blender/release/scripts/freestyle/style_modules/parameter_editor.py
Tamito Kajiyama 6bc5d5258f Stroke geometry modifiers
Added a set of stroke geometry modifiers to the Geometry tab of line styles
in the Parameter Editor mode.  Now the following stroke geometry modifiers are
available, each with a set of animateable parameters:
- Sampling: changes the resolution of stroke backbone polylines.
- Bezier Curve: replace stroke backbone with a Bezier approximation of the
  stroke backbone.
- Sinus Displacement: add sinus displacement to stroke backbone.
- Spatial Noise: add spatial noise to stroke backbone.
- Perlin Noise 1D: add one-dimensional Perlin noise to stroke backbone.
- Perlin Noise 2D: add two-dimensional Perlin noise to stroke backbone.
- Backbone Stretcher: stretch the beginning and the end of strokes.
- Tip Remover: remove a piece of stroke at the beginning and the end of strokes.

To branch users: When you have a .blend file with Freestyle options specified,
you may want to add a Sampling modifier with the 'sampling' value set to 5.
This value specifies a resolution of polylines for line drawing in Freestyle.
If no sampling modifier is specified, your line drawing will result in coarse
polylines.  Before geometry modifiers were introduced, this initial sampling
was automatically done.  Now the initial sampling is a tunable parameter that
can be omitted, allowing better control on polyline resolution.
2011-08-19 14:05:11 +00:00

914 lines
35 KiB
Python

# ##### 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 #####
import Freestyle
import math
import time
from freestyle_init import *
from logical_operators import *
from ChainingIterators import *
from shaders import *
class ColorRampModifier(StrokeShader):
def __init__(self, blend, influence, ramp):
StrokeShader.__init__(self)
self.__blend = blend
self.__influence = influence
self.__ramp = ramp
def evaluate(self, t):
col = Freestyle.evaluateColorRamp(self.__ramp, t)
col = col.xyz # omit alpha
return col
def blend_ramp(self, a, b):
return Freestyle.blendRamp(self.__blend, a, self.__influence, b)
class CurveMappingModifier(StrokeShader):
def __init__(self, blend, influence, mapping, invert, curve):
StrokeShader.__init__(self)
self.__blend = blend
self.__influence = influence
assert mapping in ("LINEAR", "CURVE")
self.__mapping = getattr(self, mapping)
self.__invert = invert
self.__curve = curve
def LINEAR(self, t):
if self.__invert:
return 1.0 - t
return t
def CURVE(self, t):
return Freestyle.evaluateCurveMappingF(self.__curve, 0, t)
def evaluate(self, t):
return self.__mapping(t)
def blend_curve(self, v1, v2):
fac = self.__influence
facm = 1.0 - fac
if self.__blend == "MIX":
v1 = facm * v1 + fac * v2
elif self.__blend == "ADD":
v1 += fac * v2
elif self.__blend == "MULTIPLY":
v1 *= facm + fac * v2;
elif self.__blend == "SUBTRACT":
v1 -= fac * v2
elif self.__blend == "DIVIDE":
if v2 != 0.0:
v1 = facm * v1 + fac * v1 / v2
elif self.__blend == "DIFFERENCE":
v1 = facm * v1 + fac * abs(v1 - v2)
elif self.__blend == "MININUM":
tmp = fac * v1
if v1 > tmp:
v1 = tmp
elif self.__blend == "MAXIMUM":
tmp = fac * v1
if v1 < tmp:
v1 = tmp
else:
raise ValueError("unknown curve blend type: " + self.__blend)
return v1
# Along Stroke modifiers
def iter_t2d_along_stroke(stroke):
total = stroke.getLength2D()
distance = 0.0
it = stroke.strokeVerticesBegin()
while not it.isEnd():
p = it.getObject().getPoint()
if not it.isBegin():
distance += (prev - p).length
prev = p
t = min(distance / total, 1.0)
yield it, t
it.increment()
class ColorAlongStrokeShader(ColorRampModifier):
def getName(self):
return "ColorAlongStrokeShader"
def shade(self, stroke):
for it, t in iter_t2d_along_stroke(stroke):
attr = it.getObject().attribute()
a = attr.getColorRGB()
b = self.evaluate(t)
c = self.blend_ramp(a, b)
