blender/release/scripts/freestyle/style_modules/shaders.py
Brecht Van Lommel 5a201fa479 Freestyle: remove a bunch of debug prints in the python code, these are confusing
and don't give any meaningful info to users.
2013-09-26 16:29:54 +00:00

1228 lines
37 KiB
Python

# ##### 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 #####
# Filename : shaders.py
# Authors : Fredo Durand, Stephane Grabli, Francois Sillion, Emmanuel Turquin
# Date : 11/08/2005
# Purpose : Stroke shaders to be used for creation of stylized strokes
from freestyle import AdjacencyIterator, Curvature2DAngleF0D, DensityF0D, GetProjectedZF0D, \
Interface0DIterator, MaterialF0D, Nature, Noise, Normal2DF0D, Orientation2DF1D, \
StrokeAttribute, StrokeShader, StrokeVertexIterator, ZDiscontinuityF0D
from freestyle import ContextFunctions as CF
from PredicatesU0D import pyVertexNatureUP0D
import math
import mathutils
import random
## thickness modifiers
######################
class pyDepthDiscontinuityThicknessShader(StrokeShader):
def __init__(self, min, max):
StrokeShader.__init__(self)
self.__min = float(min)
self.__max = float(max)
self.__func = ZDiscontinuityF0D()
def shade(self, stroke):
z_min=0.0
z_max=1.0
a = (self.__max - self.__min)/(z_max-z_min)
b = (self.__min*z_max-self.__max*z_min)/(z_max-z_min)
it = stroke.stroke_vertices_begin()
while not it.is_end:
z = self.__func(Interface0DIterator(it))
thickness = a*z+b
it.object.attribute.thickness = (thickness, thickness)
it.increment()
class pyConstantThicknessShader(StrokeShader):
def __init__(self, thickness):
StrokeShader.__init__(self)
self._thickness = thickness
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
while not it.is_end:
t = self._thickness/2.0
it.object.attribute.thickness = (t, t)
it.increment()
class pyFXSVaryingThicknessWithDensityShader(StrokeShader):
def __init__(self, wsize, threshold_min, threshold_max, thicknessMin, thicknessMax):
StrokeShader.__init__(self)
self.wsize= wsize
self.threshold_min= threshold_min
self.threshold_max= threshold_max
self._thicknessMin = thicknessMin
self._thicknessMax = thicknessMax
def shade(self, stroke):
n = stroke.stroke_vertices_size()
i = 0
it = stroke.stroke_vertices_begin()
func = DensityF0D(self.wsize)
while not it.is_end:
c = func(Interface0DIterator(it))
if c < self.threshold_min:
c = self.threshold_min
if c > self.threshold_max:
c = self.threshold_max
## t = (c - self.threshold_min)/(self.threshold_max - self.threshold_min)*(self._thicknessMax-self._thicknessMin) + self._thicknessMin
t = (self.threshold_max - c )/(self.threshold_max - self.threshold_min)*(self._thicknessMax-self._thicknessMin) + self._thicknessMin
it.object.attribute.thickness = (t/2.0, t/2.0)
i = i+1
it.increment()
class pyIncreasingThicknessShader(StrokeShader):
def __init__(self, thicknessMin, thicknessMax):
StrokeShader.__init__(self)
self._thicknessMin = thicknessMin
self._thicknessMax = thicknessMax
def shade(self, stroke):
n = stroke.stroke_vertices_size()
i = 0
it = stroke.stroke_vertices_begin()
while not it.is_end:
c = float(i)/float(n)
if i < float(n)/2.0:
t = (1.0 - c)*self._thicknessMin + c * self._thicknessMax
else:
t = (1.0 - c)*self._thicknessMax + c * self._thicknessMin
it.object.attribute.thickness = (t/2.0, t/2.0)
i = i+1
it.increment()
class pyConstrainedIncreasingThicknessShader(StrokeShader):
def __init__(self, thicknessMin, thicknessMax, ratio):
StrokeShader.__init__(self)
self._thicknessMin = thicknessMin
self._thicknessMax = thicknessMax
self._ratio = ratio
def shade(self, stroke):
slength = stroke.length_2d
tmp = self._ratio*slength
maxT = 0.0
if tmp < self._thicknessMax:
maxT = tmp
else:
maxT = self._thicknessMax
n = stroke.stroke_vertices_size()
i = 0
it = stroke.stroke_vertices_begin()
while not it.is_end:
att = it.object.attribute
c = float(i)/float(n)
if i < float(n)/2.0:
t = (1.0 - c)*self._thicknessMin + c * maxT
else:
t = (1.0 - c)*maxT + c * self._thicknessMin
