# ##### BEGIN GPL LICENSE BLOCK #####
#
#  SCA Tree Generator, a Blender add-on
#  (c) 2013 Michel J. Anders (varkenvarken)
#
#  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 compliant>

bl_info = {
    "name": "SCA Tree Generator",
    "author": "michel anders (varkenvarken)",
    "version": (0, 1, 3),
    "blender": (2, 77, 0),
    "location": "View3D > Add > Mesh",
    "description": "Create a tree using the space colonization algorithm starting at the 3D cursor",
    "warning": "",
    "wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/Py/"
                "Scripts/Add_Mesh/Add_Space_Tree",
    "tracker_url": "https://developer.blender.org/maniphest/task/edit/form/2/",
    "category": "Add Mesh"
}

import bpy
from random import (
    gauss, random,
)
from functools import partial
from math import (
    cos, sin,
)
from bpy.props import (
    BoolProperty,
    EnumProperty,
    FloatProperty,
    IntProperty,
)
from mathutils import (
    Euler,
    Vector,
    Quaternion,
)
# simple skinning algorithm building blocks
from .simplefork import (
    quadfork, bridgequads,
)
# the core class that implements the space colonization
# algorithm and the definition of a segment
from .sca import (
    SCA, Branchpoint,
)
from .timer import Timer


def availableGroups(self, context):
    return [(name, name, name, n) for n, name in enumerate(bpy.data.groups.keys())]


def availableGroupsOrNone(self, context):
    groups = [('None', 'None', 'None', 1)]
    return groups + [(name, name, name, n + 1) for n, name in enumerate(bpy.data.groups.keys())]


def availableObjects(self, context):
    return [(name, name, name, n + 1) for n, name in enumerate(bpy.data.objects.keys())]


def ellipsoid(r=5, rz=5, p=Vector((0, 0, 8)), taper=0):
    r2 = r * r
    z2 = rz * rz
    if rz > r:
        r = rz
    while True:
        x = (random() * 2 - 1) * r
        y = (random() * 2 - 1) * r
        z = (random() * 2 - 1) * r
        f = (z + r) / (2 * r)
        f = 1 + f * taper if taper >= 0 else (1 - f) * -taper
        if f * x * x / r2 + f * y * y / r2 + z * z / z2 <= 1:
            yield p + Vector((x, y, z))


def pointInsideMesh(pointrelativetocursor, ob):
    # adapted from http://blenderartists.org/forum/showthread.php?"
    # "195605-Detecting-if-a-point-is-inside-a-mesh-2-5-API&p=1691633&viewfull=1#post1691633
    mat = ob.matrix_world.inverted()
    orig = mat * (pointrelativetocursor + bpy.context.scene.cursor_location)
    count = 0
    axis = Vector((0, 0, 1))
    while True:
        # Note: address changes introduced to object.ray_cast return (see T54414)
        result, location, normal, index = ob.ray_cast(orig, orig + axis * 10000.0)
        if index == -1:
            break
        count += 1
        orig = location + axis * 0.00001
    if count % 2 == 0:
        return False
    return True


def ellipsoid2(rxy=5, rz=5, p=Vector((0, 0, 8)), surfacebias=1, topbias=1):
    while True:
        phi = 6.283 * random()
        theta = 3.1415 * (random() - 0.5)
        r = random() ** (surfacebias / 2)
        x = r * rxy * cos(theta) * cos(phi)
        y = r * rxy * cos(theta) * sin(phi)
        st = sin(theta)
        st = (((st + 1) / 2) ** topbias) * 2 - 1
        z = r * rz * st
        # print(">>>%.2f %.2f %.2f "%(x,y,z))
        m = p + Vector((x, y, z))
        reject = False
        for ob in bpy.context.selected_objects:
            # probably we should check if each object is a mesh
            if pointInsideMesh(m, ob):
                reject = True
                break
        if not reject:
            yield m


def halton3D(index):
    """
    return a quasi random 3D vector R3 in [0,1].
    each component is based on a halton sequence.
    quasi random is good enough for our purposes and is
    more evenly distributed then pseudo random sequences.
    See en.m.wikipedia.org/wiki/Halton_sequence
    """

    def halton(index, base):
        result = 0
        f = 1.0 / base
        I = index
        while I > 0:
            result += f * (I % base)
            I = int(I / base)
            f /= base
        return result
    return Vector((halton(index, 2), halton(index, 3), halton(index, 5)))


def insidegroup(pointrelativetocursor, group):
    if bpy.data.groups.find(group) < 0:
        return False
    for ob in bpy.data.groups[group].objects:
        if pointInsideMesh(pointrelativetocursor, ob):
            return True
    return False


