blender/release/scripts/freestyle/modules/parameter_editor.py

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# ##### 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,
TrueBP1D,
TrueUP1D,
WithinImageBoundaryUP1D,
pyNFirstUP1D,
pyNatureUP1D,
pyProjectedXBP1D,
pyProjectedYBP1D,
pyZBP1D,
)
from freestyle.shaders import (
BackboneStretcherShader,
BezierCurveShader,
BlenderTextureShader,
ConstantColorShader,
GuidingLinesShader,
PolygonalizationShader,
pyBluePrintCirclesShader,
pyBluePrintEllipsesShader,
pyBluePrintSquaresShader,
RoundCapShader,
SamplingShader,
SpatialNoiseShader,
SquareCapShader,
StrokeShader,
StrokeTextureStepShader,
ThicknessNoiseShader as thickness_noise,
TipRemoverShader,
)
from freestyle.utils import (
angle_x_normal,
bound,
BoundedProperty,
ContextFunctions,
curvature_from_stroke_vertex,
getCurrentScene,
iter_distance_along_stroke,
iter_distance_from_camera,
iter_distance_from_object,
iter_material_value,
iter_t2d_along_stroke,
normal_at_I0D,
pairwise,
simplify,
stroke_normal,
)
from _freestyle import (
blendRamp,
evaluateColorRamp,
evaluateCurveMappingF,
)
import time
import bpy
import random
from mathutils import Vector
from math import pi, sin, cos, acos, radians, atan2
from itertools import cycle, tee
# WARNING: highly experimental, not a stable API
# lists of callback functions
# used by the render_freestyle_svg addon
callbacks_lineset_pre = []
callbacks_modifiers_post = []
callbacks_lineset_post = []
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):
# deprecated: return evaluateCurveMappingF(self.curve, 0, t)
curve = self.curve
curve.initialize()
result = curve.curves[0].evaluate(t)
# float precision errors in t can give a very weird result for evaluate.
# therefore, bound the result by the curve's min and max values
return bound(curve.clip_min_y, result, curve.clip_max_y)
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
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
nature = fe.nature
if (nature & Nature.BORDER):
if self.persp_camera:
point = -sv.point_3d.normalized()
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
dir = point.dot(fe.normal_left)
else:
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
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, thickness, asymmetric=False):
"""Blends and sets the thickness with respect to the position, blend mode and symmetry."""
if asymmetric:
right, left = thickness
self.blend_thickness_asymmetric(svert, right, left)
else:
if type(thickness) not in {int, float}:
thickness = sum(thickness)
self.blend_thickness_symmetric(svert, thickness)
def blend_thickness_symmetric(self, svert, v):
"""Blends and sets the thickness. Thickness is equal on each side of the backbone"""
outer, inner = svert.attribute.thickness
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)
self.set_thickness(svert, outer, inner)
def blend_thickness_asymmetric(self, svert, right, left):
"""Blends and sets the thickness. Thickness may be unequal on each side of the backbone"""