att.thickness = (t/2.0, t/2.0)
if i == n-1:
att.thickness = (self._thicknessMin/2.0, self._thicknessMin/2.0)
i = i+1
it.increment()
class pyDecreasingThicknessShader(StrokeShader):
def __init__(self, thicknessMin, thicknessMax):
StrokeShader.__init__(self)
self._thicknessMin = thicknessMin
self._thicknessMax = thicknessMax
def shade(self, stroke):
l = stroke.length_2d
tMax = self._thicknessMax
if self._thicknessMax > 0.33*l:
tMax = 0.33*l
tMin = self._thicknessMin
if self._thicknessMin > 0.1*l:
tMin = 0.1*l
n = stroke.stroke_vertices_size()
i = 0
it = stroke.stroke_vertices_begin()
while not it.is_end:
c = float(i)/float(n)
t = (1.0 - c)*tMax +c*tMin
it.object.attribute.thickness = (t/2.0, t/2.0)
i = i+1
it.increment()
class pyNonLinearVaryingThicknessShader(StrokeShader):
def __init__(self, thicknessExtremity, thicknessMiddle, exponent):
StrokeShader.__init__(self)
self._thicknessMin = thicknessMiddle
self._thicknessMax = thicknessExtremity
self._exponent = exponent
def shade(self, stroke):
n = stroke.stroke_vertices_size()
i = 0
it = stroke.stroke_vertices_begin()
while not it.is_end:
if i < float(n)/2.0:
c = float(i)/float(n)
else:
c = float(n-i)/float(n)
c = self.smoothC(c, self._exponent)
t = (1.0 - c)*self._thicknessMax + c * self._thicknessMin
it.object.attribute.thickness = (t/2.0, t/2.0)
i = i+1
it.increment()
def smoothC(self, a, exp):
return math.pow(float(a), exp) * math.pow(2.0, exp)
## Spherical linear interpolation (cos)
class pySLERPThicknessShader(StrokeShader):
def __init__(self, thicknessMin, thicknessMax, omega=1.2):
StrokeShader.__init__(self)
self._thicknessMin = thicknessMin
self._thicknessMax = thicknessMax
self._omega = omega
def shade(self, stroke):
slength = stroke.length_2d
tmp = 0.33*slength
maxT = self._thicknessMax
if tmp < self._thicknessMax:
maxT = tmp
n = stroke.stroke_vertices_size()
i = 0
it = stroke.stroke_vertices_begin()
while not it.is_end:
c = float(i)/float(n)
if i < float(n)/2.0:
t = math.sin((1-c)*self._omega)/math.sinh(self._omega)*self._thicknessMin + math.sin(c*self._omega)/math.sinh(self._omega) * maxT
else:
t = math.sin((1-c)*self._omega)/math.sinh(self._omega)*maxT + math.sin(c*self._omega)/math.sinh(self._omega) * self._thicknessMin
it.object.attribute.thickness = (t/2.0, t/2.0)
i = i+1
it.increment()
class pyTVertexThickenerShader(StrokeShader): ## FIXME
def __init__(self, a=1.5, n=3):
StrokeShader.__init__(self)
self._a = a
self._n = n
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
predTVertex = pyVertexNatureUP0D(Nature.T_VERTEX)
while not it.is_end:
if predTVertex(it) == 1:
it2 = StrokeVertexIterator(it)
it2.increment()
if not (it.is_begin or it2.is_end):
it.increment()
continue
n = self._n
a = self._a
if it.is_begin:
it3 = StrokeVertexIterator(it)
count = 0
while (not it3.is_end) and count < n:
att = it3.object.attribute
(tr, tl) = att.thickness
r = (a-1.0)/float(n-1)*(float(n)/float(count+1) - 1) + 1
#r = (1.0-a)/float(n-1)*count + a
att.thickness = (r*tr, r*tl)
it3.increment()
count = count + 1
if it2.is_end:
it4 = StrokeVertexIterator(it)
count = 0
while (not it4.is_begin) and count < n:
att = it4.object.attribute
(tr, tl) = att.thickness
r = (a-1.0)/float(n-1)*(float(n)/float(count+1) - 1) + 1
#r = (1.0-a)/float(n-1)*count + a
att.thickness = (r*tr, r*tl)
it4.decrement()
count = count + 1
if it4.is_begin:
att = it4.object.attribute
(tr, tl) = att.thickness
r = (a-1.0)/float(n-1)*(float(n)/float(count+1) - 1) + 1
#r = (1.0-a)/float(n-1)*count + a
att.thickness = (r*tr, r*tl)
it.increment()
class pyImportance2DThicknessShader(StrokeShader):
def __init__(self, x, y, w, kmin, kmax):
StrokeShader.__init__(self)
self._x = x
self._y = y
self._w = float(w)
self._kmin = float(kmin)
self._kmax = float(kmax)
def shade(self, stroke):
origin = mathutils.Vector([self._x, self._y])
it = stroke.stroke_vertices_begin()
while not it.is_end:
v = it.object
