Esempio n. 1
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def shattered_hterrain(coords, H, lacunarity, octaves, offset, distort, basis):
    x, y, z = coords
    d = (turbulence_vector(coords, 6, 0, 0)[0] * 0.5 + 0.5) * distort * 0.5
    t1 = (turbulence_vector((x + d, y + d, z + d), 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
Esempio n. 2
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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
def vTurbNoise(x, y, z, iScale=0.25, Size=1.0, Depth=6, Hard=False, Basis=0, Seed=0):
    """
    vTurbNoise((x,y,z), iScale=0.25, Size=1.0, Depth=6, Hard=0, Basis=0, Seed=0 )

    Create randomised vTurbulence noise

    Parameters:
        xyz - (x,y,z) float values.
            (type=3-float tuple)
        iScale - noise intensity scale
            (type=float)
        Size - noise size
            (type=float)
        Depth - number of noise values added.
            (type=int)
        Hard - noise hardness: True - soft noise; False - hard noise
            (type=int)
        basis - type of noise used for turbulence
            (type=int)
        Seed - the random seed number, if seed is 0, the current time will be used instead
            (type=int)
    Returns:
        the generated turbulence vector.
            (type=3-float list)
    """
    rand = randnum(-100, 100, Seed)
    if Basis is 9:
        Basis = 14
    vec = Vector((x / Size + rand, y / Size + rand, z / Size + rand))
    vTurb = Noise.turbulence_vector(vec, Depth, Hard)
    #mathutils.noise.turbulence_vector(position, octaves, hard, noise_basis='PERLIN_ORIGINAL', amplitude_scale=0.5, frequency_scale=2.0)
    tx = vTurb[0] * iScale
    ty = vTurb[1] * iScale
    tz = vTurb[2] * iScale
    return tx, ty, tz
def vTurbNoise(x,y,z, iScale=0.25, Size=1.0, Depth=6, Hard=0, Basis=0, Seed=0):
    """
    vTurbNoise((x,y,z), iScale=0.25, Size=1.0, Depth=6, Hard=0, Basis=0, Seed=0 )
    
    Create randomised vTurbulence noise
    
        Parameters:
            xyz - (x,y,z) float values.
                (type=3-float tuple)
            iScale - noise intensity scale
                (type=float)
            Size - noise size
                (type=float)
            Depth - number of noise values added.
                (type=int)
            Hard - noise hardness: 0 - soft noise; 1 - hard noise
                (type=int)
            basis - type of noise used for turbulence
                (type=int)
            Seed - the random seed number, if seed is 0, the current time will be used instead
                (type=int)
        Returns:
            the generated turbulence vector.
                (type=3-float list)
    """
    rand = randnum(-100,100,Seed)
    if Basis == 9: Basis = 14
    vTurb = Noise.turbulence_vector((x/Size+rand, y/Size+rand, z/Size+rand), Depth, Hard, Basis)
    tx = vTurb[0]*iScale
    ty = vTurb[1]*iScale
    tz = vTurb[2]*iScale
    return tx,ty,tz
Esempio n. 5
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def vTurbNoise(x, y, z, iScale=0.25, Size=1.0, Depth=6, Hard=0, Basis=0, Seed=0):
    """
    vTurbNoise((x,y,z), iScale=0.25, Size=1.0, Depth=6, Hard=0, Basis=0, Seed=0 )

    Create randomised vTurbulence noise

        Parameters:
            xyz - (x,y,z) float values.
                (type=3-float tuple)
            iScale - noise intensity scale
                (type=float)
            Size - noise size
                (type=float)
            Depth - number of noise values added.
                (type=int)
            Hard - noise hardness: 0 - soft noise; 1 - hard noise
                (type=int)
            basis - type of noise used for turbulence
                (type=int)
            Seed - the random seed number, if seed is 0, the current time will be used instead
                (type=int)
        Returns:
            the generated turbulence vector.
                (type=3-float list)
    """
    rand = randnum(-100, 100, Seed)
    if Basis == 9:
        Basis = 14
    vTurb = Noise.turbulence_vector((x / Size + rand, y / Size + rand, z / Size + rand), Depth, Hard, Basis)
    tx = vTurb[0] * iScale
    ty = vTurb[1] * iScale
    tz = vTurb[2] * iScale
    return tx, ty, tz
Esempio n. 6
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def marble_noise(x, y, z, origin, size, shape, bias, sharpnes, turb, depth, hard, basis, amp, freq):

