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@jasonsturges
Created May 14, 2014 05:24
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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
bl_info = {
"name": "ANT Landscape",
"author": "Jimmy Hazevoet",
"version": (0,1,2),
"blender": (2, 6, 1),
"location": "View3D > Add > Mesh",
"description": "Add a landscape primitive",
"warning": "", # used for warning icon and text in addons panel
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"\
"Scripts/Add_Mesh/ANT_Landscape",
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
"func=detail&aid=23130",
"category": "Add Mesh"}
"""
Another Noise Tool: Landscape mesh generator
MESH OPTIONS:
Mesh update: Turn this on for interactive mesh update.
Sphere: Generate sphere or a grid mesh. (Turn height falloff off for sphere mesh)
Smooth: Generate smooth shaded mesh.
Subdivision: Number of mesh subdivisions, higher numbers gives more detail but also slows down the script.
Mesh size: X,Y size of the grid mesh (in blender units).
NOISE OPTIONS: ( Most of these options are the same as in blender textures. )
Random seed: Use this to randomise the origin of the noise function.
Noise size: Size of the noise.
Noise type: Available noise types: multiFractal, ridgedMFractal, hybridMFractal, heteroTerrain, Turbulence, Distorted Noise, Cellnoise, Shattered_hTerrain, Marble
Noise basis: Blender, Perlin, NewPerlin, Voronoi_F1, Voronoi_F2, Voronoi_F3, Voronoi_F4, Voronoi_F2-F1, Voronoi Crackle, Cellnoise
VLNoise basis: Blender, Perlin, NewPerlin, Voronoi_F1, Voronoi_F2, Voronoi_F3, Voronoi_F4, Voronoi_F2-F1, Voronoi Crackle, Cellnoise
Distortion: Distortion amount.
Hard: Hard/Soft turbulence noise.
Depth: Noise depth, number of frequencies in the fBm.
Dimension: Musgrave: Fractal dimension of the roughest areas.
Lacunarity: Musgrave: Gap between successive frequencies.
Offset: Musgrave: Raises the terrain from sea level.
Gain: Musgrave: Scale factor.
Marble Bias: Sin, Tri, Saw
Marble Sharpnes: Soft, Sharp, Sharper
Marble Shape: Shape of the marble function: Default, Ring, Swirl, X, Y
HEIGHT OPTIONS:
Invert: Invert terrain height.
Height: Scale terrain height.
Offset: Terrain height offset.
Falloff: Terrain height falloff: Type 1, Type 2, X, Y
Sealevel: Flattens terrain below sealevel.
Platlevel: Flattens terrain above plateau level.
Strata: Strata amount, number of strata/terrace layers.
Strata type: Strata types, Smooth, Sharp-sub, Sharp-add
"""
# import modules
import bpy
from bpy.props import *
from mathutils import *
from mathutils.noise import *
from math import *
# Create a new mesh (object) from verts/edges/faces.
# verts/edges/faces ... List of vertices/edges/faces for the
# new mesh (as used in from_pydata).
# name ... Name of the new mesh (& object).
def create_mesh_object(context, verts, edges, faces, name):
# Create new mesh
mesh = bpy.data.meshes.new(name)
# Make a mesh from a list of verts/edges/faces.
mesh.from_pydata(verts, edges, faces)
# Update mesh geometry after adding stuff.
mesh.update()
from bpy_extras import object_utils
return object_utils.object_data_add(context, mesh, operator=None)