p = mathutils.Vector([v.projected_x, v.projected_y])
d = (p-origin).length
if d > self._w:
k = self._kmin
else:
k = (self._kmax*(self._w-d) + self._kmin*d)/self._w
att = v.attribute
(tr, tl) = att.thickness
att.thickness = (k*tr/2.0, k*tl/2.0)
it.increment()
class pyImportance3DThicknessShader(StrokeShader):
def __init__(self, x, y, z, w, kmin, kmax):
StrokeShader.__init__(self)
self._x = x
self._y = y
self._z = z
self._w = float(w)
self._kmin = float(kmin)
self._kmax = float(kmax)
def shade(self, stroke):
origin = mathutils.Vector([self._x, self._y, self._z])
it = stroke.stroke_vertices_begin()
while not it.is_end:
v = it.object
p = v.point_3d
d = (p-origin).length
if d > self._w:
k = self._kmin
else:
k = (self._kmax*(self._w-d) + self._kmin*d)/self._w
att = v.attribute
(tr, tl) = att.thickness
att.thickness = (k*tr/2.0, k*tl/2.0)
it.increment()
class pyZDependingThicknessShader(StrokeShader):
def __init__(self, min, max):
StrokeShader.__init__(self)
self.__min = min
self.__max = max
self.__func = GetProjectedZF0D()
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
z_min = 1
z_max = 0
while not it.is_end:
z = self.__func(Interface0DIterator(it))
if z < z_min:
z_min = z
if z > z_max:
z_max = z
it.increment()
z_diff = 1 / (z_max - z_min)
it = stroke.stroke_vertices_begin()
while not it.is_end:
z = (self.__func(Interface0DIterator(it)) - z_min) * z_diff
thickness = (1 - z) * self.__max + z * self.__min
it.object.attribute.thickness = (thickness, thickness)
it.increment()
## color modifiers
##################
class pyConstantColorShader(StrokeShader):
def __init__(self,r,g,b, a = 1):
StrokeShader.__init__(self)
self._r = r
self._g = g
self._b = b
self._a = a
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
while not it.is_end:
att = it.object.attribute
att.color = (self._r, self._g, self._b)
att.alpha = self._a
it.increment()
#c1->c2
class pyIncreasingColorShader(StrokeShader):
def __init__(self,r1,g1,b1,a1, r2,g2,b2,a2):
StrokeShader.__init__(self)
self._c1 = [r1,g1,b1,a1]
self._c2 = [r2,g2,b2,a2]
def shade(self, stroke):
n = stroke.stroke_vertices_size() - 1
inc = 0
it = stroke.stroke_vertices_begin()
while not it.is_end:
att = it.object.attribute
c = float(inc)/float(n)
att.color = ((1-c)*self._c1[0] + c*self._c2[0],
(1-c)*self._c1[1] + c*self._c2[1],
(1-c)*self._c1[2] + c*self._c2[2])
att.alpha = (1-c)*self._c1[3] + c*self._c2[3]
inc = inc+1
it.increment()
# c1->c2->c1
class pyInterpolateColorShader(StrokeShader):
def __init__(self,r1,g1,b1,a1, r2,g2,b2,a2):
StrokeShader.__init__(self)
self._c1 = [r1,g1,b1,a1]
self._c2 = [r2,g2,b2,a2]
def shade(self, stroke):
n = stroke.stroke_vertices_size() - 1
inc = 0
it = stroke.stroke_vertices_begin()
while not it.is_end:
att = it.object.attribute
u = float(inc)/float(n)
c = 1-2*(math.fabs(u-0.5))
att.color = ((1-c)*self._c1[0] + c*self._c2[0],
(1-c)*self._c1[1] + c*self._c2[1],
(1-c)*self._c1[2] + c*self._c2[2])
att.alpha = (1-c)*self._c1[3] + c*self._c2[3]
inc = inc+1
it.increment()
class pyMaterialColorShader(StrokeShader):
def __init__(self, threshold=50):
StrokeShader.__init__(self)
self._threshold = threshold
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
func = MaterialF0D()
xn = 0.312713
yn = 0.329016
Yn = 1.0
un = 4.* xn/ ( -2.*xn + 12.*yn + 3. )
vn= 9.* yn/ ( -2.*xn + 12.*yn +3. )
while not it.is_end:
mat = func(Interface0DIterator(it))
r = mat.diffuse[0]
g = mat.diffuse[1]
b = mat.diffuse[2]
X = 0.412453*r + 0.35758 *g + 0.180423*b
Y = 0.212671*r + 0.71516 *g + 0.072169*b
Z = 0.019334*r + 0.119193*g + 0.950227*b
if X == 0 and Y == 0 and Z == 0:
X = 0.01
Y = 0.01
Z = 0.01
u = 4.*X / (X + 15.*Y + 3.*Z)
v = 9.*Y / (X + 15.*Y + 3.*Z)
L= 116. * math.pow((Y/Yn),(1./3.)) -16
U = 13. * L * (u - un)
V = 13. * L * (v - vn)
if L > self._threshold:
L = L/1.3
U = U+10
else:
L = L +2.5*(100-L)/5.
U = U/3.0
V = V/3.0
u = U / (13. * L) + un
v = V / (13. * L) + vn
Y = Yn * math.pow( ((L+16.)/116.), 3.)
