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#F. Hiba, C. Mendes, B. Lefebvre, P. Hubert
import maya.api.OpenMaya as om
import maya.cmds as cmds
from math import radians, degrees, sin, cos
from random import gauss, random, uniform, shuffle
from copy import copy
#4 utilities function related to transformations
#give the quaternion corresponding to the rottion from vector 1 to vector 2
def getQuaternion (vector1=om.MVector (0,0,0), vector2=om.MVector (0,0,0)):
dot = vector1^vector2 #get axis
dot = dot.normalize() # normalize axis
angle = vector1.angle(vector2) #get angle (in rad)
quaternion = om.MQuaternion (dot[0]*sin(angle/2),dot[1]*sin(angle/2),dot[2]*sin(angle/2),cos(angle/2)) #convert. to quaternion
return quaternion
#convert axis + angle to quaternion
def toQuaternion (axe=om.MVector (0,1,0), angle=0):
angle = radians(angle)
quaternion = om.MQuaternion (axe[0]*sin(angle/2),axe[1]*sin(angle/2),axe[2]*sin(angle/2),cos(angle/2))
return quaternion
def getMatrix(MVectorx,MVectory,MVectorz,MVectorPos):
matrix = om.MMatrix([
MVectorx.x,MVectorx.y,MVectorx.z,0,
MVectory.x,MVectory.y,MVectory.z,0,
MVectorz.x,MVectorz.y,MVectorz.z,0,
MVectorPos.x,MVectorPos.y,MVectorPos.z,1
])
return matrix
#return closest point on the mesh and the corresponding normal. Result as [mVector,mVector]
def getPointNormal (mMesh, point):
point = om.MPoint(point)
result = mMesh.getClosestPointAndNormal(point, om.MSpace.kWorld)
res0 = om.MVector(result[0])
result = [res0,result[1]]
return result
def getClosestVertex(mayaMesh,mVector):
selectionList = om.MSelectionList()
selectionList.add(mayaMesh)
dPath = selectionList.getDagPath(0)
mMesh = om.MFnMesh(dPath)
ID = mMesh.getClosestPoint(om.MPoint(mVector), space=om.MSpace.kWorld)[1] #getting closest face ID
list = cmds.ls( cmds.polyListComponentConversion (mayaMesh+'.f['+str(ID)+']',ff=True,tv=True),flatten=True)#face's vertices list
#setting vertex [0] as the closest one
d = mVector-om.MVector(cmds.xform(list[0], t=True, ws=True, q=True))
smallerDist2 = d.x*d.x+d.y*d.y+d.z*d.z #using distance squared to compare distance
closest = list[0]
#iterating from vertex [1]
for i in range(1,len(list)) :
d = mVector-om.MVector(cmds.xform(list[i], t=True, ws=True, q=True))
d2 = d.x*d.x+d.y*d.y+d.z*d.z
if d2<smallerDist2:
smallerDist2=d2
closest=list[i]
return closest
def getLastVertex(mayaMesh):
list = cmds.ls(cmds.polyListComponentConversion(mayaMesh, tv=True),flatten=True)
last = list[-1]
return last
def getFirstVertex(mayaMesh):
list = cmds.ls(cmds.polyListComponentConversion(mayaMesh, tv=True), flatten=True)
first = list[0]
return first
#CLASSES
#custom mesh class. Used to point open maya's mMesh object (will be mesh.mMesh)
class Mesh:
def setmMesh(self, mayamesh):
self.mayamesh = mayamesh
self.refMesh = cmds.duplicate(self.mayamesh, n='referenceMesh')[0]
cmds.parent(self.refMesh, grp.grp)
cmds.polySetToFaceNormal(self.refMesh)
cmds.hide (self.refMesh)
selectionList = om.MSelectionList()
selectionList.add(self.refMesh)
dPath = selectionList.getDagPath(0)
self.mMesh = om.MFnMesh(dPath)
def reset(self):
self.refMesh = cmds.duplicate(self.mayamesh, n='referenceMesh')[0]
cmds.parent(self.refMesh, grp.grp)
cmds.polySetToFaceNormal(self.refMesh)
cmds.hide (self.refMesh)
selectionList = om.MSelectionList()
selectionList.add(self.refMesh)
dPath = selectionList.getDagPath(0)
self.mMesh = om.MFnMesh(dPath)
