コード例 #1
0
ファイル: genes_holder.py プロジェクト: wassimj/sverchok
 def fill_empty_vect_dict(self):
     vects = []
     for i in range(self.gene_count):
         v = []
         for j in range(3):
             v_range = self.v_max_list[j] - self.v_min_list[j]
             v.append(self.v_min_list[j]+ random()*v_range)
         vects.append(v)
     self.node_mem[self.node_id] = vects
     self.write_memory_prop(vects)
コード例 #2
0
ファイル: genes_holder.py プロジェクト: wassimj/sverchok
 def fill_empty_nums_dict(self):
     nums = []
     list_limits = self.get_list_limits()
     n_range = list_limits[1] - list_limits[0]
     for i in range(self.gene_count):
         num = list_limits[0] + random()*n_range
         if self.number_type == 'int':
             num = int(num)
         nums.append(num)
     self.node_mem[self.node_id] = nums
     self.write_memory_prop(nums)
コード例 #3
0
def export_ter(filepath):
    start_time = time.process_time()
    filename = filepath + '.ter'
    # start to set all the tags and values needed for the .ter file
    ter_header = 'TERRAGENTERRAIN '
    size_tag = 'SIZE'
    size = 64
    scal_tag = 'SCAL'
    scalx = 30.0
    scaly = 30.0
    scalz = 30.0
    altw_tag = 'ALTW'
    HeightScale = 80
    BaseHeight = 0
    totalpoints = (size + 1) * (size + 1)
    # set seed for noise.random()
    noise.seed_set(123)
    # values are packed as short (i.e = integers max 32767) so we map them in the right range
    values = [
        int(map_range(noise.random(), 0.0, 1.0, 0.0, 32767.0))
        for i in range(totalpoints)
    ]
    # print(values)
    eof_tag = 'EOF'  # end of file tag

    with open(filename, "wb") as file:
        # write the header
        file.write(ter_header.encode('ascii'))
        # write the size of the terrain
        file.write(size_tag.encode('ascii'))
        file.write(struct.pack('h', size))
        # padding byte needed after SIZE
        file.write(struct.pack('xx'))  # padding -> b'\x00\x00'
        # write the scale tag = SCAL
        file.write(scal_tag.encode('ascii'))
        # pack the scaling values as floats
        file.write(struct.pack('fff', scalx, scaly, scalz))
        # write the altitude ALTW tag
        file.write(altw_tag.encode('ascii'))
        # pack heightScale and baseHeight
        file.write(struct.pack('h', HeightScale))
        file.write(struct.pack('h', BaseHeight))
        # pack as shorts the elvetions values
        for v in values:
            file.write(struct.pack('h', v))
        # EOF = end of file
        file.write(eof_tag.encode('ascii'))
        file.close()

    print('Terrain exported in %.4f sec.' % (time.process_time() - start_time))
コード例 #4
0
    def __init__(self, values = None, random = False):
        self.values = values
        self.random = random

        self.q8 = []

        if values:
            if len(values) != 8:
                print("Oops, length of values passed in is wrong. DEATH.")
                sys.exit()
            self.q8 = values

        if random:
            for i in range(0, 8):
                self.q8.append(noise.random())
コード例 #5
0
ファイル: mesh_fiber.py プロジェクト: ubuntunux/Blender
def SavePreset(FName):

	FName = FName.replace("//", "")
	try:
		f = open(FName,'w')
	except:
		message = "unable to save file."
		return
	
	writeln(f,CurVersion)
	
	scn = bpy.context.scene
	writeln(f, scn.sldDensity)
	writeln(f, scn.sldGravity)
	writeln(f, scn.sldSegments)
	writeln(f, scn.sldLength)
	writeln(f, scn.sldWidth)
	writeln(f, scn.sldInit)
	writeln(f, scn.sldRand)
	writeln(f, scn.sldRloc)
	writeln(f, scn.sldFollow)
	writeln(f, scn.sldControl)
	writeln(f, scn.sldCtrlSeg)
	writeln(f, scn.sldSegRand)
	writeln(f, scn.sldFalloff)
		