def groupdistribution(crowngroup, shadowgroup=None, seed=0, size=Vector((1, 1, 1)),
                      pointrelativetocursor=Vector((0, 0, 0))):
    if crowngroup == shadowgroup:
        shadowgroup = None  # safeguard otherwise every marker would be rejected
    nocrowngroup = bpy.data.groups.find(crowngroup) < 0
    noshadowgroup = (shadowgroup is None) or (bpy.data.groups.find(shadowgroup) < 0) or (shadowgroup == 'None')
    index = 100 + seed
    nmarkers = 0
    nyield = 0
    while True:
        nmarkers += 1
        v = halton3D(index)
        v[0] *= size[0]
        v[1] *= size[1]
        v[2] *= size[2]
        v += pointrelativetocursor
        index += 1
        insidecrown = nocrowngroup or insidegroup(v, crowngroup)
        outsideshadow = noshadowgroup or not insidegroup(v, shadowgroup)
        # if shadowgroup overlaps all or a significant part of the crowngroup
        # no markers will be yielded and we would be in an endless loop.
        # so if we yield too few correct markers we start yielding them anyway.
        lowyieldrate = (nmarkers > 200) and (nyield / nmarkers < 0.01)
        if (insidecrown and outsideshadow) or lowyieldrate:
            nyield += 1
            yield v


def groupExtends(group):
    """
    return a size,minimum tuple both Vector elements, describing the size and position
    of the bounding box in world space that encapsulates all objects in a group.
    """
    bb = []
    if bpy.data.groups.find(group) >= 0:
        for ob in bpy.data.groups[group].objects:
            rot = ob.matrix_world.to_quaternion()
            scale = ob.matrix_world.to_scale()
            translate = ob.matrix_world.translation
            for v in ob.bound_box:  # v is not a vector but an array of floats
                p = ob.matrix_world * Vector(v[0:3])
                bb.extend(p[0:3])
    mx = Vector((max(bb[0::3]), max(bb[1::3]), max(bb[2::3])))
    mn = Vector((min(bb[0::3]), min(bb[1::3]), min(bb[2::3])))
    return mx - mn, mn


def createLeaves(tree, probability=0.5, size=0.5, randomsize=0.1,
                 randomrot=0.1, maxconnections=2, bunchiness=1.0, connectoffset=-0.1):
    p = bpy.context.scene.cursor_location

    verts = []
    faces = []
    c1 = Vector((connectoffset, -size / 2, 0))
    c2 = Vector((size + connectoffset, -size / 2, 0))
    c3 = Vector((size + connectoffset, size / 2, 0))
    c4 = Vector((connectoffset, size / 2, 0))
    t = gauss(1.0 / probability, 0.1)
    bpswithleaves = 0
    for bp in tree.branchpoints:
        if bp.connections < maxconnections:

            dv = tree.branchpoints[bp.parent].v - bp.v if bp.parent else Vector((0, 0, 0))
            dvp = Vector((0, 0, 0))

            bpswithleaves += 1
            nleavesonbp = 0
            while t < bpswithleaves:
                nleavesonbp += 1
                rx = (random() - 0.5) * randomrot * 6.283  # TODO vertical tilt in direction of tropism
                ry = (random() - 0.5) * randomrot * 6.283
                rot = Euler((rx, ry, random() * 6.283), 'ZXY')
                scale = 1 + (random() - 0.5) * randomsize
                v = c1.copy()
                v.rotate(rot)
                verts.append(v * scale + bp.v + dvp)
                v = c2.copy()
                v.rotate(rot)
                verts.append(v * scale + bp.v + dvp)
                v = c3.copy()
                v.rotate(rot)
                verts.append(v * scale + bp.v + dvp)
                v = c4.copy()
                v.rotate(rot)
                verts.append(v * scale + bp.v + dvp)
                n = len(verts)
                faces.append((n - 1, n - 4, n - 3, n - 2))
                # this is not the best choice of distribution because we might
                # get negative values especially if sigma is large
                t += gauss(1.0 / probability, 0.1)
                dvp = nleavesonbp * (dv / (probability ** bunchiness))  # TODO add some randomness to the offset

    mesh = bpy.data.meshes.new('Leaves')
    mesh.from_pydata(verts, [], faces)
    mesh.update(calc_edges=True)
    mesh.uv_textures.new()
    return mesh


def createMarkers(tree, scale=0.05):
    # not used as markers are parented to tree object that is created at the cursor position
    # p=bpy.context.scene.cursor_location

    verts = []
    faces = []

    tetraeder = [Vector((-1, 1, -1)), Vector((1, -1, -1)), Vector((1, 1, 1)), Vector((-1, -1, 1))]
    tetraeder = [v * scale for v in tetraeder]
    tfaces = [(0, 1, 2), (0, 1, 3), (1, 2, 3), (0, 3, 2)]

    for ep in tree.endpoints:
        verts.extend([ep + v for v in tetraeder])
        n = len(faces)
        faces.extend([(f1 + n, f2 + n, f3 + n) for f1, f2, f3 in tfaces])

    mesh = bpy.data.meshes.new('Markers')
    mesh.from_pydata(verts, [], faces)
    mesh.update(calc_edges=True)
    return mesh


def createObjects(tree, parent=None, objectname=None, probability=0.5, size=0.5,
                  randomsize=0.1, randomrot=0.1, maxconnections=2, bunchiness=1.0):

    if (parent is None) or (objectname is None) or (objectname == 'None'):
        return