# Add is used to add a copy of a given mesh to the reference. Used to update ref. mesh in real time.
def add(self, mayamesh):
self.toAdd = cmds.duplicate(mayamesh, n='referenceMesh')[0]
self.refMesh = cmds.polyUnite([self.refMesh,self.toAdd], ch=False)[0]
cmds.parent(self.refMesh, grp.grp)
cmds.hide(self.refMesh)
selectionList = om.MSelectionList()
selectionList.add(self.refMesh)
dPath = selectionList.getDagPath(0)
self.mMesh = om.MFnMesh(dPath)
#class to point locator
class Locator:
def setup(self, locator):
self.pos = om.MVector(cmds.xform(locator, query=True, t=True, worldSpace=True))
#custom group class. Used to store generated geo.
class Grp:
def __init__(self):
self.grp = cmds.group (em=True, n='generation')
def reset (self):
if hasattr(self, 'grp'):
if cmds.objExists (self.grp):
cmds.delete (self.grp)
print 'deleted'
self.grp = cmds.group (em=True, n='generation')
def unite(self):
geo = cmds.polyUnite(cmds.listRelatives (self.grp), ch=False, n='Geometry')
return geo
# custom Vector class. Vectors associate : Vector direction (as openmaya MVector),
# Vector position (as om MVector), corresponding normal and point on mesh (both as om MVector),
# and corresponding NEXT normal and Point (Normal an Point at vector's extremity). Theses last
# parameters are used to calculate next vector's position
class Vector:
def __init__(self): #creates a standard Vector. On position 0, value 1 z, normal 1 y
self.mVector = om.MVector(0, 0, 1)*var.scaleFactor
self.pos = om.MVector()
self.mNormal = om.MVector(0, 1, 0)
def firstSetup(self, locator, mMesh): #set up the first vector : establish his parameters for a given mesh(mMesh custom class) and a given starting postion(locator custom class).
self.__init__() #to avoid glitch when used on a allready set up vector
self.pos = locator.pos #moves vector to locator's position
result= getPointNormal(mMesh, self.pos) #get point an normal on mesh
self.mNormal = result[1]
self.pos = result[0]+(self.mNormal*var.distance) #move vector next to the surface. Distance controlled by var.distance.
quat = getQuaternion (om.MVector(0,1,0), self.mNormal) #get quat. corresponding to the rotation between y axis and the normal on starting point.
self.mVector = self.mVector.rotateBy(quat) #uses quad to align vector tangent to the surface.
self.mVector = self.mVector.normalize()*var.scaleFactor #scale vector's length by var.scaleFactor
result = getPointNormal(mMesh, self.pos+self.mVector) #calculate next point and normal to pass it to the next vector
self.pointNext = result[0]
self.mNormalNext = result[1]
def startRotation (self, mMesh, angle=0.0): #apply a rotation to a given allready set up vector. Use for first vector setup and for bigger angle variation at divisions
self.origin = self.mVector
self.mVector = self.origin.rotateBy(toQuaternion (self.mNormal, angle)) #modify start angle
#redefine other parameters
self.mVector = self.mVector.normalize()*var.scaleFactor
result = getPointNormal(mMesh, self.pos+self.mVector)
self.pointNext = result[0]
self.mNormalNext = result[1]
# Setup method sets up a vector from a given previous vector. Use to align one vector after the other.
def setup (self, mMesh, vector, distance) : #vector must be of type : custom Vector class.
self.mVector = vector.mVector #get previous vector's parameter
self.pos = vector.pos+vector.mVector #get his new position
self.mNormal = vector.mNormalNext #get his normal and point (calculated by previous vector)
self.point = vector.pointNext
#apply a rotation. Random variation based on gauss distrib. with variance = var.angleAmplitude
self.mVector=self.mVector.rotateBy(toQuaternion (self.mNormal, gauss(0, var.angleAmplitude)))
#calculate next normal and point
result = getPointNormal(mMesh,self.pos+self.mVector)
self.pointNext = result[0]
self.mNormalNext = result[1]
#adjust vector with parameters : next point and next normal. Normalize en rescale to keep a constant length.
self.mVector = (self.pointNext + (self.mNormalNext*distance) - self.pos).normalize()*var.scaleFactor
#mehtod similar to setup without angle variation and without correction. Used to obtain vector colinear to the previous one.