X = -9. * Y * u / ((u - 4.)* v - u * v)
Z = (9. * Y - 15*v*Y - v*X) /( 3. * v)
r = 3.240479 * X - 1.53715 * Y - 0.498535 * Z
g = -0.969256 * X + 1.875991 * Y + 0.041556 * Z
b = 0.055648 * X - 0.204043 * Y + 1.057311 * Z
r = max(0,r)
g = max(0,g)
b = max(0,b)
it.object.attribute.color = (r, g, b)
it.increment()
class pyRandomColorShader(StrokeShader):
def __init__(self, s=1):
StrokeShader.__init__(self)
random.seed(s)
def shade(self, stroke):
## pick a random color
c0 = float(random.uniform(15,75))/100.0
c1 = float(random.uniform(15,75))/100.0
c2 = float(random.uniform(15,75))/100.0
#print(c0, c1, c2)
it = stroke.stroke_vertices_begin()
while not it.is_end:
it.object.attribute.color = (c0,c1,c2)
it.increment()
class py2DCurvatureColorShader(StrokeShader):
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
func = Curvature2DAngleF0D()
while not it.is_end:
c = func(Interface0DIterator(it))
if c < 0:
print("negative 2D curvature")
color = 10.0 * c/3.1415
it.object.attribute.color = (color, color, color)
it.increment()
class pyTimeColorShader(StrokeShader):
def __init__(self, step=0.01):
StrokeShader.__init__(self)
self._t = 0
self._step = step
def shade(self, stroke):
c = self._t*1.0
it = stroke.stroke_vertices_begin()
while not it.is_end:
it.object.attribute.color = (c,c,c)
it.increment()
self._t = self._t+self._step
## geometry modifiers
class pySamplingShader(StrokeShader):
def __init__(self, sampling):
StrokeShader.__init__(self)
self._sampling = sampling
def shade(self, stroke):
stroke.resample(float(self._sampling))
stroke.update_length()
class pyBackboneStretcherShader(StrokeShader):
def __init__(self, l):
StrokeShader.__init__(self)
self._l = l
def shade(self, stroke):
it0 = stroke.stroke_vertices_begin()
it1 = StrokeVertexIterator(it0)
it1.increment()
itn = stroke.stroke_vertices_end()
itn.decrement()
itn_1 = StrokeVertexIterator(itn)
itn_1.decrement()
v0 = it0.object
v1 = it1.object
vn_1 = itn_1.object
vn = itn.object
p0 = mathutils.Vector([v0.projected_x, v0.projected_y])
pn = mathutils.Vector([vn.projected_x, vn.projected_y])
p1 = mathutils.Vector([v1.projected_x, v1.projected_y])
pn_1 = mathutils.Vector([vn_1.projected_x, vn_1.projected_y])
d1 = p0-p1
d1.normalize()
dn = pn-pn_1
dn.normalize()
newFirst = p0+d1*float(self._l)
newLast = pn+dn*float(self._l)
v0.point = newFirst
vn.point = newLast
stroke.update_length()
class pyLengthDependingBackboneStretcherShader(StrokeShader):
def __init__(self, l):
StrokeShader.__init__(self)
self._l = l
def shade(self, stroke):
l = stroke.length_2d
stretch = self._l*l
it0 = stroke.stroke_vertices_begin()
it1 = StrokeVertexIterator(it0)
it1.increment()
itn = stroke.stroke_vertices_end()
itn.decrement()
itn_1 = StrokeVertexIterator(itn)
itn_1.decrement()
v0 = it0.object
v1 = it1.object
vn_1 = itn_1.object
vn = itn.object
p0 = mathutils.Vector([v0.projected_x, v0.projected_y])
pn = mathutils.Vector([vn.projected_x, vn.projected_y])
p1 = mathutils.Vector([v1.projected_x, v1.projected_y])
pn_1 = mathutils.Vector([vn_1.projected_x, vn_1.projected_y])
d1 = p0-p1
d1.normalize()
dn = pn-pn_1
dn.normalize()
newFirst = p0+d1*float(stretch)
newLast = pn+dn*float(stretch)
v0.point = newFirst
vn.point = newLast
stroke.update_length()
## Shader to replace a stroke by its corresponding tangent
class pyGuidingLineShader(StrokeShader):
def shade(self, stroke):
it = stroke.stroke_vertices_begin() ## get the first vertex
itlast = stroke.stroke_vertices_end() ##
itlast.decrement() ## get the last one
t = itlast.object.point - it.object.point ## tangent direction
itmiddle = StrokeVertexIterator(it) ##
while itmiddle.object.u < 0.5: ## look for the stroke middle vertex
itmiddle.increment() ##
it = StrokeVertexIterator(itmiddle)
it.increment()
while not it.is_end: ## position all the vertices along the tangent for the right part
it.object.point = itmiddle.object.point \
+t*(it.object.u-itmiddle.object.u)
it.increment()
it = StrokeVertexIterator(itmiddle)
it.decrement()
while not it.is_begin: ## position all the vertices along the tangent for the left part
it.object.point = itmiddle.object.point \
-t*(itmiddle.object.u-it.object.u)
it.decrement()
it.object.point = itmiddle.object.point-t*itmiddle.object.u ## first vertex
stroke.update_length()
class pyBackboneStretcherNoCuspShader(StrokeShader):
def __init__(self, l):
StrokeShader.__init__(self)
self._l = l
def shade(self, stroke):
it0 = stroke.stroke_vertices_begin()
it1 = StrokeVertexIterator(it0)
it1.increment()
itn = stroke.stroke_vertices_end()
itn.decrement()
itn_1 = StrokeVertexIterator(itn)
itn_1.decrement()
v0 = it0.object
v1 = it1.object
if (v0.nature & Nature.CUSP) == 0 and (v1.nature & Nature.CUSP) == 0:
p0 = v0.point
p1 = v1.point
d1 = p0-p1
d1.normalize()
newFirst = p0+d1*float(self._l)
v0.point = newFirst
vn_1 = itn_1.object
vn = itn.object
if (vn.nature & Nature.CUSP) == 0 and (vn_1.nature & Nature.CUSP) == 0:
pn = vn.point
pn_1 = vn_1.point
dn = pn-pn_1
dn.normalize()
newLast = pn+dn*float(self._l)
vn.point = newLast
stroke.update_length()
class pyDiffusion2Shader(StrokeShader):
"""This shader iteratively adds an offset to the position of each
stroke vertex in the direction perpendicular to the stroke direction
at the point. The offset is scaled by the 2D curvature (i.e., how
quickly the stroke curve is) at the point."""