    # not necessary, we parent the new objects: p=bpy.context.scene.cursor_location

    theobject = bpy.data.objects[objectname]

    t = gauss(1.0 / probability, 0.1)
    bpswithleaves = 0
    for bp in tree.branchpoints:
        if bp.connections < maxconnections:

            dv = tree.branchpoints[bp.parent].v - bp.v if bp.parent else Vector((0, 0, 0))
            dvp = Vector((0, 0, 0))

            bpswithleaves += 1
            nleavesonbp = 0
            while t < bpswithleaves:
                nleavesonbp += 1
                rx = (random() - 0.5) * randomrot * 6.283  # TODO vertical tilt in direction of tropism
                ry = (random() - 0.5) * randomrot * 6.283
                rot = Euler((rx, ry, random() * 6.283), 'ZXY')
                scale = size + (random() - 0.5) * randomsize

                # add new object and parent it
                obj = bpy.data.objects.new(objectname, theobject.data)
                obj.location = bp.v + dvp
                obj.rotation_mode = 'ZXY'
                obj.rotation_euler = rot[:]
                obj.scale = [scale, scale, scale]
                obj.parent = parent
                bpy.context.scene.objects.link(obj)
                # this is not the best choice of distribution because we might
                # get negative values especially if sigma is large
                t += gauss(1.0 / probability, 0.1)
                dvp = nleavesonbp * (dv / (probability ** bunchiness))  # TODO add some randomness to the offset


def vertextend(v, dv):
    n = len(v)
    v.extend(dv)
    return tuple(range(n, n + len(dv)))


def vertcopy(loopa, v, p):
    dv = [v[i] + p for i in loopa]
    # print(loopa, p, dv)
    return vertextend(v, dv)


def bend(p0, p1, p2, loopa, loopb, verts):
    # will extend this with a tri centered at p0
    # print('bend')
    return bridgequads(loopa, loopb, verts)


def extend(p0, p1, p2, loopa, verts):
    # will extend this with a tri centered at p0
    # print('extend')
    # print(p0,p1,p2,[verts[i] for i in loopa])

    # both difference point upward, we extend to the second
    d1 = p1 - p0
    d2 = p0 - p2
    p = (verts[loopa[0]] + verts[loopa[1]] + verts[loopa[2]] + verts[loopa[3]]) / 4
    a = d1.angle(d2, 0)
    if abs(a) < 0.05:
        # print('small angle')
        loopb = vertcopy(loopa, verts, p0 - d2 / 2 - p)
        # all verts in loopb are displaced the same amount so no need to find the minimum distance
        n = 4
        return ([(loopa[(i) % n], loopa[(i + 1) % n],
                 loopb[(i + 1) % n], loopb[(i) % n]) for i in range(n)], loopa, loopb)

    r = d2.cross(d1)
    q = Quaternion(r, -a)
    dverts = [verts[i] - p for i in loopa]
    # print('large angle',dverts,'axis',r)
    for dv in dverts:
        dv.rotate(q)
    # print('rotated',dverts)
    for dv in dverts:
        dv += (p0 - d2 / 2)
    # print('moved',dverts)
    loopb = vertextend(verts, dverts)
    # none of the verts in loopb are rotated so no need to find the minimum distance
    n = 4
    return ([(loopa[(i) % n], loopa[(i + 1) % n], loopb[(i + 1) % n], loopb[(i) % n]) for i in range(n)], loopa, loopb)


def nonfork(bp, parent, apex, verts, p, branchpoints):
    # print('nonfork bp    ',bp.index,bp.v,bp.loop if hasattr(bp,'loop') else None)
    # print('nonfork parent',parent.index,parent.v,parent.loop if hasattr(parent,'loop') else None)
    # print('nonfork apex  ',apex.index,apex.v,apex.loop if hasattr(apex,'loop') else None)
    if hasattr(bp, 'loop'):
        if hasattr(apex, 'loop'):
            # print('nonfork bend bp->apex')
            return bend(bp.v + p, parent.v + p, apex.v + p, bp.loop, apex.loop, verts)
        else:
            # print('nonfork extend bp->apex')
            faces, loop1, loop2 = extend(bp.v + p, parent.v + p, apex.v + p, bp.loop, verts)
            apex.loop = loop2
            return faces, loop1, loop2
    else:
        if hasattr(parent, 'loop'):
            # print('nonfork extend from bp->parent')
            # faces,loop1,loop2 =  extend(bp.v+p, apex.v+p, parent.v+p, parent.loop, verts)
            if parent.parent is None:
                return None, None, None
            grandparent = branchpoints[parent.parent]
            faces, loop1, loop2 = extend(grandparent.v + p, parent.v + p, bp.v + p, parent.loop, verts)
            bp.loop = loop2
            return faces, loop1, loop2
        else:
            # print('nonfork no loop')
            # neither parent nor apex already have a loop calculated
            # will fill this later ...
            return None, None, None