#Used at divisions to avoid extrusion glitch.
def setupStraight (self,mMesh, vector, distance) :
self.mVector = vector.mVector #get previous vector's parameter
self.pos = vector.pos+vector.mVector #get his new position
self.mNormal = vector.mNormalNext #get his normal and point (calculated by previous vector)
self.point = vector.pointNext
result= getPointNormal(mMesh,self.pos+self.mVector) #calculate next normal and point
self.pointNext = result[0]
self.mNormalNext = result[1]
#creates a new point on the bezier curve 'bezier' corresponding to self.pos. Used to store points during generation loop.
def display(self, bezier) :
cmds.curve (bezier, append=True, p=(self.pos+self.mVector))
#invert vector. Used to create the reverse branch on first iteration (to fill hole)
def invert(self):
self.copy = copy(self)
self.pos = self.copy.pos+self.copy.mVector
self.mVector = -(self.copy.mVector)
#branch class is used to create vectors un loop and store them as a maya bezier curve. Has a fonction to create geo too.
#firstVector and lastVector are first and last vectors of the branch. first vector used for extrusion and last vector used to align next branch.
class Branch:
#make a branch from a single vector. Used for first vector.
def firstSetup(self, vector):
self.bezier = cmds.curve (p=vector.pos, d=1) #creates a curve
cmds.parent(self.bezier, grp.grp) #parent to grp.grp (custom group class)
vector.display(self.bezier) #add point
self.firstVector = copy(vector) #fistvector used to set up extrusion in makeGeo
self.lastVector = self.firstVector
#similar to firstSetup but without creating geo. and inverting first vector. Used to fill hole at strat (expand in both extremities)
def firstSetupInv(self, branch):
self.firstVector = copy(branch.firstVector) #fistvector used to set up extrusion in makeGeo
self.lastVector = self.firstVector
self.lastVector.invert()
self.geo=branch.geo
#Setup a branch for a given previous branch. Store points in a bezier curve.
#use vector.setup in a loop
#creates 2 vectors before starting the loop :
#the first one is a straight one (to avoid extrusion glitch)
#the second one gets an extra rotation to make branches expand at division.
def setup (self, branch, iterations, close=False):
i = 0
self.bezier = cmds.curve(p=branch.lastVector.pos+branch.lastVector.mVector, d=2) #creates curve
cmds.parent(self.bezier, grp.grp )
#first vector
self.vector0 = Vector() #creates vector0
self.vector0.setupStraight (myMesh.mMesh, branch.lastVector, distance=var.distance)#set up vector0
self.vector0.display(self.bezier) #add point to the curve
self.firstVector = copy(self.vector0)#store firstVector in memory
#second vector = the one affected by the "rotation at division" factor.
self.vector1 = Vector() #creates and sets up a second vector (not straight)
self.vector1.setup(myMesh.mMesh, self.vector0, distance=var.distance)
self.vector1.startRotation(mMesh=myMesh.mMesh, angle=gauss(0,var.angleAmplitudeDiv)) #rotates it for a bigger offset
self.vector1.display(self.bezier)
self.vector0 = self.vector1
#loop
while i < iterations-2:
if close == True : #close is used for last branches. The vector as to be progressively closer to match with the extrusion witch will have a reduced diamater.
self.vector1.setup (myMesh.mMesh,self.vector0,distance=var.distance*(1-i/(iterations-2)) )
else:
self.vector1.setup (myMesh.mMesh,self.vector0,distance=var.distance)
leaves.append(copy(self.vector1))
self.vector1.display(self.bezier)
self.vector0=self.vector1
i = i + 1
self.lastVector = self.vector1 #point last vector
#makeGeo extrude the curve. Close argument used for extremities.
