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FoliagePlacementTool_280.py
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FoliagePlacementTool_280.py
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bl_info = {
"name": "Foliage Placement",
"author": "Matt Wallace",
"version": (1, 0),
"blender": (2, 80, 0),
"location": "View3D > Tool Shelf > Foliage Placement Tool",
"description": "A tool to speed up foliage mesh clump creation suited for UE4-PivotPainter2 workflow.",
"warning": "",
"wiki_url": "",
"category": "Unreal Tools",
}
import bpy
import random
import math
import mathutils
from bpy.types import Operator, Panel, PropertyGroup
from bpy.props import IntProperty, FloatProperty, BoolProperty, PointerProperty
from mathutils import Matrix, Vector, Euler
# create new base mesh object.
def NewBaseMesh():
verts = [Vector((0,2,0)),
Vector((0,-2,0)),
Vector((25,-1,0)),
Vector((25,1,0)),
Vector((50,0,0))]
edges = []
faces = [[0,1,2,3],[4,3,2]]
newMesh = bpy.data.meshes.new("FoliageMesh")
newMesh.from_pydata(verts, edges, faces)
newMeshObj = bpy.data.objects.new("FoliageMesh", newMesh)
return newMeshObj
# creates a new foliage transform based on user transform parameters and the object list index (used to determine grid location).
def GetRandomTransform(maxRot, maxDistance, maxScaleOffset, index):
# calculate random grid location from index
randomX = maxDistance * (random.randint(0,100)/100) * math.pow(-1, (1 - math.ceil((((index % 4) + 1) / 4.0) - .5)))
randomY = maxDistance * (random.randint(0,100)/100) * math.pow(-1, (2 - (index % 2)))
randomPos = (randomX,randomY,0)
distance = Vector(randomPos).length
distanceRatio = distance / Vector((maxDistance, maxDistance, 0)).length
randomYRot = maxRot * distanceRatio #randomYRot = maxRot * random.randint(0, 100) / 100
randomRotMatrix = Euler((0, math.radians (randomYRot), 0), 'XYZ').to_matrix()
scaleMin = min(100, (100 + maxScaleOffset))
scaleMax = max(100, (100 + maxScaleOffset))
randomScale = random.randint(scaleMin, scaleMax) / 100
zVector = (0,0,1)
xVector = Vector(randomPos)
xVector.normalize()
zVector = Vector(zVector)
yVector = zVector.cross(xVector)
yVector.normalize()
orientationMatrix = Matrix([xVector, yVector, zVector]).transposed()
rotationMatrix = orientationMatrix @ randomRotMatrix
transformMatrix = Matrix.Translation(randomPos) @ Matrix.Scale(randomScale,4) @ rotationMatrix.to_4x4()
return transformMatrix
# copies a list of mesh objects and aligns them to the set of placeholder object
def SpawnFoliageCopies(foliageObjects, foliageEmpties, foliageNameSuffix):
foliageCopies = []
for o in range(len(foliageObjects)):
foliageCopies.append([])
for i in range(len(foliageEmpties)):
placeHolderRotMatrix = foliageEmpties[i].rotation_euler.to_matrix()
placeHolderPosition = foliageEmpties[i].location
placeHolderScale = foliageEmpties[i].scale[0]
for o in range(len(foliageObjects)):
currentObj = foliageObjects[o]
objectData = currentObj.data.copy()
objectName = currentObj.name + foliageNameSuffix
newObject = bpy.data.objects.new(objectName, objectData)
offsetXTransform = Euler((0, math.radians(-90), 0), 'XYZ').to_matrix()
rotationMatrix = placeHolderRotMatrix @ offsetXTransform
objectTransform = Matrix.Translation(placeHolderPosition) @ Matrix.Scale(placeHolderScale, 4) @ rotationMatrix.to_4x4()
newObject.matrix_world = objectTransform
foliageColl = bpy.data.collections.get(currentObj.name)
foliageColl.objects.link(newObject)
foliageCopies[o].append(newObject)
return foliageCopies
# creates a set of empty placeholder objects with random location and rotation and values
def SpawnFoliagePlaceholders(foliageCount, maxRot, maxDistance, maxScaleOffset, foliageEmptyColl) :