attr.setColor(c)
class AlphaAlongStrokeShader(CurveMappingModifier):
def getName(self):
return "AlphaAlongStrokeShader"
def shade(self, stroke):
for it, t in iter_t2d_along_stroke(stroke):
attr = it.getObject().attribute()
a = attr.getAlpha()
b = self.evaluate(t)
c = self.blend_curve(a, b)
attr.setAlpha(c)
class ThicknessAlongStrokeShader(CurveMappingModifier):
def __init__(self, blend, influence, mapping, invert, curve, value_min, value_max):
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
self.__value_min = value_min
self.__value_max = value_max
def getName(self):
return "ThicknessAlongStrokeShader"
def shade(self, stroke):
for it, t in iter_t2d_along_stroke(stroke):
attr = it.getObject().attribute()
a = attr.getThicknessRL()
a = a[0] + a[1]
b = self.__value_min + self.evaluate(t) * (self.__value_max - self.__value_min)
c = self.blend_curve(a, b)
attr.setThickness(c/2, c/2)
# Distance from Camera modifiers
def iter_distance_from_camera(stroke, range_min, range_max):
normfac = range_max - range_min # normalization factor
it = stroke.strokeVerticesBegin()
while not it.isEnd():
p = it.getObject().getPoint3D() # in the camera coordinate
distance = p.length
if distance < range_min:
t = 0.0
elif distance > range_max:
t = 1.0
else:
t = (distance - range_min) / normfac
yield it, t
it.increment()
class ColorDistanceFromCameraShader(ColorRampModifier):
def __init__(self, blend, influence, ramp, range_min, range_max):
ColorRampModifier.__init__(self, blend, influence, ramp)
self.__range_min = range_min
self.__range_max = range_max
def getName(self):
return "ColorDistanceFromCameraShader"
def shade(self, stroke):
for it, t in iter_distance_from_camera(stroke, self.__range_min, self.__range_max):
attr = it.getObject().attribute()
a = attr.getColorRGB()
b = self.evaluate(t)
c = self.blend_ramp(a, b)
attr.setColor(c)
class AlphaDistanceFromCameraShader(CurveMappingModifier):
def __init__(self, blend, influence, mapping, invert, curve, range_min, range_max):
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
self.__range_min = range_min
self.__range_max = range_max
def getName(self):
return "AlphaDistanceFromCameraShader"
def shade(self, stroke):
for it, t in iter_distance_from_camera(stroke, self.__range_min, self.__range_max):
attr = it.getObject().attribute()
a = attr.getAlpha()
b = self.evaluate(t)
c = self.blend_curve(a, b)
attr.setAlpha(c)
class ThicknessDistanceFromCameraShader(CurveMappingModifier):
def __init__(self, blend, influence, mapping, invert, curve, range_min, range_max, value_min, value_max):
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
self.__range_min = range_min
self.__range_max = range_max
self.__value_min = value_min
self.__value_max = value_max
def getName(self):
return "ThicknessDistanceFromCameraShader"
def shade(self, stroke):
for it, t in iter_distance_from_camera(stroke, self.__range_min, self.__range_max):
attr = it.getObject().attribute()
a = attr.getThicknessRL()
a = a[0] + a[1]
b = self.__value_min + self.evaluate(t) * (self.__value_max - self.__value_min)
c = self.blend_curve(a, b)
attr.setThickness(c/2, c/2)
# Distance from Object modifiers
def iter_distance_from_object(stroke, object, range_min, range_max):
scene = Freestyle.getCurrentScene()
mv = scene.camera.matrix_world.copy() # model-view matrix
mv.invert()
loc = object.location * mv # loc in the camera coordinate
normfac = range_max - range_min # normalization factor
it = stroke.strokeVerticesBegin()
while not it.isEnd():
p = it.getObject().getPoint3D() # in the camera coordinate
distance = (p - loc).length
if distance < range_min:
t = 0.0
elif distance > range_max:
t = 1.0
else:
t = (distance - range_min) / normfac
yield it, t
it.increment()
class ColorDistanceFromObjectShader(ColorRampModifier):