	if scn.chkPointed:
		writeln(f, "1")
	else:
		writeln(f, "0")
	if scn.chkVCol:
		writeln(f, "1")
	else:
		writeln(f, "0")
	if scn.chkWind:
		writeln(f, "1")
	else:
		writeln(f, "0")
	if scn.chkGuides:
		writeln(f, "1")
	else:
		writeln(f, "0")
	writeln(f,int(random()*1000))
	writeln(f,1) #First Run
	objects = bpy.context.selected_objects
	for z in range(len(objects)):
		writeln(f,objects[z].name)
	f.close()
コード例 #6
0
ファイル: genes_holder.py プロジェクト: wassimj/sverchok
 def fill_vect_mem(self):
     if self.node_id in self.node_mem:
         vects = self.node_mem[self.node_id]
     else:
         vects = []
     if len(vects) < self.gene_count:
         for i in range(self.gene_count -len(vects)):
             v = []
             for j in range(3):
                 v_range = self.v_max_list[j] - self.v_min_list[j]
                 v.append(self.v_min_list[j] + random()*v_range)
             vects.append(v)
     elif len(vects) > self.gene_count:
         vects = vects[:self.gene_count]
     self.node_mem[self.node_id] = vects
     self.write_memory_prop(vects)
コード例 #7
0
ファイル: genes_holder.py プロジェクト: wassimj/sverchok
 def fill_num_mem(self):
     if self.node_id in self.node_mem:
         nums = self.node_mem[self.node_id]
     else:
         nums = []
     if len(nums) < self.gene_count:
         list_limits = self.get_list_limits()
         n_range = list_limits[1] - list_limits[0]
         for i in range(self.gene_count -len(nums)):
             num = list_limits[0] + random()*n_range
             if self.number_type == 'int':
                 num = int(num)
             nums.append(num)
     elif len(nums) > self.gene_count:
         nums = nums[:self.gene_count]
     self.node_mem[self.node_id] = nums
     self.write_memory_prop(nums)
コード例 #8
0
def randnum(low=0.0, high=1.0, seed=0):
    """
randnum( low=0.0, high=1.0, seed=0 )
Create random number
Parameters:
low - lower range
(type=float)
high - higher range
(type=float)
seed - the random seed number, if seed is 0, the current time will be used instead
(type=int)
Returns:
a random number
(type=float)
"""

    Noise.seed_set(seed)
    rnum = Noise.random()
    rnum = rnum*(high-low)
    rnum = rnum+low
    return rnum
コード例 #9
0
def randnum(low=0.0, high=1.0, seed=0):
    """
randnum( low=0.0, high=1.0, seed=0 )
Create random number
Parameters:
low - lower range
(type=float)
high - higher range
(type=float)
seed - the random seed number, if seed is 0, the current time will be used instead
(type=int)
Returns:
a random number
(type=float)
"""

    Noise.seed_set(seed)
    rnum = Noise.random()
    rnum = rnum * (high - low)
    rnum = rnum + low
    return rnum
コード例 #10
0
ファイル: viewer_2d.py プロジェクト: ranska/sverchok
def fill_points_colors(vectors_color, data, color_per_point, random_colors):
    points_color = []
    if color_per_point:
        for cols, sub_data in zip(cycle(vectors_color), data):
            if random_colors:
                for  n in sub_data:
                    points_color.append([random(), random(), random(), 1])
            else:
                for c, n in zip(cycle(cols), sub_data):
                    points_color.append(c)
    else:
        for nums, col in zip(data, cycle(vectors_color[0])):
            if random_colors:
                r_color = [random(),random(),random(),1]
                for n in nums:
                    points_color.append(r_color)
            else:
                for n in nums:
                    points_color.append(col)

    return points_color
コード例 #11
0
ファイル: mesh_fiber.py プロジェクト: ubuntunux/Blender
def RunFiber():
	#_______________________________________________________
	#The main routine that is called from outside this script
	#Parameters: none- loads settings from .fib file.
	#_______________________________________________________  
	global firstrun, mat, FpF, UseWind, UseGuides, tempbm

	firstrun = 1
	InitNoise(seed)
	print ("\n")
	print ("RipSting's Fiber Generator v3 for 2.6 by Gert De Roost, running on", str(len(bpy.context.selected_objects)), "object(s)")

	
	#____________________________________________________________
	#Extract properties from the empty "Wind" if enabled
	#____________________________________________________________
	if UseWind == 1:
		try:
			Wind = bpy.data.objects.get("Wind")
			Height = Wind.scale[2] / 50.0
			SizeX = Wind.scale[0]
			SizeY = Wind.scale[1]
			DirX = Wind.location[0] / 100.0
			DirY = Wind.location[1] / 100.0
			Falloff = Wind.location[2] /100.0
			Roughness = .5
		except:
			print ("Cannot find an empty named \"wind\": Not using wind engine.")
			UseWind = 0