# A very simple "bridge" tool.
# Connects two equally long vertex rows with faces.
# Returns a list of the new faces (list of lists)
#
# vertIdx1 ... First vertex list (list of vertex indices).
# vertIdx2 ... Second vertex list (list of vertex indices).
# closed ... Creates a loop (first & last are closed).
# flipped ... Invert the normal of the face(s).
#
# Note: You can set vertIdx1 to a single vertex index to create
# a fan/star of faces.
# Note: If both vertex idx list are the same length they have
# to have at least 2 vertices.
def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
faces = []
if not vertIdx1 or not vertIdx2:
return None
if len(vertIdx1) < 2 and len(vertIdx2) < 2: return None fan = False if (len(vertIdx1) != len(vertIdx2)): if (len(vertIdx1) == 1 and len(vertIdx2) > 1):
fan = True
else:
return None
total = len(vertIdx2)
if closed:
# Bridge the start with the end.
if flipped:
face = [
vertIdx1[0],
vertIdx2[0],
vertIdx2[total - 1]]
if not fan:
face.append(vertIdx1[total - 1])
faces.append(face)
else:
face = [vertIdx2[0], vertIdx1[0]]
if not fan:
face.append(vertIdx1[total - 1])
face.append(vertIdx2[total - 1])
faces.append(face)
# Bridge the rest of the faces.
for num in range(total - 1):
if flipped:
if fan:
face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
else:
face = [vertIdx2[num], vertIdx1[num],
vertIdx1[num + 1], vertIdx2[num + 1]]
faces.append(face)
else:
if fan:
face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
else:
face = [vertIdx1[num], vertIdx2[num],
vertIdx2[num + 1], vertIdx1[num + 1]]
faces.append(face)
return faces
###------------------------------------------------------------
###------------------------------------------------------------
# some functions for marble_noise
def sin_bias(a):
return 0.5 + 0.5 * sin(a)
def tri_bias(a):
b = 2 * pi
a = 1 - 2 * abs(floor((a * (1/b))+0.5) - (a*(1/b)))
return a
def saw_bias(a):
b = 2 * pi
n = int(a/b)
a -= n * b
if a < 0: a += b
return a / b
def soft(a):
return a
def sharp(a):
return a**0.5
def sharper(a):
return sharp(sharp(a))
def shapes(x,y,shape=0):
if shape == 1:
# ring
x = x*2
y = y*2
s = (-cos(x**2+y**2)/(x**2+y**2+0.5))
elif shape == 2:
# swirl
x = x*2
y = y*2
s = (( x*sin( x*x+y*y ) + y*cos( x*x+y*y ) ) / (x**2+y**2+0.5))
elif shape == 3:
# bumps
x = x*2
y = y*2
s = ((cos( x*pi ) + cos( y*pi ))-0.5)
elif shape == 4:
# y grad.
s = (y*pi)
elif shape == 5:
# x grad.
s = (x*pi)
else:
# marble
s = ((x+y)*5)
return s
# marble_noise
def marble_noise(x,y,z, origin, size, shape, bias, sharpnes, turb, depth, hard, basis ):
x = x / size
y = y / size
z = z / size
s = shapes(x,y,shape)
x += origin[0]
y += origin[1]
z += origin[2]
value = s + turb * turbulence_vector((x,y,z), depth, hard, basis )[0]
if bias == 1:
value = tri_bias( value )
elif bias == 2:
value = saw_bias( value )
else:
value = sin_bias( value )
if sharpnes == 1:
value = sharp( value )
elif sharpnes == 2:
value = sharper( value )
else:
value = soft( value )
return value
###------------------------------------------------------------
# custom noise types
# shattered_hterrain:
def shattered_hterrain( x,y,z, H, lacunarity, octaves, offset, distort, basis ):
d = ( turbulence_vector( ( x, y, z ), 6, 0, 0 )[0] * 0.5 + 0.5 )*distort*0.5
t1 = ( turbulence_vector( ( x+d, y+d, z ), 0, 0, 7 )[0] + 0.5 )
t2 = ( hetero_terrain(( x*2, y*2, z*2 ), H, lacunarity, octaves, offset, basis )*0.5 )
return (( t1*t2 )+t2*0.5) * 0.5
# strata_hterrain
def strata_hterrain( x,y,z, H, lacunarity, octaves, offset, distort, basis ):