foliageEmpties = []
for i in range(foliageCount):
copy = bpy.data.objects.new("FoliageEmpty", None)
copy.empty_display_size = 20
copy.empty_display_type = 'SINGLE_ARROW'
copy.matrix_world = GetRandomTransform(maxRot, maxDistance, maxScaleOffset, i)
foliageEmptyColl.objects.link(copy)
foliageEmpties.append(copy)
return foliageEmpties
# creates a set of empty placeholders aligned to a set of foliage copies
def SpawnPlaceholdersToObjects(foliageObjects, foliageEmptyColl) :
foliageEmpties = []
RotateXMatrix = Euler((0, math.radians(90), 0), 'XYZ').to_matrix()
for o in foliageObjects :
objectPosition = o.location
objectScale = o.scale[0]
objectRotMatrix = o.rotation_euler.to_matrix()
rotationMatrix = objectRotMatrix @ RotateXMatrix
objectTransform = Matrix.Translation(objectPosition) @ Matrix.Scale(objectScale, 4) @ rotationMatrix.to_4x4()
copy = bpy.data.objects.new("FoliageEmpty", None)
copy.empty_display_size = 20
copy.empty_display_type = 'SINGLE_ARROW'
copy.matrix_world = objectTransform
foliageEmptyColl.objects.link(copy)
foliageEmpties.append(copy)
return foliageEmpties
# sets a new random transform to a given set of objects
def RespawnSelectedPlaceholders(foliageEmpties, maxRot, maxDistance, maxScaleOffset, foliageEmptyColl) :
allFoliageEmpties = foliageEmptyColl.objects
for p in foliageEmpties:
for i in range(len(allFoliageEmpties)) :
if p.name == allFoliageEmpties[i].name :
p.matrix_world = GetRandomTransform(maxRot, maxDistance, maxScaleOffset, i)
return allFoliageEmpties
def GetFoliageCopyReference(foliageCopyName, foliageNameSuffix) :
namesplit = foliageCopyName.split(foliageNameSuffix)
objectName = namesplit[0]
objectRef = bpy.context.scene.objects.get(objectName)
return objectRef
# called by Spawn and Placement operators on UI panel
def main(context, toolFunction):
scene = context.scene
data = bpy.data
layer = bpy.context.view_layer
# get cluster parameters from tool property group
foliageCount = scene.foliage_placement_properties.foliage_count
maxRotation = scene.foliage_placement_properties.max_rotation
maxDistance = scene.foliage_placement_properties.max_distance
maxScaleOffset = scene.foliage_placement_properties.max_scale
# get placeholder object collection
placeholderObjects = []
placeholderColl = data.collections.get("FoliagePlaceholders")
if placeholderColl :
placeholderObjects = placeholderColl.objects
# object name suffix used to distinguish foliage copies
foliageNameSuffix = "_FPTool"
activeObjectName = context.active_object.name
# separate selected objects into placeholders, foliage copies, and foliage mesh objects
referenceMissing = False
selectedCopyNames = []
foliageCopyRefs = []
foliageMeshObjects = []
selectedPlaceholders = []
for o in context.selected_objects :
if o.name.startswith("FoliageEmpty") :
selectedPlaceholders.append(o)
elif foliageNameSuffix in o.name :
foliageObject = GetFoliageCopyReference(o.name, foliageNameSuffix)
if not foliageObject :
referenceMissing = True
selectedCopyNames.append(o.name)
if not (foliageObject in foliageCopyRefs) :
foliageCopyRefs.append(foliageObject)
elif o.type == "MESH" :
foliageMeshObjects.append(o)
if not referenceMissing :
if toolFunction == 1 :
if (len(selectedPlaceholders) > 0) or (len(foliageCopyRefs) > 0) :
# get placeholders for selected copies
if (len(foliageCopyRefs) > 0) :
selectedPlaceholders = []
for i in range(len(selectedCopyNames)) :
foliageObject = GetFoliageCopyReference(selectedCopyNames[i], foliageNameSuffix)
foliageColl = data.collections.get(foliageObject.name)