def endpoint(bp, parent, verts, p):
    # extrapolate to tip of branch. we do not close the tip for now
    faces, loop1, loop2 = extend(bp.v + p, parent.v + p, bp.v + (bp.v - parent.v) + p, bp.loop, verts)
    return faces, loop1, loop2


def root(bp, apex, verts, p):
    # extrapolate non-forked roots
    faces, loop1, loop2 = extend(bp.v + p, bp.v - (apex.v - bp.v) + p, apex.v + p, bp.loop, verts)
    apex.loop = loop2
    return faces, loop1, loop2


def skin(aloop, bloop, faces):
    n = len(aloop)
    for i in range(n):
        faces.append((aloop[i], aloop[(i + 1) % n], bloop[(i + 1) % n], bloop[i]))


def createGeometry(tree, power=0.5, scale=0.01, addleaves=False, pleaf=0.5,
                   leafsize=0.5, leafrandomsize=0.1, leafrandomrot=0.1,
                   nomodifiers=True, skinmethod='NATIVE', subsurface=False,
                   maxleafconnections=2, bleaf=1.0, connectoffset=-0.1,
                   timeperf=True):

    timings = Timer()

    p = bpy.context.scene.cursor_location
    verts = []
    edges = []
    faces = []
    radii = []
    roots = set()

    # Loop over all branchpoints and create connected edges
    for n, bp in enumerate(tree.branchpoints):
        verts.append(bp.v + p)
        radii.append(bp.connections)
        bp.index = n
        if not (bp.parent is None):
            edges.append((len(verts) - 1, bp.parent))
        else:
            nv = len(verts)
            roots.add(nv - 1)

    timings.add('skeleton')

    # native skinning method
    if nomodifiers is False and skinmethod == 'NATIVE':
        # add a quad edge loop to all roots
        for r in roots:
            rootp = verts[r]
            nv = len(verts)
            radius = 0.7071 * ((tree.branchpoints[r].connections + 1) ** power) * scale
            verts.extend(
                [rootp + Vector((-radius, -radius, 0)),
                 rootp + Vector((radius, -radius, 0)),
                 rootp + Vector((radius, radius, 0)),
                 rootp + Vector((-radius, radius, 0))]
            )
            tree.branchpoints[r].loop = (nv, nv + 1, nv + 2, nv + 3)
            # print('root verts',tree.branchpoints[r].loop)
            # faces.append((nv, nv + 1,nv + 2))
            edges.extend([(nv, nv + 1), (nv + 1, nv + 2), (nv + 2, nv + 3), (nv + 3, nv)])

        # skin all forked branchpoints, no attempt is yet made to adjust the radius
        forkfork = set()
        for bpi, bp in enumerate(tree.branchpoints):
            if not(bp.apex is None or bp.shoot is None):
                apex = tree.branchpoints[bp.apex]
                shoot = tree.branchpoints[bp.shoot]
                p0 = bp.v
                r0 = ((bp.connections + 1) ** power) * scale
                p2 = apex.v
                r2 = ((apex.connections + 1) ** power) * scale
                p3 = shoot.v
                r3 = ((shoot.connections + 1) ** power) * scale

                if bp.parent is not None:
                    parent = tree.branchpoints[bp.parent]
                    p1 = parent.v
                    r1 = (parent.connections ** power) * scale
                else:
                    p1 = p0 - (p2 - p0)
                    r1 = r0

                skinverts, skinfaces = quadfork(p0, p1, p2, p3, r0, r1, r2, r3)
                nv = len(verts)
                verts.extend([v + p for v in skinverts])
                faces.extend([tuple(v + nv for v in f) for f in skinfaces])

