Neu: Stylized Grass Generator 1.0.0 (drittes Addon im Repo)
Gras-, Blumen- und Farn-Bueschel. Kern ist die WIND-UV nach Vorgabe des Users:
UV0.V = 0 an der Wurzel, 1 an der Spitze - genau die Maske, die UEs
"SimpleGrassWind" als WindWeight braucht.
Am Zielmaterial geprueft (M_Grass.uasset): es nutzt SimpleGrassWind +
WorldPositionOffset + TextureCoordinate, aber KEINE VertexColor. Die Windmaske
kommt deshalb primaer ueber die UV - die Assets laufen damit ohne
Materialaenderung.
Vertex-Farben zusaetzlich, nicht als einzige Quelle:
R = Kopie der Windmaske (Fallback)
G = Variation je HALM - Ebene unter dem Biom-Tint, den die Engine bereits ueber
PerInstanceCustomData 0/1 pro Instanz setzt; im Material multiplizieren
B = AO (unten dunkel)
Presets gras / gras_hoch / steppengras / farn / blume, Zufalls-Button,
Tri-Budget-Warnung (400 laut ASSETS.md).
Gemessen: UV.V Wurzel 0.000 -> Spitze 1.000, 112 Tris bei 14 Halmen, G hat
exakt 14 verschiedene Werte bei 14 Halmen (also wirklich pro Halm, nicht pro
Vertex), min_z = 0.0000, UV und VCol ueberleben den FBX-Roundtrip.
build.ps1 baut jetzt drei Extensions - dieselbe URL liefert alle.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
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bl_info = {
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"name": "Stylized Grass Generator",
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"author": "D4rkst3r",
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"version": (1, 0, 0),
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"blender": (4, 2, 0),
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"location": "View3D > Sidebar > Grass Gen",
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"description": (
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"Gras-, Blumen- und Farn-Bueschel mit sauberer Wind-UV "
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"(V = 0 an der Wurzel, 1 an der Spitze) fuer SimpleGrassWind."
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),
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"category": "Add Mesh",
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}
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# ---------------------------------------------------------------------------
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# WARUM DIE UV DER KERN IST
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#
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# Das Zielmaterial (EcoGame M_Grass) nutzt UEs "SimpleGrassWind" mit
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# WorldPositionOffset. Dessen WindWeight-Eingang braucht eine Maske, die an der
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# WURZEL 0 und an der SPITZE 1 ist - sonst rutscht der Halm beim Wehen vom Boden
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# weg oder bewegt sich gar nicht. Geprueft am Material: es liest
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# TextureCoordinate, aber KEINE VertexColor. Deshalb liefert dieser Generator
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# die Windmaske PRIMAER ueber UV0.V.
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#
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# Vertex-Farben kommen zusaetzlich (nicht als einzige Quelle):
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# R = Kopie der Windmaske (Fallback / andere Materialien)
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# G = Variation je HALM - Ebene UNTER dem Biom-Tint, den die Engine bereits
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# ueber PerInstanceCustomData 0/1 pro Instanz setzt. Im Material
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# multiplizieren, nicht ersetzen.