def __init__(self, lambda1, nbIter):
StrokeShader.__init__(self)
self._lambda = lambda1
self._nbIter = nbIter
self._normalInfo = Normal2DF0D()
self._curvatureInfo = Curvature2DAngleF0D()
def shade(self, stroke):
for i in range (1, self._nbIter):
it = stroke.stroke_vertices_begin()
while not it.is_end:
v = it.object
p1 = v.point
p2 = self._normalInfo(Interface0DIterator(it))*self._lambda*self._curvatureInfo(Interface0DIterator(it))
v.point = p1+p2
it.increment()
stroke.update_length()
class pyTipRemoverShader(StrokeShader):
def __init__(self, l):
StrokeShader.__init__(self)
self._l = l
def shade(self, stroke):
originalSize = stroke.stroke_vertices_size()
if originalSize < 4:
return
verticesToRemove = []
oldAttributes = []
it = stroke.stroke_vertices_begin()
while not it.is_end:
v = it.object
if v.curvilinear_abscissa < self._l or v.stroke_length-v.curvilinear_abscissa < self._l:
verticesToRemove.append(v)
oldAttributes.append(StrokeAttribute(v.attribute))
it.increment()
if originalSize-len(verticesToRemove) < 2:
return
for sv in verticesToRemove:
stroke.remove_vertex(sv)
stroke.update_length()
stroke.resample(originalSize)
if stroke.stroke_vertices_size() != originalSize:
print("pyTipRemover: Warning: resampling problem")
it = stroke.stroke_vertices_begin()
for a in oldAttributes:
if it.is_end:
break
it.object.attribute = a
it.increment()
stroke.update_length()
class pyTVertexRemoverShader(StrokeShader):
def shade(self, stroke):
if stroke.stroke_vertices_size() <= 3:
return
predTVertex = pyVertexNatureUP0D(Nature.T_VERTEX)
it = stroke.stroke_vertices_begin()
itlast = stroke.stroke_vertices_end()
itlast.decrement()
if predTVertex(it):
stroke.remove_vertex(it.object)
if predTVertex(itlast):
stroke.remove_vertex(itlast.object)
stroke.update_length()
#class pyExtremitiesOrientationShader(StrokeShader):
# def __init__(self, x1,y1,x2=0,y2=0):
# StrokeShader.__init__(self)
# self._v1 = mathutils.Vector([x1,y1])
# self._v2 = mathutils.Vector([x2,y2])
# def shade(self, stroke):
# #print(self._v1.x,self._v1.y)
# stroke.setBeginningOrientation(self._v1.x,self._v1.y)
# stroke.setEndingOrientation(self._v2.x,self._v2.y)
class pyHLRShader(StrokeShader):
def shade(self, stroke):
originalSize = stroke.stroke_vertices_size()
if originalSize < 4:
return
it = stroke.stroke_vertices_begin()
invisible = 0
it2 = StrokeVertexIterator(it)
it2.increment()
fe = self.get_fedge(it.object, it2.object)
if fe.viewedge.qi != 0:
invisible = 1
while not it2.is_end:
v = it.object
vnext = it2.object
if (v.nature & Nature.VIEW_VERTEX) != 0:
#if (v.nature & Nature.T_VERTEX) != 0:
fe = self.get_fedge(v, vnext)
qi = fe.viewedge.qi
if qi != 0:
invisible = 1
else:
invisible = 0
if invisible:
v.attribute.visible = False
it.increment()
it2.increment()
def get_fedge(self, it1, it2):
return it1.get_fedge(it2)
class pyTVertexOrientationShader(StrokeShader):
def __init__(self):
StrokeShader.__init__(self)
self._Get2dDirection = Orientation2DF1D()
## finds the TVertex orientation from the TVertex and
## the previous or next edge
def findOrientation(self, tv, ve):
mateVE = tv.get_mate(ve)
if ve.qi != 0 or mateVE.qi != 0:
ait = AdjacencyIterator(tv,1,0)
winner = None
incoming = True
while not ait.is_end:
ave = ait.object
if ave.id != ve.id and ave.id != mateVE.id:
winner = ait.object
if not ait.isIncoming(): # FIXME
incoming = False
break
ait.increment()
if winner is not None:
if not incoming:
direction = self._Get2dDirection(winner.last_fedge)
else:
direction = self._Get2dDirection(winner.first_fedge)
return direction
return None
def castToTVertex(self, cp):
if cp.t2d() == 0.0:
return cp.first_svertex.viewvertex
elif cp.t2d() == 1.0:
return cp.second_svertex.viewvertex
return None
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
it2 = StrokeVertexIterator(it)
it2.increment()
## case where the first vertex is a TVertex
v = it.object
if (v.nature & Nature.T_VERTEX) != 0:
tv = self.castToTVertex(v)
if tv is not None:
ve = self.get_fedge(v, it2.object).viewedge
dir = self.findOrientation(tv, ve)
if dir is not None:
#print(dir.x, dir.y)
v.attribute.set_attribute_vec2("orientation", dir)
while not it2.is_end:
vprevious = it.object
v = it2.object
if (v.nature & Nature.T_VERTEX) != 0:
tv = self.castToTVertex(v)
if tv is not None:
ve = self.get_fedge(vprevious, v).viewedge
dir = self.findOrientation(tv, ve)
if dir is not None:
#print(dir.x, dir.y)