def __init__(self, blend, influence, ramp, target, range_min, range_max):
ColorRampModifier.__init__(self, blend, influence, ramp)
self.__target = target
self.__range_min = range_min
self.__range_max = range_max
def getName(self):
return "ColorDistanceFromObjectShader"
def shade(self, stroke):
if self.__target is None:
return
for it, t in iter_distance_from_object(stroke, self.__target, self.__range_min, self.__range_max):
attr = it.getObject().attribute()
a = attr.getColorRGB()
b = self.evaluate(t)
c = self.blend_ramp(a, b)
attr.setColor(c)
class AlphaDistanceFromObjectShader(CurveMappingModifier):
def __init__(self, blend, influence, mapping, invert, curve, target, range_min, range_max):
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
self.__target = target
self.__range_min = range_min
self.__range_max = range_max
def getName(self):
return "AlphaDistanceFromObjectShader"
def shade(self, stroke):
if self.__target is None:
return
for it, t in iter_distance_from_object(stroke, self.__target, self.__range_min, self.__range_max):
attr = it.getObject().attribute()
a = attr.getAlpha()
b = self.evaluate(t)
c = self.blend_curve(a, b)
attr.setAlpha(c)
class ThicknessDistanceFromObjectShader(CurveMappingModifier):
def __init__(self, blend, influence, mapping, invert, curve, target, range_min, range_max, value_min, value_max):
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
self.__target = target
self.__range_min = range_min
self.__range_max = range_max
self.__value_min = value_min
self.__value_max = value_max
def getName(self):
return "ThicknessDistanceFromObjectShader"
def shade(self, stroke):
if self.__target is None:
return
for it, t in iter_distance_from_object(stroke, self.__target, self.__range_min, self.__range_max):
attr = it.getObject().attribute()
a = attr.getThicknessRL()
a = a[0] + a[1]
b = self.__value_min + self.evaluate(t) * (self.__value_max - self.__value_min)
c = self.blend_curve(a, b)
attr.setThickness(c/2, c/2)
# Material modifiers
def iter_material_color(stroke, material_attr):
func = MaterialF0D()
it = stroke.strokeVerticesBegin()
while not it.isEnd():
material = func(it.castToInterface0DIterator())
if material_attr == "DIFF":
color = (material.diffuseR(),
material.diffuseG(),
material.diffuseB())
elif material_attr == "SPEC":
color = (material.specularR(),
material.specularG(),
material.specularB())
else:
raise ValueError("unexpected material attribute: " + material_attr)
yield it, color
it.increment()
def iter_material_value(stroke, material_attr):
func = MaterialF0D()
it = stroke.strokeVerticesBegin()
while not it.isEnd():
material = func(it.castToInterface0DIterator())
if material_attr == "DIFF":
r = material.diffuseR()
g = material.diffuseG()
b = material.diffuseB()
t = 0.35 * r + 0.45 * r + 0.2 * b
elif material_attr == "DIFF_R":
t = material.diffuseR()
elif material_attr == "DIFF_G":
t = material.diffuseG()
elif material_attr == "DIFF_B":
t = material.diffuseB()
elif material_attr == "SPEC":
r = material.specularR()
g = material.specularG()
b = material.specularB()
t = 0.35 * r + 0.45 * r + 0.2 * b
elif material_attr == "SPEC_R":
t = material.specularR()
elif material_attr == "SPEC_G":
t = material.specularG()
elif material_attr == "SPEC_B":
t = material.specularB()
elif material_attr == "SPEC_HARDNESS":
t = material.shininess()
elif material_attr == "ALPHA":
t = material.diffuseA()
else:
raise ValueError("unexpected material attribute: " + material_attr)
yield it, t
it.increment()
class ColorMaterialShader(ColorRampModifier):
def __init__(self, blend, influence, ramp, material_attr, use_ramp):
ColorRampModifier.__init__(self, blend, influence, ramp)
self.__material_attr = material_attr
self.__use_ramp = use_ramp
def getName(self):
return "ColorMaterialShader"
def shade(self, stroke):
