forked from bartvdbraak/blender
54e9016770
Additional bug fixes were also done along with the code updates: * Fix for the use of old Interface1D.pointsBegin() and .pointsEnd() method names in the definition of pyDensityAnisotropyF1D and pyViewMapGradientNormF1D. * Fix for wrong data types (int instead of bool) for: - pyChainSilhouetteGenericIterator constructor and its .orientation property in modules/freestyle/chainingiterators.py. - SpatialNoiseShader constructor in styles/external_contour_sketchy.py. - ChainSilhouetteIterator constructor in styles/multiple_parameterization.py.
51 lines
1.8 KiB
Python
51 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 : split_at_tvertices.py
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# Author : Stephane Grabli
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# Date : 04/08/2005
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# Purpose : Draws strokes that starts and stops at Tvertices (visible or not)
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from freestyle import Operators
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from freestyle.types import Nature
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from freestyle.chainingiterators import ChainSilhouetteIterator
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from freestyle.predicates import (
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NotUP1D,
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QuantitativeInvisibilityUP1D,
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TrueUP1D,
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pyVertexNatureUP0D,
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)
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from freestyle.shaders import (
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ConstantThicknessShader,
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IncreasingColorShader,
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TextureAssignerShader,
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)
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Operators.select(QuantitativeInvisibilityUP1D(0))
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Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(QuantitativeInvisibilityUP1D(0)))
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start = pyVertexNatureUP0D(Nature.T_VERTEX)
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## use the same predicate to decide where to start and where to stop
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## the strokes:
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Operators.sequential_split(start, start, 10)
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shaders_list = [
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ConstantThicknessShader(5),
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IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1),
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TextureAssignerShader(3),
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]
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Operators.create(TrueUP1D(), shaders_list)
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