    s = shapes(x, y, z, shape)
    x += origin[0]
    y += origin[1]
    z += origin[2]
    value = s + turb * turbulence_vector((x, y, z), depth, hard, basis)[1]

    if bias is 1:
        value = cos_bias(value)
    elif bias is 2:
        value = tri_bias(value)
    elif bias is 3:
        value = saw_bias(value)
    else:
        value = sin_bias(value)

    if sharpnes is 1:
        value = 1.0 - sharp(value)
    elif sharpnes is 2:
        value = 1.0 - sharper(value)
    elif sharpnes is 3:
        value = soft(value)
    elif sharpnes is 4:
        value = sharp(value)
    elif sharpnes is 5:
        value = sharper(value)
    else:
        value = 1.0 - soft(value)

    return value
Esempio n. 7
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def marble_noise(x, y, z, origin, size, shape, bias, sharpnes, turb, depth,
                 hard, basis, amp, freq):

    s = shapes(x, y, z, shape)
    x += origin[0]
    y += origin[1]
    z += origin[2]
    value = s + turb * turbulence_vector(
        (x, y, z), depth, hard, noise_basis=basis)[1]

    if bias == 1:
        value = cos_bias(value)
    elif bias == 2:
        value = tri_bias(value)
    elif bias == 3:
        value = saw_bias(value)
    else:
        value = sin_bias(value)

    if sharpnes == 1:
        value = 1.0 - sharp(value)
    elif sharpnes == 2:
        value = 1.0 - sharper(value)
    elif sharpnes == 3:
        value = soft(value)
    elif sharpnes == 4:
        value = sharp(value)
    elif sharpnes == 5:
        value = sharper(value)
    else:
        value = 1.0 - soft(value)

    return value
Esempio n. 8
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def ant_turbulence(coords, depth, hardnoise, nbasis, amp, freq, distortion):
    x, y, z = coords
    t = turbulence_vector((x / 2, y / 2, z / 2),
                          depth,
                          0,
                          noise_basis=nbasis,
                          amplitude_scale=amp,
                          frequency_scale=freq) * 0.5 * distortion
    return turbulence(
        (t[0], t[1], t[2]), 2, hardnoise, noise_basis="VORONOI_F1") * 0.5 + 0.5
Esempio n. 9
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def ant_turbulence(coords, depth, hardnoise, nbasis, amp, freq, distortion):
    x, y, z = coords
    t = turbulence_vector((x/2, y/2, z/2), depth, 0, nbasis, amp, freq) * 0.5 * distortion
    return turbulence((t[0], t[1], t[2]), 2, hardnoise, 3) * 0.5 + 0.5
Esempio n. 10
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def noise_gen(coords, props):

    terrain_name = props[0]
    cursor = props[1]
    smooth = props[2]
    triface = props[3]
    sphere = props[4]
    land_mat = props[5]
    water_mat = props[6]
    texture_name = props[7]
    subd_x = props[8]
    subd_y = props[9]
    meshsize_x = props[10]
    meshsize_y = props[11]
    meshsize = props[12]
    rseed = props[13]
    x_offset = props[14]
    y_offset = props[15]
    z_offset = props[16]
    size_x = props[17]
    size_y = props[18]
    size_z = props[19]
    nsize = props[20]
    ntype = props[21]
    nbasis = props[22]
    vlbasis = props[23]
    distortion = props[24]
    hardnoise = int(props[25])
    depth = props[26]
    amp = props[27]
    freq = props[28]
    dimension = props[29]
    lacunarity = props[30]
    offset = props[31]
    gain = props[32]
    marblebias = int(props[33])
    marblesharpnes = int(props[34])
    marbleshape = int(props[35])
    height = props[36]
    height_invert = props[37]
    height_offset = props[38]
    maximum = props[39]
    minimum = props[40]
    falloff = int(props[41])
    edge_level = props[42]
    falloffsize_x = props[43]
    falloffsize_y = props[44]
    stratatype = props[45]
    strata = props[46]
    addwater = props[47]
    waterlevel = props[48]
    vert_group = props[49]
    remove_double = props[50]
    fx_mixfactor = props[51]
    fx_mix_mode = props[52]
    fx_type = props[53]
    fx_bias = props[54]
    fx_turb = props[55]
    fx_depth = props[56]
    fx_frequency = props[57]
    fx_amplitude = props[58]
    fx_size = props[59]
    fx_loc_x = props[60]
    fx_loc_y = props[61]
    fx_height = props[62]
    fx_offset = props[63]
    fx_invert = props[64]