value = hetero_terrain(( x, y, z ), H, lacunarity, octaves, offset, basis )*0.5
steps = ( sin( value*(distort*5)*pi ) * ( 0.1/(distort*5)*pi ) )
return ( value * (1.0-0.5) + steps*0.5 )
###------------------------------------------------------------
# landscape_gen
def landscape_gen(x,y,z,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.0,0,0,0, 1.0,0.0,1,0.0,1.0,0,0,0]):
# options
rseed = options[0]
nsize = options[1]
ntype = int( options[2][0] )
nbasis = int( options[3][0] )
vlbasis = int( options[4][0] )
distortion = options[5]
hardnoise = options[6]
depth = options[7]
dimension = options[8]
lacunarity = options[9]
offset = options[10]
gain = options[11]
marblebias = int( options[12][0] )
marblesharpnes = int( options[13][0] )
marbleshape = int( options[14][0] )
invert = options[15]
height = options[16]
heightoffset = options[17]
falloff = int( options[18][0] )
sealevel = options[19]
platlevel = options[20]
strata = options[21]
stratatype = options[22]
sphere = options[23]
# origin
if rseed == 0:
origin = 0.0,0.0,0.0
origin_x = 0.0
origin_y = 0.0
origin_z = 0.0
else:
# randomise origin
seed_set( rseed )
origin = random_unit_vector()
origin_x = ( 0.5 - origin[0] ) * 1000.0
origin_y = ( 0.5 - origin[1] ) * 1000.0
origin_z = ( 0.5 - origin[2] ) * 1000.0
# adjust noise size and origin
ncoords = ( x / nsize + origin_x, y / nsize + origin_y, z / nsize + origin_z )
# noise basis type's
if nbasis == 9: nbasis = 14 # to get cellnoise basis you must set 14 instead of 9
if vlbasis ==9: vlbasis = 14
# noise type's
if ntype == 0: value = multi_fractal( ncoords, dimension, lacunarity, depth, nbasis ) * 0.5
elif ntype == 1: value = ridged_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
elif ntype == 2: value = hybrid_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
elif ntype == 3: value = hetero_terrain( ncoords, dimension, lacunarity, depth, offset, nbasis ) * 0.25
elif ntype == 4: value = fractal( ncoords, dimension, lacunarity, depth, nbasis )
elif ntype == 5: value = turbulence_vector( ncoords, depth, hardnoise, nbasis )[0]
elif ntype == 6: value = variable_lacunarity( ncoords, distortion, nbasis, vlbasis ) + 0.5
elif ntype == 7: value = marble_noise( x*2.0/falloffsize,y*2.0/falloffsize,z*2/falloffsize, origin, nsize, marbleshape, marblebias, marblesharpnes, distortion, depth, hardnoise, nbasis )
elif ntype == 8: value = shattered_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis )
elif ntype == 9: value = strata_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis )
else:
value = 0.0
# adjust height
if invert !=0:
value = (1-value) * height + heightoffset
else:
value = value * height + heightoffset
# edge falloff
if sphere == 0: # no edge falloff if spherical
if falloff != 0:
fallofftypes = [ 0, sqrt((x*x)**2+(y*y)**2), sqrt(x*x+y*y), sqrt(y*y), sqrt(x*x) ]
dist = fallofftypes[ falloff]
if falloff ==1:
radius = (falloffsize/2)**2
else:
radius = falloffsize/2
value = value - sealevel
if( dist < radius ):
dist = dist / radius
dist = ( (dist) * (dist) * ( 3-2*(dist) ) )
value = ( value - value * dist ) + sealevel
else:
value = sealevel
# strata / terrace / layered
if stratatype !='0':
strata = strata / height
if stratatype == '1':
strata *= 2
steps = ( sin( value*strata*pi ) * ( 0.1/strata*pi ) )
value = ( value * (1.0-0.5) + steps*0.5 ) * 2.0
elif stratatype == '2':
steps = -abs( sin( value*(strata)*pi ) * ( 0.1/(strata)*pi ) )
value =( value * (1.0-0.5) + steps*0.5 ) * 2.0
elif stratatype == '3':
steps = abs( sin( value*(strata)*pi ) * ( 0.1/(strata)*pi ) )
