forked from bartvdbraak/blender
21c10788d7
* Fix for wild card import statements (e.g., "from Freestyle import *") was done. Now import statements are either without using "from" or with all imported names explicitly listed. * GNU GPL header blocks were added to Python programs. Additional code clean-up was also made. * Removed freestyle_init.py and extra-lines.sml that were no longer used.
44 lines
1.8 KiB
Python
44 lines
1.8 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# Filename : blueprint_squares.py
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# Author : Emmanuel Turquin
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# Date : 04/08/2005
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# Purpose : Produces a blueprint using square contour strokes
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from Freestyle import ChainPredicateIterator, ConstantThicknessShader, ContourUP1D, IncreasingColorShader, \
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Operators, QuantitativeInvisibilityUP1D, SameShapeIdBP1D, TextureAssignerShader, TrueUP1D
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from PredicatesU1D import pyHigherLengthUP1D
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from logical_operators import AndUP1D, NotUP1D
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from shaders import pyBluePrintSquaresShader, pyPerlinNoise1DShader
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upred = AndUP1D(QuantitativeInvisibilityUP1D(0), ContourUP1D())
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bpred = SameShapeIdBP1D()
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Operators.select(upred)
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Operators.bidirectional_chain(ChainPredicateIterator(upred, bpred), NotUP1D(upred))
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Operators.select(pyHigherLengthUP1D(200))
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shaders_list = [
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ConstantThicknessShader(8),
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pyBluePrintSquaresShader(2, 20),
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pyPerlinNoise1DShader(0.07, 10, 8),
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TextureAssignerShader(4),
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IncreasingColorShader(0.6, 0.3, 0.3, 0.7, 0.6, 0.3, 0.3, 0.3),
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ConstantThicknessShader(4),
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]
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Operators.create(TrueUP1D(), shaders_list)
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