' % self.limbScale
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s += ' object: %s' % self.object
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for brch in self.branches_root:
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s += str(brch)
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return s
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def fromCurve(self, object):
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self.object = object
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curve = object.data
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# Set the curve object scale
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if curve.bevob:
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# A bit of a hack to guess the size of the curve object if you have one.
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bb = curve.bevob.boundingBox
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# self.limbScale = (bb[0] - bb[7]).length / 2.825 # THIS IS GOOD WHEN NON SUBSURRFED
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self.limbScale = (bb[0] - bb[7]).length / 1.8
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# end
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# Get the curve points as bpoints
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for spline in curve:
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brch = branch()
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self.branches_all.append(brch)
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for bez in spline:
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# calc normal vector later
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pt = bpoint(brch, Vector(bez.vec[1]), Vector(), bez.radius * self.limbScale)
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brch.bpoints.append( pt )
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# Get the curve as a mesh. - for inbetween points
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tmpme = bpy.data.meshes.new()
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# remove/backup bevel ob
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bev_back = curve.bevob
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if bev_back: curve.bevob = None
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# get the curve mesh data
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tmpob = bpy.data.scenes.active.objects.new( curve )
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tmpme.getFromObject(object)
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bpy.data.scenes.active.objects.unlink(tmpob)
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# restore bevel ob
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if bev_back:
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curve.bevob = bev_back
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# Guess the size of the curve object if you have one. This is not perfect but good enough
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bb = bev_back.boundingBox
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self.limbScale = (bb[0] - bb[7]).length / 2.825
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# TEMP FOR TESTING
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# bpy.data.scenes.active.objects.new(tmpme)
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vecs = [ v.co for v in tmpme.verts ]
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del tmpme
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# for branch
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#used_points = set()
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for brch in self.branches_all:
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offset = 0
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for i in xrange(1, len(brch.bpoints)):
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# find the start/end points
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start_pt = brch.bpoints[offset+i-1]
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end_pt = brch.bpoints[offset+i]
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start = end = None
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for j, co in enumerate(vecs):
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if start == None:
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if (co-start_pt.co).length < eul:
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start = j
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if end == None:
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if (co-end_pt.co).length < eul:
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end = j
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if start != None and end != None:
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break
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# for now we assuem the start is always a lower index.
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#if start > end:
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# raise "error index is not one we like"
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#used_points.add(start)
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#used_points.add(end)
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radius = start_pt.radius
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#print 'coords', start_co, end_co
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#### print "starting", start, end
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if start > end:
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j = start-1
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raise "some bug!"
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else:
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j = start+1
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step = 1
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step_tot = abs(start-end)
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while j!=end:
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#radius = (start_pt.radius*(step_tot-step) - end_pt.radius*step ) / step_tot
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w1 = step_tot-step
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w2 = step
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radius = ((start_pt.radius*w1) + (end_pt.radius*w2)) / step_tot
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#### print i,j, radius
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pt = bpoint(brch, Vector(vecs[j]), Vector(), radius)
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brch.bpoints.insert(offset+i, pt)
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offset+=1
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if start > end:
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j-=1
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else:
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j+=1
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step +=1
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# Now calculate the normals
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for brch in self.branches_all:
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for i in xrange(1, len(brch.bpoints)-1):
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brch.bpoints[i].next = brch.bpoints[i+1]
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brch.bpoints[i].prev = brch.bpoints[i-1]
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brch.bpoints[0].next = brch.bpoints[1]
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brch.bpoints[-1].prev = brch.bpoints[-2]
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for pt in brch.bpoints:
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pt.calcNormal()
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pt.calcNextMidCo()
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# remove segments
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# We may want to remove segments for 2 reasons
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# 1) - too high resolution
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# 2) - too close together (makes yucky geometry)
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def resetTags(self, value):
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for brch in self.branches_all:
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brch.tag = value
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def buildConnections(self, sloppy=1.0, base_trim = 1.0):
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'''
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build tree data - fromCurve must run first
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'''
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# Connect branches
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for i in xrange(len(self.branches_all)):
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brch_i = self.branches_all[i]
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for j in xrange(len(self.branches_all)):
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if i != j:
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# See if any of the points match this branch
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# see if Branch 'i' is the child of branch 'j'
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brch_j = self.branches_all[j]
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best_j, dist = brch_j.findClosest(brch_i.bpoints[0].co)
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# Check its in range, allow for a bit out - hense the 1.5
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if dist < best_j.radius * sloppy:
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# if 1) dont remove the whole branch, maybe an option but later
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# 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.
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# if 3) this point is within the branch, remove it.
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while len(brch_i.bpoints)>2 and\
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brch_i.bpoints[0].isParent == False and\
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(brch_i.bpoints[0].co - best_j.nextMidCo).length < best_j.radius * base_trim:
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# brch_i.bpoints[0].next = 101 # testing.
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del brch_i.bpoints[0]
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brch_i.bpoints[0].prev = None
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brch_i.parent_pt = best_j
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best_j.isParent = True # dont remove me
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# addas a member of best_j.children later when we have the geometry info available.
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#### print "Found Connection!!!", i, j
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break # go onto the next branch
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"""
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children = [brch_child for brch_child in pt.children]
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if children:
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# This pt is one side of the segment, pt.next joins this segment.
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# calculate the median point the 2 segments would span
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# Once this is done we need to adjust 2 things
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# 1) move both segments up/down so they match the branches best.
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# 2) set the spacing of the segments around the point.
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# First try to get the ideal some space around each joint
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# the spacing shoule be an average of
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for brch.bpoints:
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"""
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'''
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for brch in self.branches_all:
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brch.checkPointList()
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'''
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# Calc points with dependancies
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# detect circular loops!!! - TODO
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self.resetTags(False)
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done_nothing = False
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while done_nothing == False:
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done_nothing = True
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for brch in self.branches_all:
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if brch.tag == False and (brch.parent_pt == None or brch.parent_pt.branch.tag == True):
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# Assign this to a spesific side of the parents point
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# we know this is a child but not which side it should be attached to.
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if brch.parent_pt:
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child_locs = [\
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brch.parent_pt.childPoint(0),\
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brch.parent_pt.childPoint(1),\
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brch.parent_pt.childPoint(2),\
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brch.parent_pt.childPoint(3)]
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best_idx = closestVecIndex(brch.bpoints[0].co, child_locs)
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brch.parent_pt.children[best_idx] = brch
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# DONE
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done_nothing = False
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for pt in brch.bpoints:
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# for temp debugging
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## self.mesh.faces.extend([pt.verts])
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pt.calcVerts()
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# pt.toMesh(self.mesh) # Cant do here because our children arnt calculated yet!
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brch.tag = True
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def optimizeSpacing(self, density=1.0, joint_compression=1.0, joint_smooth=1.0):
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'''
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Optimize spacing, taking branch hierarchy children into account,
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can add or subdivide segments so branch joins dont look horrible.