value =( value * (1.0-0.5) + steps*0.5 ) * 2.0
else:
value = value
# clamp height
if ( value < sealevel ): value = sealevel if ( value > platlevel ): value = platlevel
return value
# generate grid
def grid_gen( sub_d, size_me, options ):
verts = []
faces = []
edgeloop_prev = []
delta = size_me / float(sub_d - 1)
start = -(size_me / 2.0)
for row_x in range(sub_d):
edgeloop_cur = []
x = start + row_x * delta
for row_y in range(sub_d):
y = start + row_y * delta
z = landscape_gen(x,y,0.0,size_me,options)
edgeloop_cur.append(len(verts))
verts.append((x,y,z))
if len(edgeloop_prev) > 0:
faces_row = createFaces(edgeloop_prev, edgeloop_cur)
faces.extend(faces_row)
edgeloop_prev = edgeloop_cur
return verts, faces
# generate sphere
def sphere_gen( sub_d, size_me, options ):
verts = []
faces = []
edgeloop_prev = []
for row_x in range(sub_d):
edgeloop_cur = []
for row_y in range(sub_d):
u = sin(row_y*pi*2/(sub_d-1)) * cos(-pi/2+row_x*pi/(sub_d-1)) * size_me/2
v = cos(row_y*pi*2/(sub_d-1)) * cos(-pi/2+row_x*pi/(sub_d-1)) * size_me/2
w = sin(-pi/2+row_x*pi/(sub_d-1)) * size_me/2
h = landscape_gen(u,v,w,size_me,options) / size_me
u,v,w = u+u*h, v+v*h, w+w*h
edgeloop_cur.append(len(verts))
verts.append((u, v, w))
if len(edgeloop_prev) > 0:
faces_row = createFaces(edgeloop_prev, edgeloop_cur)
faces.extend(faces_row)
edgeloop_prev = edgeloop_cur
return verts, faces
###------------------------------------------------------------
# Add landscape
class landscape_add(bpy.types.Operator):
"""Add a landscape mesh"""
bl_idname = "mesh.landscape_add"
bl_label = "Landscape"
bl_options = {'REGISTER', 'UNDO', 'PRESET'}
bl_description = "Add landscape mesh"
# properties
AutoUpdate = BoolProperty(name="Mesh update",
default=True,
description="Update mesh")
SphereMesh = BoolProperty(name="Sphere",
default=False,
description="Generate Sphere mesh")
SmoothMesh = BoolProperty(name="Smooth",
default=True,
description="Shade smooth")
Subdivision = IntProperty(name="Subdivisions",
min=4,
max=6400,
default=64,
description="Mesh x y subdivisions")
MeshSize = FloatProperty(name="Mesh Size",
min=0.01,
max=100000.0,
default=2.0,
description="Mesh size")
RandomSeed = IntProperty(name="Random Seed",
min=0,
max=9999,
default=0,
description="Randomize noise origin")
NoiseSize = FloatProperty(name="Noise Size",
min=0.01,
max=10000.0,
default=1.0,
description="Noise size")
NoiseTypes = [
("0","multiFractal","multiFractal"),
("1","ridgedMFractal","ridgedMFractal"),
("2","hybridMFractal","hybridMFractal"),
("3","heteroTerrain","heteroTerrain"),
("4","fBm","fBm"),
("5","Turbulence","Turbulence"),
("6","Distorted Noise","Distorted Noise"),
("7","Marble","Marble"),
("8","Shattered_hTerrain","Shattered_hTerrain"),
("9","Strata_hTerrain","Strata_hTerrain")]
NoiseType = EnumProperty(name="Type",
description="Noise type",
items=NoiseTypes)
BasisTypes = [
("0","Blender","Blender"),
("1","Perlin","Perlin"),
("2","NewPerlin","NewPerlin"),
("3","Voronoi_F1","Voronoi_F1"),
("4","Voronoi_F2","Voronoi_F2"),
("5","Voronoi_F3","Voronoi_F3"),
("6","Voronoi_F4","Voronoi_F4"),
("7","Voronoi_F2-F1","Voronoi_F2-F1"),
("8","Voronoi Crackle","Voronoi Crackle"),
("9","Cellnoise","Cellnoise")]
BasisType = EnumProperty(name="Basis",
description="Noise basis",
items=BasisTypes)
VLBasisTypes = [
("0","Blender","Blender"),
("1","Perlin","Perlin"),
("2","NewPerlin","NewPerlin"),
("3","Voronoi_F1","Voronoi_F1"),
("4","Voronoi_F2","Voronoi_F2"),
("5","Voronoi_F3","Voronoi_F3"),
("6","Voronoi_F4","Voronoi_F4"),
("7","Voronoi_F2-F1","Voronoi_F2-F1"),