	#____________________________________________________________
	#Other variable declarations
	#____________________________________________________________

	vertexcount = 0
	objnum = 0

	polycenter = [0,0,0]
	corner1 = [0,0,0]
	corner2 = [0,0,0]
	normal = [0,0,0]
	direc = [0,0,0]
	basevertex = [0,0,0]
	vertex = [0,0,0]
	vertexold = [0,0,0]
	vertexno = [0,0,0]
	randomdir = [0,0,0]
	gravitydir = [0,0,0]
	WindDir = [0,0,0,0] #First two are initial, second two are incremental
	vCorner = [0,0] #Vertex color corners
	vColor1 = [0,0,0]
	vColor2 = [0,0,0]
	aColor = [0,0,0]
	vPercent = [0,0,0]
	addVariables = [0,0,0]
	VcolClump = 1
	
	tempbm = bmesh.new()

	frame = bpy.context.scene.frame_current
	redoFpF = 0
	try:
		test = FpF
	except:
		redoFpF = 1
	#____________________________________________________________
	#Setup Density if not already initialized
	#____________________________________________________________
	if firstrun == 1 or redoFpF == 1:
		print ("Storing fiber information for animation")
		dens = d
		seg = s
		FpF = []
		newbm = bmesh.new()
		objects = bpy.context.selected_objects
		for num in range(len(objects)):
			mat = adapt(objects[num])
			original = objects[num].data
			bm = bmesh.new()
			bm.from_mesh(original)
			for f in bm.faces:
				if len(f.verts) < 3: break
				FpF.append(int(fncArea(f, mat) * d))
			bm.free()
		newbm.free()
	#____________________________________________________________
	
	fnum = -1
	for num in range(len(objects)):
		i=0 #set vertex count to zero
		original = objects[num].data
		origbm = bmesh.new()
		origbm.from_mesh(original)
		
		mat = adapt(objects[num])
		
		meshname = original.name
		if firstrun == 0:
			me = bpy.data.meshes.get(meshname+"_Fiber."+str(objnum))
			newbm.from_mesh(me)
		else:
			me = bpy.data.meshes.new(meshname+"_Fiber."+str(objnum))
		

		#____________________________________________________________
		#Test for fiber guides
		#____________________________________________________________
		if UseGuides == 1:
			try:
				Guides = bpy.data.meshes.get(meshname +"_Fiber.C")
				Gbm =  bmesh.new()
				Gbm.from_mesh(Guides)
				GuideOBJ = bpy.data.objects.get(meshname+"_Fiber.C")
				GMat = adapt(GuideOBJ)
				if (len(Guides.vertices)/CtrlSeg) != int(len(Guides.vertices)/CtrlSeg):
					print ("Uneven number of control points non-divisible by" , CtrlSeg ,"\nPlease re-create fiber guides.")
					print (len(Guides.vertices))
					UseGuides = 0
			except:
				UseGuides = 0
				
		#____________________________________________________________
		for f in origbm.faces:
			
			#Skip over faces with only 2 verts (Edges) v1.3
			if len(f.verts) < 3: break
			
			fnum += 1
		
			p=0
			if UseGuides == 0:
				#____________________________________________________________
				#find normal direction
				#____________________________________________________________	

				normal = renormal(multmat(mat, f.verts[0]),multmat(mat, f.verts[1]),multmat(mat, f.verts[2]))

				#follownormals- 1 = follow, 0 = don't follow
				normal[0] *= follow
				normal[1] *= follow
				normal[2] = (1 - follow) + (normal[2] * follow)
				#____________________________________________________________

			#centerpoint coordinates
			polycenter = [0,0,0]
			for va in f.verts:
				v = multmat(mat, va)
				for z in range(3):
					#z is the coordinate plane (x,y,or z)
					polycenter[z] += v.co[z]
			for z in range(3):
				polycenter[z] /= len(f.verts)
			
			col_lay = origbm.loops.layers.color.active
			if UseVCol == 1 and col_lay != None:
					# colorvalues of centerpoint
					for z in range(len(f.loops)):
						aColor[0] += (f.loops[z][col_lay].r) * 255
						aColor[1] += (f.loops[z][col_lay].g) * 255
						aColor[2] += (f.loops[z][col_lay].b) * 255
					for z in range(3):
						aColor[z] /= len(f.loops)