def makeGeo(self, branch=0, close=False, inv=False, first=False):
if first == True :
z = self.firstVector.mVector
y = self.firstVector.mNormal
x = (y^z).normal()
y = z^x
mat1 = getMatrix(x.normal(), y.normal(), z.normal(), self.firstVector.pos)
sliceTest = cmds.circle(r=var.radius, s=8)[0]#creating the "slice" circle for extrusion
cmds.xform (sliceTest, matrix=mat1) #rotating and moving it to match curve
else :
#vertex = om.MVector(cmds.xform (getClosestVertex (branch.geo,self.firstVector.pos),t=True,ws=True,q=True))
if inv == True:
vertex = om.MVector(cmds.xform(getFirstVertex(branch.geo), t=True, ws=True, q=True))
else :
vertex = om.MVector(cmds.xform(getLastVertex(branch.geo), t=True, ws=True, q=True))
x = (vertex-self.firstVector.pos).normal()
z = self.firstVector.mVector.normal()
y = z^x
#cmds.curve(p=[self.firstVector.pos,self.firstVector.pos+x],d=1)
mat1 = getMatrix(x.normal(), y.normal(), z.normal(), self.firstVector.pos)
sliceTest = cmds.circle(r=var.radius, s=8)[0]#creating the "slice" circle for extrusion
cmds.xform (sliceTest, matrix=mat1) #rotating and moving it to match curve
if close == True:
self.nurbs=cmds.extrude (sliceTest, self.bezier, po=0, upn=False, scale=0)[0] #[0] : extrude returns a list
else :
self.nurbs=cmds.extrude (sliceTest, self.bezier, po=0, upn=False, scale=1)[0]
self.geo = cmds.nurbsToPoly(self.nurbs, f=3, pt=1, mnd=True)[0]
cmds.delete(self.nurbs)
cmds.parent(self.geo, grp.grp)
cmds.delete(self.bezier)
cmds.delete(sliceTest)
return self.geo
#Branchlist class is used to makes several branches. It stores the list of the last branches and
# uses this list to creates new branches at their extremities
class Branchlist:
def __init__(self):
self.list = []
self.listClose = []
def initialize(self,branch,branchInv):
self.list = [branch]
self.branchInv = branchInv
#print self.branchInv.lastVector.mVector
#print self.list[0].lastVector.mVector
def iterate(self, number=1):
#Check if this is the first iteration. If yes, sets up an extra branch to fill hole.
if var.firstIteration == True :
print 'first'
var.firstIteration = False
branchI = Branch()
branchI.setup(branch = self.branchInv, iterations=var.iterations + (var.iterations-1)*var.iterationsVar*uniform(-1,1), close=True)
geo=copy(branchI.makeGeo(branch=self.branchInv, first=False, inv=True, close=True))
myMesh.add(geo)
cmds.refresh()
#Next block is the loop generation algorithm
n = 0
while n<number:
n = n+1
self.listClose = []
shuffle(self.list)
self.templist = []
self.delIndex = []
if len(self.list) > 1:
for i in range(1, len(self.list)):
if random() < var.closeRate :
self.listClose.append(copy(self.list[i]))
self.delIndex.append(i)
if len(self.delIndex) > 0:
for i in sorted (self.delIndex, reverse=True) :
del (self.list[i])
for branch in self.list:
branch1 = Branch()
branch1.setup(branch=branch,iterations = var.iterations+(var.iterations-1)*var.iterationsVar*uniform(-1,1))
geo1 = copy(branch1.makeGeo(branch=branch))
self.templist.append(branch1)
cmds.refresh()
if random() < var.divRate:
branch2 = Branch()
branch2.setup(branch = branch,iterations=var.iterations+(var.iterations-1)*var.iterationsVar*uniform(-1,1))
geo2 = copy(branch2.makeGeo(branch=branch))
myMesh.add(geo2)
self.templist.append(branch2)
cmds.refresh()
myMesh.add(geo1)
self.list = copy(self.templist)
for branch in self.listClose:
branch1 = Branch()
branch1.setup(branch=branch,iterations=var.iterations+(var.iterations-1)*var.iterationsVar*uniform(-1,1),close=True)
geo = copy(branch1.makeGeo(branch=branch, close=True))
myMesh.add(geo)
cmds.refresh()
def close(self):
for branch in self.list:
branch1 = Branch()
branch1.setup(branch=branch,iterations=var.iterations+(var.iterations-1)*var.iterationsVar*uniform(-1,1),close=True)
geo = copy(branch1.makeGeo(branch=branch, close=True))
myMesh.add(geo)
cmds.refresh()
#variables class. Is used to create a single object representing all the variables.