                # the vertices of the quads at the end of the internodes
                # are returned as the first 12 vertices of a total of 22
                # we store them for reuse by non-forked internodes but
                # first check if we have a fork to fork connection
                nv = len(verts)
                if hasattr(bp, 'loop') and not (bpi in forkfork):  # already assigned by another fork
                    faces.extend(bridgequads(bp.loop, [nv - 22, nv - 21, nv - 20, nv - 19], verts)[0])
                    forkfork.add(bpi)
                else:
                    bp.loop = [nv - 22, nv - 21, nv - 20, nv - 19]
                # already assigned by another fork but not yet skinned
                if hasattr(apex, 'loop') and not (bp.apex in forkfork):
                    faces.extend(bridgequads(apex.loop, [nv - 18, nv - 17, nv - 16, nv - 15], verts)[0])
                    forkfork.add(bp.apex)
                else:
                    apex.loop = [nv - 18, nv - 17, nv - 16, nv - 15]
                # already assigned by another fork but not yet skinned
                if hasattr(shoot, 'loop') and not (bp.shoot in forkfork):
                    faces.extend(bridgequads(shoot.loop, [nv - 14, nv - 13, nv - 12, nv - 11], verts)[0])
                    forkfork.add(bp.shoot)
                else:
                    shoot.loop = [nv - 14, nv - 13, nv - 12, nv - 11]

        # skin the roots that are not forks
        for r in roots:
            bp = tree.branchpoints[r]
            if bp.apex is not None and bp.parent is None and bp.shoot is None:
                bfaces, apexloop, parentloop = root(bp, tree.branchpoints[bp.apex], verts, p)
                if bfaces is not None:
                    faces.extend(bfaces)

        # skin all non-forking branchpoints, that is those not a root or and endpoint
        skinnednonforks = set()
        start = -1
        while(start != len(skinnednonforks)):
            start = len(skinnednonforks)
            # print('-' * 20, start)
            for bp in tree.branchpoints:
                if bp.shoot is None and not (bp.parent is None or bp.apex is None or bp in skinnednonforks):
                    bfaces, apexloop, parentloop = nonfork(
                                                    bp, tree.branchpoints[bp.parent],
                                                    tree.branchpoints[bp.apex], verts,
                                                    p, tree.branchpoints
                                                    )
                    if bfaces is not None:
                        # print(bfaces,apexloop,parentloop)
                        faces.extend(bfaces)
                        skinnednonforks.add(bp)

        # skin endpoints
        for bp in tree.branchpoints:
            if bp.apex is None and bp.parent is not None:
                bfaces, apexloop, parentloop = endpoint(bp, tree.branchpoints[bp.parent], verts, p)
                if bfaces is not None:
                    faces.extend(bfaces)
    # end of native skinning section
    timings.add('nativeskin')

    # create the tree mesh
    mesh = bpy.data.meshes.new('Tree')
    mesh.from_pydata(verts, edges, faces)
    mesh.update(calc_edges=True)

    # create the tree object an make it the only selected and active object in the scene
    obj_new = bpy.data.objects.new(mesh.name, mesh)
    base = bpy.context.scene.objects.link(obj_new)
    for ob in bpy.context.scene.objects:
        ob.select = False
    base.select = True
    bpy.context.scene.objects.active = obj_new
    bpy.ops.object.origin_set(type='ORIGIN_CURSOR')

    timings.add('createmesh')

    # add a subsurf modifier to smooth the branches
    if nomodifiers is False:
        if subsurface:
            bpy.ops.object.modifier_add(type='SUBSURF')
            bpy.context.active_object.modifiers[0].levels = 1
            bpy.context.active_object.modifiers[0].render_levels = 1

        # add a skin modifier
        if skinmethod == 'BLENDER':
            bpy.ops.object.modifier_add(type='SKIN')
            bpy.context.active_object.modifiers[-1].use_smooth_shade = True
            bpy.context.active_object.modifiers[-1].use_x_symmetry = True
            bpy.context.active_object.modifiers[-1].use_y_symmetry = True
            bpy.context.active_object.modifiers[-1].use_z_symmetry = True

            skinverts = bpy.context.active_object.data.skin_vertices[0].data

            for i, v in enumerate(skinverts):
                v.radius = [(radii[i] ** power) * scale, (radii[i] ** power) * scale]
                if i in roots:
                    v.use_root = True

            # add an extra subsurf modifier to smooth the skin
            bpy.ops.object.modifier_add(type='SUBSURF')
            bpy.context.active_object.modifiers[-1].levels = 1
            bpy.context.active_object.modifiers[-1].render_levels = 2

    timings.add('modifiers')

    # create the leaves object
    if addleaves:
        mesh = createLeaves(
                    tree, pleaf, leafsize, leafrandomsize,
                    leafrandomrot, maxleafconnections,
                    bleaf, connectoffset
                )
        obj_leaves = bpy.data.objects.new(mesh.name, mesh)
        base = bpy.context.scene.objects.link(obj_leaves)
        obj_leaves.parent = obj_new
        bpy.context.scene.objects.active = obj_leaves
        bpy.ops.object.origin_set(type='ORIGIN_CURSOR')
        bpy.context.scene.objects.active = obj_new

    timings.add('leaves')

    if timeperf:
        print(timings)

    return obj_new


class SCATree(bpy.types.Operator):
    bl_idname = "mesh.sca_tree"
    bl_label = "SCATree"
    bl_description = "Generate a tree using a space colonization algorithm"
    bl_options = {'REGISTER', 'UNDO', 'PRESET'}

