blender/release/scripts/freestyle/modules/parameter_editor.py
Campbell Barton db249b787f Freestyle: rename module to export_svg
Convention for existing export modules
2014-10-18 17:25:55 +02:00

1233 lines
47 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 : parameter_editor.py
# Authors : Tamito Kajiyama
# Date : 26/07/2010
# Purpose : Interactive manipulation of stylization parameters
from freestyle.types import (
BinaryPredicate1D,
IntegrationType,
Interface0DIterator,
Nature,
Noise,
Operators,
StrokeAttribute,
UnaryPredicate0D,
UnaryPredicate1D,
TVertex,
Material,
ViewEdge,
)
from freestyle.chainingiterators import (
ChainPredicateIterator,
ChainSilhouetteIterator,
pySketchyChainSilhouetteIterator,
pySketchyChainingIterator,
)
from freestyle.functions import (
Curvature2DAngleF0D,
Normal2DF0D,
QuantitativeInvisibilityF1D,
VertexOrientation2DF0D,
CurveMaterialF0D,
)
from freestyle.predicates import (
AndUP1D,
ContourUP1D,
ExternalContourUP1D,
FalseBP1D,
FalseUP1D,
Length2DBP1D,
NotBP1D,
NotUP1D,
OrUP1D,
QuantitativeInvisibilityUP1D,
SameShapeIdBP1D,
TrueBP1D,
TrueUP1D,
WithinImageBoundaryUP1D,
pyNFirstUP1D,
pyNatureUP1D,
pyProjectedXBP1D,
pyProjectedYBP1D,
pyZBP1D,
)
from freestyle.shaders import (
BackboneStretcherShader,
BezierCurveShader,
BlenderTextureShader,
ConstantColorShader,
GuidingLinesShader,
PolygonalizationShader,
SamplingShader,
SpatialNoiseShader,
StrokeShader,
StrokeTextureStepShader,
TipRemoverShader,
pyBluePrintCirclesShader,
pyBluePrintEllipsesShader,
pyBluePrintSquaresShader,
RoundCapShader,
SquareCapShader,
)
from freestyle.utils import (
ContextFunctions,
getCurrentScene,
iter_distance_along_stroke,
iter_t2d_along_stroke,
iter_distance_from_camera,
iter_distance_from_object,
iter_material_value,
stroke_normal,
bound,
pairwise,
BoundedProperty,
get_dashed_pattern,
)
from _freestyle import (
blendRamp,
evaluateColorRamp,
evaluateCurveMappingF,
)
from export_svg import (
SVGPathShader,
SVGFillShader,
ShapeZ,
)
import time
from mathutils import Vector
from math import pi, sin, cos, acos, radians
from itertools import cycle, tee
from bpy.path import abspath
from os.path import isfile
class ColorRampModifier(StrokeShader):
"""Primitive for the color modifiers."""
def __init__(self, blend, influence, ramp):
StrokeShader.__init__(self)
self.blend = blend
self.influence = influence
self.ramp = ramp
def evaluate(self, t):
col = evaluateColorRamp(self.ramp, t)
return col.xyz # omit alpha
def blend_ramp(self, a, b):
return blendRamp(self.blend, a, self.influence, b)
class ScalarBlendModifier(StrokeShader):
"""Primitive for alpha and thickness modifiers."""
def __init__(self, blend_type, influence):
StrokeShader.__init__(self)
self.blend_type = blend_type
self.influence = influence
def blend(self, v1, v2):
fac = self.influence
facm = 1.0 - fac
if self.blend_type == 'MIX':
v1 = facm * v1 + fac * v2
elif self.blend_type == 'ADD':
v1 += fac * v2
elif self.blend_type == 'MULTIPLY':
v1 *= facm + fac * v2
elif self.blend_type == 'SUBTRACT':
v1 -= fac * v2
elif self.blend_type == 'DIVIDE':
v1 = facm * v1 + fac * v1 / v2 if v2 != 0.0 else v1
elif self.blend_type == 'DIFFERENCE':
v1 = facm * v1 + fac * abs(v1 - v2)
elif self.blend_type == 'MININUM':
v1 = min(fac * v2, v1)
elif self.blend_type == 'MAXIMUM':
v1 = max(fac * v2, v1)
else:
raise ValueError("unknown curve blend type: " + self.blend_type)
return v1
class CurveMappingModifier(ScalarBlendModifier):
def __init__(self, blend, influence, mapping, invert, curve):
ScalarBlendModifier.__init__(self, blend, influence)
assert mapping in {'LINEAR', 'CURVE'}
self.evaluate = getattr(self, mapping)
self.invert = invert
self.curve = curve
def LINEAR(self, t):
return (1.0 - t) if self.invert else t
def CURVE(self, t):
return evaluateCurveMappingF(self.curve, 0, t)
class ThicknessModifierMixIn:
def __init__(self):
scene = getCurrentScene()
self.persp_camera = (scene.camera.data.type == 'PERSP')
def set_thickness(self, sv, outer, inner):
fe = sv.fedge
nature = fe.nature
if (nature & Nature.BORDER):
if self.persp_camera:
point = -sv.point_3d.normalized()
dir = point.dot(fe.normal_left)
else:
dir = fe.normal_left.z
if dir < 0.0: # the back side is visible
outer, inner = inner, outer
elif (nature & Nature.SILHOUETTE):
if fe.is_smooth: # TODO more tests needed
outer, inner = inner, outer
else:
outer = inner = (outer + inner) / 2
sv.attribute.thickness = (outer, inner)
class ThicknessBlenderMixIn(ThicknessModifierMixIn):
def __init__(self, position, ratio):
ThicknessModifierMixIn.__init__(self)
self.position = position
self.ratio = ratio
def blend_thickness(self, svert, v):
"""Blends and sets the thickness."""
