blender/release/scripts/freestyle/style_modules/sketchy_topology_broken.py
2012-12-11 23:05:04 +00:00

90 lines
3.0 KiB
Python

#
# Filename : sketchy_topology_broken.py
# Author : Stephane Grabli
# Date : 04/08/2005
# Purpose : The topology of the strokes is, first, built
# independantly from the 3D topology of objects,
# and, second, so as to chain several times the same ViewEdge.
#
#############################################################################
#
# 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 ChainingIterators import *
from shaders import *
## Backbone stretcher that leaves cusps intact to avoid cracks
class pyBackboneStretcherNoCuspShader(StrokeShader):
def __init__(self, l):
StrokeShader.__init__(self)
self._l = l
def getName(self):
return "pyBackboneStretcherNoCuspShader"
def shade(self, stroke):
it0 = stroke.strokeVerticesBegin()
it1 = StrokeVertexIterator(it0)
it1.increment()
itn = stroke.strokeVerticesEnd()
itn.decrement()
itn_1 = StrokeVertexIterator(itn)
itn_1.decrement()
v0 = it0.getObject()
v1 = it1.getObject()
if((v0.getNature() & Nature.CUSP == 0) and (v1.getNature() & Nature.CUSP == 0)):
p0 = v0.getPoint()
p1 = v1.getPoint()
d1 = p0-p1
d1.normalize()
newFirst = p0+d1*float(self._l)
v0.setPoint(newFirst)
else:
print("got a v0 cusp")
vn_1 = itn_1.getObject()
vn = itn.getObject()
if((vn.getNature() & Nature.CUSP == 0) and (vn_1.getNature() & Nature.CUSP == 0)):
pn = vn.getPoint()
pn_1 = vn_1.getPoint()
dn = pn-pn_1
dn.normalize()
newLast = pn+dn*float(self._l)
vn.setPoint(newLast)
else:
print("got a vn cusp")
Operators.select(QuantitativeInvisibilityUP1D(0))
## Chain 3 times each ViewEdge indpendantly from the
## initial objects topology
Operators.bidirectionalChain(pySketchyChainingIterator(3))
shaders_list = [
SamplingShader(4),
SpatialNoiseShader(6, 120, 2, 1, 1),
IncreasingThicknessShader(4, 10),
SmoothingShader(100, 0.1, 0, 0.2, 0, 0, 0, 1),
pyBackboneStretcherNoCuspShader(20),
#ConstantColorShader(0.0,0.0,0.0)
IncreasingColorShader(0.2,0.2,0.2,1,0.5,0.5,0.5,1),
#IncreasingColorShader(1,0,0,1,0,1,0,1),
TextureAssignerShader(4)
]
Operators.create(TrueUP1D(), shaders_list)