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'''
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for brch in self.branches_all:
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brch.evenJointDistrobution(joint_compression)
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# Correct points that were messed up from sliding
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# This happens when one point is pushed past another and the branch gets an overlaping line
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for brch in self.branches_all:
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brch.fixOverlapError(joint_smooth)
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# Collapsing
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for brch in self.branches_all:
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brch.collapsePoints(density, joint_smooth)
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for brch in self.branches_all:
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brch.branchReJoin()
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def toDebugDisplay(self):
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'''
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Should be able to call this at any time to see whats going on, dosnt work so nice ATM.
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'''
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sce = bpy.data.scenes.active
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for ob in self.debug_objects:
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for ob in sce.objects:
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sce.objects.unlink(ob)
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for branch_index, brch in enumerate(self.branches_all):
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pt_index = 0
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for pt_index, pt in enumerate(brch.bpoints):
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name = '%.3d_%.3d' % (branch_index, pt_index)
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if pt.next==None:
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name += '_end'
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if pt.prev==None:
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name += '_start'
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ob = sce.objects.new('Empty', name)
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self.debug_objects.append(ob)
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mat = ScaleMatrix(pt.radius, 4) * TranslationMatrix(pt.co)
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ob.setMatrix(mat)
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ob.setDrawMode(8) # drawname
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Blender.Window.RedrawAll()
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def toMesh(self, mesh=None, do_uv=True, do_uv_scalewidth=True, uv_image = None, uv_x_scale=1.0, uv_y_scale=4.0, do_cap_ends=False):
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# Simple points
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'''
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self.mesh = bpy.data.meshes.new()
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self.object = bpy.data.scenes.active.objects.new(self.mesh)
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self.mesh.verts.extend([ pt.co for brch in self.branches_all for pt in brch.bpoints ])
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'''
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if mesh:
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self.mesh = mesh
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mesh.verts = None
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else:
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self.mesh = bpy.data.meshes.new()
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totverts = 0
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for brch in self.branches_all:
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totverts += len(brch.bpoints)
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self.mesh.verts.extend( [ (0.0,0.0,0.0) ] * ((totverts * 4)+1) ) # +1 is a dummy vert
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verts = self.mesh.verts
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# Assign verts to points, 4 verts for each point.
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i = 1 # dummy vert, should be 0
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for brch in self.branches_all:
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for pt in brch.bpoints:
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pt.verts[0] = verts[i]
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pt.verts[1] = verts[i+1]
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pt.verts[2] = verts[i+2]
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pt.verts[3] = verts[i+3]
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i+=4
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# Do this again because of collapsing
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# pt.calcVerts(brch)
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# roll the tube so quads best meet up to their branches.
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for brch in self.branches_all:
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#for pt in brch.bpoints:
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if brch.parent_pt:
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# Use temp lists for gathering an average
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if brch.parent_pt.roll_angle == None:
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brch.parent_pt.roll_angle = [brch.getParentQuadAngle()]
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# More then 2 branches use this point, add to the list
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else:
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brch.parent_pt.roll_angle.append( brch.getParentQuadAngle() )
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# average the temp lists into floats
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for brch in self.branches_all:
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#for pt in brch.bpoints:
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if brch.parent_pt and type(brch.parent_pt.roll_angle) == list:
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# print brch.parent_pt.roll_angle
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f = 0.0
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for val in brch.parent_pt.roll_angle:
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f += val
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brch.parent_pt.roll_angle = f/len(brch.parent_pt.roll_angle)
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# set the roll of all the first segments that have parents,
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# this is because their roll is set from their parent quad and we dont want them to roll away from that.
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for brch in self.branches_all:
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if brch.parent_pt:
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# if the first joint has a child then apply half the roll
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# theres no correct solition here, but this seems ok
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if brch.bpoints[0].roll_angle != None:
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#brch.bpoints[0].roll_angle *= 0.5
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#brch.bpoints[0].roll_angle = 0.0
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#brch.bpoints[1].roll_angle = 0.0
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brch.bpoints[0].roll_angle = 0
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pass
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else:
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# our roll was set from the branches parent and needs no changing
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# set it to zero so the following functions know to interpolate.
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brch.bpoints[0].roll_angle = 25.0
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#brch.bpoints[1].roll_angle = 0.0
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'''
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Now interpolate the roll!
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The method used here is a little odd.
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* first loop up the branch and set each points value to the "last defined" value and record the steps
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since the last defined value
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* Do the same again but backwards
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now for each undefined value we have 1 or 2 values, if its 1 its simple we just use that value
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( no interpolation ), if there are 2 then we use the offsets from each end to work out the interpolation.
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one up, one back, and another to set the values, so 3 loops all up.
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'''
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#### print "scan up the branch..."
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for brch in self.branches_all:
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last_value = None
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last_index = -1
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for i in xrange(len(brch.bpoints)):
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pt = brch.bpoints[i]
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if type(pt.roll_angle) in (float, int):
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last_value = pt.roll_angle
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last_index = i
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else:
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if type(last_value) in (float, int):
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# Assign a list, because there may be a connecting roll value from another joint
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pt.roll_angle = [(last_value, i-last_index)]
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#### print "scan down the branch..."
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last_value = None
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last_index = -1
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for i in xrange(len(brch.bpoints)-1, -1, -1): # same as above but reverse
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pt = brch.bpoints[i]
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if type(pt.roll_angle) in (float, int):
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last_value = pt.roll_angle
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last_index = i
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else:
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if last_value != None:
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if type(pt.roll_angle) == list:
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pt.roll_angle.append((last_value, last_index-i))
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else:
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#pt.roll_angle = [(last_value, last_index-i)]
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# Dont bother assigning a list because we wont need to add to it later
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pt.roll_angle = last_value
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# print "looping ,...."
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### print "assigning/interpolating roll values"
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for pt in brch.bpoints:
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# print "this roll IS", pt.roll_angle
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if pt.roll_angle == None:
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continue
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elif type(pt.roll_angle) in (float, int):
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pass
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elif len(pt.roll_angle) == 1:
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pt.roll_angle = pt.roll_angle[0][0]
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else:
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# interpolate
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tot = pt.roll_angle[0][1] + pt.roll_angle[1][1]
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pt.roll_angle = \
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(pt.roll_angle[0][0] * (tot - pt.roll_angle[0][1]) +\
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pt.roll_angle[1][0] * (tot - pt.roll_angle[1][1])) / tot
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#### print pt.roll_angle, 'interpolated roll'
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pt.roll(pt.roll_angle)
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# Done with temp average list. now we know the best roll for each branch.
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# mesh the data
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for brch in self.branches_all:
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for pt in brch.bpoints:
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pt.toMesh(self.mesh)
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faces = self.mesh.faces
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faces_extend = [ face for brch in self.branches_all for pt in brch.bpoints for face in pt.faces if face ]
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if do_cap_ends:
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# TODO - UV map and image?