    x, y, z = coords

    # Origin
    if rseed == 0:
        origin = x_offset, y_offset, z_offset
        origin_x = x_offset
        origin_y = y_offset
        origin_z = z_offset
        o_range = 1.0
    else:
        # Randomise origin
        o_range = 100
        seed_set(rseed)
        origin = random_unit_vector()
        ox = (origin[0] * o_range)
        oy = (origin[1] * o_range)
        oz = 0
        origin_x = (ox - (ox * 0.5)) + x_offset
        origin_y = (oy - (oy * 0.5)) + y_offset
        origin_z = oz + z_offset

    ncoords = (x / (nsize * size_x) + origin_x,
               y / (nsize * size_y) + origin_y,
               z / (nsize * size_z) + origin_z)

    # Noise type's
    if ntype in [0, 'multi_fractal']:
        value = multi_fractal(
            ncoords, dimension, lacunarity, depth, noise_basis=nbasis) * 0.5

    elif ntype in [1, 'ridged_multi_fractal']:
        value = ridged_multi_fractal(ncoords,
                                     dimension,
                                     lacunarity,
                                     depth,
                                     offset,
                                     gain,
                                     noise_basis=nbasis) * 0.5

    elif ntype in [2, 'hybrid_multi_fractal']:
        value = hybrid_multi_fractal(ncoords,
                                     dimension,
                                     lacunarity,
                                     depth,
                                     offset,
                                     gain,
                                     noise_basis=nbasis) * 0.5

    elif ntype in [3, 'hetero_terrain']:
        value = hetero_terrain(
            ncoords, dimension, lacunarity, depth, offset,
            noise_basis=nbasis) * 0.25

    elif ntype in [4, 'fractal']:
        value = fractal(ncoords,
                        dimension,
                        lacunarity,
                        depth,
                        noise_basis=nbasis)

    elif ntype in [5, 'turbulence_vector']:
        value = turbulence_vector(ncoords,
                                  depth,
                                  hardnoise,
                                  noise_basis=nbasis,
                                  amplitude_scale=amp,
                                  frequency_scale=freq)[0]

    elif ntype in [6, 'variable_lacunarity']:
        value = variable_lacunarity(ncoords,
                                    distortion,
                                    noise_type1=nbasis,
                                    noise_type2=vlbasis)

    elif ntype in [7, 'marble_noise']:
        value = marble_noise(
            (ncoords[0] - origin_x + x_offset),
            (ncoords[1] - origin_y + y_offset),
            (ncoords[2] - origin_z + z_offset),
            (origin[0] + x_offset, origin[1] + y_offset, origin[2] + z_offset),
            nsize, marbleshape, marblebias, marblesharpnes, distortion, depth,
            hardnoise, nbasis, amp, freq)
    elif ntype in [8, 'shattered_hterrain']:
        value = shattered_hterrain(ncoords, dimension, lacunarity, depth,
                                   offset, distortion, nbasis)

    elif ntype in [9, 'strata_hterrain']:
        value = strata_hterrain(ncoords, dimension, lacunarity, depth, offset,
                                distortion, nbasis)

    elif ntype in [10, 'ant_turbulence']:
        value = ant_turbulence(ncoords, depth, hardnoise, nbasis, amp, freq,
                               distortion)

    elif ntype in [11, 'vl_noise_turbulence']:
        value = vl_noise_turbulence(ncoords, distortion, depth, nbasis,
                                    vlbasis, hardnoise, amp, freq)

    elif ntype in [12, 'vl_hTerrain']:
        value = vl_hTerrain(ncoords, dimension, lacunarity, depth, offset,
                            nbasis, vlbasis, distortion)

    elif ntype in [13, 'distorted_heteroTerrain']:
        value = distorted_heteroTerrain(ncoords, dimension, lacunarity, depth,
                                        offset, distortion, nbasis, vlbasis)

    elif ntype in [14, 'double_multiFractal']:
        value = double_multiFractal(ncoords, dimension, lacunarity, depth,
                                    offset, gain, nbasis, vlbasis)

    elif ntype in [15, 'rocks_noise']:
        value = rocks_noise(ncoords, depth, hardnoise, nbasis, distortion)

    elif ntype in [16, 'slick_rock']:
        value = slick_rock(ncoords, dimension, lacunarity, depth, offset, gain,
                           distortion, nbasis, vlbasis)

    elif ntype in [17, 'planet_noise']:
        value = planet_noise(ncoords, depth, hardnoise, nbasis)[2] * 0.5 + 0.5

    elif ntype in [18, 'blender_texture']:
        if texture_name != "" and texture_name in bpy.data.textures:
            value = bpy.data.textures[texture_name].evaluate(ncoords)[3]
        else:
            value = 0.0
    else:
        value = 0.5

