# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

# <pep8-80 compliant>

bl_info = {
    "name": "IvyGen",
    "author": "testscreenings, PKHG, TrumanBlending",
    "version": (0, 1, 5),
    "blender": (2, 80, 0),
    "location": "View3D > Properties Panel > Ivy Generator",
    "description": "Adds generated ivy to a mesh object starting "
                   "at the 3D cursor",
    "warning": "",
    "wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/Py/"
                "Scripts/Curve/Ivy_Gen",
    "category": "Add Curve",
}


import bpy
from bpy.types import (
    Operator,
    Panel,
    PropertyGroup,
)
from bpy.props import (
    BoolProperty,
    FloatProperty,
    IntProperty,
    PointerProperty,
)
from mathutils.bvhtree import BVHTree
from mathutils import (
    Vector,
    Matrix,
)
from collections import deque
from math import (
    pow, cos,
    pi, atan2,
)
from random import (
    random as rand_val,
    seed as rand_seed,
)
import time


def createIvyGeometry(IVY, growLeaves):
    """Create the curve geometry for IVY"""
    # Compute the local size and the gauss weight filter
    # local_ivyBranchSize = IVY.ivyBranchSize  # * radius * IVY.ivySize
    gaussWeight = (1.0, 2.0, 4.0, 7.0, 9.0, 10.0, 9.0, 7.0, 4.0, 2.0, 1.0)

    # Create a new curve and initialise it
    curve = bpy.data.curves.new("IVY", type='CURVE')
    curve.dimensions = '3D'
    curve.bevel_depth = 1
    curve.fill_mode = 'FULL'
    curve.resolution_u = 4

    if growLeaves:
        # Create the ivy leaves
        # Order location of the vertices
        signList = ((-1.0, +1.0),
                    (+1.0, +1.0),
                    (+1.0, -1.0),
                    (-1.0, -1.0),
                    )

        # Get the local size
        # local_ivyLeafSize = IVY.ivyLeafSize  # * radius * IVY.ivySize

        # Initialise the vertex and face lists
        vertList = deque()

        # Store the methods for faster calling
        addV = vertList.extend
        rotMat = Matrix.Rotation

    # Loop over all roots to generate its nodes
    for root in IVY.ivyRoots:
        # Only grow if more than one node
        numNodes = len(root.ivyNodes)
        if numNodes > 1:
            # Calculate the local radius
            local_ivyBranchRadius = 1.0 / (root.parents + 1) + 1.0
            prevIvyLength = 1.0 / root.ivyNodes[-1].length
            splineVerts = [ax for n in root.ivyNodes for ax in n.pos.to_4d()]

            radiusConstant = local_ivyBranchRadius * IVY.ivyBranchSize
            splineRadii = [radiusConstant * (1.3 - n.length * prevIvyLength)
                           for n in root.ivyNodes]

            # Add the poly curve and set coords and radii
            newSpline = curve.splines.new(type='POLY')
            newSpline.points.add(len(splineVerts) // 4 - 1)
            newSpline.points.foreach_set('co', splineVerts)
            newSpline.points.foreach_set('radius', splineRadii)

            # Loop over all nodes in the root
            for i, n in enumerate(root.ivyNodes):
                for k in range(len(gaussWeight)):
                    idx = max(0, min(i + k - 5, numNodes - 1))
                    n.smoothAdhesionVector += (gaussWeight[k] *
                                               root.ivyNodes[idx].adhesionVector)
                n.smoothAdhesionVector /= 56.0
                n.adhesionLength = n.smoothAdhesionVector.length
                n.smoothAdhesionVector.normalize()

                if growLeaves and (i < numNodes - 1):
                    node = root.ivyNodes[i]
                    nodeNext = root.ivyNodes[i + 1]

                    # Find the weight and normalize the smooth adhesion vector
                    weight = pow(node.length * prevIvyLength, 0.7)

                    # Calculate the ground ivy and the new weight
                    groundIvy = max(0.0, -node.smoothAdhesionVector.z)
                    weight += groundIvy * pow(1 - node.length *
                                                              prevIvyLength, 2)

                    # Find the alignment weight
                    alignmentWeight = node.adhesionLength

                    # Calculate the needed angles
                    phi = atan2(node.smoothAdhesionVector.y,
                                node.smoothAdhesionVector.x) - pi / 2.0

                    theta = (0.5 *
                        node.smoothAdhesionVector.angle(Vector((0, 0, -1)), 0))

                    # Find the size weight
                    sizeWeight = 1.5 - (cos(2 * pi * weight) * 0.5 + 0.5)

                    # Randomise the angles
                    phi += (rand_val() - 0.5) * (1.3 - alignmentWeight)
                    theta += (rand_val() - 0.5) * (1.1 - alignmentWeight)

                    # Calculate the leaf size an append the face to the list
                    leafSize = IVY.ivyLeafSize * sizeWeight

                    for j in range(10):
                        # Generate the probability
                        probability = rand_val()

                        # If we need to grow a leaf, do so
                        if (probability * weight) > IVY.leafProbability:

                            # Generate the random vector
                            randomVector = Vector((rand_val() - 0.5,
                                                   rand_val() - 0.5,
                                                   rand_val() - 0.5,
                                                   ))

                            # Find the leaf center
                            center = (node.pos.lerp(nodeNext.pos, j / 10.0) +
                                               IVY.ivyLeafSize * randomVector)

                            # For each of the verts, rotate/scale and append
                            basisVecX = Vector((1, 0, 0))
                            basisVecY = Vector((0, 1, 0))

                            horiRot = rotMat(theta, 3, 'X')
                            vertRot = rotMat(phi, 3, 'Z')

                            basisVecX.rotate(horiRot)
                            basisVecY.rotate(horiRot)

                            basisVecX.rotate(vertRot)
                            basisVecY.rotate(vertRot)

                            basisVecX *= leafSize
                            basisVecY *= leafSize

                            addV([k1 * basisVecX + k2 * basisVecY + center for
                                                           k1, k2 in signList])

    # Add the object and link to scene
    newCurve = bpy.data.objects.new("IVY_Curve", curve)
    bpy.context.collection.objects.link(newCurve)

    if growLeaves:
        faceList = [[4 * i + l for l in range(4)] for i in
                    range(len(vertList) // 4)]

        # Generate the new leaf mesh and link
        me = bpy.data.meshes.new('IvyLeaf')
        me.from_pydata(vertList, [], faceList)
        me.update(calc_edges=True)
        ob = bpy.data.objects.new('IvyLeaf', me)
        bpy.context.collection.objects.link(ob)

        me.uv_layers.new(name="Leaves")