outer, inner = svert.attribute.thickness
fe = svert.fedge
v = self.blend(outer + inner, v)
# Part 1: blend
if self.position == 'CENTER':
outer = inner = v * 0.5
elif self.position == 'INSIDE':
outer, inner = 0, v
elif self.position == 'OUTSIDE':
outer, inner = v, 0
elif self.position == 'RELATIVE':
outer, inner = v * self.ratio, v - (v * self.ratio)
else:
raise ValueError("unknown thickness position: " + position)
# Part 2: set
if (fe.nature & Nature.BORDER):
if self.persp_camera:
point = -svert.point_3d.normalized()
dir = point.dot(fe.normal_left)
else:
dir = fe.normal_left.z
if dir < 0.0: # the back side is visible
outer, inner = inner, outer
elif (fe.nature & Nature.SILHOUETTE):
if fe.is_smooth: # TODO more tests needed
outer, inner = inner, outer
else:
outer = inner = (outer + inner) / 2
svert.attribute.thickness = (outer, inner)
class BaseThicknessShader(StrokeShader, ThicknessModifierMixIn):
def __init__(self, thickness, position, ratio):
StrokeShader.__init__(self)
ThicknessModifierMixIn.__init__(self)
if position == 'CENTER':
self.outer = thickness * 0.5
self.inner = thickness - self.outer
elif position == 'INSIDE':
self.outer = 0
self.inner = thickness
elif position == 'OUTSIDE':
self.outer = thickness
self.inner = 0
elif position == 'RELATIVE':
self.outer = thickness * ratio
self.inner = thickness - self.outer
else:
raise ValueError("unknown thickness position: " + position)
def shade(self, stroke):
for svert in stroke:
self.set_thickness(svert, self.outer, self.inner)
# Along Stroke modifiers
class ColorAlongStrokeShader(ColorRampModifier):
"""Maps a ramp to the color of the stroke, using the curvilinear abscissa (t)."""
def shade(self, stroke):
for svert, t in zip(stroke, iter_t2d_along_stroke(stroke)):
a = svert.attribute.color
b = self.evaluate(t)
svert.attribute.color = self.blend_ramp(a, b)
class AlphaAlongStrokeShader(CurveMappingModifier):
"""Maps a curve to the alpha/transparancy of the stroke, using the curvilinear abscissa (t)."""
def shade(self, stroke):
for svert, t in zip(stroke, iter_t2d_along_stroke(stroke)):
a = svert.attribute.alpha
b = self.evaluate(t)
svert.attribute.alpha = self.blend(a, b)
class ThicknessAlongStrokeShader(ThicknessBlenderMixIn, CurveMappingModifier):
"""Maps a curve to the thickness of the stroke, using the curvilinear abscissa (t)."""
def __init__(self, thickness_position, thickness_ratio,
blend, influence, mapping, invert, curve, value_min, value_max):
ThicknessBlenderMixIn.__init__(self, thickness_position, thickness_ratio)
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
self.value = BoundedProperty(value_min, value_max, value_max - value_min)
def shade(self, stroke):
for svert, t in zip(stroke, iter_t2d_along_stroke(stroke)):
b = self.value.min + self.evaluate(t) * self.value.delta
self.blend_thickness(svert, b)
# -- Distance from Camera modifiers -- #
class ColorDistanceFromCameraShader(ColorRampModifier):
"""Picks a color value from a ramp based on the vertex' distance from the camera."""
def __init__(self, blend, influence, ramp, range_min, range_max):
ColorRampModifier.__init__(self, blend, influence, ramp)
self.range = BoundedProperty(range_min, range_max, range_max - range_min)
def shade(self, stroke):
it = iter_distance_from_camera(stroke, *self.range)
for svert, t in it:
a = svert.attribute.color
b = self.evaluate(t)
svert.attribute.color = self.blend_ramp(a, b)
class AlphaDistanceFromCameraShader(CurveMappingModifier):
"""Picks an alpha value from a curve based on the vertex' distance from the camera"""
def __init__(self, blend, influence, mapping, invert, curve, range_min, range_max):
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
self.range = BoundedProperty(range_min, range_max, range_max - range_min)
def shade(self, stroke):
it = iter_distance_from_camera(stroke, *self.range)
for svert, t in it:
a = svert.attribute.alpha
b = self.evaluate(t)
svert.attribute.alpha = self.blend(a, b)
class ThicknessDistanceFromCameraShader(ThicknessBlenderMixIn, CurveMappingModifier):
"""Picks a thickness value from a curve based on the vertex' distance from the camera."""
def __init__(self, thickness_position, thickness_ratio,
blend, influence, mapping, invert, curve, range_min, range_max, value_min, value_max):
ThicknessBlenderMixIn.__init__(self, thickness_position, thickness_ratio)
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
self.range = BoundedProperty(range_min, range_max, range_max - range_min)
self.value = BoundedProperty(value_min, value_max, value_max - value_min)
def shade(self, stroke):
for (svert, t) in iter_distance_from_camera(stroke, *self.range):
b = self.value.min + self.evaluate(t) * self.value.delta
self.blend_thickness(svert, b)
# Distance from Object modifiers
class ColorDistanceFromObjectShader(ColorRampModifier):
"""Picks a color value from a ramp based on the vertex' distance from a given object."""