    internodeLength = FloatProperty(
        name="Internode Length",
        description="Internode length in Blender Units",
        default=0.75,
        min=0.01,
        soft_max=3.0,
        subtype='DISTANCE',
        unit='LENGTH'
    )
    killDistance = FloatProperty(
        name="Kill Distance",
        description="Kill Distance as a multiple of the internode length",
        default=3,
        min=0.01,
        soft_max=100.0
    )
    influenceRange = FloatProperty(
        name="Influence Range",
        description="Influence Range as a multiple of the internode length",
        default=15,
        min=0.01,
        soft_max=100.0
    )
    tropism = FloatProperty(
        name="Tropism",
        description="The tendency of branches to bend up or down",
        default=0,
        min=-1.0,
        soft_max=1.0
    )
    power = FloatProperty(
        name="Power",
        description="Tapering power of branch connections",
        default=0.3,
        min=0.01,
        soft_max=1.0
    )
    scale = FloatProperty(
        name="Scale",
        description="Branch size",
        default=0.01,
        min=0.0001,
        soft_max=1.0
    )
    # the group related properties are not saved as presets because on reload
    # no groups with the same names might exist, causing an exception
    useGroups = BoolProperty(
        name="Use object groups",
        options={'ANIMATABLE', 'SKIP_SAVE'},
        description="Use groups of objects to specify marker distribution",
        default=False
    )
    crownGroup = EnumProperty(
        items=availableGroups,
        options={'ANIMATABLE', 'SKIP_SAVE'},
        name='Crown Group',
        description='Group of objects that specify crown shape'
    )
    shadowGroup = EnumProperty(
        items=availableGroupsOrNone,
        options={'ANIMATABLE', 'SKIP_SAVE'},
        name='Shadow Group',
        description='Group of objects subtracted from the crown shape'
    )
    exclusionGroup = EnumProperty(
        items=availableGroupsOrNone,
        options={'ANIMATABLE', 'SKIP_SAVE'},
        name='Exclusion Group',
        description='Group of objects that will not be penetrated by growing branches'
    )
    useTrunkGroup = BoolProperty(
        name="Use trunk group",
        options={'ANIMATABLE', 'SKIP_SAVE'},
        description="Use the locations of a group of objects to "
                    "specify trunk starting points instead of 3d cursor",
        default=False
    )
    trunkGroup = EnumProperty(
        items=availableGroups,
        options={'ANIMATABLE', 'SKIP_SAVE'},
        name='Trunk Group',
        description='Group of objects whose locations specify trunk starting points'
    )
    crownSize = FloatProperty(
        name="Crown Size",
        description="Crown size",
        default=5,
        min=1,
        soft_max=29
    )
    crownShape = FloatProperty(
        name="Crown Shape",
        description="Crown shape",
        default=1,
        min=0.2,
        soft_max=5
    )
    crownOffset = FloatProperty(
        name="Crown Offset",
        description="Crown offset (the length of the bole)",
        default=3,
        min=0,
        soft_max=20.0
    )
    surfaceBias = FloatProperty(
        name="Surface Bias",
        description="Surface bias (how much markers are favored near the surface)",
        default=1,
        min=-10,
        soft_max=10
    )
    topBias = FloatProperty(
        name="Top Bias",
        description="Top bias (how much markers are favored near the top)",
        default=1,
        min=-10,
        soft_max=10
    )
    randomSeed = IntProperty(
        name="Random Seed",
        description="The seed governing random generation",
        default=0,
        min=0
    )
    maxIterations = IntProperty(
        name="Maximum Iterations",
        description="The maximum number of iterations allowed for tree generation",
        default=40,
        min=0
    )
    numberOfEndpoints = IntProperty(
        name="Number of Endpoints",
        description="The number of endpoints generated in the growing volume",
        default=100,
        min=0
    )
    newEndPointsPer1000 = IntProperty(
        name="Number of new Endpoints",
        description="The number of new endpoints generated in the growing volume per thousand iterations",
        default=0,
        min=0
    )
    maxTime = FloatProperty(
        name="Maximum Time",
        description=("The maximum time to run the generation for "
                    "in seconds/generation (0.0 = Disabled). Currently ignored"),
        default=0.0,
        min=0.0,
        soft_max=10
    )
    pLeaf = FloatProperty(
        name="Leaves per internode",
        description=("The average number of leaves per internode"),
        default=0.5,
        min=0.0,
        soft_max=4
    )
    bLeaf = FloatProperty(
        name="Leaf clustering",
        description=("How much leaves cluster to the end of the internode"),
        default=1,
        min=1,
        soft_max=4
    )
    leafSize = FloatProperty(
        name="Leaf Size",
        description=("The leaf size"),
        default=0.5,
        min=0.0,
        soft_max=1
    )
    leafRandomSize = FloatProperty(
        name="Leaf Random Size",
        description=("The amount of randomness to add to the leaf size"),
        default=0.1,
        min=0.0,
        soft_max=10
    )
    leafRandomRot = FloatProperty(
        name="Leaf Random Rotation",
        description=("The amount of random rotation to add to the leaf"),
        default=0.1,
        min=0.0,
        soft_max=1
    )
    connectoffset = FloatProperty(
        name="Connect Offset",
        description=("Offset of leaf to twig"),
        default=-0.1
    )
    leafMaxConnections = IntProperty(
        name="Max Connections",
        description="The maximum number of connections of an internode elegible for a leaf",
        default=2,
        min=0
    )
    addLeaves = BoolProperty(
        name="Add Leaves",
        default=False
    )
    objectName = EnumProperty(
        items=availableObjects,
        options={'ANIMATABLE', 'SKIP_SAVE'},
        name='Object Name',
        description='Name of additional objects to duplicate at the branchpoints'
    )
    pObject = FloatProperty(
        name="Objects per internode",
        description=("The average number of objects per internode"),
        default=0.3,
        min=0.0,
        soft_max=1
    )
    bObject = FloatProperty(
        name="Object clustering",
        description=("How much objects cluster to the end of the internode"),
        default=1,
        min=1,
        soft_max=4
    )
    objectSize = FloatProperty(
        name="Object Size",
        description=("The object size"),
        default=1,
        min=0.0,
        soft_max=2
    )
    objectRandomSize = FloatProperty(
        name="Object Random Size",
        description=("The amount of randomness to add to the object size"),
        default=0.1,
        min=0.0,
        soft_max=10
    )
    objectRandomRot = FloatProperty(
        name="Object Random Rotation",
        description=("The amount of random rotation to add to the object"),
        default=0.1,
        min=0.0,
        soft_max=1
    )
    objectMaxConnections = IntProperty(
        name="Max Connections for Object",
        description="The maximum number of connections of an internode elegible for a object",
        default=1,
        min=0
    )
    addObjects = BoolProperty(
        name="Add Objects",
        default=False
    )
    updateTree = BoolProperty(
        name="Update Tree",
        default=False
    )
    noModifiers = BoolProperty(
        name="No Modifers",
        default=True
    )
    subSurface = BoolProperty(
        name="Sub Surface",
        default=False,
        description="Add subsurface modifier to trunk skin"
    )
    skinMethod = EnumProperty(
        items=[('NATIVE', 'Native', 'Built in skinning method', 1),
               ('BLENDER', 'Skin modifier', 'Use Blenders skin modifier', 2)],
        options={'ANIMATABLE', 'SKIP_SAVE'},
        name='Skinning method',
        description='How to add a surface to the trunk skeleton'
    )
    showMarkers = BoolProperty(
        name="Show Markers",
        default=False
    )
    markerScale = FloatProperty(
        name="Marker Scale",
        description=("The size of the markers"),
        default=0.05,
        min=0.001,
        soft_max=0.2
    )
    timePerformance = BoolProperty(
        name="Time performance",
        default=False,
        description="Show duration of generation steps on console"
    )