        # Set the uv texture coords
        # TODO, this is non-functional, default uvs are ok?
        '''
        for d in tex.data:
            uv1, uv2, uv3, uv4 = signList
        '''

        ob.parent = newCurve


class IvyNode:
    """ The basic class used for each point on the ivy which is grown."""
    __slots__ = ('pos', 'primaryDir', 'adhesionVector', 'adhesionLength',
                 'smoothAdhesionVector', 'length', 'floatingLength', 'climb')

    def __init__(self):
        self.pos = Vector((0, 0, 0))
        self.primaryDir = Vector((0, 0, 1))
        self.adhesionVector = Vector((0, 0, 0))
        self.smoothAdhesionVector = Vector((0, 0, 0))
        self.length = 0.0001
        self.floatingLength = 0.0
        self.climb = True


class IvyRoot:
    """ The class used to hold all ivy nodes growing from this root point."""
    __slots__ = ('ivyNodes', 'alive', 'parents')

    def __init__(self):
        self.ivyNodes = deque()
        self.alive = True
        self.parents = 0


class Ivy:
    """ The class holding all parameters and ivy roots."""
    __slots__ = ('ivyRoots', 'primaryWeight', 'randomWeight',
                 'gravityWeight', 'adhesionWeight', 'branchingProbability',
                 'leafProbability', 'ivySize', 'ivyLeafSize', 'ivyBranchSize',
                 'maxFloatLength', 'maxAdhesionDistance', 'maxLength')

    def __init__(self,
                 primaryWeight=0.5,
                 randomWeight=0.2,
                 gravityWeight=1.0,
                 adhesionWeight=0.1,
                 branchingProbability=0.05,
                 leafProbability=0.35,
                 ivySize=0.02,
                 ivyLeafSize=0.02,
                 ivyBranchSize=0.001,
                 maxFloatLength=0.5,
                 maxAdhesionDistance=1.0):

        self.ivyRoots = deque()
        self.primaryWeight = primaryWeight
        self.randomWeight = randomWeight
        self.gravityWeight = gravityWeight
        self.adhesionWeight = adhesionWeight
        self.branchingProbability = 1 - branchingProbability
        self.leafProbability = 1 - leafProbability
        self.ivySize = ivySize
        self.ivyLeafSize = ivyLeafSize
        self.ivyBranchSize = ivyBranchSize
        self.maxFloatLength = maxFloatLength
        self.maxAdhesionDistance = maxAdhesionDistance
        self.maxLength = 0.0

        # Normalize all the weights only on initialisation
        sums = self.primaryWeight + self.randomWeight + self.adhesionWeight
        self.primaryWeight /= sums
        self.randomWeight /= sums
        self.adhesionWeight /= sums

    def seed(self, seedPos):
        # Seed the Ivy by making a new root and first node
        tmpRoot = IvyRoot()
        tmpIvy = IvyNode()
        tmpIvy.pos = seedPos

        tmpRoot.ivyNodes.append(tmpIvy)
        self.ivyRoots.append(tmpRoot)

    def grow(self, ob, bvhtree):
        # Determine the local sizes
        # local_ivySize = self.ivySize  # * radius
        # local_maxFloatLength = self.maxFloatLength  # * radius
        # local_maxAdhesionDistance = self.maxAdhesionDistance  # * radius

        for root in self.ivyRoots:
            # Make sure the root is alive, if not, skip
            if not root.alive:
                continue

            # Get the last node in the current root
            prevIvy = root.ivyNodes[-1]

            # If the node is floating for too long, kill the root
            if prevIvy.floatingLength > self.maxFloatLength:
                root.alive = False

            # Set the primary direction from the last node
            primaryVector = prevIvy.primaryDir

            # Make the random vector and normalize
            randomVector = Vector((rand_val() - 0.5, rand_val() - 0.5,
                                   rand_val() - 0.5)) + Vector((0, 0, 0.2))
            randomVector.normalize()

            # Calculate the adhesion vector
            adhesionVector = adhesion(
                    prevIvy.pos, bvhtree, self.maxAdhesionDistance)

            # Calculate the growing vector
            growVector = self.ivySize * (primaryVector * self.primaryWeight +
                                          randomVector * self.randomWeight +
                                          adhesionVector * self.adhesionWeight)

            # Find the gravity vector
            gravityVector = (self.ivySize * self.gravityWeight *
                                                            Vector((0, 0, -1)))
            gravityVector *= pow(prevIvy.floatingLength / self.maxFloatLength,
                                 0.7)

            # Determine the new position vector
            newPos = prevIvy.pos + growVector + gravityVector

            # Check for collisions with the object
            climbing, newPos = collision(bvhtree, prevIvy.pos, newPos)

            # Update the growing vector for any collisions
            growVector = newPos - prevIvy.pos - gravityVector
            growVector.normalize()

            # Create a new IvyNode and set its properties
            tmpNode = IvyNode()
            tmpNode.climb = climbing
            tmpNode.pos = newPos
            tmpNode.primaryDir = prevIvy.primaryDir.lerp(growVector, 0.5)
            tmpNode.primaryDir.normalize()
            tmpNode.adhesionVector = adhesionVector
            tmpNode.length = prevIvy.length + (newPos - prevIvy.pos).length

            if tmpNode.length > self.maxLength:
                self.maxLength = tmpNode.length

            # If the node isn't climbing, update it's floating length
            # Otherwise set it to 0
            if not climbing:
                tmpNode.floatingLength = prevIvy.floatingLength + (newPos -
                                                            prevIvy.pos).length
            else:
                tmpNode.floatingLength = 0.0

            root.ivyNodes.append(tmpNode)

        # Loop through all roots to check if a new root is generated
        for root in self.ivyRoots:
            # Check the root is alive and isn't at high level of recursion
            if (root.parents > 3) or (not root.alive):
                continue

            # Check to make sure there's more than 1 node
            if len(root.ivyNodes) > 1:
                # Loop through all nodes in root to check if new root is grown
                for node in root.ivyNodes:
                    # Set the last node of the root and find the weighting
                    prevIvy = root.ivyNodes[-1]
                    weight = 1.0 - (cos(2.0 * pi * node.length /
                                        prevIvy.length) * 0.5 + 0.5)

                    probability = rand_val()

                    # Check if a new root is grown and if so, set its values
                    if (probability * weight > self.branchingProbability):
                        tmpNode = IvyNode()
                        tmpNode.pos = node.pos
                        tmpNode.floatingLength = node.floatingLength