def __init__(self, blend, influence, ramp, target, range_min, range_max):
ColorRampModifier.__init__(self, blend, influence, ramp)
if target is None:
raise ValueError("ColorDistanceFromObjectShader: target can't be None ")
self.range = BoundedProperty(range_min, range_max, range_max - range_min)
# construct a model-view matrix
matrix = getCurrentScene().camera.matrix_world.inverted()
# get the object location in the camera coordinate
self.loc = matrix * target.location
def shade(self, stroke):
it = iter_distance_from_object(stroke, self.loc, *self.range)
for svert, t in it:
a = svert.attribute.color
b = self.evaluate(t)
svert.attribute.color = self.blend_ramp(a, b)
class AlphaDistanceFromObjectShader(CurveMappingModifier):
"""Picks an alpha value from a curve based on the vertex' distance from a given object."""
def __init__(self, blend, influence, mapping, invert, curve, target, range_min, range_max):
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
if target is None:
raise ValueError("AlphaDistanceFromObjectShader: target can't be None ")
self.range = BoundedProperty(range_min, range_max, range_max - range_min)
# construct a model-view matrix
matrix = getCurrentScene().camera.matrix_world.inverted()
# get the object location in the camera coordinate
self.loc = matrix * target.location
def shade(self, stroke):
it = iter_distance_from_object(stroke, self.loc, *self.range)
for svert, t in it:
a = svert.attribute.alpha
b = self.evaluate(t)
svert.attribute.alpha = self.blend(a, b)
class ThicknessDistanceFromObjectShader(ThicknessBlenderMixIn, CurveMappingModifier):
"""Picks a thickness value from a curve based on the vertex' distance from a given object."""
def __init__(self, thickness_position, thickness_ratio,
blend, influence, mapping, invert, curve, target, range_min, range_max, value_min, value_max):
ThicknessBlenderMixIn.__init__(self, thickness_position, thickness_ratio)
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
if target is None:
raise ValueError("ThicknessDistanceFromObjectShader: target can't be None ")
self.range = BoundedProperty(range_min, range_max, range_max - range_min)
self.value = BoundedProperty(value_min, value_max, value_max - value_min)
# construct a model-view matrix
matrix = getCurrentScene().camera.matrix_world.inverted()
# get the object location in the camera coordinate
self.loc = matrix * target.location
def shade(self, stroke):
it = iter_distance_from_object(stroke, self.loc, *self.range)
for svert, t in it:
b = self.value.min + self.evaluate(t) * self.value.delta
self.blend_thickness(svert, b)
# Material modifiers
class ColorMaterialShader(ColorRampModifier):
"""Assigns a color to the vertices based on their underlying material."""
def __init__(self, blend, influence, ramp, material_attribute, use_ramp):
ColorRampModifier.__init__(self, blend, influence, ramp)
self.attribute = material_attribute
self.use_ramp = use_ramp
self.func = CurveMaterialF0D()
def shade(self, stroke, attributes={'DIFF', 'SPEC', 'LINE'}):
it = Interface0DIterator(stroke)
if not self.use_ramp and self.attribute in attributes:
for svert in it:
material = self.func(it)
if self.attribute == 'LINE':
b = material.line[0:3]
elif self.attribute == 'DIFF':
b = material.diffuse[0:3]
else:
b = material.specular[0:3]
a = svert.attribute.color
svert.attribute.color = self.blend_ramp(a, b)
else:
for svert, value in iter_material_value(stroke, self.func, self.attribute):
a = svert.attribute.color
b = self.evaluate(value)
svert.attribute.color = self.blend_ramp(a, b)
class AlphaMaterialShader(CurveMappingModifier):
"""Assigns an alpha value to the vertices based on their underlying material."""
def __init__(self, blend, influence, mapping, invert, curve, material_attribute):
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
self.attribute = material_attribute
self.func = CurveMaterialF0D()
def shade(self, stroke):
for svert, value in iter_material_value(stroke, self.func, self.attribute):
a = svert.attribute.alpha
b = self.evaluate(value)
svert.attribute.alpha = self.blend(a, b)
class ThicknessMaterialShader(ThicknessBlenderMixIn, CurveMappingModifier):
"""Assigns a thickness value to the vertices based on their underlying material."""
def __init__(self, thickness_position, thickness_ratio,
blend, influence, mapping, invert, curve, material_attribute, value_min, value_max):
ThicknessBlenderMixIn.__init__(self, thickness_position, thickness_ratio)
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
self.attribute = material_attribute
self.value = BoundedProperty(value_min, value_max, value_max - value_min)
self.func = CurveMaterialF0D()
def shade(self, stroke):
for svert, value in iter_material_value(stroke, self.func, self.attribute):
b = self.value.min + self.evaluate(value) * self.value.delta
self.blend_thickness(svert, b)
# Calligraphic thickness modifier
class CalligraphicThicknessShader(ThicknessBlenderMixIn, ScalarBlendModifier):
"""Thickness modifier for achieving a calligraphy-like effect."""
def __init__(self, thickness_position, thickness_ratio,
blend_type, influence, orientation, thickness_min, thickness_max):
ThicknessBlenderMixIn.__init__(self, thickness_position, thickness_ratio)
ScalarBlendModifier.__init__(self, blend_type, influence)
self.orientation = Vector((cos(orientation), sin(orientation)))
self.thickness = BoundedProperty(thickness_min, thickness_max, thickness_max - thickness_min)
self.func = VertexOrientation2DF0D()
def shade(self, stroke):
it = Interface0DIterator(stroke)
for svert in it:
dir = self.func(it)
if dir.length != 0.0:
dir.normalize()
fac = abs(dir.orthogonal() * self.orientation)
b = self.thickness.min + fac * self.thickness.delta
else:
b = self.thickness.min
self.blend_thickness(svert, b)
# Geometry modifiers
class SinusDisplacementShader(StrokeShader):
"""Displaces the stroke in a sinewave-like shape."""