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faces_extend.extend([ brch.bpoints[-1].verts for brch in self.branches_all ])
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faces.extend(faces_extend)
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if do_uv:
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# Assign the faces back
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face_index = 0
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for brch in self.branches_all:
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for pt in brch.bpoints:
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for i in (0,1,2,3):
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if pt.faces[i]:
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pt.faces[i] = faces[face_index]
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pt.faces[i].smooth = True
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face_index +=1
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self.mesh.faceUV = True
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for brch in self.branches_all:
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y_val = 0.0
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for pt in brch.bpoints:
|
|
if pt.next:
|
|
y_size = (pt.co-pt.next.co).length
|
|
|
|
# scale the uvs by the radiusm, avoids stritching.
|
|
if do_uv_scalewidth:
|
|
y_size = y_size / pt.radius * uv_y_scale
|
|
|
|
for i in (0,1,2,3):
|
|
if pt.faces[i]:
|
|
if uv_image:
|
|
pt.faces[i].image = uv_image
|
|
|
|
x1 = i*0.25 * uv_x_scale
|
|
x2 = (i+1)*0.25 * uv_x_scale
|
|
|
|
uvs = pt.faces[i].uv
|
|
uvs[3].x = x1;
|
|
uvs[3].y = y_val+y_size
|
|
|
|
uvs[0].x = x1
|
|
uvs[0].y = y_val
|
|
|
|
uvs[1].x = x2
|
|
uvs[1].y = y_val
|
|
|
|
uvs[2].x = x2
|
|
uvs[2].y = y_val+y_size
|
|
|
|
|
|
do_uv_scalewidth
|
|
if pt.next:
|
|
y_val += y_size
|
|
else:
|
|
# no UV's
|
|
for f in self.mesh.faces:
|
|
f.smooth = True
|
|
|
|
if do_cap_ends:
|
|
# de-select end points for
|
|
i = len(faces)-1
|
|
|
|
cap_end_face_start = len(faces) - len(self.branches_all)
|
|
|
|
j = 0
|
|
for i in xrange(cap_end_face_start, len(faces)):
|
|
self.branches_all[j].face_cap = faces[i]
|
|
faces[i].sel = 0
|
|
|
|
# default UV's are ok for now :/
|
|
if do_uv and uv_image:
|
|
faces[i].image = uv_image
|
|
|
|
j +=1
|
|
|
|
# set edge crease for capped ends.
|
|
for ed in self.mesh.edges:
|
|
if ed.v1.sel==False and ed.v2.sel==False:
|
|
ed.crease = 255
|
|
|
|
del faces_extend
|
|
|
|
return self.mesh
|
|
|
|
def toArmature(self, ob_arm, armature):
|
|
|
|
armature.drawType = Blender.Armature.STICK
|
|
armature.makeEditable() # enter editmode
|
|
|
|
# Assume toMesh has run
|
|
self.armature = armature
|
|
for bonename in armature.bones.keys():
|
|
del armature.bones[bonename]
|
|
|
|
|
|
group_names = []
|
|
|
|
for i, brch in enumerate(self.branches_all):
|
|
|
|
# get a list of parent points to make into bones. use parents and endpoints
|
|
bpoints_parent = [pt for pt in brch.bpoints if pt.isParent 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/10
|
|
|
|
# When we have the same trees next to eachother, they will animate the same way unless we give each its own texture or offset settings.
|
|
# We can use the object's location as a factor - this also will have the advantage? of seeing the animation move across the tree's
|
|
# allow a scale so the difference between tree textures can be adjusted.
|
|
anim_offset = self.object.matrixWorld.translationPart() * anim_offset_scale
|
|
|
|
anim_speed_final = anim_speed
|
|
# Assign drivers to them all
|
|
for name, ipo in ipo_dict.iteritems():
|
|
tex_str = 'b.Texture.Get("%s")' % texture.name
|
|
|
|
if anim_speed_size_scale:
|
|
# Adjust the speed by the bone size.
|
|
# get the point from the name. a bit ugly but works fine ;) - Just dont mess the index up!
|
|
lookup = [int(val) for val in name.split('_')]
|
|
pt = self.branches_all[ lookup[0] ].bpoints[ lookup[1] ]
|
|
anim_speed_final = anim_speed / (1+pt.radius)
|
|
|
|
#for cu in ipo:
|
|
# #cu.delBezier(0)
|
|
# #cu.driver = 2 # Python expression
|
|
# #cu.driverExpression = 'b.Get("curframe")/100.0'
|
|
cu = ipo[Blender.Ipo.PO_QUATX]
|
|
try: cu.delBezier(0)
|
|
except: pass
|
|
cu.driver = 2 # Python expression
|
|
cu.driverExpression = '%.3f*(%s.evaluate(((b.Get("curframe")*%.3f)+%.3f,%.3f,%.3f)).w-0.5)' % (anim_magnitude, tex_str, anim_speed_final, anim_offset.x, anim_offset.y, anim_offset.z)
|
|
|
|
cu = ipo[Blender.Ipo.PO_QUATY]
|
|
try: cu.delBezier(0)
|
|
except: pass
|
|
cu.driver = 2 # Python expression
|
|
cu.driverExpression = '%.3f*(%s.evaluate((%.3f,(b.Get("curframe")*%.3f)+%.3f,%.3f)).w-0.5)' % (anim_magnitude, tex_str, anim_offset.x, anim_speed_final, anim_offset.y, anim_offset.z)
|
|
|
|
cu = ipo[Blender.Ipo.PO_QUATZ]
|
|
try: cu.delBezier(0)
|
|
except: pass
|
|
cu.driver = 2 # Python expression
|
|
cu.driverExpression = '%.3f*(%s.evaluate(%.3f,%.3f,(b.Get("curframe")*%.3f)+%.3f).w-0.5)' % (anim_magnitude, tex_str, anim_offset.x, anim_offset.y, anim_speed_final, anim_offset.z)
|
|
|
|
|
|
#(%s.evaluate((b.Get("curframe")*%.3f,0,0)).w-0.5)*%.3f
|
|
|
|
|
|
zup = Vector(0,0,1)
|
|
|
|
class bpoint_bone:
|
|
def __init__(self):
|
|
self.name = None
|
|
self.editbone = None
|
|
self.blenbone = None
|
|
self.posebone = None
|
|
|
|
class bpoint(object):
|
|
''' The point in the middle of the branch, not the mesh points
|
|
'''
|
|
__slots__ = 'branch', 'co', 'no', 'radius', 'vecs', 'verts', 'children', 'faces', 'next', 'prev', 'isParent', 'bpbone', 'roll_angle', 'nextMidCo', 'childrenMidCo', 'childrenMidRadius', 'targetCos'
|
|
def __init__(self, brch, co, no, radius):
|
|
self.branch = brch
|
|
self.co = co
|
|
self.no = no
|
|
self.radius = radius
|
|
self.vecs = [None, None, None, None] # 4 for now
|
|
self.verts = [None, None, None, None]
|
|
self.children = [None, None, None, None] # child branches, dont fill in faces here
|
|
self.faces = [None, None, None, None]