class Var:
def __init__(self):
self.scaleFactor = 1
self.radius=0.5
self.penetration = 0
self.distance=self.radius*(1-self.penetration)
self.startAngle = 0
self.angleAmplitude = 30
self.angleAmplitudeDiv = 45
self.iterations = 50
self.iterationsVar = 30
self.divRate = 0.3
self.closeRate = 0.2
self.loopNumber = 1
self.leafScaleVar = 0.2
self.leafRot1Var = 15
self.leavesDensity = 0.4
self.firstIteration = True
#updates value based on sliders. Called by slider.
def update(self):
self.scaleFactor = cmds.floatSliderGrp(scaleFactor, v=True, query = True)
self.radius = cmds.floatSliderGrp(radius, v=True, query = True)
self.penetration = cmds.floatSliderGrp(penetration, v=True, query = True)
self.distance = self.radius*(1-self.penetration)
self.startAngle = cmds.intSliderGrp(startAngle, v=True, query = True)
self.angleAmplitude = cmds.floatSliderGrp(angleAmplitude, v=True, query = True)
self.angleAmplitudeDiv = cmds.floatSliderGrp(angleAmplitudeDiv, v=True, query = True)
self.iterations = cmds.intSliderGrp(iterations, v=True, query = True)
self.iterationsVar = cmds.floatSliderGrp(iterationsVar, v=True, query = True)
self.divRate = cmds.floatSliderGrp(divRate, v=True, query = True)
self.closeRate = cmds.floatSliderGrp(closeRate, v=True, query = True)
self.loopNumber = cmds.intSliderGrp(loopNumber, v=True, query=True)
self.leavesScaleVar = cmds.floatSliderGrp(leavesScaleVar, v=True, query=True)
self.leavesRot1Var = cmds.intSliderGrp(leavesRot1Var, v=True, query=True)
self.leavesDensity = cmds.floatSliderGrp(leavesDensity, v=True, query=True)
self.leavesPlacementIntMin = cmds.intSliderGrp (leavesPlacementIntMin, v=True, query=True)
self.leavesPlacementIntMax = cmds.intSliderGrp (leavesPlacementIntMax, v=True, query=True)
#leaves class is used to store a vector list and to place leaves along these vectors.
class Leaves:
def __init__(self):
self.vectorList = []
def setMesh(self, mayamesh):
cmds.xform(mayamesh, piv=(0,0,0))
cmds.makeIdentity (mayamesh, apply=True)
self.mesh = mayamesh
def append (self,vector):
self.vectorList.append(vector)
def reset (self):
if hasattr(self,'grp'):
if cmds.objExists (self.grp):
print 'del'
cmds.delete (self.grp)
self.grp = cmds.group (em=True, n='Leaves')
'''cmds.parent (self.grp,grp.grp)'''
def placeGeo(self):
for vector in self.vectorList:
if random() < var.leavesDensity:
z = vector.mVector.normal()
x = vector.mNormal
y = z^x
x = y^z
pos = vector.pos
mat1 = getMatrix(x, y, z, pos)
mat2 = getMatrix(x, -y, z, pos)
leaf = cmds.duplicate (self.mesh)
loc = cmds.spaceLocator ()
cmds.parent(leaf,loc)
if uniform (0, 1)>0.5:
cmds.xform (loc, matrix=mat1 )#place on the branch
else:
cmds.xform (loc, matrix=mat2 )#place on the branch
cmds.move(0.9*var.radius,0,0,leaf,os=True,r=True)#place on the surface
placementAngle = uniform (var.leavesPlacementIntMin,var.leavesPlacementIntMax)
cmds.rotate (0, 0, -placementAngle, loc, os=True, r=True, fo=True)#place at various angle around Z. Zero angle = leaf orientation follows normal.
cmds.rotate(gauss(0, var.leavesRot1Var),gauss(0, var.leavesRot1Var),0, leaf, os=True, r=True, fo=True) #random rotation
s=gauss(1, var.leavesScaleVar)
cmds.scale(s, s, s, leaf, r=True)
cmds.parent(leaf,world=True)
cmds.parent(leaf,self.grp)
cmds.delete (loc)
cmds.refresh()
#FONCTIONS CALL BY BUTTONS
#update vector with new variables and set it relative to locator. Use to tweak the first vector's parameters or to display it after reset.