def __init__(self, wavelength, amplitude, phase):
StrokeShader.__init__(self)
self.wavelength = wavelength
self.amplitude = amplitude
self.phase = phase / wavelength * 2 * pi
def shade(self, stroke):
# normals are stored in a tuple, so they don't update when we reposition vertices.
normals = tuple(stroke_normal(stroke))
distances = iter_distance_along_stroke(stroke)
coeff = 1 / self.wavelength * 2 * pi
for svert, distance, normal in zip(stroke, distances, normals):
n = normal * self.amplitude * cos(distance * coeff + self.phase)
svert.point += n
stroke.update_length()
class PerlinNoise1DShader(StrokeShader):
"""
Displaces the stroke using the curvilinear abscissa. This means
that lines with the same length and sampling interval will be
identically distorded.
"""
def __init__(self, freq=10, amp=10, oct=4, angle=radians(45), seed=-1):
StrokeShader.__init__(self)
self.noise = Noise(seed)
self.freq = freq
self.amp = amp
self.oct = oct
self.dir = Vector((cos(angle), sin(angle)))
def shade(self, stroke):
length = stroke.length_2d
for svert in stroke:
nres = self.noise.turbulence1(length * svert.u, self.freq, self.amp, self.oct)
svert.point += nres * self.dir
stroke.update_length()
class PerlinNoise2DShader(StrokeShader):
"""
Displaces the stroke using the strokes coordinates. This means
that in a scene no strokes will be distorded identically.
More information on the noise shaders can be found at:
freestyleintegration.wordpress.com/2011/09/25/development-updates-on-september-25/
"""
def __init__(self, freq=10, amp=10, oct=4, angle=radians(45), seed=-1):
StrokeShader.__init__(self)
self.noise = Noise(seed)
self.freq = freq
self.amp = amp
self.oct = oct
self.dir = Vector((cos(angle), sin(angle)))
def shade(self, stroke):
for svert in stroke:
projected = Vector((svert.projected_x, svert.projected_y))
nres = self.noise.turbulence2(projected, self.freq, self.amp, self.oct)
svert.point += nres * self.dir
stroke.update_length()
class Offset2DShader(StrokeShader):
"""Offsets the stroke by a given amount."""
def __init__(self, start, end, x, y):
StrokeShader.__init__(self)
self.start = start
self.end = end
self.xy = Vector((x, y))
def shade(self, stroke):
# normals are stored in a tuple, so they don't update when we reposition vertices.
normals = tuple(stroke_normal(stroke))
for svert, normal in zip(stroke, normals):
a = self.start + svert.u * (self.end - self.start)
svert.point += (normal * a) + self.xy
stroke.update_length()
class Transform2DShader(StrokeShader):
"""Transforms the stroke (scale, rotation, location) around a given pivot point """
def __init__(self, pivot, scale_x, scale_y, angle, pivot_u, pivot_x, pivot_y):
StrokeShader.__init__(self)
self.pivot = pivot
self.scale = Vector((scale_x, scale_y))
self.cos_theta = cos(angle)
self.sin_theta = sin(angle)
self.pivot_u = pivot_u
self.pivot_x = pivot_x
self.pivot_y = pivot_y
if pivot not in {'START', 'END', 'CENTER', 'ABSOLUTE', 'PARAM'}:
raise ValueError("expected pivot in {'START', 'END', 'CENTER', 'ABSOLUTE', 'PARAM'}, not" + pivot)
def shade(self, stroke):
# determine the pivot of scaling and rotation operations
if self.pivot == 'START':
pivot = stroke[0].point
elif self.pivot == 'END':
pivot = stroke[-1].point
elif self.pivot == 'CENTER':
# minor rounding errors here, because
# given v = Vector(a, b), then (v / n) != Vector(v.x / n, v.y / n)
pivot = (1 / len(stroke)) * sum((svert.point for svert in stroke), Vector((0.0, 0.0)))
elif self.pivot == 'ABSOLUTE':
pivot = Vector((self.pivot_x, self.pivot_y))
elif self.pivot == 'PARAM':
if self.pivot_u < stroke[0].u:
pivot = stroke[0].point
else:
for prev, svert in pairwise(stroke):
if self.pivot_u < svert.u:
break
pivot = svert.point + (svert.u - self.pivot_u) * (prev.point - svert.point)
# apply scaling and rotation operations
for svert in stroke:
p = (svert.point - pivot)
x = p.x * self.scale.x
y = p.y * self.scale.y
p.x = x * self.cos_theta - y * self.sin_theta
p.y = x * self.sin_theta + y * self.cos_theta
svert.point = p + pivot
stroke.update_length()
# Predicates and helper functions
class QuantitativeInvisibilityRangeUP1D(UnaryPredicate1D):
def __init__(self, qi_start, qi_end):
UnaryPredicate1D.__init__(self)
self.getQI = QuantitativeInvisibilityF1D()
self.qi_start = qi_start
self.qi_end = qi_end
def __call__(self, inter):
qi = self.getQI(inter)
return self.qi_start <= qi <= self.qi_end
class ObjectNamesUP1D(UnaryPredicate1D):
def __init__(self, names, negative):
UnaryPredicate1D.__init__(self)
self.names = names
self.negative = negative
def __call__(self, viewEdge):