# blend the thickness values for both sides. This way, the blend mode is supported.
old = svert.attribute.thickness
new = (right, left)
right, left = (self.blend(*val) for val in zip(old, new))
fe = svert.fedge
nature = fe.nature
if (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
right, left = left, right
elif (nature & Nature.SILHOUETTE):
if fe.is_smooth: # TODO more tests needed
right, left = left, right
svert.attribute.thickness = (right, left)
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):
2015-02-27 04:41:50 +00:00
"""Maps a curve to the alpha/transparency 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)
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)
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)
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)
self.value = BoundedProperty(value_min, value_max)
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)
# 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)
# 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)
self.value = BoundedProperty(value_min, value_max)
# 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)
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)
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)
# - Tangent Modifiers - #
class TangentColorShader(ColorRampModifier):
"""Color based on the direction of the stroke"""
def shade(self, stroke):
it = Interface0DIterator(stroke)
for svert in it:
angle = angle_x_normal(it)
fac = self.evaluate(angle / pi)
a = svert.attribute.color
svert.attribute.color = self.blend_ramp(a, fac)
class TangentAlphaShader(CurveMappingModifier):
"""Alpha transparency based on the direction of the stroke"""
def shade(self, stroke):
it = Interface0DIterator(stroke)
for svert in it:
angle = angle_x_normal(it)
fac = self.evaluate(angle / pi)
a = svert.attribute.alpha
svert.attribute.alpha = self.blend(a, fac)
class TangentThicknessShader(ThicknessBlenderMixIn, CurveMappingModifier):
"""Thickness based on the direction of the stroke"""
def __init__(self, thickness_position, thickness_ratio, blend, influence, mapping, invert, curve,
thickness_min, thickness_max):
ThicknessBlenderMixIn.__init__(self, thickness_position, thickness_ratio)
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
self.thickness = BoundedProperty(thickness_min, thickness_max)
def shade(self, stroke):
it = Interface0DIterator(stroke)
for svert in it:
angle = angle_x_normal(it)
thickness = self.thickness.min + self.evaluate(angle / pi) * self.thickness.delta
self.blend_thickness(svert, thickness)
# - Noise Modifiers - #
class NoiseShader:
"""Base class for noise shaders"""
def __init__(self, amplitude, period, seed=512):
self.amplitude = amplitude
self.scale = 1 / period / seed
self.seed = seed
def noisegen(self, stroke, n1=Noise(), n2=Noise()):
"""Produces two noise values per StrokeVertex for every vertex in the stroke"""
initU1 = stroke.length_2d * self.seed + n1.rand(512) * self.seed
initU2 = stroke.length_2d * self.seed + n2.rand() * self.seed
for svert in stroke:
a = n1.turbulence_smooth(self.scale * svert.curvilinear_abscissa + initU1, 2)
b = n2.turbulence_smooth(self.scale * svert.curvilinear_abscissa + initU2, 2)
yield (svert, a, b)
class ThicknessNoiseShader(ThicknessBlenderMixIn, ScalarBlendModifier, NoiseShader):
"""Thickness based on pseudo-noise"""
def __init__(self, thickness_position, thickness_ratio, blend_type, influence, amplitude, period, seed=512, asymmetric=True):
ScalarBlendModifier.__init__(self, blend_type, influence)
ThicknessBlenderMixIn.__init__(self, thickness_position, thickness_ratio)
NoiseShader.__init__(self, amplitude, period, seed)
self.asymmetric = asymmetric
def shade(self, stroke):
for svert, noiseval1, noiseval2 in self.noisegen(stroke):
(r, l) = svert.attribute.thickness
l += noiseval1 * self.amplitude
r += noiseval2 * self.amplitude
self.blend_thickness(svert, (r, l), self.asymmetric)
class ColorNoiseShader(ColorRampModifier, NoiseShader):
"""Color based on pseudo-noise"""
def __init__(self, blend, influence, ramp, amplitude, period, seed=512):
ColorRampModifier.__init__(self, blend, influence, ramp)
NoiseShader.__init__(self, amplitude, period, seed)
def shade(self, stroke):
for svert, noiseval1, noiseval2 in self.noisegen(stroke):
position = abs(noiseval1 + noiseval2)
svert.attribute.color = self.blend_ramp(svert.attribute.color, self.evaluate(position))
class AlphaNoiseShader(CurveMappingModifier, NoiseShader):
"""Alpha transparency on based pseudo-noise"""
def __init__(self, blend, influence, mapping, invert, curve, amplitude, period, seed=512):
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
NoiseShader.__init__(self, amplitude, period, seed)