def updateVector (vector):
var.update()
vector.firstSetup(locator=myLocator, mMesh=myMesh.mMesh)
vector.startRotation(mMesh=myMesh.mMesh, angle=var.startAngle)
if hasattr(branch0, 'bezier'):
if cmds.objExists (branch0.bezier):
cmds.delete (branch0.bezier)
branch0.firstSetup(vector0)
if hasattr(branch0, 'geo'):
if cmds.objExists (branch0.geo):
cmds.delete (branch0.geo)
branch0.makeGeo(first=True)
branchInv.firstSetupInv(branch0)
branchlist.initialize(branch0,branchInv)#put first branch in branchlist
def reset():
grp.reset()
myMesh.reset()
leaves.reset()
vector0.__init__()
branch0 = Branch()
branchInv = Branch()
branchlist = Branchlist()
updateVector(vector0)
leaves.vectorList = []
def resetButton():
var.firstIteration = True
try:
reset()
except:
print 'Nothing to reset !'
def setLocatorButton (): #launched when setlocator button is pressed.
myLocator.setup (cmds.ls(sl=True)[0]) #point locator via custom locator class
updateVector(vector0) #update to display vector
cmds.viewFit(cmds.ls(sl=True)[0])
def setMeshButton():
try:
mesh = cmds.ls(sl=True)[0]
grp.reset()
myMesh.setmMesh(mesh)
except :
print 'please select a mesh object !'
def iterateButton():
try:
if var.firstIteration == True :
reset()
branchlist.iterate(var.loopNumber)
except:
print 'set mesh and location first !'
def finishButton():
try:
branchlist.close()
cmds.delete(myMesh.refMesh)
except:
print 'No generation to terminate !'
def combineGeo():
try:
geo = grp.unite()
grp.reset()
var.firstIteration=True
cmds.select(geo)
except:
print 'No geo to combine !'
def setLeafButton():
leaves.setMesh(cmds.ls(sl=True)[0])
def placeLeavesButton():
leaves.reset()
leaves.placeGeo()
#Objects created at launch to easy variable access.
var = Var()
myMesh = Mesh()
vector0 = Vector()
myLocator = Locator()
branch0 = Branch()
branchInv = Branch()
branchlist = Branchlist()
grp = Grp()
leaves = Leaves()
#WINDOW
if (cmds.window('RootsAndIvy', exists=True)):
cmds.deleteUI('RootsAndIvy', window=True )
myWindow = cmds.window('RootsAndIvy', iconName='mw' )
if (cmds.windowPref( myWindow, exists=True )):
cmds.windowPref( myWindow, remove=True )
#MENU
menuBarLayout = cmds.menuBarLayout()
cmds.menu(label='File')
cmds.menuItem(label='Reset')
cmds.menu(label='Help', helpMenu=True)
cmds.menuItem( label='About...')
#MAIN LAYOUT
mainColumn = cmds.columnLayout(adjustableColumn=True, w=500, co=['both',5])
#FRAME 1
frame1 = cmds.frameLayout (label='Initial setup', mw=5, parent=mainColumn)
f1r = cmds.rowLayout(numberOfColumns=2, parent=frame1, rat=[1,'top',0], adj=2)
frame11 = cmds.frameLayout (label='Mesh setup', mw=5, mh=2, parent=f1r, bgs=True)
frame12 = cmds.frameLayout (label='Standard division setup', mw=5, parent=f1r, bgs=True)
cmds.rowColumnLayout(numberOfColumns=2, parent=frame11, rs=[[2,5]], cs=[2,5], cal=[1,'right'])
cmds.text(label='Reference Mesh')
cmds.button( label='Set mesh', command=('setMeshButton()'))
cmds.text(label='')
cmds.button(label='Create locator', command=("cmds.spaceLocator(n='StartLocator')") )
cmds.text(label='Start position')
cmds.button(label='Set position', command=('setLocatorButton()') )
cmds.rowLayout(numberOfColumns=2, parent=frame12)
#FRAME 2
frame2 = cmds.frameLayout (label=" Generation's setup",mw=5,parent=mainColumn,bgs=True)