found = viewEdge.viewshape.name in self.names
if self.negative:
return not found
return found
# -- Split by dashed line pattern -- #
class SplitPatternStartingUP0D(UnaryPredicate0D):
def __init__(self, controller):
UnaryPredicate0D.__init__(self)
self.controller = controller
def __call__(self, inter):
return self.controller.start()
class SplitPatternStoppingUP0D(UnaryPredicate0D):
def __init__(self, controller):
UnaryPredicate0D.__init__(self)
self.controller = controller
def __call__(self, inter):
return self.controller.stop()
class SplitPatternController:
def __init__(self, pattern, sampling):
self.sampling = float(sampling)
k = len(pattern) // 2
n = k * 2
self.start_pos = [pattern[i] + pattern[i + 1] for i in range(0, n, 2)]
self.stop_pos = [pattern[i] for i in range(0, n, 2)]
self.init()
def init(self):
self.start_len = 0.0
self.start_idx = 0
self.stop_len = self.sampling
self.stop_idx = 0
def start(self):
self.start_len += self.sampling
if abs(self.start_len - self.start_pos[self.start_idx]) < self.sampling / 2.0:
self.start_len = 0.0
self.start_idx = (self.start_idx + 1) % len(self.start_pos)
return True
return False
def stop(self):
if self.start_len > 0.0:
self.init()
self.stop_len += self.sampling
if abs(self.stop_len - self.stop_pos[self.stop_idx]) < self.sampling / 2.0:
self.stop_len = self.sampling
self.stop_idx = (self.stop_idx + 1) % len(self.stop_pos)
return True
return False
# Dashed line
class DashedLineShader(StrokeShader):
def __init__(self, pattern):
StrokeShader.__init__(self)
self.pattern = pattern
def shade(self, stroke):
start = 0.0 # 2D curvilinear length
visible = True
# The extra 'sampling' term is added below, because the
# visibility attribute of the i-th vertex refers to the
# visibility of the stroke segment between the i-th and
# (i+1)-th vertices.
sampling = 1.0
it = stroke.stroke_vertices_begin(sampling)
pattern_cycle = cycle(self.pattern)
pattern = next(pattern_cycle)
for svert in it:
pos = it.t # curvilinear abscissa
if pos - start + sampling > pattern:
start = pos
pattern = next(pattern_cycle)
visible = not visible
if not visible:
it.object.attribute.visible = False
# predicates for chaining
class AngleLargerThanBP1D(BinaryPredicate1D):
def __init__(self, angle):
BinaryPredicate1D.__init__(self)
self.angle = angle
def __call__(self, i1, i2):
sv1a = i1.first_fedge.first_svertex.point_2d
sv1b = i1.last_fedge.second_svertex.point_2d
sv2a = i2.first_fedge.first_svertex.point_2d
sv2b = i2.last_fedge.second_svertex.point_2d
if (sv1a - sv2a).length < 1e-6:
dir1 = sv1a - sv1b
dir2 = sv2b - sv2a
elif (sv1b - sv2b).length < 1e-6:
dir1 = sv1b - sv1a
dir2 = sv2a - sv2b
elif (sv1a - sv2b).length < 1e-6:
dir1 = sv1a - sv1b
dir2 = sv2a - sv2b
elif (sv1b - sv2a).length < 1e-6:
dir1 = sv1b - sv1a
dir2 = sv2b - sv2a
else:
return False
denom = dir1.length * dir2.length
if denom < 1e-6:
return False
x = (dir1 * dir2) / denom
return acos(bound(-1.0, x, 1.0)) > self.angle
# predicates for selection
class LengthThresholdUP1D(UnaryPredicate1D):
def __init__(self, length_min=None, length_max=None):
UnaryPredicate1D.__init__(self)
self.length_min = length_min
self.length_max = length_max
def __call__(self, inter):
length = inter.length_2d
if self.length_min is not None and length < self.length_min:
return False
if self.length_max is not None and length > self.length_max:
return False
return True
class FaceMarkBothUP1D(UnaryPredicate1D):
def __call__(self, inter: ViewEdge):
fe = inter.first_fedge
while fe is not None:
if fe.is_smooth:
if fe.face_mark:
return True
elif (fe.nature & Nature.BORDER):
if fe.face_mark_left:
return True
else:
if fe.face_mark_right and fe.face_mark_left:
return True
fe = fe.next_fedge
return False
class FaceMarkOneUP1D(UnaryPredicate1D):
def __call__(self, inter: ViewEdge):
fe = inter.first_fedge
while fe is not None:
if fe.is_smooth:
if fe.face_mark:
return True
elif (fe.nature & Nature.BORDER):
if fe.face_mark_left:
return True
else:
if fe.face_mark_right or fe.face_mark_left:
return True
fe = fe.next_fedge
return False
# predicates for splitting
class MaterialBoundaryUP0D(UnaryPredicate0D):
def __call__(self, it):
# can't use only it.is_end here, see commit rBeb8964fb7f19
if it.is_begin or it.at_last or it.is_end:
return False
it.decrement()
prev, v, succ = next(it), next(it), next(it)
fe = v.get_fedge(prev)
idx1 = fe.material_index if fe.is_smooth else fe.material_index_left
fe = v.get_fedge(succ)
idx2 = fe.material_index if fe.is_smooth else fe.material_index_left
return idx1 != idx2
class Curvature2DAngleThresholdUP0D(UnaryPredicate0D):
def __init__(self, angle_min=None, angle_max=None):