def shade(self, stroke, n1=Noise(), n2=Noise()):
for svert, noiseval1, noiseval2 in self.noisegen(stroke):
position = abs(noiseval1 + noiseval2)
svert.attribute.alpha = self.blend(svert.attribute.alpha, self.evaluate(position))
# - Crease Angle Modifiers - #
def crease_angle(svert):
"""Returns the crease angle between the StrokeVertex' two adjacent faces (in radians)"""
fe = svert.fedge
if not fe or fe.is_smooth or not (fe.nature & Nature.CREASE):
return None
# make sure that the input is within the domain of the acos function
product = bound(-1.0, -fe.normal_left.dot(fe.normal_right), 1.0)
return acos(product)
class CreaseAngleColorShader(ColorRampModifier):
"""Color based on the crease angle between two adjacent faces on the underlying geometry"""
def __init__(self, blend, influence, ramp, angle_min, angle_max):
ColorRampModifier.__init__(self, blend, influence, ramp)
# angles are (already) in radians
self.angle = BoundedProperty(angle_min, angle_max)
def shade(self, stroke):
for svert in stroke:
angle = crease_angle(svert)
if angle is None:
continue
t = self.angle.interpolate(angle)
svert.attribute.color = self.blend_ramp(svert.attribute.color, self.evaluate(t))
class CreaseAngleAlphaShader(CurveMappingModifier):
"""Alpha transparency based on the crease angle between two adjacent faces on the underlying geometry"""
def __init__(self, blend, influence, mapping, invert, curve, angle_min, angle_max):
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
# angles are (already) in radians
self.angle = BoundedProperty(angle_min, angle_max)
def shade(self, stroke):
for svert in stroke:
angle = crease_angle(svert)
if angle is None:
continue
t = self.angle.interpolate(angle)
svert.attribute.alpha = self.blend(svert.attribute.alpha, self.evaluate(t))
class CreaseAngleThicknessShader(ThicknessBlenderMixIn, CurveMappingModifier):
"""Thickness based on the crease angle between two adjacent faces on the underlying geometry"""
def __init__(self, thickness_position, thickness_ratio, blend, influence, mapping, invert, curve,
angle_min, angle_max, thickness_min, thickness_max):
ThicknessBlenderMixIn.__init__(self, thickness_position, thickness_ratio)
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
# angles are (already) in radians
self.angle = BoundedProperty(angle_min, angle_max)
self.thickness = BoundedProperty(thickness_min, thickness_max)
def shade(self, stroke):
for svert in stroke:
angle = crease_angle(svert)
if angle is None:
continue
t = self.angle.interpolate(angle)
thickness = self.thickness.min + self.evaluate(t) * self.thickness.delta
self.blend_thickness(svert, thickness)
# - Curvature3D Modifiers - #
def normalized_absolute_curvature(svert, bounded_curvature):
"""
Gives the absolute curvature in range [0, 1].
The actual curvature (Kr) value can be anywhere in the range [-inf, inf], where convex curvature
yields a positive value, and concave a negative one. These shaders only look for the magnitude
of the 3D curvature, hence the abs()
"""
curvature = curvature_from_stroke_vertex(svert)
if curvature is None:
return 0.0
return bounded_curvature.interpolate(abs(curvature))
class Curvature3DColorShader(ColorRampModifier):
"""Color based on the 3D curvature of the underlying geometry"""
def __init__(self, blend, influence, ramp, curvature_min, curvature_max):
ColorRampModifier.__init__(self, blend, influence, ramp)
self.curvature = BoundedProperty(curvature_min, curvature_max)
def shade(self, stroke):
for svert in stroke:
t = normalized_absolute_curvature(svert, self.curvature)
a = svert.attribute.color
b = self.evaluate(t)
svert.attribute.color = self.blend_ramp(a, b)
class Curvature3DAlphaShader(CurveMappingModifier):
"""Alpha based on the 3D curvature of the underlying geometry"""
def __init__(self, blend, influence, mapping, invert, curve, curvature_min, curvature_max):
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
self.curvature = BoundedProperty(curvature_min, curvature_max)
def shade(self, stroke):
for svert in stroke:
t = normalized_absolute_curvature(svert, self.curvature)
a = svert.attribute.alpha
b = self.evaluate(t)
svert.attribute.alpha = self.blend(a, b)
class Curvature3DThicknessShader(ThicknessBlenderMixIn, CurveMappingModifier):
"""Alpha based on the 3D curvature of the underlying geometry"""
def __init__(self, thickness_position, thickness_ratio, blend, influence, mapping, invert, curve,
curvature_min, curvature_max, thickness_min, thickness_max):
ThicknessBlenderMixIn.__init__(self, thickness_position, thickness_ratio)
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
self.curvature = BoundedProperty(curvature_min, curvature_max)
self.thickness = BoundedProperty(thickness_min, thickness_max)