			for x in range (FpF[fnum]): #loop for density in each poly
				#no need to calculate things if density for face is 0
				if UseVCol == 1 and col_lay != None:
					if (f.loops[0][col_lay].b) * 255 + (f.loops[1][col_lay].b) * 255 + (f.loops[1][col_lay].b) * 255 == 0:
						break

				vertexcount += s*2 + 2
						
				#_____________________________________________________________
				#Find a point on the current face for the fiber to grow out of
				#My logic behind this:
				#pick a random point between the center of the poly and any corner
				#pick a random point between the center and the next corner adjacent to the original
				#pick a random distance between those other two random points
				#This ensures that the blade will actually be on the face
				#____________________________________________________________
				cornernum = int(random() * len(f.verts)) #Pick a random corner
				vCorner[0] = cornernum
				cornernum += 1
				if cornernum > len(f.verts)-1:
					cornernum = 0
				vCorner[1] = cornernum
				#____________________________________________________________
				#Find random location for new fiber on the current face
				#Much simplified randomization speeds process (v1.3)
				#____________________________________________________________
				percent = pow(random(),.5) #optimized V1.3: replaced 14 different random() statements!!!
				vPercent[0] = percent
				vPercent[1] = percent
				
				for z in range(3):
					corner1[z] = (multmat(mat, f.verts[vCorner[0]]).co[z] - polycenter[z]) * percent + polycenter[z]			
				for z in range(3):
					corner2[z] = (multmat(mat, f.verts[vCorner[1]]).co[z] - polycenter[z]) * percent + polycenter[z]
					
				percent = random()
				vPercent[2] = percent
				for z in range(3):
					basevertex[z] = (corner2[z] - corner1[z]) * percent + corner1[z]
				vertex = basevertex
				
				#____________________________________________________________
				#Vertex color Stuff (v1.2)
				#____________________________________________________________
				if UseVCol == 1 and col_lay != None:
					vColor1[0] = (f.loops[vCorner[0]][col_lay].r) * 255
					vColor1[1] = (f.loops[vCorner[0]][col_lay].g) * 255
					vColor1[2] = (f.loops[vCorner[0]][col_lay].b) * 255
					vColor2[0] = (f.loops[vCorner[1]][col_lay].r) * 255
					vColor2[1] = (f.loops[vCorner[1]][col_lay].g) * 255
					vColor2[2] = (f.loops[vCorner[1]][col_lay].b) * 255

					for z in range(2):
						addVariables[z] = ((aColor[z] * (1-vPercent[0])) + (vColor1[z] * vPercent[0]))/2
						addVariables[z] = (addVariables[z] * (1-vPercent[2]) + (((aColor[z] * (1-vPercent[1])) + (vColor2[z] * vPercent[1]))/2) * vPercent[2])/2
					addVariables[2] = (vColor1[2] + vColor2[2])/2
				else:
					#Use these values if no vertex colors are present
					addVariables = [63.75,63.75,255] 
					
				#Green ties into the length of the fibers
				#If Using fiber guides, Green ties into clumpiness
				l = l2 * ((addVariables[1]) / 2)
				VcolClump = 1 #addVariables[1] / 85.0
				#Red ties into the gravity effect on the fibers
				grav = grav2 * ((addVariables[0]) / 5)
				#Blue ties into density...	x is the faces generated so far for the face... v1.3
				FaceDensity = int(FpF[fnum] * addVariables[2]) -1
				#print FaceDensity, x
				if x >= FaceDensity:
					break
			
				#____________________________________________________________
				#Wind
				#____________________________________________________________
				if UseWind == 1:
					WindStrength = ((HTerrain([vertex[0]/SizeX+(frame*DirX), vertex[1]/SizeY+(frame*DirY), frame*Falloff], 1, 1, Height, Roughness) -(Height/2)) * Height)*pow(l,1.5)
				
					#Find Y/X Slope that the wind is blowing at
					if abs(Wind.location[0]) > abs(Wind.location[1]):
						WindDir[0] = (Wind.location[1] / Wind.location[0]) * WindStrength
						WindDir[1] = WindStrength
						if Wind.location[1] < 0:		   
							WindDir[1] = -WindDir[1]
					else:
						WindDir[0] = WindStrength
						if Wind.location[1] == 0:
							Wind.location[1] = .001