("8","Voronoi Crackle","Voronoi Crackle"),
("9","Cellnoise","Cellnoise")]
VLBasisType = EnumProperty(name="VLBasis",
description="VLNoise basis",
items=VLBasisTypes)
Distortion = FloatProperty(name="Distortion",
min=0.01,
max=1000.0,
default=1.0,
description="Distortion amount")
HardNoise = BoolProperty(name="Hard",
default=True,
description="Hard noise")
NoiseDepth = IntProperty(name="Depth",
min=1,
max=16,
default=6,
description="Noise Depth - number of frequencies in the fBm")
mDimension = FloatProperty(name="Dimension",
min=0.01,
max=2.0,
default=1.0,
description="H - fractal dimension of the roughest areas")
mLacunarity = FloatProperty(name="Lacunarity",
min=0.01,
max=6.0,
default=2.0,
description="Lacunarity - gap between successive frequencies")
mOffset = FloatProperty(name="Offset",
min=0.01,
max=6.0,
default=1.0,
description="Offset - raises the terrain from sea level")
mGain = FloatProperty(name="Gain",
min=0.01,
max=6.0,
default=1.0,
description="Gain - scale factor")
BiasTypes = [
("0","Sin","Sin"),
("1","Tri","Tri"),
("2","Saw","Saw")]
MarbleBias = EnumProperty(name="Bias",
description="Marble bias",
items=BiasTypes)
SharpTypes = [
("0","Soft","Soft"),
("1","Sharp","Sharp"),
("2","Sharper","Sharper")]
MarbleSharp = EnumProperty(name="Sharp",
description="Marble sharp",
items=SharpTypes)
ShapeTypes = [
("0","Default","Default"),
("1","Ring","Ring"),
("2","Swirl","Swirl"),
("3","Bump","Bump"),
("4","Y","Y"),
("5","X","X")]
MarbleShape = EnumProperty(name="Shape",
description="Marble shape",
items=ShapeTypes)
Invert = BoolProperty(name="Invert",
default=False,
description="Invert noise input")
Height = FloatProperty(name="Height",
min=0.01,
max=10000.0,
default=0.5,
description="Height scale")
Offset = FloatProperty(name="Offset",
min=-10000.0,
max=10000.0,
default=0.0,
description="Height offset")
fallTypes = [
("0","None","None"),
("1","Type 1","Type 1"),
("2","Type 2","Type 2"),
("3","Y","Y"),
("4","X","X")]
Falloff = EnumProperty(name="Falloff",
description="Edge falloff",
default="1",
items=fallTypes)
Sealevel = FloatProperty(name="Sealevel",
min=-10000.0,
max=10000.0,
default=0.0,
description="Sealevel")
Plateaulevel = FloatProperty(name="Plateau",
min=-10000.0,
max=10000.0,
default=1.0,
description="Plateau level")
Strata = FloatProperty(name="Strata",
min=0.01,
max=1000.0,
default=3.0,
description="Strata amount")
StrataTypes = [
("0","None","None"),
("1","Type 1","Type 1"),
("2","Type 2","Type 2"),
("3","Type 3","Type 3")]
StrataType = EnumProperty(name="Strata",
description="Strata type",
default="0",
items=StrataTypes)
###------------------------------------------------------------
# Draw
def draw(self, context):
layout = self.layout
box = layout.box()
box.prop(self, 'AutoUpdate')
box.prop(self, 'SphereMesh')
box.prop(self, 'SmoothMesh')
box.prop(self, 'Subdivision')
box.prop(self, 'MeshSize')
box = layout.box()
box.prop(self, 'NoiseType')
if self.NoiseType != '7':
box.prop(self, 'BasisType')
box.prop(self, 'RandomSeed')
box.prop(self, 'NoiseSize')
if self.NoiseType == '0':
box.prop(self, 'NoiseDepth')
box.prop(self, 'mDimension')
box.prop(self, 'mLacunarity')
elif self.NoiseType == '1':
box.prop(self, 'NoiseDepth')
box.prop(self, 'mDimension')
box.prop(self, 'mLacunarity')
box.prop(self, 'mOffset')
box.prop(self, 'mGain')
elif self.NoiseType == '2':
box.prop(self, 'NoiseDepth')
box.prop(self, 'mDimension')
box.prop(self, 'mLacunarity')
box.prop(self, 'mOffset')
box.prop(self, 'mGain')
elif self.NoiseType == '3':
box.prop(self, 'NoiseDepth')