                        tmpRoot = IvyRoot()
                        tmpRoot.parents = root.parents + 1

                        tmpRoot.ivyNodes.append(tmpNode)
                        self.ivyRoots.append(tmpRoot)
                        return


def adhesion(loc, bvhtree, max_l):
    # Compute the adhesion vector by finding the nearest point
    nearest_location, *_ = bvhtree.find_nearest(loc, max_l)
    adhesion_vector = Vector((0.0, 0.0, 0.0))
    if nearest_location is not None:
        # Compute the distance to the nearest point
        adhesion_vector = nearest_location - loc
        distance = adhesion_vector.length
        # If it's less than the maximum allowed and not 0, continue
        if distance:
            # Compute the direction vector between the closest point and loc
            adhesion_vector.normalize()
            adhesion_vector *= 1.0 - distance / max_l
            # adhesion_vector *= getFaceWeight(ob.data, nearest_result[3])
    return adhesion_vector


def collision(bvhtree, pos, new_pos):
    # Check for collision with the object
    climbing = False

    corrected_new_pos = new_pos
    direction = new_pos - pos

    hit_location, hit_normal, *_ = bvhtree.ray_cast(pos, direction, direction.length)
    # If there's a collision we need to check it
    if hit_location is not None:
        # Check whether the collision is going into the object
        if direction.dot(hit_normal) < 0.0:
            reflected_direction = (new_pos - hit_location).reflect(hit_normal)

            corrected_new_pos = hit_location + reflected_direction
            climbing = True

    return climbing, corrected_new_pos


def bvhtree_from_object(ob):
    import bmesh
    bm = bmesh.new()

    mesh = ob.to_mesh(bpy.context.depsgraph, True)
    bm.from_mesh(mesh)
    bm.transform(ob.matrix_world)

    bvhtree = BVHTree.FromBMesh(bm)
    bpy.data.meshes.remove(mesh)
    return bvhtree

def check_mesh_faces(ob):
    me = ob.data
    if len(me.polygons) > 0:
        return True

    return False


class IvyGen(Operator):
    bl_idname = "curve.ivy_gen"
    bl_label = "IvyGen"
    bl_description = "Generate Ivy on an Mesh Object"
    bl_options = {'REGISTER', 'UNDO'}

    updateIvy: BoolProperty(
        name="Update Ivy",
        description="Update the Ivy location based on the cursor and Panel settings",
        default=False
    )
    defaultIvy: BoolProperty(
        name="Default Ivy",
        options={"HIDDEN", "SKIP_SAVE"},
        default=False
    )

    @classmethod
    def poll(self, context):
        # Check if there's an object and whether it's a mesh
        ob = context.active_object
        return ((ob is not None) and
                (ob.type == 'MESH') and
                (context.mode == 'OBJECT'))

    def invoke(self, context, event):
        self.updateIvy = True
        return self.execute(context)

    def execute(self, context):
        # scene = context.scene
        ivyProps = context.window_manager.ivy_gen_props

        if not self.updateIvy:
            return {'PASS_THROUGH'}

        # assign the variables, check if it is default
        # Note: update the values if window_manager props defaults are changed
        randomSeed = ivyProps.randomSeed if not self.defaultIvy else 0
        maxTime = ivyProps.maxTime if not self.defaultIvy else 0
        maxIvyLength = ivyProps.maxIvyLength if not self.defaultIvy else 1.0
        ivySize = ivyProps.ivySize if not self.defaultIvy else 0.02
        maxFloatLength = ivyProps.maxFloatLength if not self.defaultIvy else 0.5
        maxAdhesionDistance = ivyProps.maxAdhesionDistance if not self.defaultIvy else 1.0
        primaryWeight = ivyProps.primaryWeight if not self.defaultIvy else 0.5
        randomWeight = ivyProps.randomWeight if not self.defaultIvy else 0.2
        gravityWeight = ivyProps.gravityWeight if not self.defaultIvy else 1.0
        adhesionWeight = ivyProps.adhesionWeight if not self.defaultIvy else 0.1
        branchingProbability = ivyProps.branchingProbability if not self.defaultIvy else 0.05
        leafProbability = ivyProps.leafProbability if not self.defaultIvy else 0.35
        ivyBranchSize = ivyProps.ivyBranchSize if not self.defaultIvy else 0.001
        ivyLeafSize = ivyProps.ivyLeafSize if not self.defaultIvy else 0.02
        growLeaves = ivyProps.growLeaves if not self.defaultIvy else True

        bpy.ops.object.mode_set(mode='EDIT', toggle=False)
        bpy.ops.object.mode_set(mode='OBJECT', toggle=False)

        # Get the selected object
        ob = context.active_object
        bvhtree = bvhtree_from_object(ob)

        # Check if the mesh has at least one polygon since some functions
        # are expecting them in the object's data (see T51753)
        check_face = check_mesh_faces(ob)
        if check_face is False:
            self.report({'WARNING'},
                        "Mesh Object doesn't have at least one Face. "
                        "Operation Cancelled")
            return {"CANCELLED"}

        # Compute bounding sphere radius
        # radius = computeBoundingSphere(ob)  # Not needed anymore

        # Get the seeding point
        seedPoint = context.scene.cursor.location

        # Fix the random seed
        rand_seed(randomSeed)

        # Make the new ivy
        IVY = Ivy(
            primaryWeight=primaryWeight,
            randomWeight=randomWeight,
            gravityWeight=gravityWeight,
            adhesionWeight=adhesionWeight,
            branchingProbability=branchingProbability,
            leafProbability=leafProbability,
            ivySize=ivySize,
            ivyLeafSize=ivyLeafSize,
            ivyBranchSize=ivyBranchSize,
            maxFloatLength=maxFloatLength,
            maxAdhesionDistance=maxAdhesionDistance
            )
        # Generate first root and node
        IVY.seed(seedPoint)

        checkTime = False
        maxLength = maxIvyLength  # * radius

        # If we need to check time set the flag
        if maxTime != 0.0:
            checkTime = True

        t = time.time()
        startPercent = 0.0
        checkAliveIter = [True, ]

        # Grow until 200 roots is reached or backup counter exceeds limit
        while (any(checkAliveIter) and
               (IVY.maxLength < maxLength) and
               (not checkTime or (time.time() - t < maxTime))):
            # Grow the ivy for this iteration
            IVY.grow(ob, bvhtree)

            # Print the proportion of ivy growth to console
            if (IVY.maxLength / maxLength * 100) > 10 * startPercent // 10:
                print('%0.2f%% of Ivy nodes have grown' %
                                         (IVY.maxLength / maxLength * 100))
                startPercent += 10
                if IVY.maxLength / maxLength > 1:
                    print("Halting Growth")

            # Make an iterator to check if all are alive
            checkAliveIter = (r.alive for r in IVY.ivyRoots)

        # Create the curve and leaf geometry
        createIvyGeometry(IVY, growLeaves)
        print("Geometry Generation Complete")

        print("Ivy generated in %0.2f s" % (time.time() - t))

        self.updateIvy = False
        self.defaultIvy = False

        return {'FINISHED'}

    def draw(self, context):
        layout = self.layout

        layout.prop(self, "updateIvy", icon="FILE_REFRESH")


class CURVE_PT_IvyGenPanel(Panel):
    bl_label = "Ivy Generator"
    bl_idname = "CURVE_PT_IvyGenPanel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "View"
    bl_options = {"DEFAULT_CLOSED"}

    def draw(self, context):
        layout = self.layout
        wm = context.window_manager
        col = layout.column(align=True)

        prop_new = col.operator("curve.ivy_gen", text="Add New Ivy", icon="OUTLINER_OB_CURVE")
        prop_new.defaultIvy = False
        prop_new.updateIvy = True