def shade(self, stroke):
for svert in stroke:
t = normalized_absolute_curvature(svert, self.curvature)
thickness = self.thickness.min + self.evaluate(t) * self.thickness.delta
self.blend_thickness(svert, thickness)
# Geometry modifiers
class SimplificationShader(StrokeShader):
"""Simplifies a stroke by merging points together"""
def __init__(self, tolerance):
StrokeShader.__init__(self)
self.tolerance = tolerance
def shade(self, stroke):
points = tuple(svert.point for svert in stroke)
points_simplified = simplify(points, tolerance=self.tolerance)
it = iter(stroke)
for svert, point in zip(it, points_simplified):
svert.point = point
for svert in tuple(it):
stroke.remove_vertex(svert)
class SinusDisplacementShader(StrokeShader):
"""Displaces the stroke in a sine wave-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
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
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):
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
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
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
stroke.update_length()
class PerlinNoise2DShader(StrokeShader):
"""
Displaces the stroke using the strokes coordinates. This means
that in a scene no strokes will be distorted 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
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
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
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
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
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
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
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
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):
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
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):
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
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):
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
fe = inter.first_fedge
while fe is not None:
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
if fe.is_smooth:
if fe.face_mark:
return True
elif (fe.nature & Nature.BORDER):
if fe.face_mark_left:
return True
else:
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
if fe.face_mark_right and fe.face_mark_left:
return True
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
fe = fe.next_fedge
return False
class FaceMarkOneUP1D(UnaryPredicate1D):
def __call__(self, inter: ViewEdge):
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
fe = inter.first_fedge
while fe is not None:
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
if fe.is_smooth:
if fe.face_mark:
return True
elif (fe.nature & Nature.BORDER):
if fe.face_mark_left:
return True
else:
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
if fe.face_mark_right or fe.face_mark_left:
return True
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
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)
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
idx1 = fe.material_index if fe.is_smooth else fe.material_index_left
fe = v.get_fedge(succ)
Freestyle Python API improvements - part 3. Major API updates were made to address code review comments. This revision mostly focuses on Python wrappers of C++ 0D and 1D elements (i.e., Interface0D and Interface1D, as well as their subclasses). * Most getter/setter methods were reimplemented as attributes using PyGetSetDef. Vector attributes are now implemented based on mathutils callbacks. Boolean attributes now only accept boolean values. * The __getitem__ method was removed and the Sequence protocol was used instead. * The naming of methods and attributes was fixed to follow the naming conventions of the Blender Python API (i.e., lower case + underscores for methods and attributes, and CamelCase for classes). Some naming inconsistency within the Freestyle Python API was also addressed. * The Freestyle API had a number of method names including prefix/suffix "A" and "B", and their meanings were inconsistent (i.e., referring to different things depending on the classes). The names with these two letters were replaced with more straightforward names. Also some attribute names were changed so as to indicate the type of the value (e.g., FEdge.next_fedge instead of FEdge.next_edge) in line with other names explicitly indicating what the value is (e.g., SVertex.viewvertex). * In addition, some code clean-up was done in both C++ and Python. Notes: In summary, the following irregular naming changes were made through this revision (those resulting from regular changes of naming conventions are not listed): - CurvePoint: {A,B} --> {first,second}_svertex - FEdge: vertex{A,B} --> {first,second}_svertex - FEdge: {next,previous}Edge --> {next,previous}_fedge - FEdgeSharp: normal{A,B} --> normal_{right,left} - FEdgeSharp: {a,b}FaceMark --> face_mark_{right,left} - FEdgeSharp: {a,b}Material --> material_{right,left} - FEdgeSharp: {a,b}MaterialIndex --> material_index_{right,left} - FrsCurve: empty --> is_empty - FrsCurve: nSegments --> segments_size - TVertex: mate() --> get_mate() - ViewEdge: fedge{A,B} --> {first,last}_fedge - ViewEdge: setaShape, aShape --> occlude - ViewEdge: {A,B} --> {first,last}_viewvertex - ViewMap: getScene3dBBox --> scene_bbox