    # Effect mix
    val = value
    if fx_type in [0, "0"]:
        fx_mixfactor = -1.0
        fxval = val
    else:
        fxcoords = Trans_Effect((x, y, z), fx_size, (fx_loc_x, fx_loc_y))
        effect = Effect_Function(fxcoords, fx_type, fx_bias, fx_turb, fx_depth,
                                 fx_frequency, fx_amplitude)
        effect = Height_Scale(effect, fx_height, fx_offset, fx_invert)
        fxval = Mix_Modes(val, effect, fx_mixfactor, fx_mix_mode)
    value = fxval

    # Adjust height
    value = Height_Scale(value, height, height_offset, height_invert)

    # Edge falloff:
    if not sphere:
        if falloff:
            ratio_x, ratio_y = abs(x) * 2 / meshsize_x, abs(y) * 2 / meshsize_y
            fallofftypes = [
                0,
                sqrt(ratio_y**falloffsize_y),
                sqrt(ratio_x**falloffsize_x),
                sqrt(ratio_x**falloffsize_x + ratio_y**falloffsize_y)
            ]
            dist = fallofftypes[falloff]
            value -= edge_level
            if (dist < 1.0):
                dist = (dist * dist * (3 - 2 * dist))
                value = (value - value * dist) + edge_level
            else:
                value = edge_level

    # Strata / terrace / layers
    if stratatype not in [0, "0"]:
        if stratatype in [1, "1"]:
            strata = strata / height
            strata *= 2
            steps = (sin(value * strata * pi) * (0.1 / strata * pi))
            value = (value * 0.5 + steps * 0.5) * 2.0

        elif stratatype in [2, "2"]:
            strata = strata / height
            steps = -abs(sin(value * strata * pi) * (0.1 / strata * pi))
            value = (value * 0.5 + steps * 0.5) * 2.0

        elif stratatype in [3, "3"]:
            strata = strata / height
            steps = abs(sin(value * strata * pi) * (0.1 / strata * pi))
            value = (value * 0.5 + steps * 0.5) * 2.0

        elif stratatype in [4, "4"]:
            strata = strata / height
            value = int(value * strata) * 1.0 / strata

        elif stratatype in [5, "5"]:
            strata = strata / height
            steps = (int(value * strata) * 1.0 / strata)
            value = (value * (1.0 - 0.5) + steps * 0.5)

    # Clamp height min max
    if (value < minimum):
        value = minimum
    if (value > maximum):
        value = maximum

    return value
    def step(self):
        '''Simulate next frame'''
        self.frame += 1
        self.create_tree()

        for part in self.particles:
            if part.active:

                previous_velocity = part.velocity.copy()

                #guide vector
                guide_vector = self.guide.data.vertices[part.guide_index].co - part.location
                guide_vector = guide_vector.normalized() * self.GUIDE_STRENGTH

                #turbulence vector
                turbulence = noise.turbulence_vector(part.noise_seed+part.location, 2, False, 1, self.TURBULENCE_STRENGTH, self.TURBULENCE_FREQUENCY)
#                part.noise_seed += turbulence / 50
#                if part.velocity.length_squared < 0.0001:
#                    part.noise_seed = noise.random_unit_vector()
                part.noise_seed.z += 0.01

                #boid-like vector
                too_close = self.parts_tree.find_range(part.location, self.AVOID_THRESHOLD)
                avoid_vector = Vector()
                for p in too_close:

                    other_vec = part.location - p[0]
                    if other_vec.length_squared < 0.0001:
                        continue
                    other_vec /= other_vec.length
                    avoid_vector += other_vec

#                avoid_vector.normalize()
#                avoid_vector -= part.velocity
                avoid_vector *= self.AVOID_STRENGTH

                #velocity change

                part.velocity += avoid_vector

                part.velocity += turbulence * (1.0-part.behaviour)
                part.velocity += guide_vector * part.behaviour

                #limit velocity (drag and shit)
                if part.velocity.length > part.MAX_VEL:
                    part.velocity.length = part.MAX_VEL