|
|
self.next = None
|
|
self.prev = None
|
|
self.isParent = False
|
|
self.bpbone = None # bpoint_bone instance
|
|
|
|
# when set, This is the angle we need to roll to best face our branches
|
|
# the roll that is set may be interpolated if we are between 2 branches that need to roll.
|
|
# Set to None means that the roll will be left default (from parent)
|
|
self.roll_angle = None
|
|
|
|
|
|
# The location between this and the next point,
|
|
# if we want to be tricky we can try make this not just a simple
|
|
# inbetween and use the normals to have some curvature
|
|
self.nextMidCo = None
|
|
|
|
# Similar to above, median point of all children
|
|
self.childrenMidCo = None
|
|
|
|
# Similar as above, but for radius
|
|
self.childrenMidRadius = None
|
|
|
|
# Target locations are used when you want to move the point to a new location but there are
|
|
# more then 1 influence, build up a list and then apply
|
|
self.targetCos = []
|
|
|
|
def __repr__(self):
|
|
s = ''
|
|
s += '\t\tco:', self.co
|
|
s += '\t\tno:', self.no
|
|
s += '\t\tradius:', self.radius
|
|
s += '\t\tchildren:', [(child != False) for child in self.children]
|
|
return s
|
|
|
|
|
|
|
|
def setCo(self, co):
|
|
self.co[:] = co
|
|
self.calcNextMidCo()
|
|
self.calcNormal()
|
|
|
|
if self.prev:
|
|
self.prev.calcNextMidCo()
|
|
self.prev.calcNormal()
|
|
self.prev.calcChildrenMidData()
|
|
|
|
if self.next:
|
|
self.prev.calcNormal()
|
|
|
|
self.calcChildrenMidData()
|
|
|
|
|
|
def nextLength(self):
|
|
return (self.co-self.next.co).length
|
|
def prevLength(self):
|
|
return (self.co-self.prev.co).length
|
|
|
|
def hasOverlapError(self):
|
|
if self.prev == None:
|
|
return False
|
|
if self.next == None:
|
|
return False
|
|
'''
|
|
# see if this point sits on the line between its siblings.
|
|
co, fac = ClosestPointOnLine(self.co, self.prev.co, self.next.co)
|
|
|
|
if fac >= 0.0 and fac <= 1.0:
|
|
return False # no overlap, we are good
|
|
else:
|
|
return True # error, some overlap
|
|
'''
|
|
|
|
|
|
# Alternate method, maybe better
|
|
ln = self.nextLength()
|
|
lp = self.prevLength()
|
|
ls = (self.prev.co-self.next.co).length
|
|
|
|
# Are we overlapping? the length from our next or prev is longer then the next-TO-previous?
|
|
if ln>ls or lp>ls:
|
|
return True
|
|
else:
|
|
return False
|
|
|
|
|
|
def applyTargetLocation(self):
|
|
if not self.targetCos:
|
|
return False
|
|
elif len(self.targetCos) == 1:
|
|
self.setCo(self.targetCos[0])
|
|
else:
|
|
co_all = Vector()
|
|
for co in self.targetCos:
|
|
co_all += co
|
|
|
|
self.setCo(co_all / len(self.targetCos))
|
|
self.targetCos[:] = []
|
|
return True
|
|
|
|
def calcNextMidCo(self):
|
|
if not self.next:
|
|
return None
|
|
|
|
# be tricky later.
|
|
self.nextMidCo = (self.co + self.next.co) * 0.5
|
|
|
|
def calcNormal(self):
|
|
if self.prev == None:
|
|
self.no = (self.next.co - self.co).normalize()
|
|
elif self.next == None:
|
|
self.no = (self.co - self.prev.co).normalize()
|
|
else:
|
|
self.no = (self.next.co - self.prev.co).normalize()
|
|
|
|
def calcChildrenMidData(self):
|
|
'''
|
|
Calculate childrenMidCo & childrenMidRadius
|
|
This is a bit tricky, we need to find a point between this and the next,
|
|
the medium of all children, this point will be on the line between this and the next.
|
|
'''
|
|
if not self.next:
|
|
return None
|
|
|
|
# factor between this and the next point
|
|
radius = factor = factor_i = 0.0
|
|
|
|
count = 0
|
|
for brch in self.children:
|
|
if brch: # we dont need the co at teh moment.
|
|
co, fac = ClosestPointOnLine(brch.bpoints[0].co, self.co, self.next.co)
|
|
factor_i += fac
|
|
count += 1
|
|
|
|
radius += brch.bpoints[0].radius
|
|
|
|
if not count:
|
|
return
|
|
|
|
# interpolate points
|
|
factor_i = factor_i/count
|
|
factor = 1-factor_i
|
|
|
|
self.childrenMidCo = (self.co * factor) + (self.next.co * factor_i)
|
|
self.childrenMidRadius = radius
|
|
|
|
#debug_pt(self.childrenMidCo)
|
|
|
|
def getAbsVec(self, index):
|
|
# print self.vecs, index
|
|
return self.co + self.vecs[index]
|
|
|
|
def slide(self, factor):
|
|
'''
|
|
Slides the segment up and down using the prev and next points
|
|
'''
|
|
self.setCo(self.slideCo(factor))
|
|
|
|
def slideCo(self, factor):
|
|
if self.prev == None or self.next == None or factor==0.0:
|
|
return
|
|
|
|
if factor < 0.0:
|
|
prev_co = self.prev.co
|
|
co = self.co
|
|
|
|
ofs = co-prev_co
|
|
ofs.length = abs(factor)
|
|
self.co - ofs
|
|
|
|
return self.co - ofs
|
|
else:
|
|
next_co = self.next.co
|
|
co = self.co
|
|
|
|
ofs = co-next_co
|
|
ofs.length = abs(factor)
|
|
|
|
return self.co - ofs
|
|
|
|
|
|
def collapseDown(self):
|
|
'''
|
|
Collapse the next point into this one
|
|
'''
|
|
|
|
# self.next.next == None check is so we dont shorten the final length of branches.
|
|
if self.next == None or self.next.next == None or self.isParent or self.next.isParent:
|
|
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.isParent or self.prev.prev.isParent:
|
|
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.isParent or self.prev.isParent:
|
|
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 roll(self, angle):
|
|
'''
|
|
Roll the quad about its normal
|
|
use for aurienting the sides of a quad to meet a branch that stems from here...