						WindDir[1] = (Wind.location[0] / Wind.location[1]) * WindStrength
							
						if Wind.location[0] < 0:
							WindDir[0] = -WindDir[0]
					if Wind.location[1] < 0:
						WindDir[0] = -WindDir[0]
					WindDir[2] = 0
					WindDir[3] = 0

				if UseGuides == 0:
					#____________________________________________________________
					#Normal stuff
					#____________________________________________________________
					for z in range(3):
						vertexno[z] = normal[z] + (r * (random()-.5))	
				#____________________________________________________________
				#Find random direction that the blade is rotated
				#(So that it looks good from all angles, and isn't uniform)
				#____________________________________________________________
				rw= [random() -.5, random() -.5]

				#Find Y/X Slope that the blade is facing
				if abs(rw[0]) > abs(rw[1]):
					direc[0] = (rw[1] / rw[0]) * w
					direc[1] = w
					if rw[1] < 0:
						direc[1] = - direc[1]
				else:
					direc[0] = w
					direc[1] = (rw[0] / rw[1]) * w
					if rw[0] < 0:
						direc[0] = -direc[0]
				#direc[2] = rw
				#____________________________________________________________
				#Start the creation process!
				#____________________________________________________________
				i = i + 2 #increment vertex count
				gravitydir = [0,0,n] #right now I only have gravity working on the Z axis
					
				#____________________________________________________________
				#If the fiber mesh already exists, simply move the verts instead
				#of creating new ones.	Preserves material data.
				#____________________________________________________________
				if firstrun == 0:
					#Move base verts
					for z in range(3):
						#vertex[z] = me.vertices[i-2].co[z]
						me.vertices[i-1].co[z] = vertex[z] + direc[z]
						me.vertices[i-2].co[z] = vertex[z]
				else:	
					#Create base verts
					me.vertices.add(2)
					me.vertices[-1].co = (vertex[0], vertex[1], vertex[2])
					me.vertices[-2].co = (vertex[0] + direc[0], vertex[1] + direc[1], vertex[2] + direc[2])
				
				if UseGuides == 0:
					#____________________________________________________________
					#Normal creation routine with gravity, randomdir, etc.
					#____________________________________________________________
					for y in range (s):
						
						for z in range(3):
							randomdir[z] = (random()-.5) * rl
							vertexold[z] = vertex[z]
					
						WindDir[2] += WindDir[0]
						WindDir[3] += WindDir[1]
						
						gravitydir[2] += grav
						vertex[0] += (vertexno[0]) * l - gravitydir[0] + WindDir[2] + randomdir[0]
						vertex[1] += (vertexno[1]) * l - gravitydir[1] + WindDir[3] + randomdir[1]
						vertex[2] += (vertexno[2]) * l - gravitydir[2] + randomdir[2]
			
						#____________________________________________________________
						#Fix segment length issues with gravity
						#____________________________________________________________	
						distance = pow(pow(vertexold[0] - vertex[0],2)+pow(vertexold[1] - vertex[1],2)+pow(vertexold[2] - vertex[2],2),.5)
						divide = (distance/(l +.001))
						#for z in range(3):
						vertex[0] =	 (vertex[0]-vertexold[0]) / divide + vertexold[0]
						vertex[1] =	 (vertex[1]-vertexold[1]) / divide + vertexold[1]
						vertex[2] =	 (vertex[2]-vertexold[2]) / divide + vertexold[2]
						#____________________________________________________________					

						already = 0
						if pointed == 1 and y == s-1:
							i += 1 #increment vertex count
							if firstrun == 0:
								#Move base verts
								me.vertices[i-1].co[0] = vertex[0]+direc[0]/2
								me.vertices[i-1].co[1] = vertex[1]+direc[1]/2
								me.vertices[i-1].co[2] = vertex[2]+direc[2]/2
							else:	
								#Create base verts
								me.vertices.add(1)
								me.vertices[-1].co = (vertex[0]+direc[0]/2,vertex[1]+direc[1]/2,vertex[2]+direc[2]/2)
						else:
							i += 2 #increment vertex count
							if firstrun == 0:
								#Move base verts
								me.vertices[i-2].co[0] = vertex[0]
								me.vertices[i-2].co[1] = vertex[1]
								me.vertices[i-2].co[2] = vertex[2]
								me.vertices[i-1].co[0] = vertex[0]+direc[0]
								me.vertices[i-1].co[1] = vertex[1]+direc[1]
								me.vertices[i-1].co[2] = vertex[2]+direc[2]
							else:	
								#Create base verts
								me.vertices.add(2)
								me.vertices[-1].co = (vertex[0],vertex[1],vertex[2]+randomdir[2])
								me.vertices[-2].co = (vertex[0]+direc[0],vertex[1]+direc[1],vertex[2]+direc[2])
								already = 1	
								me.tessfaces.add(1)
								face = me.tessfaces[-1]
								face.vertices_raw = (i-4, i-2, i-1, i-3)