2013-02-14 23:48:34 +00:00
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()
def get_dashed_pattern(linestyle):
"""Extracts the dashed pattern from the various UI options """
pattern = []
if linestyle.dash1 > 0 and linestyle.gap1 > 0:
pattern.append(linestyle.dash1)
pattern.append(linestyle.gap1)
if linestyle.dash2 > 0 and linestyle.gap2 > 0:
pattern.append(linestyle.dash2)
pattern.append(linestyle.gap2)
if linestyle.dash3 > 0 and linestyle.gap3 > 0:
pattern.append(linestyle.dash3)
pattern.append(linestyle.gap3)
return pattern
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
# execute line set pre-processing callback functions
for fn in callbacks_lineset_pre:
fn(scene, layer, lineset)
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 edge_type_criteria:
if lineset.edge_type_combination == 'OR':
upred = OrUP1D(*edge_type_criteria)
else:
upred = AndUP1D(*edge_type_criteria)
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
if selection_criteria:
upred = AndUP1D(*selection_criteria)
else:
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 == 'SIMPLIFICATION':
shaders_list.append(SimplificationShader(m.tolerance))
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))
elif m.type == 'TANGENT':
shaders_list.append(TangentColorShader(
m.blend, m.influence, m.color_ramp))
elif m.type == 'CREASE_ANGLE':
shaders_list.append(CreaseAngleColorShader(
m.blend, m.influence, m.color_ramp,
m.angle_min, m.angle_max))
elif m.type == 'CURVATURE_3D':
shaders_list.append(Curvature3DColorShader(
m.blend, m.influence, m.color_ramp,
m.curvature_min, m.curvature_max))
elif m.type == 'NOISE':
shaders_list.append(ColorNoiseShader(
m.blend, m.influence, m.color_ramp,
m.amplitude, m.period, m.seed))
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))
elif m.type == 'TANGENT':
shaders_list.append(TangentAlphaShader(
m.blend, m.influence, m.mapping, m.invert, m.curve,))
elif m.type == 'CREASE_ANGLE':
shaders_list.append(CreaseAngleAlphaShader(
m.blend, m.influence, m.mapping, m.invert, m.curve,
m.angle_min, m.angle_max))
elif m.type == 'CURVATURE_3D':
shaders_list.append(Curvature3DAlphaShader(
m.blend, m.influence, m.mapping, m.invert, m.curve,
m.curvature_min, m.curvature_max))
elif m.type == 'NOISE':
shaders_list.append(AlphaNoiseShader(
m.blend, m.influence, m.mapping, m.invert, m.curve,
m.amplitude, m.period, m.seed))
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))
elif m.type == 'TANGENT':
shaders_list.append(TangentThicknessShader(
thickness_position, linestyle.thickness_ratio,
m.blend, m.influence, m.mapping, m.invert, m.curve,
m.thickness_min, m.thickness_max))
elif m.type == 'NOISE':
shaders_list.append(ThicknessNoiseShader(
thickness_position, linestyle.thickness_ratio,
m.blend, m.influence,
m.amplitude, m.period, m.seed, m.use_asymmetric))
elif m.type == 'CREASE_ANGLE':
shaders_list.append(CreaseAngleThicknessShader(
thickness_position, linestyle.thickness_ratio,
m.blend, m.influence, m.mapping, m.invert, m.curve,
m.angle_min, m.angle_max, m.thickness_min, m.thickness_max))
elif m.type == 'CURVATURE_3D':
shaders_list.append(Curvature3DThicknessShader(
thickness_position, linestyle.thickness_ratio,
m.blend, m.influence, m.mapping, m.invert, m.curve,
m.curvature_min, m.curvature_max, m.thickness_min, m.thickness_max))
else:
raise RuntimeError("No Thickness modifier with type", type(m), m)
# -- 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))
# execute post-base stylization callbacks
for fn in callbacks_modifiers_post:
shaders_list.extend(fn(scene, layer, lineset))
# -- Stroke caps -- #
if linestyle.caps == 'ROUND':
shaders_list.append(RoundCapShader())
elif linestyle.caps == 'SQUARE':
shaders_list.append(SquareCapShader())
# -- Dashed line -- #
if linestyle.use_dashed_line:
pattern = get_dashed_pattern(linestyle)
if len(pattern) > 0:
shaders_list.append(DashedLineShader(pattern))
# create strokes using the shaders list
Operators.create(TrueUP1D(), shaders_list)
# execute line set post-processing callback functions
for fn in callbacks_lineset_post:
fn(scene, layer, lineset)