|
|
'''
|
|
|
|
mat = Blender.Mathutils.RotationMatrix(angle, 3, 'r', self.no)
|
|
for i in xrange(4):
|
|
self.vecs[i] = self.vecs[i] * mat
|
|
|
|
|
|
def toMesh(self, mesh):
|
|
self.verts[0].co = self.getAbsVec(0)
|
|
self.verts[1].co = self.getAbsVec(1)
|
|
self.verts[2].co = self.getAbsVec(2)
|
|
self.verts[3].co = self.getAbsVec(3)
|
|
|
|
if not self.next:
|
|
return
|
|
verts = self.verts
|
|
next_verts = self.next.verts
|
|
|
|
ls = []
|
|
if self.prev == None and self.branch.parent_pt:
|
|
# join from parent branch
|
|
|
|
# which side are we of the parents quad
|
|
index = self.branch.parent_pt.children.index(self.branch)
|
|
|
|
if index==0: verts = [self.branch.parent_pt.verts[0], self.branch.parent_pt.verts[1], self.branch.parent_pt.next.verts[1], self.branch.parent_pt.next.verts[0]]
|
|
if index==1: verts = [self.branch.parent_pt.verts[1], self.branch.parent_pt.verts[2], self.branch.parent_pt.next.verts[2], self.branch.parent_pt.next.verts[1]]
|
|
if index==2: verts = [self.branch.parent_pt.verts[2], self.branch.parent_pt.verts[3], self.branch.parent_pt.next.verts[3], self.branch.parent_pt.next.verts[2]]
|
|
if index==3: verts = [self.branch.parent_pt.verts[3], self.branch.parent_pt.verts[0], self.branch.parent_pt.next.verts[0], self.branch.parent_pt.next.verts[3]]
|
|
|
|
if not self.children[0]: self.faces[0] = [verts[0], verts[1], next_verts[1], next_verts[0]]
|
|
if not self.children[1]: self.faces[1] = [verts[1], verts[2], next_verts[2], next_verts[1]]
|
|
if not self.children[2]: self.faces[2] = [verts[2], verts[3], next_verts[3], next_verts[2]]
|
|
if not self.children[3]: self.faces[3] = [verts[3], verts[0], next_verts[0], next_verts[3]]
|
|
|
|
else:
|
|
# normal join
|
|
if not self.children[0]: self.faces[0] = [verts[0], verts[1], next_verts[1], next_verts[0]]
|
|
if not self.children[1]: self.faces[1] = [verts[1], verts[2], next_verts[2], next_verts[1]]
|
|
if not self.children[2]: self.faces[2] = [verts[2], verts[3], next_verts[3], next_verts[2]]
|
|
if not self.children[3]: self.faces[3] = [verts[3], verts[0], next_verts[0], next_verts[3]]
|
|
|
|
mesh.faces.extend(ls)
|
|
|
|
def calcVerts(self):
|
|
if self.prev == None:
|
|
if self.branch.parent_pt:
|
|
cross = CrossVecs(self.no, self.branch.getParentFaceCent() - self.branch.parent_pt.getAbsVec( self.branch.getParentQuadIndex() ))
|
|
else:
|
|
# parentless branch
|
|
cross = zup
|
|
else:
|
|
cross = CrossVecs(self.prev.vecs[0], self.no)
|
|
|
|
self.vecs[0] = Blender.Mathutils.CrossVecs(self.no, cross)
|
|
self.vecs[0].length = self.radius
|
|
mat = Blender.Mathutils.RotationMatrix(90, 3, 'r', self.no)
|
|
self.vecs[1] = self.vecs[0] * mat
|
|
self.vecs[2] = self.vecs[1] * mat
|
|
self.vecs[3] = self.vecs[2] * mat
|
|
|
|
def hasChildren(self):
|
|
'''
|
|
Use .isParent where possible, this does the real check
|
|
'''
|
|
if self.children.count(None) == 4:
|
|
return False
|
|
else:
|
|
return True
|
|
|
|
class branch:
|
|
def __init__(self):
|
|
self.bpoints = []
|
|
self.parent_pt = None
|
|
self.tag = False # have we calculated our points
|
|
self.face_cap = None
|
|
|
|
# Bones per branch
|
|
self.bones = []
|
|
|
|
def __repr__(self):
|
|
s = ''
|
|
s += '\tbranch'
|
|
s += '\tbpoints:', len(self.bpoints)
|
|
for pt in brch.bpoints:
|
|
s += str(self.pt)
|
|
|
|
|
|
|
|
def getParentQuadAngle(self):
|
|
'''
|
|
The angle off we are from our parent quad,
|
|
'''
|
|
# used to roll the parent so its faces us better
|
|
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
|
|
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):
|
|
''' # 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:
|
|
dist = (pt.nextMidCo-co).length
|
|
if dist < best_dist:
|
|
best = pt
|
|
best_dist = dist
|
|
|
|
return best, best_dist
|
|
|
|
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.isParent == False and pt.prev.isParent == False:
|
|
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.isParent:
|
|
has_children = True
|
|
break
|
|
|
|
if not has_children:
|
|
return
|
|
|
|
# OK, we have children, so we have some work to do...
|
|
# center each segment
|
|
|
|
# work out the median location of all points children.
|
|
for pt in self.bpoints:
|
|
pt.calcChildrenMidData()
|
|
|
|
for pt in self.bpoints:
|
|
pt.targetCos = []
|
|
if pt.childrenMidCo:
|
|
# Move this and the next segment to be around the child point.
|
|
# TODO - factor in the branch angle, be careful with this - close angles can have extreme values.
|
|
co = pt.slideCo( (pt.childrenMidCo - pt.co).length - (pt.childrenMidRadius * joint_compression) )
|
|
if co:
|
|
pt.targetCos.append( co )
|
|
|
|
co = pt.next.slideCo((pt.childrenMidRadius * joint_compression) - (pt.childrenMidCo - pt.next.co).length )
|
|
if co:
|
|
pt.next.targetCos.append( co )
|
|
|
|
for pt in self.bpoints:
|
|
pt.applyTargetLocation()
|
|
|
|
def collapsePoints(self, density, smooth_joint=1.0):
|
|
collapse = True
|
|
while collapse:
|
|
collapse = False
|
|
|
|
pt = self.bpoints[0]
|
|
while pt:
|
|
|
|
if pt.prev and pt.next and not pt.prev.isParent:
|
|
if (pt.prev.nextMidCo-pt.co).length < ((pt.radius + pt.prev.radius)/2) * density:
|
|
pt_save = pt.prev
|
|
if pt.next.collapseUp(): # collapse this point
|
|
collapse = True
|
|
pt = pt_save # so we never reference a removed point
|
|
|
|
if not pt.isParent: #if pt.childrenMidCo == None:
|
|
# Collapse, if tehre is any problems here we can move into a seperate losop.
|
|
# do here because we only want to run this on points with no childzren,
|
|
|
|
# Are we closer theto eachother then the radius?
|
|
if pt.next and (pt.nextMidCo-pt.co).length < ((pt.radius + pt.next.radius)/2) * density:
|
|
if pt.collapseDown():
|
|
collapse = True
|
|
|
|
pt = pt.next
|
|
## self.checkPointList()
|
|
self.evenPointDistrobution(1.0, smooth_joint)
|
|
|
|
for pt in self.bpoints:
|
|
pt.calcNormal()
|
|
pt.calcNextMidCo()
|
|
|
|
def branchReJoin(self):
|
|
'''
|
|
Not needed but nice to run after collapsing incase segments moved a lot
|
|
'''
|
|
if not self.parent_pt:
|
|
return # nothing to do
|
|
|
|
# see if the next segment is closer now (after collapsing)
|
|
par_pt = self.parent_pt
|
|
root_pt = self.bpoints[0]
|
|
|
|
#try:
|
|
index = par_pt.children.index(self)
|
|
#except:
|
|
#print "This is bad!, but not being able to re-join isnt that big a deal"
|
|
|
|
current_dist = (par_pt.nextMidCo - root_pt.co).length
|
|
|
|
# TODO - Check size of new area is ok to move into
|
|
|
|
if par_pt.next and par_pt.next.next and par_pt.next.children[index] == None:
|
|
# We can go here if we want, see if its better
|
|
if current_dist > (par_pt.next.nextMidCo - root_pt.co).length:
|
|
self.parent_pt.children[index] = None
|
|
self.parent_pt.isParent = self.parent_pt.hasChildren()
|
|
|
|
self.parent_pt = par_pt.next
|
|
self.parent_pt.children[index] = self
|
|
self.parent_pt.isParent = True
|
|
return
|
|
|
|
if par_pt.prev and par_pt.prev.children[index] == None:
|
|
# We can go here if we want, see if its better
|
|
if current_dist > (par_pt.prev.nextMidCo - root_pt.co).length:
|
|
self.parent_pt.children[index] = None
|
|
self.parent_pt.isParent = self.parent_pt.hasChildren()
|
|
|
|
self.parent_pt = par_pt.prev
|
|
self.parent_pt.children[index] = self
|
|
self.parent_pt.isParent = True
|
|
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 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(0.2)
|
|
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(1)
|
|
PREFS['uv_x_scale'] = Draw.Create(4.0)
|
|
PREFS['uv_y_scale'] = Draw.Create(1.0)
|
|
PREFS['do_subsurf'] = Draw.Create(1)
|
|
PREFS['do_cap_ends'] = Draw.Create(0)
|
|
PREFS['do_uv_scalewidth'] = Draw.Create(1)
|
|
PREFS['do_armature'] = Draw.Create(1)
|
|
PREFS['do_anim'] = Draw.Create(1)
|
|
try: PREFS['anim_tex'] = Draw.Create([tex for tex in bpy.data.textures][0].name)
|
|
except: PREFS['anim_tex'] = Draw.Create('')
|
|
|
|
PREFS['anim_speed'] = Draw.Create(0.2)
|
|
PREFS['anim_magnitude'] = Draw.Create(0.2)
|
|
PREFS['anim_speed_size_scale'] = Draw.Create(1)
|
|
PREFS['anim_offset_scale'] = Draw.Create(1.0)
|
|
|
|
GLOBAL_PREFS = {}
|
|
GLOBAL_PREFS['realtime_update'] = Draw.Create(0)
|
|
|
|
|
|
def getContextCurveObjects():
|
|
sce = bpy.data.scenes.active
|
|
objects = []
|
|
for ob in sce.objects.context:
|
|
if ob.type != 'Curve':
|
|
ob = ob.parent
|
|
if ob.type != 'Curve':
|
|
continue
|
|
objects.append(ob)
|
|
return objects
|
|
|
|
|
|
def Prefs2Dict(prefs, new_prefs):
|
|
'''
|
|
Make a copy with no button settings
|
|
'''
|
|
new_prefs.clear()
|
|
for key, val in prefs.items():
|
|
try: new_prefs[key] = val.val
|
|
except: new_prefs[key] = val
|
|
return new_prefs
|
|
|
|
def Dict2Prefs(prefs, new_prefs):
|
|
'''
|
|
Make a copy with button settings
|
|
'''
|
|
for key in prefs: # items would be nice for id groups
|
|
val = prefs[key]
|
|
try: new_prefs[key] = Blender.Draw.Create( val )
|
|
except: new_prefs[key] = val
|
|
return new_prefs
|
|
|
|
def Prefs2IDProp(idprop, prefs):
|
|
new_prefs = {}
|
|
Prefs2Dict(prefs, new_prefs)
|
|
try: del idprop[ID_SLOT_NAME]
|
|
except: pass
|
|
|
|
idprop[ID_SLOT_NAME] = new_prefs
|
|
|
|
def IDProp2Prefs(idprop, prefs):
|
|
try: prefs = idprop[ID_SLOT_NAME]
|
|
except: return False
|
|
Dict2Prefs(prefs, PREFS)
|
|
return True
|
|
|
|
|
|
|
|
|
|
def buildTree(ob, single=False):
|
|
'''
|
|
Must be a curve object, write to a child mesh
|
|
Must check this is a curve object!
|
|
'''
|
|
|
|
# if were only doing 1 object, just use the current prefs
|
|
prefs = {}
|
|
if single or not (IDProp2Prefs(ob.properties, prefs)):
|
|
prefs = PREFS
|
|
|
|
|
|
# Check prefs are ok.
|
|
|
|
|
|
sce = bpy.data.scenes.active
|
|
|
|
def getCurveChild(obtype):
|
|
try:
|
|
return [ _ob for _ob in sce.objects if _ob.type == obtype if _ob.parent == ob ][0]
|
|
except:
|
|
return None
|
|
|
|
def newCurveChild(obdata):
|
|
|
|
ob_new = bpy.data.scenes.active.objects.new(obdata)
|
|
ob_new.Layers = ob.Layers
|
|
|
|
# new object settings
|
|
ob.makeParent([ob_new])
|
|
ob_new.setMatrix(Blender.Mathutils.Matrix())
|
|
ob_new.sel = 0
|
|
return ob_new
|
|
|
|
def hasModifier(modtype):
|
|
return len([mod for mod in ob_mesh.modifiers if mod.type == modtype]) > 0
|
|
|
|
|
|
sce = bpy.data.scenes.active
|
|
|
|
if PREFS['image_main'].val:
|
|
try: image = bpy.data.images[PREFS['image_main'].val]
|
|
except: image = None
|
|
else: image = None
|
|
|
|
# Get the mesh child
|
|
|
|
t = tree()
|
|
t.fromCurve(ob)
|
|
#print t
|
|
t.buildConnections(\
|
|
sloppy = PREFS['connect_sloppy'].val,\
|
|
base_trim = PREFS['connect_base_trim'].val\
|
|
)
|
|
|
|
t.optimizeSpacing(\
|
|
density=PREFS['seg_density'].val,\
|
|
joint_compression = PREFS['seg_joint_compression'].val,\
|
|
joint_smooth = PREFS['seg_joint_smooth'].val\
|
|
)
|
|
|
|
ob_mesh = getCurveChild('Mesh')
|
|
if not ob_mesh:
|
|
# New object
|
|
mesh = bpy.data.meshes.new('tree_' + ob.name)
|
|
ob_mesh = newCurveChild(mesh)
|
|
# do subsurf later
|
|
|
|
else:
|
|
# Existing object
|
|
mesh = ob_mesh.getData(mesh=1)
|
|
ob_mesh.setMatrix(Blender.Mathutils.Matrix())
|
|
|
|
|
|
|
|
mesh = t.toMesh(mesh,\
|
|
do_uv = PREFS['do_uv'].val,\
|
|
uv_image = image,\
|
|
do_uv_scalewidth = PREFS['do_uv_scalewidth'].val,\
|
|
uv_x_scale = PREFS['uv_x_scale'].val,\
|
|
uv_y_scale = PREFS['uv_y_scale'].val,\
|
|
do_cap_ends = PREFS['do_cap_ends'].val\
|
|
)
|
|
|
|
mesh.calcNormals()