    @classmethod
    def poll(self, context):
        # Check if we are in object mode
        return context.mode == 'OBJECT'

    def execute(self, context):

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

        timings = Timer()

        # necessary otherwize ray casts toward these objects may fail.
        # However if nothing is selected, we get a runtime error ...
        try:
            bpy.ops.object.mode_set(mode='EDIT', toggle=False)
            bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
        except RuntimeError:
            pass

        if self.useGroups:
            size, minp = groupExtends(self.crownGroup)
            volumefie = partial(
                            groupdistribution, self.crownGroup, self.shadowGroup,
                            self.randomSeed, size, minp - bpy.context.scene.cursor_location
                        )
        else:
            volumefie = partial(
                            ellipsoid2, self.crownSize * self.crownShape, self.crownSize,
                            Vector((0, 0, self.crownSize + self.crownOffset)),
                            self.surfaceBias, self.topBias
                        )

        startingpoints = []
        if self.useTrunkGroup:
            if bpy.data.groups.find(self.trunkGroup) >= 0:
                for ob in bpy.data.groups[self.trunkGroup].objects:
                    p = ob.location - context.scene.cursor_location
                    startingpoints.append(Branchpoint(p, None))

        timings.add('scastart')
        sca = SCA(NBP=self.maxIterations,
            NENDPOINTS=self.numberOfEndpoints,
            d=self.internodeLength,
            KILLDIST=self.killDistance,
            INFLUENCE=self.influenceRange,
            SEED=self.randomSeed,
            TROPISM=self.tropism,
            volume=volumefie,
            exclude=lambda p: insidegroup(p, self.exclusionGroup),
            startingpoints=startingpoints)
        timings.add('sca')