								
						if firstrun == 1:
							if not(already):
								me.tessfaces.add(1)
								face = me.tessfaces[-1]
								face.vertices = (i-2, i-1, i-3)

							uv_lay = me.tessface_uv_textures.active
							if uv_lay == None:
								uv_lay = me.tessface_uv_textures.new()

							if uv_lay != None:
								uv_lay.data[face.index].uv1 = (0,float(y)/s)
								if pointed == 1 and y == s-1:
									uv_lay.data[face.index].uv2 = (.5,1)
									uv_lay.data[face.index].uv3 = (1,float(y)/s)
								else:
									uv_lay.data[face.index].uv2 = (0,float(y)/s + (1.0/s))
									uv_lay.data[face.index].uv3 = (1,float(y)/s + (1.0/s))
									uv_lay.data[face.index].uv4 = (1,float(y)/s)
								
				else:
					#____________________________________________________________
					#Use Guides instead of gravity, segment length, etc.	(check) 
					#____________________________________________________________
					Guide = []
					Guide1 = []
					Guide2 = []

					
					GuideOBJ = bpy.data.objects.get(original.name+"_Fiber.C")
					GMat = GuideOBJ.matrix_world
					gv = Gbm.verts

					#____________________________________________________________
					#Find Closest two fiber guides and store them in c[]	(check)
					#____________________________________________________________
					c = [0,CtrlSeg]
					if fncdistance(multmat(GMat, gv[c[1]]).co, basevertex) < fncdistance(multmat(GMat,gv[c[0]]).co, basevertex):
						#Swap
						temp = c[1]
						c[1] = c[0]
						c[0] = temp
					for y in range(CtrlSeg*2,len(gv),CtrlSeg):
						if fncdistance(multmat(GMat,gv[y]).co,basevertex) < fncdistance(multmat(GMat,gv[c[0]]).co,basevertex):
							c[1] = c[0] 
							c[0] = y
						elif fncdistance(multmat(GMat,gv[y]).co,basevertex) < fncdistance(multmat(GMat,gv[c[1]]).co,basevertex):
							c[1] = y

					#____________________________________________________________
					#Get the coordinates of the guides' control points		(check)
					#____________________________________________________________
					Guide0 = []
					for y in range(CtrlSeg):
						Guide1.append ([multmat(GMat,gv[c[0]+y]).co[0],multmat(GMat,gv[c[0]+y]).co[1],multmat(GMat,gv[c[0]+y]).co[2]])
						Guide2.append ([multmat(GMat,gv[c[1]+y]).co[0],multmat(GMat,gv[c[1]+y]).co[1],multmat(GMat,gv[c[1]+y]).co[2]])
					for y in range(len(Guide1)):
						Guide0.append([0,0,0])
						for z in range(3):
							Guide0[y][z] = Guide1[y][z]
					for y in range(1,CtrlSeg):
						for z in range(3):
							Guide1[y][z] -= Guide1[0][z]
							Guide2[y][z] -= Guide2[0][z]

					#____________________________________________________________
					#Determine weight of the two fiber guides ()			(check) 
					#____________________________________________________________
					weight = fncFindWeight(gv[c[0]].co,gv[c[1]].co,vertex)
					#____________________________________________________________
					#Find single, weighted, control fiber					(check)
					#____________________________________________________________
					Guide.append ([0,0,0])
					for y in range(1,CtrlSeg):
						Guide.append (fncFindWeightedVert(Guide1[y],Guide2[y],weight))
					Flen = SegRnd * random()
					#print Guide
					#____________________________________________________________
					#Create the Fiber	
					#____________________________________________________________
					for y in range(1,s):
						#____________________________________________________________
						#Impliment Wind
						#____________________________________________________________
						WindDir[2] += WindDir[0]
						WindDir[3] += WindDir[1]
						for z in range(3):
							randomdir[z] = (random()-.5) * rl
						#____________________________________________________________
						#Use Bezier interpolation
						#____________________________________________________________
						if CtrlSeg == 3:
							v = Bezier3(Guide[0],Guide[1],Guide[2],float(y)/s * (1-Flen))
						elif CtrlSeg == 4:
							v = Bezier4(Guide[0],Guide[1],Guide[2],Guide[3],float(y)/s * (1-Flen))
						else:
							v = Bezier(Guide,float(y)/s * (1-Flen))
						vertex = [v[0]+basevertex[0],v[1]+basevertex[1],v[2]+basevertex[2]]
						