|
|
|
|
# Do armature stuff....
|
|
if PREFS['do_armature'].val:
|
|
ob_arm = getCurveChild('Armature')
|
|
if ob_arm:
|
|
armature = ob_arm.data
|
|
ob_arm.setMatrix(Blender.Mathutils.Matrix())
|
|
else:
|
|
armature = bpy.data.armatures.new()
|
|
ob_arm = newCurveChild(armature)
|
|
|
|
t.toArmature(ob_arm, armature)
|
|
|
|
# Add the modifier.
|
|
if not hasModifier(Blender.Modifier.Types.ARMATURE):
|
|
mod = ob_mesh.modifiers.append(Blender.Modifier.Types.ARMATURE)
|
|
|
|
# TODO - assigne object anyway, even if an existing modifier exists.
|
|
mod[Blender.Modifier.Settings.OBJECT] = ob_arm
|
|
|
|
if PREFS['do_anim'].val:
|
|
try:
|
|
tex = bpy.data.textures[PREFS['anim_tex'].val]
|
|
except:
|
|
tex = None
|
|
Blender.Draw.PupMenu('error no texture, cannot animate bones')
|
|
|
|
if tex:
|
|
t.toAction(ob_arm, tex,\
|
|
anim_speed = PREFS['anim_speed'].val,\
|
|
anim_magnitude = PREFS['anim_magnitude'].val,\
|
|
anim_speed_size_scale= PREFS['anim_speed_size_scale'].val,\
|
|
anim_offset_scale=PREFS['anim_offset_scale'].val
|
|
)
|
|
|
|
# Add subsurf last it needed. so armature skinning is done first.
|
|
# Do subsurf?
|
|
if PREFS['seg_density'].val:
|
|
if not hasModifier(Blender.Modifier.Types.SUBSURF):
|
|
mod = ob_mesh.modifiers.append(Blender.Modifier.Types.SUBSURF)
|
|
|
|
#ob_mesh.makeDisplayList()
|
|
#mesh.update()
|
|
bpy.data.scenes.active.update()
|
|
|
|
def do_pref_read(e,v):
|
|
sce = bpy.data.scenes.active
|
|
ob = sce.objects.active
|
|
|
|
if not ob:
|
|
Blender.Draw.PupMenu('No active curve object')
|
|
|
|
if ob.type != 'Curve':
|
|
ob = ob.parent
|
|
|
|
if ob.type != 'Curve':
|
|
Blender.Draw.PupMenu('No active curve object')
|
|
return
|
|
|
|
if not IDProp2Prefs(ob.properties, PREFS):
|
|
Blender.Draw.PupMenu('Curve object has no settings stored on it')
|
|
|
|
Blender.Draw.Redraw()
|
|
|
|
def do_pref_write(e,v):
|
|
|
|
objects = getContextCurveObjects()
|
|
if not objects:
|
|
Blender.Draw.PupMenu('No curve objects selected')
|
|
return
|
|
|
|
for ob in objects:
|
|
Prefs2IDProp(ob.properties, PREFS)
|
|
|
|
def do_pref_clear(e,v):
|
|
objects = getContextCurveObjects()
|
|
if not objects:
|
|
Blender.Draw.PupMenu('No curve objects selected')
|
|
return
|
|
|
|
for ob in objects:
|
|
try: del idprop[ID_SLOT_NAME]
|
|
except: pass
|
|
|
|
#BUTS = {}
|
|
#BUTS['']
|
|
|
|
def do_tex_check(e,v):
|
|
try:
|
|
bpy.data.textures[v]
|
|
except:
|
|
PREFS['anim_tex'].val = ''
|
|
Draw.PupMenu('Texture dosnt exist!')
|
|
Draw.Redraw()
|
|
|
|
|
|
# Button callbacks
|
|
def do_active_image(e,v):
|
|
img = bpy.data.images.active
|
|
if img:
|
|
PREFS['image_main'].val = img.name
|
|
else:
|
|
PREFS['image_main'].val = ''
|
|
|
|
# Button callbacks
|
|
def do_tree_generate(e,v):
|
|
sce = bpy.data.scenes.active
|
|
objects = getContextCurveObjects()
|
|
|
|
if not objects:
|
|
Draw.PupMenu('Select one or more curve objects or a mesh/armature types with curve parents')
|
|
|
|
is_editmode = Blender.Window.EditMode()
|
|
if is_editmode:
|
|
Blender.Window.EditMode(0, '', 0)
|
|
|
|
for ob in objects:
|
|
buildTree(ob, len(objects)==1)
|
|
|
|
if is_editmode:
|
|
Blender.Window.EditMode(1, '', 0)
|
|
|
|
Blender.Window.RedrawAll()
|
|
|
|
def evt(e,val):
|
|
pass
|
|
|
|
def bevt(e):
|
|
|
|
if e==EVENT_NONE:
|
|
return
|
|
|
|
if e == EVENT_UPDATE or e == EVENT_UPDATE_AND_UI:
|
|
if GLOBAL_PREFS['realtime_update'].val:
|
|
do_tree_generate(0,0) # values dont matter
|
|
|
|
if e == EVENT_REDRAW or e == EVENT_UPDATE_AND_UI:
|
|
Draw.Redraw()
|
|
if e == EVENT_EXIT:
|
|
Draw.Exit()
|
|
pass
|
|
|
|
def gui():
|
|
MARGIN = 10
|
|
rect = BPyWindow.spaceRect()
|
|
but_width = 64
|
|
but_height = 20
|
|
|
|
x=MARGIN
|
|
y=rect[3]-but_height-MARGIN
|
|
xtmp = x
|
|
# ---------- ---------- ---------- ----------
|
|
Blender.Draw.BeginAlign()
|
|
PREFS['seg_density'] = Draw.Number('Segment Spacing',EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['seg_density'].val, 0.05, 10.0, 'Scale the limit points collapse, that are closer then the branch width'); xtmp += but_width*4;
|
|
|
|
y-=but_height
|
|
xtmp = x
|
|
# ---------- ---------- ---------- ----------
|
|
|
|
PREFS['seg_joint_compression'] = Draw.Number('Joint Width', EVENT_UPDATE, xtmp, y, but_width*4, 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*4;
|
|
|
|
y-=but_height
|
|
xtmp = x
|
|
# ---------- ---------- ---------- ----------
|
|
|
|
PREFS['seg_joint_smooth'] = Draw.Number('Joint Smooth', EVENT_UPDATE, xtmp, y, but_width*4, 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*4;
|
|
|
|
y-=but_height
|
|
xtmp = x
|
|
# ---------- ---------- ---------- ----------
|
|
|
|
PREFS['connect_sloppy'] = Draw.Number('Connect Limit',EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['connect_sloppy'].val, 0.1, 2.0, 'Strictness when connecting branches'); xtmp += but_width*4;
|
|
|
|
y-=but_height
|
|
xtmp = x
|
|
# ---------- ---------- ---------- ----------
|
|
|
|
PREFS['connect_base_trim'] = Draw.Number('Trim Base', EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['connect_base_trim'].val, 0.1, 2.0, 'Trim branch base to better connect with parent branch'); xtmp += but_width*4;
|
|
|
|
y-=but_height
|
|
xtmp = x
|
|
# ---------- ---------- ---------- ----------
|
|
|
|
PREFS['do_cap_ends'] = Draw.Toggle('Cap Ends',EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['do_cap_ends'].val, 'Add faces onto branch endpoints'); xtmp += but_width*2;
|
|