box.prop(self, 'mDimension')
box.prop(self, 'mLacunarity')
box.prop(self, 'mOffset')
elif self.NoiseType == '4':
box.prop(self, 'NoiseDepth')
box.prop(self, 'mDimension')
box.prop(self, 'mLacunarity')
elif self.NoiseType == '5':
box.prop(self, 'NoiseDepth')
box.prop(self, 'HardNoise')
elif self.NoiseType == '6':
box.prop(self, 'VLBasisType')
box.prop(self, 'Distortion')
elif self.NoiseType == '7':
box.prop(self, 'MarbleShape')
box.prop(self, 'MarbleBias')
box.prop(self, 'MarbleSharp')
box.prop(self, 'Distortion')
box.prop(self, 'NoiseDepth')
box.prop(self, 'HardNoise')
elif self.NoiseType == '8':
box.prop(self, 'NoiseDepth')
box.prop(self, 'mDimension')
box.prop(self, 'mLacunarity')
box.prop(self, 'mOffset')
box.prop(self, 'Distortion')
elif self.NoiseType == '9':
box.prop(self, 'NoiseDepth')
box.prop(self, 'mDimension')
box.prop(self, 'mLacunarity')
box.prop(self, 'mOffset')
box.prop(self, 'Distortion')
box = layout.box()
box.prop(self, 'Invert')
box.prop(self, 'Height')
box.prop(self, 'Offset')
box.prop(self, 'Plateaulevel')
box.prop(self, 'Sealevel')
if self.SphereMesh == False:
box.prop(self, 'Falloff')
box.prop(self, 'StrataType')
if self.StrataType != '0':
box.prop(self, 'Strata')
###------------------------------------------------------------
# Execute
def execute(self, context):
#mesh update
if self.AutoUpdate != 0:
# turn off undo
undo = bpy.context.user_preferences.edit.use_global_undo
bpy.context.user_preferences.edit.use_global_undo = False
# deselect all objects when in object mode
if bpy.ops.object.select_all.poll():
bpy.ops.object.select_all(action='DESELECT')
# options
options = [
self.RandomSeed, #0
self.NoiseSize, #1
self.NoiseType, #2
self.BasisType, #3
self.VLBasisType, #4
self.Distortion, #5
self.HardNoise, #6
self.NoiseDepth, #7
self.mDimension, #8
self.mLacunarity, #9
self.mOffset, #10
self.mGain, #11
self.MarbleBias, #12
self.MarbleSharp, #13
self.MarbleShape, #14
self.Invert, #15
self.Height, #16
self.Offset, #17
self.Falloff, #18
self.Sealevel, #19
self.Plateaulevel, #20
self.Strata, #21
self.StrataType, #22
self.SphereMesh #23
]
# Main function
if self.SphereMesh !=0:
# sphere
verts, faces = sphere_gen( self.Subdivision, self.MeshSize, options )
else:
# grid
verts, faces = grid_gen( self.Subdivision, self.MeshSize, options )
# create mesh object
obj = create_mesh_object(context, verts, [], faces, "Landscape")
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.normals_make_consistent(inside=False)
bpy.ops.object.mode_set(mode='OBJECT')
# sphere, remove doubles
if self.SphereMesh !=0:
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.remove_doubles(mergedist=0.0001)
bpy.ops.object.mode_set(mode='OBJECT')
# Shade smooth
if self.SmoothMesh !=0:
if bpy.ops.object.shade_smooth.poll():
bpy.ops.object.shade_smooth()
else: # edit mode
bpy.ops.mesh.faces_shade_smooth()
# restore pre operator undo state
bpy.context.user_preferences.edit.use_global_undo = undo
return {'FINISHED'}
else:
return {'PASS_THROUGH'}
###------------------------------------------------------------
# Register
# Define "Landscape" menu
def menu_func_landscape(self, context):
self.layout.operator(landscape_add.bl_idname, text="Landscape", icon="PLUGIN")
def register():
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_mesh_add.append(menu_func_landscape)
def unregister():
bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_mesh_add.remove(menu_func_landscape)
if __name__ == "__main__":
register()
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