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# B = AO (unten dunkel)
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# A = 1 (Reserve)
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# ---------------------------------------------------------------------------
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import bpy
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import bmesh
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import math
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import random
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from bpy.props import (
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IntProperty, FloatProperty, EnumProperty, BoolProperty, StringProperty,
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FloatVectorProperty, PointerProperty,
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)
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from bpy.types import Operator, Panel, PropertyGroup
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PRESETS = {
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"gras": dict(blades=14, height=0.42, width=0.030, segments=4,
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bend=0.42, spread=0.16, tilt=0.55, taper=0.85,
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curl=0.0, height_var=0.45),
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"gras_hoch": dict(blades=11, height=0.85, width=0.026, segments=5,
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bend=0.60, spread=0.20, tilt=0.45, taper=0.90,
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curl=0.0, height_var=0.40),
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"steppengras": dict(blades=16, height=0.55, width=0.022, segments=4,
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bend=0.75, spread=0.26, tilt=0.75, taper=0.95,
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curl=0.0, height_var=0.55),
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"farn": dict(blades=7, height=0.50, width=0.075, segments=5,
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bend=0.70, spread=0.30, tilt=0.85, taper=0.55,
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curl=0.25, height_var=0.30),
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"blume": dict(blades=9, height=0.30, width=0.028, segments=3,
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bend=0.25, spread=0.12, tilt=0.35, taper=0.80,
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curl=0.0, height_var=0.35),
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}
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class GrassGenError(Exception):
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pass
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# ---------------------------------------------------------------------------
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# Geometrie
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# ---------------------------------------------------------------------------
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def _add_blade(bm, uv_layer, col_layer, cfg, rng):
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"""Einen Halm als Streifen bauen - inkl. UV und Vertex-Farben.
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Der Halm wird als Kette von Quads gebaut. Pro Ring:
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t = 0 an der Wurzel .. 1 an der Spitze
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UV.V = t -> genau die Windmaske
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Breite = width * (1 - taper * t)
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"""
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seg = max(2, cfg["segments"])
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h = cfg["height"] * (1.0 + rng.uniform(-1.0, 1.0) * cfg["height_var"] * 0.5)
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w = cfg["width"] * (1.0 + rng.uniform(-0.25, 0.25))
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# Halm-Ausrichtung: Richtung + Neigung aus der Mitte heraus
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yaw = rng.uniform(0.0, math.tau)
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lean = cfg["tilt"] * rng.uniform(0.35, 1.0)
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root_r = cfg["spread"] * math.sqrt(rng.random())
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rx, ry = math.cos(yaw) * root_r, math.sin(yaw) * root_r
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# Variation je HALM (Kanal G) - eine Zahl fuer den ganzen Halm
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g = rng.uniform(0.0, 1.0)
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rows = []
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for i in range(seg + 1):
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t = i / float(seg)
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# Biegung: quadratisch, damit die Wurzel senkrecht bleibt
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off = (cfg["bend"] * t * t) * h
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# optionales Einrollen (Farn)
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curl = cfg["curl"] * t * t * h
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px = rx + math.cos(yaw) * (off * lean)
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py = ry + math.sin(yaw) * (off * lean)
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pz = h * t - curl
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hw = 0.5 * w * max(0.02, 1.0 - cfg["taper"] * t)
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# Breitenachse senkrecht zur Halm-Richtung
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nx, ny = -math.sin(yaw), math.cos(yaw)
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v_l = bm.verts.new((px - nx * hw, py - ny * hw, pz))
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v_r = bm.verts.new((px + nx * hw, py + ny * hw, pz))
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rows.append((v_l, v_r, t, g))
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for i in range(seg):
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a_l, a_r, t0, _ = rows[i]
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b_l, b_r, t1, _ = rows[i + 1]
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f = bm.faces.new((a_l, a_r, b_r, b_l))
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for loop, (u, t) in zip(f.loops, ((0.0, t0), (1.0, t0), (1.0, t1), (0.0, t1))):
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loop[uv_layer].uv = (u, t) # V = Wurzel 0 -> Spitze 1