        prop_def = col.operator("curve.ivy_gen", text="Add New Default Ivy", icon="CURVE_DATA")
        prop_def.defaultIvy = True
        prop_def.updateIvy = True

        col = layout.column(align=True)
        col.label(text="Generation Settings:")
        col.prop(wm.ivy_gen_props, "randomSeed")
        col.prop(wm.ivy_gen_props, "maxTime")

        col = layout.column(align=True)
        col.label(text="Size Settings:")
        col.prop(wm.ivy_gen_props, "maxIvyLength")
        col.prop(wm.ivy_gen_props, "ivySize")
        col.prop(wm.ivy_gen_props, "maxFloatLength")
        col.prop(wm.ivy_gen_props, "maxAdhesionDistance")

        col = layout.column(align=True)
        col.label(text="Weight Settings:")
        col.prop(wm.ivy_gen_props, "primaryWeight")
        col.prop(wm.ivy_gen_props, "randomWeight")
        col.prop(wm.ivy_gen_props, "gravityWeight")
        col.prop(wm.ivy_gen_props, "adhesionWeight")

        col = layout.column(align=True)
        col.label(text="Branch Settings:")
        col.prop(wm.ivy_gen_props, "branchingProbability")
        col.prop(wm.ivy_gen_props, "ivyBranchSize")

        col = layout.column(align=True)
        col.prop(wm.ivy_gen_props, "growLeaves")

        if wm.ivy_gen_props.growLeaves:
            col = layout.column(align=True)
            col.label(text="Leaf Settings:")
            col.prop(wm.ivy_gen_props, "ivyLeafSize")
            col.prop(wm.ivy_gen_props, "leafProbability")


class IvyGenProperties(PropertyGroup):
    maxIvyLength: FloatProperty(
        name="Max Ivy Length",
        description="Maximum ivy length in Blender Units",
        default=1.0,
        min=0.0,
        soft_max=3.0,
        subtype='DISTANCE',
        unit='LENGTH'
    )
    primaryWeight: FloatProperty(
        name="Primary Weight",
        description="Weighting given to the current direction",
        default=0.5,
        min=0.0,
        soft_max=1.0
    )
    randomWeight: FloatProperty(
        name="Random Weight",
        description="Weighting given to the random direction",
        default=0.2,
        min=0.0,
        soft_max=1.0
    )
    gravityWeight: FloatProperty(
        name="Gravity Weight",
        description="Weighting given to the gravity direction",
        default=1.0,
        min=0.0,
        soft_max=1.0
    )
    adhesionWeight: FloatProperty(
        name="Adhesion Weight",
        description="Weighting given to the adhesion direction",
        default=0.1,
        min=0.0,
        soft_max=1.0
    )
    branchingProbability: FloatProperty(
        name="Branching Probability",
        description="Probability of a new branch forming",
        default=0.05,
        min=0.0,
        soft_max=1.0
    )
    leafProbability: FloatProperty(
        name="Leaf Probability",
        description="Probability of a leaf forming",
        default=0.35,
        min=0.0,
        soft_max=1.0
    )
    ivySize: FloatProperty(
        name="Ivy Size",
        description="The length of an ivy segment in Blender"
                    " Units",
        default=0.02,
        min=0.0,
        soft_max=1.0,
        precision=3
    )
    ivyLeafSize: FloatProperty(
        name="Ivy Leaf Size",
        description="The size of the ivy leaves",
        default=0.02,
        min=0.0,
        soft_max=0.5,
        precision=3
    )
    ivyBranchSize: FloatProperty(
        name="Ivy Branch Size",
        description="The size of the ivy branches",
        default=0.001,
        min=0.0,
        soft_max=0.1,
        precision=4
    )
    maxFloatLength: FloatProperty(
        name="Max Float Length",
        description="The maximum distance that a branch "
                    "can live while floating",
        default=0.5,
        min=0.0,
        soft_max=1.0
    )
    maxAdhesionDistance: FloatProperty(
        name="Max Adhesion Length",
        description="The maximum distance that a branch "
                    "will feel the effects of adhesion",
        default=1.0,
        min=0.0,
        soft_max=2.0,
        precision=2
    )
    randomSeed: IntProperty(
        name="Random Seed",
        description="The seed governing random generation",
        default=0,
        min=0
    )
    maxTime: FloatProperty(
        name="Maximum Time",
        description="The maximum time to run the generation for "
                    "in seconds generation (0.0 = Disabled)",
        default=0.0,
        min=0.0,
        soft_max=10
    )
    growLeaves: BoolProperty(
        name="Grow Leaves",
        description="Grow leaves or not",
        default=True
    )


classes = (
    IvyGen,
    IvyGenProperties,
    CURVE_PT_IvyGenPanel
)


def register():
    for cls in classes:
        bpy.utils.register_class(cls)

    bpy.types.WindowManager.ivy_gen_props = PointerProperty(
        type=IvyGenProperties
    )


def unregister():
    del bpy.types.WindowManager.ivy_gen_props

    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)


if __name__ == "__main__":
    register()

# ##### BEGIN GPL LICENSE BLOCK #####
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

# <pep8-80 compliant>

bl_info = {
    "name": "IvyGen",
    "author": "testscreenings, PKHG, TrumanBlending",
    "version": (0, 1, 5),
    "blender": (2, 80, 0),
    "location": "View3D > Properties Panel > Ivy Generator",
    "description": "Adds generated ivy to a mesh object starting "
                   "at the 3D cursor",
    "warning": "",
    "wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/Py/"
                "Scripts/Curve/Ivy_Gen",
    "category": "Add Curve",
}


import bpy
from bpy.types import (
    Operator,
    Panel,
    PropertyGroup,
)
from bpy.props import (
    BoolProperty,
    FloatProperty,
    IntProperty,
    PointerProperty,
)
from mathutils.bvhtree import BVHTree
from mathutils import (
    Vector,
    Matrix,
)
from collections import deque
from math import (
    pow, cos,
    pi, atan2,
)
from random import (
    random as rand_val,
    seed as rand_seed,
)
import time


def createIvyGeometry(IVY, growLeaves):
    """Create the curve geometry for IVY"""
    # Compute the local size and the gauss weight filter
    # local_ivyBranchSize = IVY.ivyBranchSize  # * radius * IVY.ivySize
    gaussWeight = (1.0, 2.0, 4.0, 7.0, 9.0, 10.0, 9.0, 7.0, 4.0, 2.0, 1.0)

    # Create a new curve and initialise it
    curve = bpy.data.curves.new("IVY", type='CURVE')
    curve.dimensions = '3D'
    curve.bevel_depth = 1
    curve.fill_mode = 'FULL'
    curve.resolution_u = 4

    if growLeaves:
        # Create the ivy leaves
        # Order location of the vertices
        signList = ((-1.0, +1.0),
                    (+1.0, +1.0),
                    (+1.0, -1.0),
                    (-1.0, -1.0),
                    )