                # limit rotation
                rotation_scalar = previous_velocity.dot(part.velocity) * 0.5 + 0.5 # normalized 0-1
#                rotation_scalar **= 3
                if rotation_scalar > 0.1:
                    rotation_scalar = 0.1
#                rotation_scalar = 0
                part.velocity *= (rotation_scalar)
                part.velocity += previous_velocity * (1-rotation_scalar)

                # put that shit on the ground
                closest = self.ground.closest_point_on_mesh(part.location)
                part.location = closest[0]
                # velocity parallel to the ground
                vel_norm = part.velocity.length
                inter = part.velocity.cross(closest[1])
                part.velocity = closest[1].cross(inter)
                part.velocity.length = vel_norm
#                print(part.velocity)

                # SET NEW LOCATION
                part.location += part.velocity

                # behaviour change
                part.behaviour += random()*0.1-0.05
                if part.behaviour < 0.8:
                    part.behaviour = 0.8
                if part.behaviour > 0.9:
                    part.behaviour = 0.9

#                # set goal to next vertex if close enough
                pt, ind, dist = self.guide_tree.find(part.location)
                if fabs(ind - part.guide_index) < 2:
                    part.guide_index += part.direction
#                if self.frame % 20 == 0:
#                    part.guide_index += part.direction

#                if next_point_distance.length_squared < self.vertex_distance:
#                    part.guide_index += 1

                # switch direction if end reached
                if part.guide_index >= len(self.guide.data.vertices)-1 or part.guide_index == 1:
#                    part.active = False
#                    self.kill_particle(part)
                    part.direction = -part.direction
                    part.guide_index += part.direction

        self.create_frame(self.frame)
Esempio n. 12
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def ant_turbulence(coords, depth, hardnoise, nbasis, amp, freq, distortion):
    x, y, z = coords
    t = turbulence_vector(
        (x / 2, y / 2, z / 2), depth, 0, nbasis, amp, freq) * 0.5 * distortion
    return turbulence((t[0], t[1], t[2]), 2, hardnoise, 3) * 0.5 + 0.5
Esempio n. 13
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def noise_gen(coords, props):

    terrain_name = props[0]
    cursor = props[1]
    smooth = props[2]
    triface = props[3]
    sphere = props[4]
    land_mat = props[5]
    water_mat = props[6]
    texture_name = props[7]
    subd_x = props[8]
    subd_y = props[9]
    meshsize_x = props[10]
    meshsize_y = props[11]
    meshsize = props[12]
    rseed = props[13]
    x_offset = props[14]
    y_offset = props[15]
    z_offset = props[16]
    size_x = props[17]
    size_y = props[18]
    size_z = props[19]
    nsize = props[20]
    ntype = props[21]
    nbasis = int(props[22])
    vlbasis = int(props[23])
    distortion = props[24]
    hardnoise = int(props[25])
    depth = props[26]
    amp = props[27]
    freq = props[28]
    dimension = props[29]
    lacunarity = props[30]
    offset = props[31]
    gain = props[32]
    marblebias = int(props[33])
    marblesharpnes = int(props[34])
    marbleshape = int(props[35])
    height = props[36]
    height_invert = props[37]
    height_offset = props[38]
    maximum = props[39]
    minimum = props[40]
    falloff = int(props[41])
    edge_level = props[42]
    falloffsize_x = props[43]
    falloffsize_y = props[44]
    stratatype = props[45]
    strata = props[46]
    addwater = props[47]
    waterlevel = props[48]
    vert_group = props[49]
    remove_double = props[50]
    fx_mixfactor = props[51]
    fx_mix_mode = props[52]
    fx_type = props[53]
    fx_bias = props[54]
    fx_turb = props[55]
    fx_depth = props[56]
    fx_frequency = props[57]
    fx_amplitude = props[58]
    fx_size = props[59]
    fx_loc_x = props[60]
    fx_loc_y = props[61]
    fx_height = props[62]
    fx_offset = props[63]
    fx_invert = props[64]

    x, y, z = coords

    # Origin
    if rseed is 0:
        origin = x_offset, y_offset, z_offset
        origin_x = x_offset
        origin_y = y_offset
        origin_z = z_offset
        o_range = 1.0
    else:
        # Randomise origin
        o_range = 10000.0
        seed_set(rseed)
        origin = random_unit_vector()
        ox = (origin[0] * o_range)
        oy = (origin[1] * o_range)
        oz = (origin[2] * o_range)
        origin_x = (ox - (ox / 2)) + x_offset
        origin_y = (oy - (oy / 2)) + y_offset
        origin_z = (oz - (oz / 2)) + z_offset

    ncoords = (x / (nsize * size_x) + origin_x, y / (nsize * size_y) + origin_y, z / (nsize * size_z) + origin_z)