scaleFactor = cmds.floatSliderGrp(label = 'Scale factor (length)\n Affects precision',field=True,minValue=0.0, maxValue=0.5, fieldMinValue=0.0, fieldMaxValue=5, step=0.01, value=0.1,columnWidth3 = (100,50,50), columnAlign3=('right','center','center'),cc = 'updateVector(vector0)',dc= 'updateVector(vector0)',parent=frame12,ad3=1 )
startAngle = cmds.intSliderGrp(label = 'Angle',field=True,minValue=0.0, maxValue=360, fieldMinValue=0.0, fieldMaxValue=360, step=1, value=0,columnWidth3 = (100,50,50), columnAlign3=('right','center','center'),cc = 'updateVector(vector0)',dc= 'updateVector(vector0)' ,parent=frame12,ad3=1)
radius = cmds.floatSliderGrp(label = 'Radius',field=True,minValue=0.0, maxValue=0.5, fieldMinValue=0.0, fieldMaxValue=2, step=0.05, value=0.05,columnWidth3 = (100,50,50), columnAlign3=('right','center','center'),cc = 'updateVector(vector0)',dc= 'updateVector(vector0)',parent=frame12,ad3=1 )
penetration = cmds.floatSliderGrp(label = 'Penetration',field=True,minValue=0.0, maxValue=1, fieldMinValue=0.0, fieldMaxValue=1, step=0.05, value=0.05,columnWidth3 = (100,50,50), columnAlign3=('right','center','center'),cc = 'updateVector(vector0)',dc= 'updateVector(vector0)',parent=frame12,ad3=1 )
iterations = cmds.intSliderGrp(label='Branches average length', field=True,minValue=1, maxValue=100, fieldMinValue=1, fieldMaxValue=100, step=1, value=20,columnWidth3 = (100,50,50), columnAlign3=('right','center','center'),cc = 'var.update()',dc= 'var.update()' ,ad3=1,co3=[0,0,30],ct3=('right','center','right'))
iterationsVar = cmds.floatSliderGrp(label='Length variation amplitude', field=True,minValue=0, maxValue=1, fieldMinValue=0, fieldMaxValue=1, step=0.05, value=0.3,columnWidth3 = (100,50,50), columnAlign3=('right','center','center'),cc = 'var.update()',dc= 'var.update()',ad3=1,co3=[0,0,30],ct3=('right','center','right') )
angleAmplitude = cmds.floatSliderGrp(label='Angle randomness variance',field=True,minValue=0.0, maxValue=45, fieldMinValue=0.0, fieldMaxValue=90, step=1, value=15,columnWidth3 = (100,50,50),columnAlign3=('right','center','center'),cc = 'var.update()',dc= 'var.update()',ad3=1,co3=[0,0,30],ct3=('right','center','right'))
angleAmplitudeDiv = cmds.floatSliderGrp(label='Angle randomness variance\nat divisions',field=True,minValue=0.0, maxValue=45, fieldMinValue=0.0, fieldMaxValue=90, step=1, value=25,columnWidth3 = (100,50,50), columnAlign3=('right','center','center'),cc = 'var.update()',dc= 'var.update()',ad3=1,co3=[0,0,30],ct3=('right','center','right'))
divRate = cmds.floatSliderGrp(label='Divisions rate', field=True, minValue=0, maxValue=1, fieldMinValue=0, fieldMaxValue=1, step=0.01, value=0.30,columnWidth3 = (100,50,50), columnAlign3=('right','center','center'),cc = 'var.update()',dc= 'var.update()' ,ad3=1,co3=[0,0,30],ct3=('right','center','right'))
closeRate = cmds.floatSliderGrp(label='Closing rate', field=True, minValue=0, maxValue=1, fieldMinValue=0, fieldMaxValue=1, step=0.01, value=0.20,columnWidth3 = (100,50,50), columnAlign3=('right','center','center'),cc = 'var.update()',dc= 'var.update()',ad3=1,co3=[0,0,30],ct3=('right','center','right') )
cmds.text (label='A high (division rate/closing rate) ratio will lead to exponential generation !')
