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.
42 lines
1.8 KiB
Python
42 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 : qi0_not_external_contour.py
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# Author : Stephane Grabli
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# Date : 04/08/2005
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# Purpose : Draws the visible lines (chaining follows same nature lines)
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# that do not belong to the external contour of the scene
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from Freestyle import BackboneStretcherShader, ChainSilhouetteIterator, ExternalContourUP1D, \
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IncreasingColorShader, IncreasingThicknessShader, Operators, QuantitativeInvisibilityUP1D, \
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SamplingShader, SpatialNoiseShader, TextureAssignerShader, TrueUP1D
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from logical_operators import AndUP1D, NotUP1D
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upred = AndUP1D(QuantitativeInvisibilityUP1D(0), ExternalContourUP1D())
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Operators.select(upred)
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Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(upred))
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shaders_list = [
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SamplingShader(4),
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SpatialNoiseShader(4, 150, 2, True, True),
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IncreasingThicknessShader(2, 5),
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BackboneStretcherShader(20),
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IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1),
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TextureAssignerShader(4),
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]
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Operators.create(TrueUP1D(), shaders_list)
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