UnaryPredicate0D.__init__(self)
self.angle_min = angle_min
self.angle_max = angle_max
self.func = Curvature2DAngleF0D()
def __call__(self, inter):
angle = pi - self.func(inter)
if self.angle_min is not None and angle < self.angle_min:
return True
if self.angle_max is not None and angle > self.angle_max:
return True
return False
class Length2DThresholdUP0D(UnaryPredicate0D):
def __init__(self, length_limit):
UnaryPredicate0D.__init__(self)
self.length_limit = length_limit
self.t = 0.0
def __call__(self, inter):
t = inter.t # curvilinear abscissa
if t < self.t:
self.t = 0.0
return False
if t - self.t < self.length_limit:
return False
self.t = t
return True
# Seed for random number generation
class Seed:
def __init__(self):
self.t_max = 2 ** 15
self.t = int(time.time()) % self.t_max
def get(self, seed):
if seed < 0:
self.t = (self.t + 1) % self.t_max
return self.t
return seed
_seed = Seed()
integration_types = {
'MEAN': IntegrationType.MEAN,
'MIN': IntegrationType.MIN,
'MAX': IntegrationType.MAX,
'FIRST': IntegrationType.FIRST,
'LAST': IntegrationType.LAST}
# main function for parameter processing
def process(layer_name, lineset_name):
scene = getCurrentScene()
layer = scene.render.layers[layer_name]
lineset = layer.freestyle_settings.linesets[lineset_name]
linestyle = lineset.linestyle
selection_criteria = []
# prepare selection criteria by visibility
if lineset.select_by_visibility:
if lineset.visibility == 'VISIBLE':
selection_criteria.append(
QuantitativeInvisibilityUP1D(0))
elif lineset.visibility == 'HIDDEN':
selection_criteria.append(
NotUP1D(QuantitativeInvisibilityUP1D(0)))
elif lineset.visibility == 'RANGE':
selection_criteria.append(
QuantitativeInvisibilityRangeUP1D(lineset.qi_start, lineset.qi_end))
# prepare selection criteria by edge types
if lineset.select_by_edge_types:
edge_type_criteria = []
if lineset.select_silhouette:
upred = pyNatureUP1D(Nature.SILHOUETTE)
edge_type_criteria.append(NotUP1D(upred) if lineset.exclude_silhouette else upred)
if lineset.select_border:
upred = pyNatureUP1D(Nature.BORDER)
edge_type_criteria.append(NotUP1D(upred) if lineset.exclude_border else upred)
if lineset.select_crease:
upred = pyNatureUP1D(Nature.CREASE)
edge_type_criteria.append(NotUP1D(upred) if lineset.exclude_crease else upred)
if lineset.select_ridge_valley:
upred = pyNatureUP1D(Nature.RIDGE)
edge_type_criteria.append(NotUP1D(upred) if lineset.exclude_ridge_valley else upred)
if lineset.select_suggestive_contour:
upred = pyNatureUP1D(Nature.SUGGESTIVE_CONTOUR)
edge_type_criteria.append(NotUP1D(upred) if lineset.exclude_suggestive_contour else upred)
if lineset.select_material_boundary:
upred = pyNatureUP1D(Nature.MATERIAL_BOUNDARY)
edge_type_criteria.append(NotUP1D(upred) if lineset.exclude_material_boundary else upred)
if lineset.select_edge_mark:
upred = pyNatureUP1D(Nature.EDGE_MARK)
edge_type_criteria.append(NotUP1D(upred) if lineset.exclude_edge_mark else upred)
if lineset.select_contour:
upred = ContourUP1D()
edge_type_criteria.append(NotUP1D(upred) if lineset.exclude_contour else upred)
if lineset.select_external_contour:
upred = ExternalContourUP1D()
edge_type_criteria.append(NotUP1D(upred) if lineset.exclude_external_contour else upred)
if lineset.edge_type_combination == 'OR':
upred = OrUP1D(*edge_type_criteria)
else:
upred = AndUP1D(*edge_type_criteria)
if upred is not None:
if lineset.edge_type_negation == 'EXCLUSIVE':
upred = NotUP1D(upred)
selection_criteria.append(upred)
# prepare selection criteria by face marks
if lineset.select_by_face_marks:
if lineset.face_mark_condition == 'BOTH':
upred = FaceMarkBothUP1D()
else:
upred = FaceMarkOneUP1D()
if lineset.face_mark_negation == 'EXCLUSIVE':
upred = NotUP1D(upred)
selection_criteria.append(upred)
# prepare selection criteria by group of objects
if lineset.select_by_group:
if lineset.group is not None:
names = {ob.name: True for ob in lineset.group.objects}
upred = ObjectNamesUP1D(names, lineset.group_negation == 'EXCLUSIVE')
selection_criteria.append(upred)
# prepare selection criteria by image border
if lineset.select_by_image_border:
upred = WithinImageBoundaryUP1D(*ContextFunctions.get_border())
selection_criteria.append(upred)
# select feature edges
upred = AndUP1D(*selection_criteria)
if upred is None:
upred = TrueUP1D()
Operators.select(upred)
# join feature edges to form chains
if linestyle.use_chaining:
if linestyle.chaining == 'PLAIN':
if linestyle.use_same_object:
Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(upred))
else:
Operators.bidirectional_chain(ChainPredicateIterator(upred, TrueBP1D()), NotUP1D(upred))