        # Get the local size
        # local_ivyLeafSize = IVY.ivyLeafSize  # * radius * IVY.ivySize

        # Initialise the vertex and face lists
        vertList = deque()

        # Store the methods for faster calling
        addV = vertList.extend
        rotMat = Matrix.Rotation

    # Loop over all roots to generate its nodes
    for root in IVY.ivyRoots:
        # Only grow if more than one node
        numNodes = len(root.ivyNodes)
        if numNodes > 1:
            # Calculate the local radius
            local_ivyBranchRadius = 1.0 / (root.parents + 1) + 1.0
            prevIvyLength = 1.0 / root.ivyNodes[-1].length
            splineVerts = [ax for n in root.ivyNodes for ax in n.pos.to_4d()]

            radiusConstant = local_ivyBranchRadius * IVY.ivyBranchSize
            splineRadii = [radiusConstant * (1.3 - n.length * prevIvyLength)
                           for n in root.ivyNodes]

            # Add the poly curve and set coords and radii
            newSpline = curve.splines.new(type='POLY')
            newSpline.points.add(len(splineVerts) // 4 - 1)
            newSpline.points.foreach_set('co', splineVerts)
            newSpline.points.foreach_set('radius', splineRadii)

            # Loop over all nodes in the root
            for i, n in enumerate(root.ivyNodes):
                for k in range(len(gaussWeight)):
                    idx = max(0, min(i + k - 5, numNodes - 1))
                    n.smoothAdhesionVector += (gaussWeight[k] *
                                               root.ivyNodes[idx].adhesionVector)
                n.smoothAdhesionVector /= 56.0
                n.adhesionLength = n.smoothAdhesionVector.length
                n.smoothAdhesionVector.normalize()

                if growLeaves and (i < numNodes - 1):
                    node = root.ivyNodes[i]
                    nodeNext = root.ivyNodes[i + 1]

                    # Find the weight and normalize the smooth adhesion vector
                    weight = pow(node.length * prevIvyLength, 0.7)

                    # Calculate the ground ivy and the new weight
                    groundIvy = max(0.0, -node.smoothAdhesionVector.z)
                    weight += groundIvy * pow(1 - node.length *
                                                              prevIvyLength, 2)

                    # Find the alignment weight
                    alignmentWeight = node.adhesionLength

                    # Calculate the needed angles
                    phi = atan2(node.smoothAdhesionVector.y,
                                node.smoothAdhesionVector.x) - pi / 2.0

                    theta = (0.5 *
                        node.smoothAdhesionVector.angle(Vector((0, 0, -1)), 0))

                    # Find the size weight
                    sizeWeight = 1.5 - (cos(2 * pi * weight) * 0.5 + 0.5)

                    # Randomise the angles
                    phi += (rand_val() - 0.5) * (1.3 - alignmentWeight)
                    theta += (rand_val() - 0.5) * (1.1 - alignmentWeight)

                    # Calculate the leaf size an append the face to the list
                    leafSize = IVY.ivyLeafSize * sizeWeight

                    for j in range(10):
                        # Generate the probability
                        probability = rand_val()

                        # If we need to grow a leaf, do so
                        if (probability * weight) > IVY.leafProbability:

                            # Generate the random vector
                            randomVector = Vector((rand_val() - 0.5,
                                                   rand_val() - 0.5,
                                                   rand_val() - 0.5,
                                                   ))

                            # Find the leaf center
                            center = (node.pos.lerp(nodeNext.pos, j / 10.0) +
                                               IVY.ivyLeafSize * randomVector)

                            # For each of the verts, rotate/scale and append
                            basisVecX = Vector((1, 0, 0))
                            basisVecY = Vector((0, 1, 0))

                            horiRot = rotMat(theta, 3, 'X')
                            vertRot = rotMat(phi, 3, 'Z')

                            basisVecX.rotate(horiRot)
                            basisVecY.rotate(horiRot)

                            basisVecX.rotate(vertRot)
                            basisVecY.rotate(vertRot)

                            basisVecX *= leafSize
                            basisVecY *= leafSize

                            addV([k1 * basisVecX + k2 * basisVecY + center for
                                                           k1, k2 in signList])

    # Add the object and link to scene
    newCurve = bpy.data.objects.new("IVY_Curve", curve)
    bpy.context.collection.objects.link(newCurve)

    if growLeaves:
        faceList = [[4 * i + l for l in range(4)] for i in
                    range(len(vertList) // 4)]

        # Generate the new leaf mesh and link
        me = bpy.data.meshes.new('IvyLeaf')
        me.from_pydata(vertList, [], faceList)
        me.update(calc_edges=True)
        ob = bpy.data.objects.new('IvyLeaf', me)
        bpy.context.collection.objects.link(ob)

        me.uv_layers.new(name="Leaves")

        # Set the uv texture coords
        # TODO, this is non-functional, default uvs are ok?
        '''
        for d in tex.data:
            uv1, uv2, uv3, uv4 = signList
        '''

        ob.parent = newCurve


class IvyNode:
    """ The basic class used for each point on the ivy which is grown."""
    __slots__ = ('pos', 'primaryDir', 'adhesionVector', 'adhesionLength',
                 'smoothAdhesionVector', 'length', 'floatingLength', 'climb')

    def __init__(self):
        self.pos = Vector((0, 0, 0))
        self.primaryDir = Vector((0, 0, 1))
        self.adhesionVector = Vector((0, 0, 0))
        self.smoothAdhesionVector = Vector((0, 0, 0))
        self.length = 0.0001
        self.floatingLength = 0.0
        self.climb = True


class IvyRoot:
    """ The class used to hold all ivy nodes growing from this root point."""
    __slots__ = ('ivyNodes', 'alive', 'parents')

    def __init__(self):
        self.ivyNodes = deque()
        self.alive = True
        self.parents = 0


class Ivy:
    """ The class holding all parameters and ivy roots."""
    __slots__ = ('ivyRoots', 'primaryWeight', 'randomWeight',
                 'gravityWeight', 'adhesionWeight', 'branchingProbability',
                 'leafProbability', 'ivySize', 'ivyLeafSize', 'ivyBranchSize',
                 'maxFloatLength', 'maxAdhesionDistance', 'maxLength')

    def __init__(self,
                 primaryWeight=0.5,
                 randomWeight=0.2,
                 gravityWeight=1.0,
                 adhesionWeight=0.1,
                 branchingProbability=0.05,
                 leafProbability=0.35,
                 ivySize=0.02,
                 ivyLeafSize=0.02,
                 ivyBranchSize=0.001,
                 maxFloatLength=0.5,
                 maxAdhesionDistance=1.0):

        self.ivyRoots = deque()
        self.primaryWeight = primaryWeight
        self.randomWeight = randomWeight
        self.gravityWeight = gravityWeight
        self.adhesionWeight = adhesionWeight
        self.branchingProbability = 1 - branchingProbability
        self.leafProbability = 1 - leafProbability
        self.ivySize = ivySize
        self.ivyLeafSize = ivyLeafSize
        self.ivyBranchSize = ivyBranchSize
        self.maxFloatLength = maxFloatLength
        self.maxAdhesionDistance = maxAdhesionDistance
        self.maxLength = 0.0