        if self.showMarkers:
            mesh = createMarkers(sca, self.markerScale)
            obj_markers = bpy.data.objects.new(mesh.name, mesh)
            base = bpy.context.scene.objects.link(obj_markers)
        timings.add('showmarkers')

        sca.iterate2(newendpointsper1000=self.newEndPointsPer1000, maxtime=self.maxTime)
        timings.add('iterate')

        obj_new = createGeometry(
                    sca, self.power, self.scale, self.addLeaves,
                    self.pLeaf, self.leafSize, self.leafRandomSize, self.leafRandomRot,
                    self.noModifiers, self.skinMethod, self.subSurface,
                    self.leafMaxConnections, self.bLeaf, self.connectoffset,
                    self.timePerformance
                )

        timings.add('objcreationstart')
        if self.addObjects:
            createObjects(sca, obj_new,
                objectname=self.objectName,
                probability=self.pObject,
                size=self.objectSize,
                randomsize=self.objectRandomSize,
                randomrot=self.objectRandomRot,
                maxconnections=self.objectMaxConnections,
                bunchiness=self.bObject)
        timings.add('objcreation')

        if self.showMarkers:
            obj_markers.parent = obj_new

        self.updateTree = False

        if self.timePerformance:
            timings.add('Total')
            print(timings)

        return {'FINISHED'}

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

        layout.prop(self, 'updateTree', icon='MESH_DATA')

        columns = layout.row()
        col1 = columns.column()
        col2 = columns.column()

        box = col1.box()
        box.label("Generation Settings:")
        box.prop(self, 'randomSeed')
        box.prop(self, 'maxIterations')

        box = col1.box()
        box.label("Shape Settings:")
        box.prop(self, 'numberOfEndpoints')
        box.prop(self, 'internodeLength')
        box.prop(self, 'influenceRange')
        box.prop(self, 'killDistance')
        box.prop(self, 'power')
        box.prop(self, 'scale')
        box.prop(self, 'tropism')

        newbox = col2.box()
        newbox.label("Crown shape")
        newbox.prop(self, 'useGroups')
        if self.useGroups:
            newbox.label("Object groups defining crown shape")
            groupbox = newbox.box()
            groupbox.prop(self, 'crownGroup')
            groupbox = newbox.box()
            groupbox.alert = (self.shadowGroup == self.crownGroup)
            groupbox.prop(self, 'shadowGroup')
            groupbox = newbox.box()
            groupbox.alert = (self.exclusionGroup == self.crownGroup)
            groupbox.prop(self, 'exclusionGroup')
        else:
            newbox.label("Simple ellipsoid defining crown shape")
            newbox.prop(self, 'crownSize')
            newbox.prop(self, 'crownShape')
            newbox.prop(self, 'crownOffset')
        newbox = col2.box()
        newbox.prop(self, 'useTrunkGroup')
        if self.useTrunkGroup:
            newbox.prop(self, 'trunkGroup')

        box.prop(self, 'surfaceBias')
        box.prop(self, 'topBias')
        box.prop(self, 'newEndPointsPer1000')

        box = col2.box()
        box.label("Skin options:")
        box.prop(self, 'noModifiers')
        if not self.noModifiers:
            box.prop(self, 'skinMethod')
            box.prop(self, 'subSurface')

        layout.prop(self, 'addLeaves', icon='MESH_DATA')
        if self.addLeaves:
            box = layout.box()
            box.label("Leaf Settings:")
            box.prop(self, 'pLeaf')
            box.prop(self, 'bLeaf')
            box.prop(self, 'leafSize')
            box.prop(self, 'leafRandomSize')
            box.prop(self, 'leafRandomRot')
            box.prop(self, 'connectoffset')
            box.prop(self, 'leafMaxConnections')

        layout.prop(self, 'addObjects', icon='MESH_DATA')
        if self.addObjects:
            box = layout.box()
            box.label("Object Settings:")
            box.prop(self, 'objectName')
            box.prop(self, 'pObject')
            box.prop(self, 'bObject')
            box.prop(self, 'objectSize')
            box.prop(self, 'objectRandomSize')
            box.prop(self, 'objectRandomRot')
            box.prop(self, 'objectMaxConnections')

        box = layout.box()
        box.label("Debug Settings:")
        box.prop(self, 'showMarkers')
        if self.showMarkers:
            box.prop(self, 'markerScale')
        box.prop(self, 'timePerformance')


def menu_func(self, context):
    self.layout.operator(
        SCATree.bl_idname, text="Add Tree to Scene",
        icon='PLUGIN').updateTree = True


def register():
    bpy.utils.register_module(__name__)
    bpy.types.INFO_MT_mesh_add.append(menu_func)


def unregister():
    bpy.types.INFO_MT_mesh_add.remove(menu_func)
    bpy.utils.unregister_module(__name__)


if __name__ == "__main__":
    register()