v.attribute.set_attribute_vec2("orientation", dir)
it.increment()
it2.increment()
## case where the last vertex is a TVertex
v = it.object
if (v.nature & Nature.T_VERTEX) != 0:
itPrevious = StrokeVertexIterator(it)
itPrevious.decrement()
tv = self.castToTVertex(v)
if tv is not None:
ve = self.get_fedge(itPrevious.object, v).viewedge
dir = self.findOrientation(tv, ve)
if dir is not None:
#print(dir.x, dir.y)
v.attribute.set_attribute_vec2("orientation", dir)
def get_fedge(self, it1, it2):
return it1.get_fedge(it2)
class pySinusDisplacementShader(StrokeShader):
def __init__(self, f, a):
StrokeShader.__init__(self)
self._f = f
self._a = a
self._getNormal = Normal2DF0D()
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
while not it.is_end:
v = it.object
#print(self._getNormal.name)
n = self._getNormal(Interface0DIterator(it))
p = v.point
u = v.u
a = self._a*(1-2*(math.fabs(u-0.5)))
n = n*a*math.cos(self._f*u*6.28)
#print(n.x, n.y)
v.point = p+n
#v.point = v.point+n*a*math.cos(f*v.u)
it.increment()
stroke.update_length()
class pyPerlinNoise1DShader(StrokeShader):
def __init__(self, freq = 10, amp = 10, oct = 4, seed = -1):
StrokeShader.__init__(self)
self.__noise = Noise(seed)
self.__freq = freq
self.__amp = amp
self.__oct = oct
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
while not it.is_end:
v = it.object
i = v.projected_x + v.projected_y
nres = self.__noise.turbulence1(i, self.__freq, self.__amp, self.__oct)
v.point = (v.projected_x + nres, v.projected_y + nres)
it.increment()
stroke.update_length()
class pyPerlinNoise2DShader(StrokeShader):
def __init__(self, freq = 10, amp = 10, oct = 4, seed = -1):
StrokeShader.__init__(self)
self.__noise = Noise(seed)
self.__freq = freq
self.__amp = amp
self.__oct = oct
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
while not it.is_end:
v = it.object
vec = mathutils.Vector([v.projected_x, v.projected_y])
nres = self.__noise.turbulence2(vec, self.__freq, self.__amp, self.__oct)
v.point = (v.projected_x + nres, v.projected_y + nres)
it.increment()
stroke.update_length()
class pyBluePrintCirclesShader(StrokeShader):
def __init__(self, turns = 1, random_radius = 3, random_center = 5):
StrokeShader.__init__(self)
self.__turns = turns
self.__random_center = random_center
self.__random_radius = random_radius
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
if it.is_end:
return
p_min = it.object.point.copy()
p_max = it.object.point.copy()
while not it.is_end:
p = it.object.point
if p.x < p_min.x:
p_min.x = p.x
if p.x > p_max.x:
p_max.x = p.x
if p.y < p_min.y:
p_min.y = p.y
if p.y > p_max.y:
p_max.y = p.y
it.increment()
stroke.resample(32 * self.__turns)
sv_nb = stroke.stroke_vertices_size()
# print("min :", p_min.x, p_min.y) # DEBUG
# print("mean :", p_sum.x, p_sum.y) # DEBUG
# print("max :", p_max.x, p_max.y) # DEBUG
# print("----------------------") # DEBUG
#######################################################
sv_nb = sv_nb // self.__turns
center = (p_min + p_max) / 2
radius = (center.x - p_min.x + center.y - p_min.y) / 2
p_new = mathutils.Vector([0, 0])
#######################################################
R = self.__random_radius
C = self.__random_center
i = 0
it = stroke.stroke_vertices_begin()
for j in range(self.__turns):
prev_radius = radius
prev_center = center
radius = radius + random.randint(-R, R)
center = center + mathutils.Vector([random.randint(-C, C), random.randint(-C, C)])
while i < sv_nb and not it.is_end:
t = float(i) / float(sv_nb - 1)
r = prev_radius + (radius - prev_radius) * t
c = prev_center + (center - prev_center) * t
p_new.x = c.x + r * math.cos(2 * math.pi * t)
p_new.y = c.y + r * math.sin(2 * math.pi * t)
it.object.point = p_new
i = i + 1
it.increment()
i = 1
verticesToRemove = []
while not it.is_end:
verticesToRemove.append(it.object)
it.increment()
for sv in verticesToRemove:
stroke.remove_vertex(sv)
stroke.update_length()
class pyBluePrintEllipsesShader(StrokeShader):
def __init__(self, turns = 1, random_radius = 3, random_center = 5):
StrokeShader.__init__(self)
self.__turns = turns
self.__random_center = random_center
self.__random_radius = random_radius
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
if it.is_end:
return
p_min = it.object.point.copy()
p_max = it.object.point.copy()
while not it.is_end:
p = it.object.point
if p.x < p_min.x:
p_min.x = p.x
if p.x > p_max.x:
p_max.x = p.x