        # Normalize all the weights only on initialisation
        sums = self.primaryWeight + self.randomWeight + self.adhesionWeight
        self.primaryWeight /= sums
        self.randomWeight /= sums
        self.adhesionWeight /= sums

    def seed(self, seedPos):
        # Seed the Ivy by making a new root and first node
        tmpRoot = IvyRoot()
        tmpIvy = IvyNode()
        tmpIvy.pos = seedPos

        tmpRoot.ivyNodes.append(tmpIvy)
        self.ivyRoots.append(tmpRoot)

    def grow(self, ob, bvhtree):
        # Determine the local sizes
        # local_ivySize = self.ivySize  # * radius
        # local_maxFloatLength = self.maxFloatLength  # * radius
        # local_maxAdhesionDistance = self.maxAdhesionDistance  # * radius

        for root in self.ivyRoots:
            # Make sure the root is alive, if not, skip
            if not root.alive:
                continue

            # Get the last node in the current root
            prevIvy = root.ivyNodes[-1]

            # If the node is floating for too long, kill the root
            if prevIvy.floatingLength > self.maxFloatLength:
                root.alive = False

            # Set the primary direction from the last node
            primaryVector = prevIvy.primaryDir

            # Make the random vector and normalize
            randomVector = Vector((rand_val() - 0.5, rand_val() - 0.5,
                                   rand_val() - 0.5)) + Vector((0, 0, 0.2))
            randomVector.normalize()

            # Calculate the adhesion vector
            adhesionVector = adhesion(
                    prevIvy.pos, bvhtree, self.maxAdhesionDistance)

            # Calculate the growing vector
            growVector = self.ivySize * (primaryVector * self.primaryWeight +
                                          randomVector * self.randomWeight +
                                          adhesionVector * self.adhesionWeight)

            # Find the gravity vector
            gravityVector = (self.ivySize * self.gravityWeight *
                                                            Vector((0, 0, -1)))
            gravityVector *= pow(prevIvy.floatingLength / self.maxFloatLength,
                                 0.7)

            # Determine the new position vector
            newPos = prevIvy.pos + growVector + gravityVector

            # Check for collisions with the object
            climbing, newPos = collision(bvhtree, prevIvy.pos, newPos)

            # Update the growing vector for any collisions
            growVector = newPos - prevIvy.pos - gravityVector
            growVector.normalize()

            # Create a new IvyNode and set its properties
            tmpNode = IvyNode()
            tmpNode.climb = climbing
            tmpNode.pos = newPos
            tmpNode.primaryDir = prevIvy.primaryDir.lerp(growVector, 0.5)
            tmpNode.primaryDir.normalize()
            tmpNode.adhesionVector = adhesionVector
            tmpNode.length = prevIvy.length + (newPos - prevIvy.pos).length

            if tmpNode.length > self.maxLength:
                self.maxLength = tmpNode.length

            # If the node isn't climbing, update it's floating length
            # Otherwise set it to 0
            if not climbing:
                tmpNode.floatingLength = prevIvy.floatingLength + (newPos -
                                                            prevIvy.pos).length
            else:
                tmpNode.floatingLength = 0.0

            root.ivyNodes.append(tmpNode)

        # Loop through all roots to check if a new root is generated
        for root in self.ivyRoots:
            # Check the root is alive and isn't at high level of recursion
            if (root.parents > 3) or (not root.alive):
                continue

            # Check to make sure there's more than 1 node
            if len(root.ivyNodes) > 1:
                # Loop through all nodes in root to check if new root is grown
                for node in root.ivyNodes:
                    # Set the last node of the root and find the weighting
                    prevIvy = root.ivyNodes[-1]
                    weight = 1.0 - (cos(2.0 * pi * node.length /
                                        prevIvy.length) * 0.5 + 0.5)

                    probability = rand_val()

                    # Check if a new root is grown and if so, set its values
                    if (probability * weight > self.branchingProbability):
                        tmpNode = IvyNode()
                        tmpNode.pos = node.pos
                        tmpNode.floatingLength = node.floatingLength

                        tmpRoot = IvyRoot()
                        tmpRoot.parents = root.parents + 1

                        tmpRoot.ivyNodes.append(tmpNode)
                        self.ivyRoots.append(tmpRoot)
                        return


def adhesion(loc, bvhtree, max_l):
    # Compute the adhesion vector by finding the nearest point
    nearest_location, *_ = bvhtree.find_nearest(loc, max_l)
    adhesion_vector = Vector((0.0, 0.0, 0.0))
    if nearest_location is not None:
        # Compute the distance to the nearest point
        adhesion_vector = nearest_location - loc
        distance = adhesion_vector.length
        # If it's less than the maximum allowed and not 0, continue
        if distance:
            # Compute the direction vector between the closest point and loc
            adhesion_vector.normalize()
            adhesion_vector *= 1.0 - distance / max_l
            # adhesion_vector *= getFaceWeight(ob.data, nearest_result[3])
    return adhesion_vector


def collision(bvhtree, pos, new_pos):
    # Check for collision with the object
    climbing = False

    corrected_new_pos = new_pos
    direction = new_pos - pos

    hit_location, hit_normal, *_ = bvhtree.ray_cast(pos, direction, direction.length)
    # If there's a collision we need to check it
    if hit_location is not None:
        # Check whether the collision is going into the object
        if direction.dot(hit_normal) < 0.0:
            reflected_direction = (new_pos - hit_location).reflect(hit_normal)

            corrected_new_pos = hit_location + reflected_direction
            climbing = True

    return climbing, corrected_new_pos


def bvhtree_from_object(ob):
    import bmesh
    bm = bmesh.new()

    mesh = ob.to_mesh(bpy.context.depsgraph, True)
    bm.from_mesh(mesh)
    bm.transform(ob.matrix_world)

    bvhtree = BVHTree.FromBMesh(bm)
    bpy.data.meshes.remove(mesh)
    return bvhtree

def check_mesh_faces(ob):
    me = ob.data
    if len(me.polygons) > 0:
        return True

    return False


class IvyGen(Operator):
    bl_idname = "curve.ivy_gen"
    bl_label = "IvyGen"
    bl_description = "Generate Ivy on an Mesh Object"
    bl_options = {'REGISTER', 'UNDO'}

    updateIvy: BoolProperty(
        name="Update Ivy",
        description="Update the Ivy location based on the cursor and Panel settings",
        default=False
    )
    defaultIvy: BoolProperty(
        name="Default Ivy",
        options={"HIDDEN", "SKIP_SAVE"},
        default=False
    )