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ao = 0.35 + 0.65 * min(1.0, t * 1.6) # unten dunkler
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loop[col_layer] = (t, g, ao, 1.0) # R=Wind, G=Halm, B=AO
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def build_tuft(cfg, seed=0, name="Gras_01"):
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rng = random.Random(seed)
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me = bpy.data.meshes.new(name)
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bm = bmesh.new()
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uv_layer = bm.loops.layers.uv.new("UVMap")
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col_layer = bm.loops.layers.float_color.new("Cavity")
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for _ in range(max(1, cfg["blades"])):
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_add_blade(bm, uv_layer, col_layer, cfg, rng)
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bm.to_mesh(me)
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bm.free()
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me.update()
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return me
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# ---------------------------------------------------------------------------
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# Properties
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# ---------------------------------------------------------------------------
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def _preset_items(self, context):
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return [(k, k.replace("_", " ").capitalize(), "") for k in PRESETS]
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class GrassGenSettings(PropertyGroup):
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preset: EnumProperty(name="Preset", items=_preset_items)
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seed: IntProperty(name="Seed", default=0, min=0, max=9999)
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art_name: StringProperty(
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name="Art", default="",
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description="Name fuer den Export. Leer = Preset-Name",
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)
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variant: IntProperty(name="Variante", default=1, min=1, max=99)
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blades: IntProperty(name="Halme", default=14, min=1, max=80)
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height: FloatProperty(name="Hoehe (m)", default=0.42, min=0.02, max=3.0)
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height_var: FloatProperty(name="Hoehen-Streuung", default=0.45, min=0.0, max=1.0)
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width: FloatProperty(name="Halmbreite (m)", default=0.030, min=0.002, max=0.3)
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segments: IntProperty(
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name="Segmente", default=4, min=2, max=10,
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description="Unterteilungen je Halm. Mehr = weichere Biegung im Wind",
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)
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bend: FloatProperty(name="Biegung", default=0.42, min=0.0, max=2.0)
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spread: FloatProperty(name="Streuung am Boden (m)", default=0.16, min=0.0, max=1.5)
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tilt: FloatProperty(name="Neigung", default=0.55, min=0.0, max=2.0)
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taper: FloatProperty(
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name="Verjuengung", default=0.85, min=0.0, max=1.0,
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description="1 = laeuft spitz zu, 0 = gleich breit bis oben",
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)
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curl: FloatProperty(name="Einrollen", default=0.0, min=0.0, max=1.0)
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tri_budget: IntProperty(
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name="Tri-Budget", default=400, min=0, max=20000,
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description="Warnung bei Ueberschreitung (Gras/Blume laut ASSETS.md: 400)",
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)
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batch_count: IntProperty(name="Anzahl Varianten", default=1, min=1, max=32)
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spacing: FloatProperty(name="Abstand", default=0.8, min=0.0, max=10.0)
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def _cfg_from(settings):
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return dict(
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blades=settings.blades, height=settings.height, width=settings.width,
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segments=settings.segments, bend=settings.bend, spread=settings.spread,
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tilt=settings.tilt, taper=settings.taper, curl=settings.curl,
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height_var=settings.height_var,
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)
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def _art(settings):
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return (settings.art_name.strip() or settings.preset).replace("_", " ").title().replace(" ", "")
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# ---------------------------------------------------------------------------
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# Operatoren
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# ---------------------------------------------------------------------------
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class GRASSGEN_OT_apply_preset(Operator):
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bl_idname = "grassgen.apply_preset"
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bl_label = "Preset laden"
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bl_description = "Uebernimmt die Werte des gewaehlten Presets in die Regler"
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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s = context.scene.grass_gen_settings
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cfg = PRESETS.get(s.preset)
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if not cfg:
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self.report({'ERROR'}, "Preset unbekannt.")