#FRAME 3
frame3 = cmds.frameLayout(label='Create geometry',mw=5,parent=mainColumn)
frame31 = cmds.frameLayout(label='Main structure',mw=5,parent=frame3,bgs=True)
#ROWCOLUMN with 2 column
f31r = cmds.rowColumnLayout(numberOfColumns=2,rs=[[2,5]],cs=[2,5],cal=[1,'right'])
#1
loopNumber = cmds.intSliderGrp(label = 'Number of \n iteration\'s \nloop',field=True,minValue=1, maxValue=10, fieldMinValue=1, fieldMaxValue=50, step=1, value=1,columnWidth3 = (100,50,50), ad3=1,columnAlign3=('right','center','center'),cc = 'var.update()',dc= 'var.update()', parent=f31r )
#2
cmds.button(label='Iterate', command=('iterateButton()'))
#3
cmds.rowLayout(numberOfColumns=2,parent=f31r)
cmds.text (label='Reset current generation')
cmds.button( label='reset', command=('resetButton()') )
#4
cmds.rowLayout(numberOfColumns=2, parent=f31r)
cmds.text(label='Terminate\n (Plug extremities)')
cmds.button(label='Terminate', command=('finishButton()') )
#FRAME4
frame32 = cmds.frameLayout(label='Leaves',mw=5,parent=frame3,bgs=True)
cmds.text(label='Leaf primitive orientation must be : \n UP = global Y, leaf direction = global Z, stem basis = 0,0,0')
f32r=cmds.rowLayout(numberOfColumns=2,ad2=2,ct2=('right','right'))
f32rc=cmds.columnLayout()
f32rr=cmds.rowLayout(numberOfColumns=2)
cmds.text (label = 'Set leave primitive',parent=f32rr)
cmds.button( label='Set Mesh', command=('setLeafButton()'),parent=f32rr)
leavesDensity= cmds.floatSliderGrp(label = 'Density',field=True,minValue=0, maxValue=1, fieldMinValue=0, fieldMaxValue=1, step=0.01, value=0.4,columnWidth3 = (100,50,50), columnAlign3=('right','center','center'),cc = 'var.update()',dc= 'var.update()',ad3=1,co3=[0,0,30],ct3=('right','center','right'),parent=f32rc )
leavesScaleVar= cmds.floatSliderGrp(label = 'Scale\n variance',field=True,minValue=0, maxValue=1, fieldMinValue=0, fieldMaxValue=1, step=0.01, value=0.3,columnWidth3 = (100,50,50), columnAlign3=('right','center','center'),cc = 'var.update()',dc= 'var.update()',ad3=1,co3=[0,0,30],ct3=('right','center','right'),parent=f32rc )
leavesRot1Var= cmds.intSliderGrp(label = 'Rotation\n variance',field=True,minValue=0, maxValue=30, fieldMinValue=0, fieldMaxValue=45, step=1, value=15,columnWidth3 = (100,50,50), columnAlign3=('right','center','center'),cc = 'var.update()',dc= 'var.update()',ad3=1,co3=[0,0,30],ct3=('right','center','right'),parent=f32rc )
cmds.columnLayout (parent=f32r)
cmds.text (label = 'Positionning interval (0 = normal, 90 = lateral segment) : ')
leavesPlacementIntMin = cmds.intSliderGrp(label = 'min',field=True,minValue=0, maxValue=90, fieldMinValue=0, fieldMaxValue=90, step=1, value=45,columnWidth3 = (100,50,50), columnAlign3=('right','center','center'),cc = 'var.update()',dc= 'var.update()',ad3=1,co3=[0,0,30],ct3=('right','center','right'))
leavesPlacementIntMax = cmds.intSliderGrp(label = 'max',field=True,minValue=0, maxValue=90, fieldMinValue=0, fieldMaxValue=90, step=1, value=85,columnWidth3 = (100,50,50), columnAlign3=('right','center','center'),cc = 'var.update()',dc= 'var.update()',ad3=1,co3=[0,0,30],ct3=('right','center','right') )
cmds.rowColumnLayout(numberOfColumns=2,rs=[[2,5]],cs=[2,5],cal=[1,'right'])
cmds.button(label='Place leaves', command=('placeLeavesButton()'))
cmds.button(label='Reset', command=('leaves.reset()'))
#FRAME 5
frame5=cmds.frameLayout (label='Utility', mw=5, parent=mainColumn, bgs=True)
cmds.rowLayout(numberOfColumns=2)
cmds.text (label='Combine geometry')
cmds.button(label='Combine geo', command=('combineGeo()') )
var.update()
cmds.showWindow('RootsAndIvy')
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