blender/release/scripts/freestyle/style_modules/japanese_bigbrush.py

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#
# Filename : japanese_bigbrush.py
# Author : Stephane Grabli
# Date : 04/08/2005
# Purpose : Simulates a big brush fr oriental painting
#
#############################################################################
#
# Copyright (C) : Please refer to the COPYRIGHT file distributed
# with this source distribution.
#
# 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
#############################################################################
from freestyle_init import *
from logical_operators import *
from PredicatesU1D import *
from PredicatesB1D import *
from Functions0D import *
from shaders import *
Operators.select(QuantitativeInvisibilityUP1D(0))
Operators.bidirectionalChain(ChainSilhouetteIterator(),NotUP1D(QuantitativeInvisibilityUP1D(0)))
## Splits strokes at points of highest 2D curavture
## when there are too many abrupt turns in it
func = pyInverseCurvature2DAngleF0D()
Operators.recursiveSplit(func, pyParameterUP0D(0.2,0.8), NotUP1D(pyHigherNumberOfTurnsUP1D(3, 0.5)), 2)
## Keeps only long enough strokes
Operators.select(pyHigherLengthUP1D(100))
## Sorts so as to draw the longest strokes first
## (this will be done using the causal density)
Operators.sort(pyLengthBP1D())
shaders_list = [
pySamplingShader(10),
BezierCurveShader(30),
SamplingShader(50),
ConstantThicknessShader(10),
pyNonLinearVaryingThicknessShader(4,25, 0.6),
TextureAssignerShader(6),
ConstantColorShader(0.2, 0.2, 0.2,1.0),
TipRemoverShader(10)
]
## Use the causal density to avoid cluttering
Operators.create(pyDensityUP1D(8,0.4, IntegrationType.MEAN), shaders_list)