if len(placeholderObjects) != len(foliageColl.objects) or placeholderObjects[0].location != foliageColl.objects[0].location :
for oldCopy in (placeholderObjects) :
bpy.data.objects.remove(oldCopy, do_unlink=True)
placeholderObjects = SpawnPlaceholdersToObjects(foliageColl.objects, placeholderColl)
for j in range(len(foliageColl.objects)) :
if selectedCopyNames[i] == foliageColl.objects[j].name :
selectedPlaceholders.append(placeholderObjects[j])
# respawn placeholder objects
RespawnSelectedPlaceholders(selectedPlaceholders, maxRotation, maxDistance, maxScaleOffset, placeholderColl)
else :
# clear current foliage placeholder collection, or create a new one
if "FoliagePlaceholders" in data.collections :
for oldCopy in (placeholderObjects) :
bpy.data.objects.remove(oldCopy, do_unlink=True)
else:
placeholderColl = data.collections.new("FoliagePlaceholders")
scene.collection.children.link(placeholderColl)
placeholderObjects = SpawnFoliagePlaceholders(foliageCount, maxRotation, maxDistance, maxScaleOffset, placeholderColl)
# pick selected mesh objects if there are no foliage copy references
if (len(foliageCopyRefs) == 0 and len(foliageMeshObjects) > 0) :
foliageCopyRefs = foliageMeshObjects
# spawn foliage mesh copies
if (len(foliageCopyRefs) > 0) :
# clear current foliage copy collections or create new ones
for i in range(len(foliageCopyRefs)):
foliageRef = foliageCopyRefs[i]
foliageColl = data.collections.get(foliageRef.name)
if foliageColl : #and len(foliageColl.objects) > 0 :
if toolFunction == 2 and len(foliageColl.objects) > 0 and (len(placeholderObjects) != len(foliageColl.objects) or placeholderObjects[0].location != foliageColl.objects[0].location) :
for oldCopy in (placeholderObjects) :
bpy.data.objects.remove(oldCopy, do_unlink=True)
placeholderObjects = SpawnPlaceholdersToObjects(foliageColl.objects, placeholderColl)
for oldCopy in foliageColl.objects :
bpy.data.objects.remove(oldCopy, do_unlink=True)
else :
foliageColl = data.collections.new(foliageRef.name)
scene.collection.children.link(foliageColl)
SpawnFoliageCopies(foliageCopyRefs, placeholderObjects, foliageNameSuffix)
# reselect foliage copies that were previously cleared
for n in selectedCopyNames :
foliageObject = scene.objects.get(n)
if foliageObject :
foliageObject.select_set(True)
if foliageObject.name == activeObjectName :
layer.objects.active = foliageObject
# remove garbage
for block in bpy.data.meshes:
if block.users == 0:
bpy.data.meshes.remove(block)
layer.update()
return not referenceMissing
# create operator class for unit scale button
class FP_OT_ApplyUnrealUnitsOperator(Operator):
bl_label = "Unreal Units"
bl_idname = "foliage_placement.apply_unreal_units"
bl_description = "Set Metric system unit scale to .01 in meters, and increase the view clipping to 100m"
@classmethod
def poll(cls, context):
return context.mode == 'OBJECT'
def execute(self, context):
# set system unit scale, and extend view clipping distance
bpy.context.scene.unit_settings.system = 'METRIC'
bpy.context.scene.unit_settings.scale_length = 0.01
bpy.context.scene.unit_settings.length_unit = 'METERS'
bpy.context.space_data.clip_end = 10000
return {'FINISHED'}
# create operator class for mesh creation button
class FP_OT_AddBaseMeshOperator(Operator):
bl_label = "Mesh"
bl_idname = "foliage_placement.add_base_mesh"
bl_description = "Create and select a new grass base mesh oriented along the X axis"
@classmethod
def poll(cls, context):
return context.mode == 'OBJECT'
def execute(self, context):
units = context.scene.unit_settings
if units.system != 'METRIC' or round(units.scale_length, 2) != 0.01:
self.report({'ERROR'}, "Scene units must be Metric with a Unit Scale of 0.01!")
