forked from bartvdbraak/blender
Cleanup: pep8
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3cbb066b83
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06cdc35a68
@ -60,6 +60,7 @@ namespaces = {
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"svg": "http://www.w3.org/2000/svg",
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}
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# - SVG export - #
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class SVGPathShader(StrokeShader):
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"""Stroke Shader for writing stroke data to a .svg file."""
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@ -103,7 +104,7 @@ class SVGPathShader(StrokeShader):
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for v in it:
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x, y = v.point
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yield '{:.3f}, {:.3f} '.format(x, height - y)
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if split_at_invisible and v.attribute.visible == False:
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if split_at_invisible and v.attribute.visible is False:
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# end current and start new path;
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yield '" />' + path
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# fast-forward till the next visible vertex
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@ -151,6 +152,7 @@ class SVGPathShader(StrokeShader):
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indent_xml(root)
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tree.write(self.filepath, encoding='UTF-8', xml_declaration=True)
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# - Fill export - #
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class ShapeZ(BinaryPredicate1D):
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"""Sort ViewShapes by their z-index"""
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@ -205,7 +207,8 @@ class SVGFillShader(StrokeShader):
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for point in vertices:
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x, y = point
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yield '{:.3f}, {:.3f} '.format(x, height - y)
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yield 'z" />' # closes the path; connects the current to the first point
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# closes the path; connects the current to the first point
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yield 'z" />'
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def write(self):
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"""Write SVG data tree to file """
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@ -261,13 +264,14 @@ def indent_xml(elem, level=0, indentsize=4):
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elif level and (not elem.tail or not elem.tail.strip()):
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elem.tail = i
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# - callbacks - #
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@persistent
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def svg_export_header(scene):
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render = scene.render
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if not (render.use_freestyle and render.use_svg_export):
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return
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#create new file (overwrite existing)
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# create new file (overwrite existing)
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width, height = render.resolution_x, render.resolution_y
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scale = render.resolution_percentage / 100
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@ -278,6 +282,7 @@ def svg_export_header(scene):
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# invalid path is properly handled in the parameter editor
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print("SVG export: invalid path")
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@persistent
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def svg_export_animation(scene):
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"""makes an animation of the exported SVG file """
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