if p.y < p_min.y:
p_min.y = p.y
if p.y > p_max.y:
p_max.y = p.y
it.increment()
stroke.resample(32 * self.__turns)
sv_nb = stroke.stroke_vertices_size()
sv_nb = sv_nb // self.__turns
center = (p_min + p_max) / 2
radius = center - p_min
p_new = mathutils.Vector([0, 0])
#######################################################
R = self.__random_radius
C = self.__random_center
i = 0
it = stroke.stroke_vertices_begin()
for j in range(self.__turns):
prev_radius = radius
prev_center = center
radius = radius + mathutils.Vector([random.randint(-R, R), random.randint(-R, R)])
center = center + mathutils.Vector([random.randint(-C, C), random.randint(-C, C)])
while i < sv_nb and not it.is_end:
t = float(i) / float(sv_nb - 1)
r = prev_radius + (radius - prev_radius) * t
c = prev_center + (center - prev_center) * t
p_new.x = c.x + r.x * math.cos(2 * math.pi * t)
p_new.y = c.y + r.y * math.sin(2 * math.pi * t)
it.object.point = p_new
i = i + 1
it.increment()
i = 1
verticesToRemove = []
while not it.is_end:
verticesToRemove.append(it.object)
it.increment()
for sv in verticesToRemove:
stroke.remove_vertex(sv)
stroke.update_length()
class pyBluePrintSquaresShader(StrokeShader):
def __init__(self, turns = 1, bb_len = 10, bb_rand = 0):
StrokeShader.__init__(self)
self.__turns = turns
self.__bb_len = bb_len
self.__bb_rand = bb_rand
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
if it.is_end:
return
p_min = it.object.point.copy()
p_max = it.object.point.copy()
while not it.is_end:
p = it.object.point
if p.x < p_min.x:
p_min.x = p.x
if p.x > p_max.x:
p_max.x = p.x
if p.y < p_min.y:
p_min.y = p.y
if p.y > p_max.y:
p_max.y = p.y
it.increment()
stroke.resample(32 * self.__turns)
sv_nb = stroke.stroke_vertices_size()
#######################################################
sv_nb = sv_nb // self.__turns
first = sv_nb // 4
second = 2 * first
third = 3 * first
fourth = sv_nb
p_first = mathutils.Vector([p_min.x - self.__bb_len, p_min.y])
p_first_end = mathutils.Vector([p_max.x + self.__bb_len, p_min.y])
p_second = mathutils.Vector([p_max.x, p_min.y - self.__bb_len])
p_second_end = mathutils.Vector([p_max.x, p_max.y + self.__bb_len])
p_third = mathutils.Vector([p_max.x + self.__bb_len, p_max.y])
p_third_end = mathutils.Vector([p_min.x - self.__bb_len, p_max.y])
p_fourth = mathutils.Vector([p_min.x, p_max.y + self.__bb_len])
p_fourth_end = mathutils.Vector([p_min.x, p_min.y - self.__bb_len])
#######################################################
R = self.__bb_rand
r = self.__bb_rand // 2
it = stroke.stroke_vertices_begin()
visible = True
for j in range(self.__turns):
p_first = p_first + mathutils.Vector([random.randint(-R, R), random.randint(-r, r)])
p_first_end = p_first_end + mathutils.Vector([random.randint(-R, R), random.randint(-r, r)])
p_second = p_second + mathutils.Vector([random.randint(-r, r), random.randint(-R, R)])
p_second_end = p_second_end + mathutils.Vector([random.randint(-r, r), random.randint(-R, R)])
p_third = p_third + mathutils.Vector([random.randint(-R, R), random.randint(-r, r)])
p_third_end = p_third_end + mathutils.Vector([random.randint(-R, R), random.randint(-r, r)])
p_fourth = p_fourth + mathutils.Vector([random.randint(-r, r), random.randint(-R, R)])
p_fourth_end = p_fourth_end + mathutils.Vector([random.randint(-r, r), random.randint(-R, R)])
vec_first = p_first_end - p_first
vec_second = p_second_end - p_second
vec_third = p_third_end - p_third
vec_fourth = p_fourth_end - p_fourth
i = 0
while i < sv_nb and not it.is_end:
if i < first:
p_new = p_first + vec_first * float(i)/float(first - 1)
if i == first - 1:
visible = False
elif i < second:
p_new = p_second + vec_second * float(i - first)/float(second - first - 1)
if i == second - 1:
visible = False
elif i < third:
p_new = p_third + vec_third * float(i - second)/float(third - second - 1)
if i == third - 1:
visible = False
else:
p_new = p_fourth + vec_fourth * float(i - third)/float(fourth - third - 1)
if i == fourth - 1:
visible = False
if it.object == None:
i = i + 1
it.increment()
if not visible:
visible = True
continue
it.object.point = p_new
it.object.attribute.visible = visible
if not visible:
visible = True
i = i + 1
it.increment()
verticesToRemove = []
while not it.is_end:
verticesToRemove.append(it.object)
it.increment()
for sv in verticesToRemove:
stroke.remove_vertex(sv)
stroke.update_length()
class pyBluePrintDirectedSquaresShader(StrokeShader):