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return {'CANCELLED'}
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for k, v in cfg.items():
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if hasattr(s, k):
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setattr(s, k, v)
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self.report({'INFO'}, "Preset '%s' geladen." % s.preset)
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return {'FINISHED'}
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class GRASSGEN_OT_randomize(Operator):
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bl_idname = "grassgen.randomize"
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bl_label = "Zufaellig"
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bl_description = "Neuer Seed - gleiche Art, andere Halmverteilung"
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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s = context.scene.grass_gen_settings
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s.seed = random.randint(0, 9999)
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self.report({'INFO'}, "Seed %d" % s.seed)
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return {'FINISHED'}
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class GRASSGEN_OT_create(Operator):
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bl_idname = "object.grassgen_create"
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bl_label = "Gras erzeugen"
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bl_description = "Erzeugt Gras-Bueschel mit Wind-UV (V = Wurzel 0 -> Spitze 1)"
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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s = context.scene.grass_gen_settings
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cfg = _cfg_from(s)
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created, total = [], 0
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try:
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for i in range(s.batch_count):
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name = "%s_%02d" % (_art(s), s.variant + i)
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me = build_tuft(cfg, seed=s.seed + i * 733, name=name)
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ob = bpy.data.objects.new(name, me)
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context.collection.objects.link(ob)
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ob.location.x = i * s.spacing
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created.append(ob)
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total += sum(len(p.vertices) - 2 for p in me.polygons)
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except Exception as exc: # noqa: BLE001
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self.report({'ERROR'}, "Erzeugen fehlgeschlagen: %s" % exc)
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return {'CANCELLED'}
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for o in context.view_layer.objects:
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try:
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o.select_set(False)
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except (ReferenceError, RuntimeError):
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pass
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for ob in created:
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ob.select_set(True)
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if created:
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context.view_layer.objects.active = created[0]
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per = total // max(1, len(created))
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msg = "%d Bueschel, %d Tris (je %d)" % (len(created), total, per)
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if s.tri_budget and per > s.tri_budget:
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self.report({'WARNING'}, msg + " - UEBER Budget (%d)" % s.tri_budget)
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else:
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self.report({'INFO'}, msg)
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return {'FINISHED'}
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# ---------------------------------------------------------------------------
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# Panel
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# ---------------------------------------------------------------------------
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class VIEW3D_PT_grass_generator(Panel):
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bl_label = "Grass Generator"
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bl_idname = "VIEW3D_PT_grass_generator"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = "Grass Gen"
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def draw(self, context):
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layout = self.layout
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s = context.scene.grass_gen_settings
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box = layout.box()
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box.label(text="Vorlage", icon='PRESET')
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row = box.row(align=True)
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row.prop(s, "preset", text="")
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row.operator("grassgen.apply_preset", text="", icon='IMPORT')
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row = box.row(align=True)
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row.prop(s, "art_name", text="")
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row.prop(s, "variant")
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box.label(text="Name: %s_%02d" % (_art(s), s.variant), icon='INFO')
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box = layout.box()
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box.label(text="Form")
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box.prop(s, "blades")
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box.prop(s, "height")
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box.prop(s, "height_var")
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box.prop(s, "width")
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box.prop(s, "taper")
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box.prop(s, "segments")
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box = layout.box()
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box.label(text="Haltung")
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box.prop(s, "bend")
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box.prop(s, "tilt")
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box.prop(s, "spread")
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box.prop(s, "curl")
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box = layout.box()
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box.label(text="Zufall", icon='FILE_REFRESH')
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row = box.row(align=True)
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row.prop(s, "seed")
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row.operator("grassgen.randomize", text="", icon='FILE_REFRESH')
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box.prop(s, "batch_count")
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box.prop(s, "spacing")
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box.prop(s, "tri_budget")
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layout.separator()
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layout.operator("object.grassgen_create", icon='OUTLINER_OB_CURVES')
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col = layout.column(align=True)
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col.label(text="UV0.V = Windmaske (Wurzel 0 - Spitze 1)", icon='INFO')
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col.label(text="VCol: R=Wind G=Halm B=AO")
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classes = (
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GrassGenSettings,
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GRASSGEN_OT_apply_preset,
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GRASSGEN_OT_randomize,
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GRASSGEN_OT_create,
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VIEW3D_PT_grass_generator,
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)
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def register():
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for cls in classes:
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bpy.utils.register_class(cls)
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bpy.types.Scene.grass_gen_settings = PointerProperty(type=GrassGenSettings)
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def unregister():
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del bpy.types.Scene.grass_gen_settings
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for cls in reversed(classes):
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bpy.utils.unregister_class(cls)
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if __name__ == "__main__":
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register()
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Reference in New Issue
Block a user