PREFS['do_subsurf'] = Draw.Toggle('SubSurf',EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['do_subsurf'].val, 'Enable subsurf for newly generated objects'); xtmp += but_width*2;
|
|
Blender.Draw.EndAlign()
|
|
|
|
y-=but_height+MARGIN
|
|
xtmp = x
|
|
# ---------- ---------- ---------- ----------
|
|
|
|
Blender.Draw.BeginAlign()
|
|
PREFS['do_uv'] = Draw.Toggle('Generate UVs',EVENT_UPDATE_AND_UI, xtmp, y, but_width*2, but_height, PREFS['do_uv'].val, 'Calculate UVs coords'); xtmp += but_width*2;
|
|
if PREFS['do_uv'].val:
|
|
PREFS['do_uv_scalewidth'] = Draw.Toggle('Keep Aspect', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['do_uv_scalewidth'].val, 'Correct the UV aspect with the branch width'); xtmp += but_width*2;
|
|
|
|
y-=but_height
|
|
xtmp = x
|
|
# ---------- ---------- ---------- ----------
|
|
|
|
PREFS['uv_x_scale'] = Draw.Number('Scale U', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['uv_x_scale'].val, 0.01, 10.0, 'Edge loop spacing around branch join, lower value for less webed joins'); xtmp += but_width*2;
|
|
PREFS['uv_y_scale'] = Draw.Number('Scale V', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['uv_y_scale'].val, 0.01, 10.0, 'Edge loop spacing around branch join, lower value for less webed joins'); xtmp += but_width*2;
|
|
|
|
y-=but_height
|
|
xtmp = x
|
|
# ---------- ---------- ---------- ----------
|
|
|
|
PREFS['image_main'] = Draw.String('IM: ', EVENT_UPDATE, xtmp, y, but_width*3, but_height, PREFS['image_main'].val, 64, 'Image to apply to faces'); xtmp += but_width*3;
|
|
Draw.PushButton('Use Active', EVENT_UPDATE, xtmp, y, but_width, but_height, 'Get the image from the active image window', do_active_image); xtmp += but_width;
|
|
Blender.Draw.EndAlign()
|
|
|
|
y-=but_height+MARGIN
|
|
xtmp = x
|
|
# ---------- ---------- ---------- ----------
|
|
|
|
Blender.Draw.BeginAlign()
|
|
PREFS['do_armature'] = Draw.Toggle('Generate Armature & Skin Mesh', EVENT_UPDATE_AND_UI, xtmp, y, but_width*4, but_height, PREFS['do_armature'].val, 'Generate Armatuer'); xtmp += but_width*4;
|
|
|
|
# ---------- ---------- ---------- ----------
|
|
if PREFS['do_armature'].val:
|
|
y-=but_height
|
|
xtmp = x
|
|
|
|
PREFS['do_anim'] = Draw.Toggle('Texture Anim', EVENT_UPDATE_AND_UI, xtmp, y, but_width*2, but_height, PREFS['do_anim'].val, 'Use a texture to animate the bones'); xtmp += but_width*2;
|
|
|
|
if PREFS['do_anim'].val:
|
|
|
|
PREFS['anim_tex'] = Draw.String('TEX: ', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['anim_tex'].val, 64, 'Texture to use for the IPO Driver animation', do_tex_check); xtmp += but_width*2;
|
|
y-=but_height
|
|
xtmp = x
|
|
# ---------- ---------- ---------- ----------
|
|
|
|
PREFS['anim_speed'] = Draw.Number('Speed', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['anim_speed'].val, 0.001, 10.0, 'Animate the movement faster with a higher value'); xtmp += but_width*2;
|
|
PREFS['anim_magnitude'] = Draw.Number('Magnitude', EVENT_UPDATE, xtmp, y, but_width*2, but_height, PREFS['anim_magnitude'].val, 0.001, 10.0, 'Animate with more motion with a higher value'); xtmp += but_width*2;
|
|
y-=but_height
|
|
xtmp = x
|
|
# ---------- ---------- ---------- ----------
|
|
|
|
PREFS['anim_offset_scale'] = Draw.Number('Unique Offset Scale', EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['anim_offset_scale'].val, 0.001, 10.0, 'Use the curve object location as input into the texture so trees have more unique motion, a low value is less unique'); xtmp += but_width*4;
|
|
y-=but_height
|
|
xtmp = x
|
|
|
|
# ---------- ---------- ---------- ----------
|
|
|
|
PREFS['anim_speed_size_scale'] = Draw.Toggle('Branch Size Scales Speed', EVENT_UPDATE, xtmp, y, but_width*4, but_height, PREFS['anim_speed_size_scale'].val, 'Use the branch size as a factor when calculating speed'); xtmp += but_width*4;
|
|
|
|
Blender.Draw.EndAlign()
|
|
|
|
y-=but_height+MARGIN
|
|
xtmp = x
|
|
|
|
|
|
# ---------- ---------- ---------- ----------
|
|
Blender.Draw.BeginAlign()
|
|
Draw.PushButton('Read Active Prefs', EVENT_REDRAW, xtmp, y, but_width*2, but_height, 'Read the ID Property settings from the active object', do_pref_read); xtmp += but_width*2;
|
|
Draw.PushButton('Write Prefs to Sel', EVENT_NONE, xtmp, y, but_width*2, but_height, 'Save these settings in the ID Properties of all selected objects', do_pref_write); xtmp += but_width*2;
|
|
|
|
y-=but_height
|
|
xtmp = x
|
|
|
|
# ---------- ---------- ---------- ----------
|
|
Draw.PushButton('Clear Prefs from Sel', EVENT_NONE, xtmp, y, but_width*4, but_height, 'Remove settings from the selected objects', do_pref_clear); xtmp += but_width*4;
|
|
Blender.Draw.EndAlign()
|
|
|
|
y-=but_height+MARGIN
|
|
xtmp = x
|
|
# ---------- ---------- ---------- ----------
|
|
|
|
Blender.Draw.BeginAlign()
|
|
Draw.PushButton('Exit', EVENT_EXIT, xtmp, y, but_width, but_height, '', do_active_image); xtmp += but_width;
|
|
Draw.PushButton('Generate from selection', EVENT_REDRAW, xtmp, y, but_width*3, but_height, 'Generate mesh', do_tree_generate); xtmp += but_width*3;
|
|
Blender.Draw.EndAlign()
|
|
y-=but_height+MARGIN
|
|
xtmp = x
|
|
# ---------- ---------- ---------- ----------
|
|
|
|
GLOBAL_PREFS['realtime_update'] = Draw.Toggle('Automatic Update', EVENT_UPDATE, xtmp, y, but_width*4, but_height, GLOBAL_PREFS['realtime_update'].val, 'Update automatically when settings change'); xtmp += but_width*4;
|
|
|
|
|
|
|
|
if __name__ == '__main__':
|
|
Draw.Register(gui, evt, bevt)
|