elif linestyle.chaining == 'SKETCHY':
if linestyle.use_same_object:
Operators.bidirectional_chain(pySketchyChainSilhouetteIterator(linestyle.rounds))
else:
Operators.bidirectional_chain(pySketchyChainingIterator(linestyle.rounds))
else:
Operators.chain(ChainPredicateIterator(FalseUP1D(), FalseBP1D()), NotUP1D(upred))
# split chains
if linestyle.material_boundary:
Operators.sequential_split(MaterialBoundaryUP0D())
if linestyle.use_angle_min or linestyle.use_angle_max:
angle_min = linestyle.angle_min if linestyle.use_angle_min else None
angle_max = linestyle.angle_max if linestyle.use_angle_max else None
Operators.sequential_split(Curvature2DAngleThresholdUP0D(angle_min, angle_max))
if linestyle.use_split_length:
Operators.sequential_split(Length2DThresholdUP0D(linestyle.split_length), 1.0)
if linestyle.use_split_pattern:
pattern = []
if linestyle.split_dash1 > 0 and linestyle.split_gap1 > 0:
pattern.append(linestyle.split_dash1)
pattern.append(linestyle.split_gap1)
if linestyle.split_dash2 > 0 and linestyle.split_gap2 > 0:
pattern.append(linestyle.split_dash2)
pattern.append(linestyle.split_gap2)
if linestyle.split_dash3 > 0 and linestyle.split_gap3 > 0:
pattern.append(linestyle.split_dash3)
pattern.append(linestyle.split_gap3)
if len(pattern) > 0:
sampling = 1.0
controller = SplitPatternController(pattern, sampling)
Operators.sequential_split(SplitPatternStartingUP0D(controller),
SplitPatternStoppingUP0D(controller),
sampling)
# sort selected chains
if linestyle.use_sorting:
integration = integration_types.get(linestyle.integration_type, IntegrationType.MEAN)
if linestyle.sort_key == 'DISTANCE_FROM_CAMERA':
bpred = pyZBP1D(integration)
elif linestyle.sort_key == '2D_LENGTH':
bpred = Length2DBP1D()
elif linestyle.sort_key == 'PROJECTED_X':
bpred = pyProjectedXBP1D(integration)
elif linestyle.sort_key == 'PROJECTED_Y':
bpred = pyProjectedYBP1D(integration)
if linestyle.sort_order == 'REVERSE':
bpred = NotBP1D(bpred)
Operators.sort(bpred)
# select chains
if linestyle.use_length_min or linestyle.use_length_max:
length_min = linestyle.length_min if linestyle.use_length_min else None
length_max = linestyle.length_max if linestyle.use_length_max else None
Operators.select(LengthThresholdUP1D(length_min, length_max))
if linestyle.use_chain_count:
Operators.select(pyNFirstUP1D(linestyle.chain_count))
# prepare a list of stroke shaders
shaders_list = []
for m in linestyle.geometry_modifiers:
if not m.use:
continue
if m.type == 'SAMPLING':
shaders_list.append(SamplingShader(
m.sampling))
elif m.type == 'BEZIER_CURVE':
shaders_list.append(BezierCurveShader(
m.error))
elif m.type == 'SINUS_DISPLACEMENT':
shaders_list.append(SinusDisplacementShader(
m.wavelength, m.amplitude, m.phase))
elif m.type == 'SPATIAL_NOISE':
shaders_list.append(SpatialNoiseShader(
m.amplitude, m.scale, m.octaves, m.smooth, m.use_pure_random))
elif m.type == 'PERLIN_NOISE_1D':
shaders_list.append(PerlinNoise1DShader(
m.frequency, m.amplitude, m.octaves, m.angle, _seed.get(m.seed)))
elif m.type == 'PERLIN_NOISE_2D':
shaders_list.append(PerlinNoise2DShader(
m.frequency, m.amplitude, m.octaves, m.angle, _seed.get(m.seed)))
elif m.type == 'BACKBONE_STRETCHER':
shaders_list.append(BackboneStretcherShader(
m.backbone_length))
elif m.type == 'TIP_REMOVER':
shaders_list.append(TipRemoverShader(
m.tip_length))
elif m.type == 'POLYGONIZATION':
shaders_list.append(PolygonalizationShader(
m.error))
elif m.type == 'GUIDING_LINES':
shaders_list.append(GuidingLinesShader(
m.offset))
elif m.type == 'BLUEPRINT':
if m.shape == 'CIRCLES':
shaders_list.append(pyBluePrintCirclesShader(
m.rounds, m.random_radius, m.random_center))
elif m.shape == 'ELLIPSES':
shaders_list.append(pyBluePrintEllipsesShader(
m.rounds, m.random_radius, m.random_center))
elif m.shape == 'SQUARES':
shaders_list.append(pyBluePrintSquaresShader(
m.rounds, m.backbone_length, m.random_backbone))
elif m.type == '2D_OFFSET':
shaders_list.append(Offset2DShader(
m.start, m.end, m.x, m.y))
elif m.type == '2D_TRANSFORM':
shaders_list.append(Transform2DShader(
m.pivot, m.scale_x, m.scale_y, m.angle, m.pivot_u, m.pivot_x, m.pivot_y))
# -- Base color, alpha and thickness -- #
if (not linestyle.use_chaining) or (linestyle.chaining == 'PLAIN' and linestyle.use_same_object):
thickness_position = linestyle.thickness_position
else:
thickness_position = 'CENTER'
import bpy
if bpy.app.debug_freestyle:
print("Warning: Thickness position options are applied when chaining is disabled\n"
" or the Plain chaining is used with the Same Object option enabled.")