    @classmethod
    def poll(self, context):
        # Check if there's an object and whether it's a mesh
        ob = context.active_object
        return ((ob is not None) and
                (ob.type == 'MESH') and
                (context.mode == 'OBJECT'))

    def invoke(self, context, event):
        self.updateIvy = True
        return self.execute(context)

    def execute(self, context):
        # scene = context.scene
        ivyProps = context.window_manager.ivy_gen_props

        if not self.updateIvy:
            return {'PASS_THROUGH'}

        # assign the variables, check if it is default
        # Note: update the values if window_manager props defaults are changed
        randomSeed = ivyProps.randomSeed if not self.defaultIvy else 0
        maxTime = ivyProps.maxTime if not self.defaultIvy else 0
        maxIvyLength = ivyProps.maxIvyLength if not self.defaultIvy else 1.0
        ivySize = ivyProps.ivySize if not self.defaultIvy else 0.02
        maxFloatLength = ivyProps.maxFloatLength if not self.defaultIvy else 0.5
        maxAdhesionDistance = ivyProps.maxAdhesionDistance if not self.defaultIvy else 1.0
        primaryWeight = ivyProps.primaryWeight if not self.defaultIvy else 0.5
        randomWeight = ivyProps.randomWeight if not self.defaultIvy else 0.2
        gravityWeight = ivyProps.gravityWeight if not self.defaultIvy else 1.0
        adhesionWeight = ivyProps.adhesionWeight if not self.defaultIvy else 0.1
        branchingProbability = ivyProps.branchingProbability if not self.defaultIvy else 0.05
        leafProbability = ivyProps.leafProbability if not self.defaultIvy else 0.35
        ivyBranchSize = ivyProps.ivyBranchSize if not self.defaultIvy else 0.001
        ivyLeafSize = ivyProps.ivyLeafSize if not self.defaultIvy else 0.02
        growLeaves = ivyProps.growLeaves if not self.defaultIvy else True

        bpy.ops.object.mode_set(mode='EDIT', toggle=False)
        bpy.ops.object.mode_set(mode='OBJECT', toggle=False)

        # Get the selected object
        ob = context.active_object
        bvhtree = bvhtree_from_object(ob)

        # Check if the mesh has at least one polygon since some functions
        # are expecting them in the object's data (see T51753)
        check_face = check_mesh_faces(ob)
        if check_face is False:
            self.report({'WARNING'},
                        "Mesh Object doesn't have at least one Face. "
                        "Operation Cancelled")
            return {"CANCELLED"}

        # Compute bounding sphere radius
        # radius = computeBoundingSphere(ob)  # Not needed anymore

        # Get the seeding point
        seedPoint = context.scene.cursor.location

        # Fix the random seed
        rand_seed(randomSeed)

        # Make the new ivy
        IVY = Ivy(
            primaryWeight=primaryWeight,
            randomWeight=randomWeight,
            gravityWeight=gravityWeight,
            adhesionWeight=adhesionWeight,
            branchingProbability=branchingProbability,
            leafProbability=leafProbability,
            ivySize=ivySize,
            ivyLeafSize=ivyLeafSize,
            ivyBranchSize=ivyBranchSize,
            maxFloatLength=maxFloatLength,
            maxAdhesionDistance=maxAdhesionDistance
            )
        # Generate first root and node
        IVY.seed(seedPoint)

        checkTime = False
        maxLength = maxIvyLength  # * radius

        # If we need to check time set the flag
        if maxTime != 0.0:
            checkTime = True

        t = time.time()
        startPercent = 0.0
        checkAliveIter = [True, ]

        # Grow until 200 roots is reached or backup counter exceeds limit
        while (any(checkAliveIter) and
               (IVY.maxLength < maxLength) and
               (not checkTime or (time.time() - t < maxTime))):
            # Grow the ivy for this iteration
            IVY.grow(ob, bvhtree)

            # Print the proportion of ivy growth to console
            if (IVY.maxLength / maxLength * 100) > 10 * startPercent // 10:
                print('%0.2f%% of Ivy nodes have grown' %
                                         (IVY.maxLength / maxLength * 100))
                startPercent += 10
                if IVY.maxLength / maxLength > 1:
                    print("Halting Growth")

            # Make an iterator to check if all are alive
            checkAliveIter = (r.alive for r in IVY.ivyRoots)

        # Create the curve and leaf geometry
        createIvyGeometry(IVY, growLeaves)
        print("Geometry Generation Complete")

        print("Ivy generated in %0.2f s" % (time.time() - t))

        self.updateIvy = False
        self.defaultIvy = False

        return {'FINISHED'}

    def draw(self, context):
        layout = self.layout

        layout.prop(self, "updateIvy", icon="FILE_REFRESH")


class CURVE_PT_IvyGenPanel(Panel):
    bl_label = "Ivy Generator"
    bl_idname = "CURVE_PT_IvyGenPanel"
    bl_space_type = "VIEW_3D"
    bl_region_type = "UI"
    bl_category = "View"
    bl_options = {"DEFAULT_CLOSED"}

    def draw(self, context):
        layout = self.layout
        wm = context.window_manager
        col = layout.column(align=True)

        prop_new = col.operator("curve.ivy_gen", text="Add New Ivy", icon="OUTLINER_OB_CURVE")
        prop_new.defaultIvy = False
        prop_new.updateIvy = True

        prop_def = col.operator("curve.ivy_gen", text="Add New Default Ivy", icon="CURVE_DATA")
        prop_def.defaultIvy = True
        prop_def.updateIvy = True

        col = layout.column(align=True)
        col.label(text="Generation Settings:")
        col.prop(wm.ivy_gen_props, "randomSeed")
        col.prop(wm.ivy_gen_props, "maxTime")

        col = layout.column(align=True)
        col.label(text="Size Settings:")
        col.prop(wm.ivy_gen_props, "maxIvyLength")
        col.prop(wm.ivy_gen_props, "ivySize")
        col.prop(wm.ivy_gen_props, "maxFloatLength")
        col.prop(wm.ivy_gen_props, "maxAdhesionDistance")

        col = layout.column(align=True)
        col.label(text="Weight Settings:")
        col.prop(wm.ivy_gen_props, "primaryWeight")
        col.prop(wm.ivy_gen_props, "randomWeight")
        col.prop(wm.ivy_gen_props, "gravityWeight")
        col.prop(wm.ivy_gen_props, "adhesionWeight")

        col = layout.column(align=True)
        col.label(text="Branch Settings:")
        col.prop(wm.ivy_gen_props, "branchingProbability")
        col.prop(wm.ivy_gen_props, "ivyBranchSize")

        col = layout.column(align=True)
        col.prop(wm.ivy_gen_props, "growLeaves")

        if wm.ivy_gen_props.growLeaves:
            col = layout.column(align=True)
            col.label(text="Leaf Settings:")
            col.prop(wm.ivy_gen_props, "ivyLeafSize")
            col.prop(wm.ivy_gen_props, "leafProbability")