    # Noise basis type's
    if nbasis == 9:
        nbasis = 14  # Cellnoise
    if vlbasis == 9:
        vlbasis = 14

    # Noise type's
    if ntype in [0, 'multi_fractal']:
        value = multi_fractal(ncoords, dimension, lacunarity, depth, nbasis) * 0.5

    elif ntype in [1, 'ridged_multi_fractal']:
        value = ridged_multi_fractal(ncoords, dimension, lacunarity, depth, offset, gain, nbasis) * 0.5

    elif ntype in [2, 'hybrid_multi_fractal']:
        value = hybrid_multi_fractal(ncoords, dimension, lacunarity, depth, offset, gain, nbasis) * 0.5

    elif ntype in [3, 'hetero_terrain']:
        value = hetero_terrain(ncoords, dimension, lacunarity, depth, offset, nbasis) * 0.25

    elif ntype in [4, 'fractal']:
        value = fractal(ncoords, dimension, lacunarity, depth, nbasis)

    elif ntype in [5, 'turbulence_vector']:
        value = turbulence_vector(ncoords, depth, hardnoise, nbasis, amp, freq)[0]

    elif ntype in [6, 'variable_lacunarity']:
        value = variable_lacunarity(ncoords, distortion, nbasis, vlbasis)

    elif ntype in [7, 'marble_noise']:
        value = marble_noise(
                        (ncoords[0] - origin_x + x_offset),
                        (ncoords[1] - origin_y + y_offset),
                        (ncoords[2] - origin_z + z_offset),
                        (origin[0] + x_offset, origin[1] + y_offset, origin[2] + z_offset), nsize,
                        marbleshape, marblebias, marblesharpnes,
                        distortion, depth, hardnoise, nbasis, amp, freq
                        )
    elif ntype in [8, 'shattered_hterrain']:
        value = shattered_hterrain(ncoords, dimension, lacunarity, depth, offset, distortion, nbasis)

    elif ntype in [9, 'strata_hterrain']:
        value = strata_hterrain(ncoords, dimension, lacunarity, depth, offset, distortion, nbasis)

    elif ntype in [10, 'ant_turbulence']:
        value = ant_turbulence(ncoords, depth, hardnoise, nbasis, amp, freq, distortion)

    elif ntype in [11, 'vl_noise_turbulence']:
        value = vl_noise_turbulence(ncoords, distortion, depth, nbasis, vlbasis, hardnoise, amp, freq)

    elif ntype in [12, 'vl_hTerrain']:
        value = vl_hTerrain(ncoords, dimension, lacunarity, depth, offset, nbasis, vlbasis, distortion)

    elif ntype in [13, 'distorted_heteroTerrain']:
        value = distorted_heteroTerrain(ncoords, dimension, lacunarity, depth, offset, distortion, nbasis, vlbasis)

    elif ntype in [14, 'double_multiFractal']:
        value = double_multiFractal(ncoords, dimension, lacunarity, depth, offset, gain, nbasis, vlbasis)

    elif ntype in [15, 'rocks_noise']:
        value = rocks_noise(ncoords, depth, hardnoise, nbasis, distortion)

    elif ntype in [16, 'slick_rock']:
        value = slick_rock(ncoords,dimension, lacunarity, depth, offset, gain, distortion, nbasis, vlbasis)

    elif ntype in [17, 'planet_noise']:
        value = planet_noise(ncoords, depth, hardnoise, nbasis)[2] * 0.5 + 0.5

    elif ntype in [18, 'blender_texture']:
        if texture_name != "" and texture_name in bpy.data.textures:
            value = bpy.data.textures[texture_name].evaluate(ncoords)[3]
        else:
            value = 0.0
    else:
        value = 0.5

    # Effect mix
    val = value
    if fx_type in [0,"0"]:
        fx_mixfactor = -1.0
        fxval = val
    else:
        fxcoords = Trans_Effect((x, y, z), fx_size, (fx_loc_x, fx_loc_y))
        effect = Effect_Function(fxcoords, fx_type, fx_bias, fx_turb, fx_depth, fx_frequency, fx_amplitude)
        effect = Height_Scale(effect, fx_height, fx_offset, fx_invert)
        fxval = Mix_Modes(val, effect, fx_mixfactor, fx_mix_mode)
    value = fxval