return {'CANCELLED'}
else:
# create new base mesh object
newObj = NewBaseMesh()
newObj.location = (-25,-50,0)
context.scene.collection.objects.link(newObj)
bpy.ops.object.select_all(action='DESELECT')
newObj.select_set(True)
context.view_layer.objects.active = newObj
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.unwrap(method='ANGLE_BASED', margin=0.001)
bpy.ops.object.editmode_toggle()
return {'FINISHED'}
# create operator class for foliage spawn button
class FP_OT_SpawnFoliageOperator(Operator):
bl_label = "Spawn"
bl_idname = "foliage_placement.spawn_foliage"
bl_description = "Align foliage copies to a *new* set of Empty foliage placeholders"
@classmethod
def poll(cls, context):
return True in [object.type == 'MESH' for object in context.selected_objects] and context.mode == 'OBJECT'
def execute(self, context):
units = context.scene.unit_settings
if units.system != 'METRIC' or round(units.scale_length, 2) != 0.01:
self.report({'ERROR'}, "Scene units must be Metric with a Unit Scale of 0.01!")
return {'CANCELLED'}
else:
spawnSuccessful = main(context, 1)
if spawnSuccessful :
return {'FINISHED'}
else :
foliageNameSuffix = "_FPTool"
for c in context.selected_objects :
foliageObjectName = c.name
if foliageNameSuffix in c.name :
foliageObject = GetFoliageCopyReference(c.name, foliageNameSuffix)
if not foliageObject :
namesplit = c.name.split(foliageNameSuffix)
referenceName = namesplit[0]
self.report({'ERROR'}, "Can't find original foliage object! Remove collection, or use another object named '" + referenceName + "'.")
return {'CANCELLED'}
# create operator class for foliage placement button
class FP_OT_ReplaceFoliageOperator(Operator):
bl_label = "Place"
bl_idname = "foliage_placement.place_foliage"
bl_description = "Align foliage copies to the *current* set of Empty foliage placeholders"
@classmethod
def poll(cls, context):
return True in [object.type == 'MESH' for object in context.selected_objects] and context.mode == 'OBJECT' and ("FoliagePlaceholders" in bpy.data.collections)
def execute(self, context):
units = context.scene.unit_settings
if units.system != 'METRIC' or round(units.scale_length, 2) != 0.01:
self.report({'ERROR'}, "Scene units must be Metric with a Unit Scale of 0.01!")
return {'CANCELLED'}
else:
spawnSuccessful = main(context, 2)
if spawnSuccessful :
return {'FINISHED'}
else :
foliageNameSuffix = "_FPTool"
for c in context.selected_objects :
foliageObjectName = c.name
if foliageNameSuffix in c.name :
foliageObject = GetFoliageCopyReference(c.name, foliageNameSuffix)
if not foliageObject :
namesplit = c.name.split(foliageNameSuffix)
referenceName = namesplit[0]
self.report({'ERROR'}, "Can't find original foliage object! Remove collection, or use another object named '" + referenceName + "'.")
return {'CANCELLED'}
# create operator class for placeholder select button
class FP_OT_TogglePlaceholdersOperator(Operator):
bl_label = "Empties"
bl_idname = "foliage_placement.toggle_placeholders"
bl_description = "Show/hide Empty foliage placeholders"
@classmethod
def poll(cls, context):
return context.mode == 'OBJECT' and ("FoliagePlaceholders" in bpy.data.collections) and len(bpy.data.collections.get("FoliagePlaceholders").objects) > 0
def execute(self, context):
units = context.scene.unit_settings
if units.system != 'METRIC' or round(units.scale_length, 2) != 0.01:
self.report({'ERROR'}, "Scene units must be Metric with a Unit Scale of 0.01!")