shaders_list.append(ConstantColorShader(*(linestyle.color), alpha=linestyle.alpha))
shaders_list.append(BaseThicknessShader(linestyle.thickness, thickness_position,
linestyle.thickness_ratio))
# -- Modifiers -- #
for m in linestyle.color_modifiers:
if not m.use:
continue
if m.type == 'ALONG_STROKE':
shaders_list.append(ColorAlongStrokeShader(
m.blend, m.influence, m.color_ramp))
elif m.type == 'DISTANCE_FROM_CAMERA':
shaders_list.append(ColorDistanceFromCameraShader(
m.blend, m.influence, m.color_ramp,
m.range_min, m.range_max))
elif m.type == 'DISTANCE_FROM_OBJECT' and m.target is not None:
shaders_list.append(ColorDistanceFromObjectShader(
m.blend, m.influence, m.color_ramp, m.target,
m.range_min, m.range_max))
elif m.type == 'MATERIAL':
shaders_list.append(ColorMaterialShader(
m.blend, m.influence, m.color_ramp, m.material_attribute,
m.use_ramp))
for m in linestyle.alpha_modifiers:
if not m.use:
continue
if m.type == 'ALONG_STROKE':
shaders_list.append(AlphaAlongStrokeShader(
m.blend, m.influence, m.mapping, m.invert, m.curve))
elif m.type == 'DISTANCE_FROM_CAMERA':
shaders_list.append(AlphaDistanceFromCameraShader(
m.blend, m.influence, m.mapping, m.invert, m.curve,
m.range_min, m.range_max))
elif m.type == 'DISTANCE_FROM_OBJECT' and m.target is not None:
shaders_list.append(AlphaDistanceFromObjectShader(
m.blend, m.influence, m.mapping, m.invert, m.curve, m.target,
m.range_min, m.range_max))
elif m.type == 'MATERIAL':
shaders_list.append(AlphaMaterialShader(
m.blend, m.influence, m.mapping, m.invert, m.curve,
m.material_attribute))
for m in linestyle.thickness_modifiers:
if not m.use:
continue
if m.type == 'ALONG_STROKE':
shaders_list.append(ThicknessAlongStrokeShader(
thickness_position, linestyle.thickness_ratio,
m.blend, m.influence, m.mapping, m.invert, m.curve,
m.value_min, m.value_max))
elif m.type == 'DISTANCE_FROM_CAMERA':
shaders_list.append(ThicknessDistanceFromCameraShader(
thickness_position, linestyle.thickness_ratio,
m.blend, m.influence, m.mapping, m.invert, m.curve,
m.range_min, m.range_max, m.value_min, m.value_max))
elif m.type == 'DISTANCE_FROM_OBJECT' and m.target is not None:
shaders_list.append(ThicknessDistanceFromObjectShader(
thickness_position, linestyle.thickness_ratio,
m.blend, m.influence, m.mapping, m.invert, m.curve, m.target,
m.range_min, m.range_max, m.value_min, m.value_max))
elif m.type == 'MATERIAL':
shaders_list.append(ThicknessMaterialShader(
thickness_position, linestyle.thickness_ratio,
m.blend, m.influence, m.mapping, m.invert, m.curve,
m.material_attribute, m.value_min, m.value_max))
elif m.type == 'CALLIGRAPHY':
shaders_list.append(CalligraphicThicknessShader(
thickness_position, linestyle.thickness_ratio,
m.blend, m.influence,
m.orientation, m.thickness_min, m.thickness_max))
# -- Textures -- #
has_tex = False
if scene.render.use_shading_nodes:
if linestyle.use_nodes and linestyle.node_tree:
shaders_list.append(BlenderTextureShader(linestyle.node_tree))
has_tex = True
else:
if linestyle.use_texture:
textures = tuple(BlenderTextureShader(slot) for slot in linestyle.texture_slots if slot is not None)
if textures:
shaders_list.extend(textures)
has_tex = True
if has_tex:
shaders_list.append(StrokeTextureStepShader(linestyle.texture_spacing))
# -- Dashed line -- #
if linestyle.use_dashed_line:
pattern = get_dashed_pattern(linestyle)
if len(pattern) > 0:
shaders_list.append(DashedLineShader(pattern))
# -- SVG export -- #
render = scene.render
filepath = abspath(render.svg_path)
# if the export path is invalid: log to console, but continue normal rendering
if render.use_svg_export:
if not isfile(filepath):
print("Error: SVG export: path is invalid")
else:
height = render.resolution_y * render.resolution_percentage / 100
split_at_inv = render.svg_split_at_invisible
frame_current = scene.frame_current
# SVGPathShader: keep reference and add to shader list
renderer = SVGPathShader.from_lineset(lineset, filepath, height, split_at_inv, frame_current)
shaders_list.append(renderer)
# -- Stroke caps -- #
# appended after svg shader to ensure correct svg output
if linestyle.caps == 'ROUND':
shaders_list.append(RoundCapShader())
elif linestyle.caps == 'SQUARE':
shaders_list.append(SquareCapShader())
# create strokes using the shaders list
Operators.create(TrueUP1D(), shaders_list)
if render.use_svg_export and isfile(filepath):
# write svg output to file
renderer.write()
if render.svg_use_object_fill:
# reset the stroke selection (but don't delete the already generated ones)
Operators.reset(delete_strokes=False)
# shape detection
upred = AndUP1D(QuantitativeInvisibilityUP1D(0), ContourUP1D())
Operators.select(upred)
# chain when the same shape and visible
bpred = SameShapeIdBP1D()
Operators.bidirectional_chain(ChainPredicateIterator(upred, bpred), NotUP1D(QuantitativeInvisibilityUP1D(0)))
# sort according to the distance from camera
Operators.sort(ShapeZ(scene))
# render and write fills
renderer = SVGFillShader(filepath, height, lineset.name)
Operators.create(TrueUP1D(), [renderer,])
renderer.write()