2013-02-24 23:43:40 +00:00
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# ##### BEGIN GPL LICENSE BLOCK #####
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2009-09-19 22:02:15 +00:00
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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2013-02-24 23:43:40 +00:00
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2009-09-19 22:02:15 +00:00
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#
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2013-02-24 23:43:40 +00:00
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# ##### END GPL LICENSE BLOCK #####
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2009-09-19 22:02:15 +00:00
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2013-02-24 23:43:40 +00:00
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# Filename : sequentialsplit_sketchy.py
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# Author : Stephane Grabli
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# Date : 04/08/2005
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# Purpose : Use the sequential split with two different
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# predicates to specify respectively the starting and
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# the stopping extremities for strokes
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2013-11-24 22:18:38 +00:00
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from freestyle.chainingiterators import ChainSilhouetteIterator
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from freestyle.predicates import (
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NotUP1D,
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QuantitativeInvisibilityUP1D,
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TrueUP1D,
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pyBackTVertexUP0D,
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pyVertexNatureUP0D,
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)
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from freestyle.shaders import (
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ConstantColorShader,
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IncreasingThicknessShader,
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SpatialNoiseShader,
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TextureAssignerShader,
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)
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2013-12-30 14:43:47 +00:00
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from freestyle.types import Nature, Operators
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2009-09-19 22:02:15 +00:00
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upred = QuantitativeInvisibilityUP1D(0)
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Operators.select(upred)
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2013-02-24 02:39:38 +00:00
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Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(upred))
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2009-09-19 22:02:15 +00:00
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## starting and stopping predicates:
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start = pyVertexNatureUP0D(Nature.NON_T_VERTEX)
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stop = pyBackTVertexUP0D()
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Operators.sequential_split(start, stop, 10)
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shaders_list = [
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SpatialNoiseShader(7, 120, 2, True, True),
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IncreasingThicknessShader(5, 8),
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ConstantColorShader(0.2, 0.2, 0.2, 1),
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TextureAssignerShader(4),
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]
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2009-09-19 22:02:15 +00:00
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Operators.create(TrueUP1D(), shaders_list)
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