return {'CANCELLED'}
else:
# toggle empty placeholder object visibility
placeholderColl = bpy.data.collections.get("FoliagePlaceholders")
isHidden = placeholderColl.hide_viewport
placeholderColl.hide_viewport = not isHidden
return {'FINISHED'}
# create operator class for placeholder select button
class FP_OT_SelectFoliageCopiesOperator(Operator):
bl_label = "Select"
bl_idname = "foliage_placement.select_copies"
bl_description = "Select foliage copies associated with the current selection"
@classmethod
def poll(cls, context):
return (context.mode == 'OBJECT') and ("FoliagePlaceholders" in bpy.data.collections) and True in [(object.type == 'MESH' or (object.name.startswith("FoliageEmpty"))) for object in context.selected_objects]
def execute(self, context):
units = context.scene.unit_settings
if units.system != 'METRIC' or round(units.scale_length, 2) != 0.01:
self.report({'ERROR'}, "Scene units must be Metric with a Unit Scale of 0.01!")
return {'CANCELLED'}
else:
foliageNameSuffix = "_FPTool"
selectedObjects = context.selected_objects
bpy.ops.object.select_all(action='DESELECT')
for c in selectedObjects :
foliageObjectName = c.name
foliageColl = bpy.data.collections.get(c.name)
if foliageNameSuffix in c.name :
foliageObject = GetFoliageCopyReference(c.name, foliageNameSuffix)
if not foliageObject :
namesplit = c.name.split(foliageNameSuffix)
referenceName = namesplit[0]
self.report({'ERROR'}, "Can't find original foliage object! Remove collection, or use another object named '" + referenceName + "'.")
return {'CANCELLED'}
foliageColl = bpy.data.collections.get(foliageObject.name)
elif c.name.startswith("FoliageEmpty") :
foliageColl = bpy.data.collections.get("FoliagePlaceholders")
if foliageColl :
for o in foliageColl.objects :
o.select_set(True)
if len(context.selected_objects) == 0 :
for n in selectedObjects :
n.select_set(True)
return {'FINISHED'}
# create property group for user options
class FP_PT_Properties(PropertyGroup):
foliage_count : IntProperty(
name = "Foliage Count",
description="Number of foliage object copies. (Tip: use values that are multiples of 4",
default = 8
)
max_distance : IntProperty(
name = "Position",
description = "Random position offset from origin",
default = 10
)
max_rotation : IntProperty(
name = "Rotation",
description = "Max pitch rotation angle",
default = 10
)
max_scale : IntProperty(
name = "Scale Offset",
description = "Random scale offset",
default = 50
)
# create panel class for UI in object mode tool shelf
class FP_PT_FoliagePlacementPanel(Panel):
bl_label = "Foliage Placement"
bl_idname = "FP_PT_foliage_placement_panel"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Pivot Painter"
bl_context = "objectmode"
def draw(self, context):
scene = context.scene
layout = self.layout
col = layout.column(align = True)
col.operator("foliage_placement.apply_unreal_units")
split = layout.split()
col = split.column()
col.scale_y = 1
col.prop(scene.foliage_placement_properties, property="foliage_count")
col.prop(scene.foliage_placement_properties, property="max_distance")
col.prop(scene.foliage_placement_properties, property="max_rotation")
col.prop(scene.foliage_placement_properties, property="max_scale")
split = layout.split()
col = split.column()
col.scale_y = 1.5
col.operator("foliage_placement.add_base_mesh")
col.operator("foliage_placement.spawn_foliage")
col.operator("foliage_placement.place_foliage")
col.operator("foliage_placement.select_copies")
col.operator("foliage_placement.toggle_placeholders")
# create register functions for adding and removing script
classes = ( FP_PT_Properties,
FP_OT_ApplyUnrealUnitsOperator,
FP_OT_AddBaseMeshOperator,
FP_OT_SpawnFoliageOperator,
FP_OT_ReplaceFoliageOperator,
FP_OT_TogglePlaceholdersOperator,
FP_OT_SelectFoliageCopiesOperator,
FP_PT_FoliagePlacementPanel, )
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
bpy.types.Scene.foliage_placement_properties = PointerProperty(type = FP_PT_Properties)
def unregister():
from bpy.utils import unregister_class
for cls in reversed(classes):
unregister_class(cls)
del bpy.types.Scene.foliage_placement_properties
if __name__ == "__main__":
register()