    # Adjust height
    value = Height_Scale(value, height, height_offset, height_invert)

    # Edge falloff:
    if not sphere:
        if falloff:
            ratio_x, ratio_y = abs(x) * 2 / meshsize_x, abs(y) * 2 / meshsize_y
            fallofftypes = [0,
                            sqrt(ratio_y**falloffsize_y),
                            sqrt(ratio_x**falloffsize_x),
                            sqrt(ratio_x**falloffsize_x + ratio_y**falloffsize_y)
                           ]
            dist = fallofftypes[falloff]
            value -= edge_level
            if(dist < 1.0):
                dist = (dist * dist * (3 - 2 * dist))
                value = (value - value * dist) + edge_level
            else:
                value = edge_level

    # Strata / terrace / layers
    if stratatype not in [0, "0"]:
        if stratatype in [1, "1"]:
            strata = strata / height
            strata *= 2
            steps = (sin(value * strata * pi) * (0.1 / strata * pi))
            value = (value * 0.5 + steps * 0.5) * 2.0

        elif stratatype in [2, "2"]:
            strata = strata / height
            steps = -abs(sin(value * strata * pi) * (0.1 / strata * pi))
            value = (value * 0.5 + steps * 0.5) * 2.0

        elif stratatype in [3, "3"]:
            strata = strata / height
            steps = abs(sin(value * strata * pi) * (0.1 / strata * pi))
            value = (value * 0.5 + steps * 0.5) * 2.0

        elif stratatype in [4, "4"]:
            strata = strata / height
            value = int( value * strata ) * 1.0 / strata

        elif stratatype in [5, "5"]:
            strata = strata / height
            steps = (int( value * strata ) * 1.0 / strata)
            value = (value * (1.0 - 0.5) + steps * 0.5)

    # Clamp height min max
    if (value < minimum):
        value = minimum
    if (value > maximum):
        value = maximum

    return value
Esempio n. 14
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def shattered_hterrain(coords, H, lacunarity, octaves, offset, distort, basis):
    x, y, z = coords
    d = (turbulence_vector(coords, 6, 0, 0)[0] * 0.5 + 0.5) * distort * 0.5
    t1 = (turbulence_vector((x + d, y + d, z + d), 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
Esempio n. 15
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def ant_turbulence(coords, depth, hardnoise, nbasis, amp, freq, distortion):
    x, y, z = coords
    t = turbulence_vector((x/2, y/2, z/2), depth, 0, noise_basis=nbasis, amplitude_scale=amp, frequency_scale=freq) * 0.5 * distortion
    return turbulence((t[0], t[1], t[2]), 2, hardnoise, noise_basis="VORONOI_F1") * 0.5 + 0.5
Esempio n. 16
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    def step(self):
        '''Simulate next frame'''
        self.frame += 1
        self.create_tree()
        
        for part in self.particles:
            if part.active:
                
                previous_velocity = part.velocity.copy()
                
                #guide vector
                guide_vector = self.guide.data.vertices[part.guide_index].co - part.location
                guide_vector = guide_vector.normalized() * self.GUIDE_STRENGTH

                #turbulence vector
                turbulence = noise.turbulence_vector(part.noise_seed+part.location, 2, False, 1, self.TURBULENCE_STRENGTH, self.TURBULENCE_FREQUENCY)
#                part.noise_seed += turbulence / 50
#                if part.velocity.length_squared < 0.0001:
#                    part.noise_seed = noise.random_unit_vector()
                part.noise_seed.z += 0.01
                
                #boid-like vector
                too_close = self.parts_tree.find_range(part.location, self.AVOID_THRESHOLD)
                avoid_vector = Vector()
                for p in too_close:
                    
                    other_vec = part.location - p[0]
                    if other_vec.length_squared < 0.0001:
                        continue
                    other_vec /= other_vec.length
                    avoid_vector += other_vec
                    
#                avoid_vector.normalize()
#                avoid_vector -= part.velocity
                avoid_vector *= self.AVOID_STRENGTH
                
                #velocity change
                
                part.velocity += avoid_vector
                
                part.velocity += turbulence * (1.0-part.behaviour)
                part.velocity += guide_vector * part.behaviour
                    