class IvyGenProperties(PropertyGroup):
    maxIvyLength: FloatProperty(
        name="Max Ivy Length",
        description="Maximum ivy length in Blender Units",
        default=1.0,
        min=0.0,
        soft_max=3.0,
        subtype='DISTANCE',
        unit='LENGTH'
    )
    primaryWeight: FloatProperty(
        name="Primary Weight",
        description="Weighting given to the current direction",
        default=0.5,
        min=0.0,
        soft_max=1.0
    )
    randomWeight: FloatProperty(
        name="Random Weight",
        description="Weighting given to the random direction",
        default=0.2,
        min=0.0,
        soft_max=1.0
    )
    gravityWeight: FloatProperty(
        name="Gravity Weight",
        description="Weighting given to the gravity direction",
        default=1.0,
        min=0.0,
        soft_max=1.0
    )
    adhesionWeight: FloatProperty(
        name="Adhesion Weight",
        description="Weighting given to the adhesion direction",
        default=0.1,
        min=0.0,
        soft_max=1.0
    )
    branchingProbability: FloatProperty(
        name="Branching Probability",
        description="Probability of a new branch forming",
        default=0.05,
        min=0.0,
        soft_max=1.0
    )
    leafProbability: FloatProperty(
        name="Leaf Probability",
        description="Probability of a leaf forming",
        default=0.35,
        min=0.0,
        soft_max=1.0
    )
    ivySize: FloatProperty(
        name="Ivy Size",
        description="The length of an ivy segment in Blender"
                    " Units",
        default=0.02,
        min=0.0,
        soft_max=1.0,
        precision=3
    )
    ivyLeafSize: FloatProperty(
        name="Ivy Leaf Size",
        description="The size of the ivy leaves",
        default=0.02,
        min=0.0,
        soft_max=0.5,
        precision=3
    )
    ivyBranchSize: FloatProperty(
        name="Ivy Branch Size",
        description="The size of the ivy branches",
        default=0.001,
        min=0.0,
        soft_max=0.1,
        precision=4
    )
    maxFloatLength: FloatProperty(
        name="Max Float Length",
        description="The maximum distance that a branch "
                    "can live while floating",
        default=0.5,
        min=0.0,
        soft_max=1.0
    )
    maxAdhesionDistance: FloatProperty(
        name="Max Adhesion Length",
        description="The maximum distance that a branch "
                    "will feel the effects of adhesion",
        default=1.0,
        min=0.0,
        soft_max=2.0,
        precision=2
    )
    randomSeed: IntProperty(
        name="Random Seed",
        description="The seed governing random generation",
        default=0,
        min=0
    )
    maxTime: FloatProperty(
        name="Maximum Time",
        description="The maximum time to run the generation for "
                    "in seconds generation (0.0 = Disabled)",
        default=0.0,
        min=0.0,
        soft_max=10
    )
    growLeaves: BoolProperty(
        name="Grow Leaves",
        description="Grow leaves or not",
        default=True
    )


classes = (
    IvyGen,
    IvyGenProperties,
    CURVE_PT_IvyGenPanel
)


def register():
    for cls in classes:
        bpy.utils.register_class(cls)

    bpy.types.WindowManager.ivy_gen_props = PointerProperty(
        type=IvyGenProperties
    )


def unregister():
    del bpy.types.WindowManager.ivy_gen_props

    for cls in reversed(classes):
        bpy.utils.unregister_class(cls)


if __name__ == "__main__":
    register()

# ##### BEGIN GPL LICENSE BLOCK ##### # #  This program is free software; you can redistribute it and/or #  modify it under the terms of the GNU General Public License #  as published by the Free Software Foundation; either version 2 #  of the License, or (at your option) any later version. # #  This program is distributed in the hope that it will be useful, #  but WITHOUT ANY WARRANTY; without even the implied warranty of #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the #  GNU General Public License for more details. # #  You should have received a copy of the GNU General Public License #  along with this program; if not, write to the Free Software Foundation, #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # <pep8-80 compliant> Create the curve geometry for IVY # Compute the local size and the gauss weight filter # local_ivyBranchSize = IVY.ivyBranchSize  # * radius * IVY.ivySize # Create a new curve and initialise it # Create the ivy leaves # Order location of the vertices # Get the local size # local_ivyLeafSize = IVY.ivyLeafSize  # * radius * IVY.ivySize # Initialise the vertex and face lists # Store the methods for faster calling # Loop over all roots to generate its nodes # Only grow if more than one node # Calculate the local radius # Add the poly curve and set coords and radii # Loop over all nodes in the root # Find the weight and normalize the smooth adhesion vector # Calculate the ground ivy and the new weight # Find the alignment weight # Calculate the needed angles # Find the size weight # Randomise the angles # Calculate the leaf size an append the face to the list # Generate the probability # If we need to grow a leaf, do so # Generate the random vector # Find the leaf center # For each of the verts, rotate/scale and append # Add the object and link to scene # Generate the new leaf mesh and link # Set the uv texture coords # TODO, this is non-functional, default uvs are ok? for d in tex.data:             uv1, uv2, uv3, uv4 = signList The basic class used for each point on the ivy which is grown. The class used to hold all ivy nodes growing from this root point. The class holding all parameters and ivy roots. # Normalize all the weights only on initialisation # Seed the Ivy by making a new root and first node # Determine the local sizes # local_ivySize = self.ivySize  # * radius # local_maxFloatLength = self.maxFloatLength  # * radius # local_maxAdhesionDistance = self.maxAdhesionDistance  # * radius # Make sure the root is alive, if not, skip # Get the last node in the current root # If the node is floating for too long, kill the root # Set the primary direction from the last node # Make the random vector and normalize # Calculate the adhesion vector # Calculate the growing vector # Find the gravity vector # Determine the new position vector # Check for collisions with the object # Update the growing vector for any collisions # Create a new IvyNode and set its properties # If the node isn't climbing, update it's floating length # Otherwise set it to 0 # Loop through all roots to check if a new root is generated # Check the root is alive and isn't at high level of recursion # Check to make sure there's more than 1 node # Loop through all nodes in root to check if new root is grown # Set the last node of the root and find the weighting # Check if a new root is grown and if so, set its values # Compute the adhesion vector by finding the nearest point # Compute the distance to the nearest point # If it's less than the maximum allowed and not 0, continue # Compute the direction vector between the closest point and loc # adhesion_vector *= getFaceWeight(ob.data, nearest_result[3]) # Check for collision with the object # If there's a collision we need to check it # Check whether the collision is going into the object # Check if there's an object and whether it's a mesh # scene = context.scene # assign the variables, check if it is default # Note: update the values if window_manager props defaults are changed # Get the selected object # Check if the mesh has at least one polygon since some functions # are expecting them in the object's data (see T51753) # Compute bounding sphere radius # radius = computeBoundingSphere(ob)  # Not needed anymore # Get the seeding point # Fix the random seed # Make the new ivy # Generate first root and node # * radius # If we need to check time set the flag # Grow until 200 roots is reached or backup counter exceeds limit # Grow the ivy for this iteration # Print the proportion of ivy growth to console # Make an iterator to check if all are alive # Create the curve and leaf geometry