def __init__(self, turns = 1, bb_len = 10, mult = 1):
StrokeShader.__init__(self)
self.__mult = mult
self.__turns = turns
self.__bb_len = 1 + float(bb_len) / 100
def shade(self, stroke):
stroke.resample(32 * self.__turns)
p_mean = mathutils.Vector([0, 0])
it = stroke.stroke_vertices_begin()
while not it.is_end:
p = it.object.point
p_mean = p_mean + p
it.increment()
sv_nb = stroke.stroke_vertices_size()
p_mean = p_mean / sv_nb
p_var_xx = 0
p_var_yy = 0
p_var_xy = 0
it = stroke.stroke_vertices_begin()
while not it.is_end:
p = it.object.point
p_var_xx = p_var_xx + math.pow(p.x - p_mean.x, 2)
p_var_yy = p_var_yy + math.pow(p.y - p_mean.y, 2)
p_var_xy = p_var_xy + (p.x - p_mean.x) * (p.y - p_mean.y)
it.increment()
p_var_xx = p_var_xx / sv_nb
p_var_yy = p_var_yy / sv_nb
p_var_xy = p_var_xy / sv_nb
## print(p_var_xx, p_var_yy, p_var_xy)
trace = p_var_xx + p_var_yy
det = p_var_xx * p_var_yy - p_var_xy * p_var_xy
sqrt_coeff = math.sqrt(trace * trace - 4 * det)
lambda1 = (trace + sqrt_coeff) / 2
lambda2 = (trace - sqrt_coeff) / 2
## print(lambda1, lambda2)
theta = math.atan(2 * p_var_xy / (p_var_xx - p_var_yy)) / 2
## print(theta)
if p_var_yy > p_var_xx:
e1 = mathutils.Vector([math.cos(theta + math.pi / 2), math.sin(theta + math.pi / 2)]) * math.sqrt(lambda1) * self.__mult
e2 = mathutils.Vector([math.cos(theta + math.pi), math.sin(theta + math.pi)]) * math.sqrt(lambda2) * self.__mult
else:
e1 = mathutils.Vector([math.cos(theta), math.sin(theta)]) * math.sqrt(lambda1) * self.__mult
e2 = mathutils.Vector([math.cos(theta + math.pi / 2), math.sin(theta + math.pi / 2)]) * math.sqrt(lambda2) * self.__mult
#######################################################
sv_nb = sv_nb // self.__turns
first = sv_nb // 4
second = 2 * first
third = 3 * first
fourth = sv_nb
bb_len1 = self.__bb_len
bb_len2 = 1 + (bb_len1 - 1) * math.sqrt(lambda1 / lambda2)
p_first = p_mean - e1 - e2 * bb_len2
p_second = p_mean - e1 * bb_len1 + e2
p_third = p_mean + e1 + e2 * bb_len2
p_fourth = p_mean + e1 * bb_len1 - e2
vec_first = e2 * bb_len2 * 2
vec_second = e1 * bb_len1 * 2
vec_third = vec_first * -1
vec_fourth = vec_second * -1
#######################################################
it = stroke.stroke_vertices_begin()
visible = True
for j in range(self.__turns):
i = 0
while i < sv_nb:
if i < first:
p_new = p_first + vec_first * float(i)/float(first - 1)
if i == first - 1:
visible = False
elif i < second:
p_new = p_second + vec_second * float(i - first)/float(second - first - 1)
if i == second - 1:
visible = False
elif i < third:
p_new = p_third + vec_third * float(i - second)/float(third - second - 1)
if i == third - 1:
visible = False
else:
p_new = p_fourth + vec_fourth * float(i - third)/float(fourth - third - 1)
if i == fourth - 1:
visible = False
it.object.point = p_new
it.object.attribute.visible = visible
if not visible:
visible = True
i = i + 1
it.increment()
verticesToRemove = []
while not it.is_end:
verticesToRemove.append(it.object)
it.increment()
for sv in verticesToRemove:
stroke.remove_vertex(sv)
stroke.update_length()
class pyModulateAlphaShader(StrokeShader):
def __init__(self, min = 0, max = 1):
StrokeShader.__init__(self)
self.__min = min
self.__max = max
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
while not it.is_end:
alpha = it.object.attribute.alpha
p = it.object.point
alpha = alpha * p.y / 400
if alpha < self.__min:
alpha = self.__min
elif alpha > self.__max:
alpha = self.__max
it.object.attribute.alpha = alpha
it.increment()
## various
class pyDummyShader(StrokeShader):
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
while not it.is_end:
toto = Interface0DIterator(it)
att = it.object.attribute
att.color = (0.3, 0.4, 0.4)
att.thickness = (0, 5)
it.increment()
class pyDebugShader(StrokeShader):
def shade(self, stroke):
fe = CF.get_selected_fedge()
id1 = fe.first_svertex.id
id2 = fe.second_svertex.id
#print(id1.first, id1.second)
#print(id2.first, id2.second)
it = stroke.stroke_vertices_begin()
found = True
foundfirst = True
foundsecond = False
while not it.is_end:
cp = it.object
if cp.first_svertex.id == id1 or cp.second_svertex.id == id1:
foundfirst = True
if cp.first_svertex.id == id2 or cp.second_svertex.id == id2:
foundsecond = True
if foundfirst and foundsecond:
found = True
break
it.increment()
if found:
print("The selected Stroke id is: ", stroke.id.first, stroke.id.second)