                #limit velocity (drag and shit)
                if part.velocity.length > part.MAX_VEL:
                    part.velocity.length = part.MAX_VEL
                
                # limit rotation
                rotation_scalar = previous_velocity.dot(part.velocity) * 0.5 + 0.5 # normalized 0-1
#                rotation_scalar **= 3
                if rotation_scalar > 0.1:
                    rotation_scalar = 0.1
#                rotation_scalar = 0
                part.velocity *= (rotation_scalar)
                part.velocity += previous_velocity * (1-rotation_scalar)
                
                # put that shit on the ground
                closest = self.ground.closest_point_on_mesh(part.location)
                part.location = closest[0]
                # velocity parallel to the ground
                vel_norm = part.velocity.length
                inter = part.velocity.cross(closest[1])
                part.velocity = closest[1].cross(inter)
                part.velocity.length = vel_norm
#                print(part.velocity)
                
                # SET NEW LOCATION
                part.location += part.velocity
                    
                # behaviour change
                part.behaviour += random()*0.1-0.05
                if part.behaviour < 0.8:
                    part.behaviour = 0.8
                if part.behaviour > 0.9:
                    part.behaviour = 0.9
                    
#                # set goal to next vertex if close enough
                pt, ind, dist = self.guide_tree.find(part.location)
                if fabs(ind - part.guide_index) < 2:
                    part.guide_index += part.direction
#                if self.frame % 20 == 0:
#                    part.guide_index += part.direction
                
#                if next_point_distance.length_squared < self.vertex_distance:
#                    part.guide_index += 1
                    
                # switch direction if end reached
                if part.guide_index >= len(self.guide.data.vertices)-1 or part.guide_index == 1:
#                    part.active = False
#                    self.kill_particle(part)
                    part.direction = -part.direction
                    part.guide_index += part.direction

        self.create_frame(self.frame)
Esempio n. 17
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def landscape_gen(x, y, z, falloffsize, options):

    # options = [0, 1.0, 'multi_fractal', 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, 0.0, 0.0]
    rseed = options[0]
    nsize = options[1]
    ntype = options[2]
    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]
    x_offset = options[24]
    y_offset = options[25]

    # origin
    if rseed == 0:
        origin = 0.0 + x_offset, 0.0 + y_offset, 0.0
        origin_x = x_offset
        origin_y = y_offset
        origin_z = 0.0
    else:
        # randomise origin
        seed_set(rseed)
        origin = random_unit_vector()
        origin[0] += x_offset
        origin[1] += y_offset
        origin_x = ((0.5 - origin[0]) * 1000.0) + x_offset
        origin_y = ((0.5 - origin[1]) * 1000.0) + y_offset
        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 == 'multi_fractal':
        value = multi_fractal(ncoords, dimension, lacunarity, depth,
                              nbasis) * 0.5

    elif ntype == 'ridged_multi_fractal':
        value = ridged_multi_fractal(ncoords, dimension, lacunarity, depth,
                                     offset, gain, nbasis) * 0.5

    elif ntype == 'hybrid_multi_fractal':
        value = hybrid_multi_fractal(ncoords, dimension, lacunarity, depth,
                                     offset, gain, nbasis) * 0.5

    elif ntype == 'hetero_terrain':
        value = hetero_terrain(ncoords, dimension, lacunarity, depth, offset,
                               nbasis) * 0.25

    elif ntype == 'fractal':
        value = fractal(ncoords, dimension, lacunarity, depth, nbasis)

    elif ntype == 'turbulence_vector':
        value = turbulence_vector(ncoords, depth, hardnoise, nbasis)[0]

    elif ntype == 'variable_lacunarity':
        value = variable_lacunarity(ncoords, distortion, nbasis, vlbasis) + 0.5

    elif ntype == 'marble_noise':
        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 == 'shattered_hterrain':
        value = shattered_hterrain(ncoords[0], ncoords[1], ncoords[2],
                                   dimension, lacunarity, depth, offset,
                                   distortion, nbasis)

    elif ntype == 'strata_hterrain':
        value = strata_hterrain(ncoords[0], ncoords[1], ncoords[2], dimension,
                                lacunarity, depth, offset, distortion, nbasis)

    elif ntype == 'planet_noise':
        value = planet_noise(ncoords, depth, hardnoise, nbasis)[2] * 0.5 + 0.5
    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, hypot(x * x, y * y),
                hypot(x, y),
                abs(y), abs(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