						#____________________________________________________________
						#Clumping
						#____________________________________________________________
						if follow != 0:
							for z in range(1,len(Guide1)):
								Guide1[z] += Guide0
							
							weight = pow(1-((float(y)/s) * (follow * VcolClump)),Ff) #Ff = Clumpiness Falloff
							if CtrlSeg == 3:
								v = Bezier3(Guide0[0],Guide0[1],Guide0[2],float(y)/s * (1-Flen)) #Flen = random fiber length
							elif CtrlSeg == 4:
								v = Bezier4(Guide0[0],Guide0[1],Guide0[2],Guide0[3],float(y)/s * (1-Flen))
							else:
								v = Bezier(Guide0,float(y)/s * (1-Flen))
	
							vertex = fncFindWeightedVert(v, vertex, weight)

						#____________________________________________________________
						#Create Verts & Faces
						#____________________________________________________________
						vertex = [vertex[0]+randomdir[0]+WindDir[2],vertex[1]+randomdir[1]+WindDir[3], vertex[2] + randomdir[2]]
						
						already = 0
						if y == s-1 and pointed == 1:
							i += 1
							if firstrun == 1:
								me.vertices.add(1)
								me.vertices[-1].co = (vertex[0] + direc[0]/2, vertex[1] + direc[1]/2, vertex[2] + direc[2]/2)	
							else:
								me.vertices[i-1].co[0] = vertex[0]+direc[0]/2
								me.vertices[i-1].co[1] = vertex[1]+direc[1]/2
								me.vertices[i-1].co[2] = vertex[2]+direc[2]/2
						else:
							i +=2
							if firstrun == 1:
								me.vertices.add(2)
								me.vertices[-1].co = (vertex[0], vertex[1], vertex[2])
								me.vertices[-2].co = (vertex[0]+direc[0], vertex[1]+direc[1], vertex[2]+direc[2])
								already = 1
								me.tessfaces.add(1)
								face = me.tessfaces[-1]
								face.vertices_raw = (i-4, i-2, i-1, i-3)
							else:
								#Move base verts
								me.vertices[i-2].co[0] = vertex[0]
								me.vertices[i-2].co[1] = vertex[1]
								me.vertices[i-2].co[2] = vertex[2]
								me.vertices[i-1].co[0] = vertex[0]+direc[0]
								me.vertices[i-1].co[1] = vertex[1]+direc[1]
								me.vertices[i-1].co[2] = vertex[2]+direc[2]
							
						if firstrun == 1:
							if not(already):
								me.tessfaces.add(1)
								face = me.tessfaces[-1]
								face.vertices = (i-2, i-1, i-3)
							
							uv_lay = me.tessface_uv_textures.active
							if uv_lay == None:
								uv_lay = me.tessface_uv_textures.new()

							if uv_lay != None:
								uv_lay.data[face.index].uv1 = (0,float(y)/s)
								if pointed == 1 and y == s-1:
									uv_lay.data[face.index].uv2 = (.5,1)
									uv_lay.data[face.index].uv3 = (1,float(y)/s)
								else:
									uv_lay.data[face.index].uv2 = (0,float(y)/s + (1.0/s))
									uv_lay.data[face.index].uv3 = (1,float(y)/s + (1.0/s))
									uv_lay.data[face.index].uv4 = (1,float(y)/s)
		
		me.validate()
		me.update(calc_edges=True, calc_tessface=True)			
		obj = bpy.data.objects.new(name=meshname+"_Fiber."+str(objnum), object_data=me)
		obj.location = objects[num].location
		scene = bpy.context.scene
		scene.objects.link(obj)
		vertexcount = 0 
コード例 #12
0
def set_random_seed(scene):
    if scene.cycles_random_seed:
        bpy.context.scene.cycles.seed = noise.random() * 10000
        print("New cycles seed", bpy.context.scene.cycles.seed)