if self.__material_attr in ["DIFF", "SPEC"] and not self.__use_ramp:
for it, b in iter_material_color(stroke, self.__material_attr):
attr = it.getObject().attribute()
a = attr.getColorRGB()
c = self.blend_ramp(a, b)
attr.setColor(c)
else:
for it, t in iter_material_value(stroke, self.__material_attr):
attr = it.getObject().attribute()
a = attr.getColorRGB()
b = self.evaluate(t)
c = self.blend_ramp(a, b)
attr.setColor(c)
class AlphaMaterialShader(CurveMappingModifier):
def __init__(self, blend, influence, mapping, invert, curve, material_attr):
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
self.__material_attr = material_attr
def getName(self):
return "AlphaMaterialShader"
def shade(self, stroke):
for it, t in iter_material_value(stroke, self.__material_attr):
attr = it.getObject().attribute()
a = attr.getAlpha()
b = self.evaluate(t)
c = self.blend_curve(a, b)
attr.setAlpha(c)
class ThicknessMaterialShader(CurveMappingModifier):
def __init__(self, blend, influence, mapping, invert, curve, material_attr, value_min, value_max):
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
self.__material_attr = material_attr
self.__value_min = value_min
self.__value_max = value_max
def getName(self):
return "ThicknessMaterialShader"
def shade(self, stroke):
for it, t in iter_material_value(stroke, self.__material_attr):
attr = it.getObject().attribute()
a = attr.getThicknessRL()
a = a[0] + a[1]
b = self.__value_min + self.evaluate(t) * (self.__value_max - self.__value_min)
c = self.blend_curve(a, b)
attr.setThickness(c/2, c/2)
# Geometry modifiers
def iter_distance_along_stroke(stroke):
distance = 0.0
it = stroke.strokeVerticesBegin()
while not it.isEnd():
p = it.getObject().getPoint()
if not it.isBegin():
distance += (prev - p).length
prev = p
yield it, distance
it.increment()
class SinusDisplacementShader(StrokeShader):
def __init__(self, wavelength, amplitude, phase):
StrokeShader.__init__(self)
self._wavelength = wavelength
self._amplitude = amplitude
self._phase = phase / wavelength * 2 * math.pi
self._getNormal = Normal2DF0D()
def getName(self):
return "SinusDisplacementShader"
def shade(self, stroke):
for it, distance in iter_distance_along_stroke(stroke):
v = it.getObject()
n = self._getNormal(it.castToInterface0DIterator())
p = v.getPoint()
u = v.u()
n = n * self._amplitude * math.cos(distance / self._wavelength * 2 * math.pi + self._phase)
v.setPoint(p + n)
# 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 getName(self):
return "QuantitativeInvisibilityRangeUP1D"
def __call__(self, inter):
qi = self.__getQI(inter)
return self.__qi_start <= qi <= self.__qi_end
def join_unary_predicates(upred_list, bpred):
if not upred_list:
return TrueUP1D()
upred = upred_list[0]
for p in upred_list[1:]:
upred = bpred(upred, p)
return upred
class ObjectNamesUP1D(UnaryPredicate1D):
def __init__(self, names, negative):
UnaryPredicate1D.__init__(self)
self._names = names
self._negative = negative
def getName(self):
return "ObjectNamesUP1D"
def __call__(self, viewEdge):
found = viewEdge.viewShape().getName() in self._names
if self._negative:
return not found
return found
class WithinImageBorderUP1D(UnaryPredicate1D):
def __init__(self, xmin, xmax, ymin, ymax):
UnaryPredicate1D.__init__(self)
self._xmin = xmin
self._xmax = xmax
self._ymin = ymin
self._ymax = ymax
def getName(self):
return "WithinImageBorderUP1D"
def __call__(self, inter):
return self.withinBorder(inter.A()) or self.withinBorder(inter.B())
def withinBorder(self, vert):
x = vert.getProjectedX()
y = vert.getProjectedY()
return self._xmin <= x <= self._xmax and self._ymin <= y <= self._ymax
# Stroke caps
def iter_stroke_vertices(stroke):
it = stroke.strokeVerticesBegin()
prev_p = None
while not it.isEnd():
sv = it.getObject()
p = sv.getPoint()
if prev_p is None or (prev_p - p).length > 1e-6:
yield sv
prev_p = p
it.increment()
class RoundCapShader(StrokeShader):
def round_cap_thickness(self, x):
x = max(0.0, min(x, 1.0))
return math.sqrt(1.0 - (x ** 2))
def shade(self, stroke):
# save the location and attribute of stroke vertices
buffer = []
for sv in iter_stroke_vertices(stroke):
buffer.append((sv.getPoint(), sv.attribute()))
nverts = len(buffer)
if nverts < 2:
return
# calculate the number of additional vertices to form caps
R, L = stroke[0].attribute().getThicknessRL()
caplen_beg = (R + L) / 2.0
nverts_beg = max(5, int(R + L))
R, L = stroke[-1].attribute().getThicknessRL()
caplen_end = (R + L) / 2.0
nverts_end = max(5, int(R + L))
# adjust the total number of stroke vertices
stroke.Resample(nverts + nverts_beg + nverts_end)
# restore the location and attribute of the original vertices
for i in range(nverts):
p, attr = buffer[i]
stroke[nverts_beg + i].setPoint(p)
stroke[nverts_beg + i].setAttribute(attr)
# reshape the cap at the beginning of the stroke
q, attr = buffer[1]
p, attr = buffer[0]
d = p - q
d = d / d.length * caplen_beg
n = 1.0 / nverts_beg
R, L = attr.getThicknessRL()
for i in range(nverts_beg):
t = (nverts_beg - i) * n
stroke[i].setPoint(p + d * t)
r = self.round_cap_thickness((nverts_beg - i + 1) * n)
stroke[i].setAttribute(attr)
stroke[i].attribute().setThickness(R * r, L * r)
# reshape the cap at the end of the stroke
q, attr = buffer[-2]
p, attr = buffer[-1]
d = p - q
d = d / d.length * caplen_end
n = 1.0 / nverts_end
R, L = attr.getThicknessRL()
for i in range(nverts_end):
t = (nverts_end - i) * n
stroke[-i-1].setPoint(p + d * t)
r = self.round_cap_thickness((nverts_end - i + 1) * n)
stroke[-i-1].setAttribute(attr)
stroke[-i-1].attribute().setThickness(R * r, L * r)
class SquareCapShader(StrokeShader):
def shade(self, stroke):
# save the location and attribute of stroke vertices
buffer = []
for sv in iter_stroke_vertices(stroke):
buffer.append((sv.getPoint(), sv.attribute()))
nverts = len(buffer)
if nverts < 2:
return
# calculate the number of additional vertices to form caps
R, L = stroke[0].attribute().getThicknessRL()
caplen_beg = (R + L) / 2.0
nverts_beg = 1
R, L = stroke[-1].attribute().getThicknessRL()
caplen_end = (R + L) / 2.0
nverts_end = 1
# adjust the total number of stroke vertices
stroke.Resample(nverts + nverts_beg + nverts_end)
# restore the location and attribute of the original vertices
for i in range(nverts):
p, attr = buffer[i]
stroke[nverts_beg + i].setPoint(p)
stroke[nverts_beg + i].setAttribute(attr)
# reshape the cap at the beginning of the stroke
q, attr = buffer[1]
p, attr = buffer[0]
d = p - q
stroke[0].setPoint(p + d / d.length * caplen_beg)
stroke[0].setAttribute(attr)
# reshape the cap at the end of the stroke
q, attr = buffer[-2]
p, attr = buffer[-1]
d = p - q
stroke[-1].setPoint(p + d / d.length * caplen_beg)
stroke[-1].setAttribute(attr)
# dashed line
class DashedLineStartingUP0D(UnaryPredicate0D):
def __init__(self, controller):
UnaryPredicate0D.__init__(self)
self._controller = controller
def __call__(self, inter):
return self._controller.start()
class DashedLineStoppingUP0D(UnaryPredicate0D):
def __init__(self, controller):
UnaryPredicate0D.__init__(self)
self._controller = controller
def __call__(self, inter):
return self._controller.stop()
class DashedLineController:
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
# predicates for chaining
class AngleLargerThanBP1D(BinaryPredicate1D):
def __init__(self, angle):
BinaryPredicate1D.__init__(self)
self._angle = math.pi * angle / 180.0
def getName(self):
return "AngleLargerThanBP1D"
def __call__(self, i1, i2):
fe1a = i1.fedgeA()
fe1b = i1.fedgeB()
fe2a = i2.fedgeA()
fe2b = i2.fedgeB()
sv1a = fe1a.vertexA().getPoint2D()
sv1b = fe1b.vertexB().getPoint2D()
sv2a = fe2a.vertexA().getPoint2D()
sv2b = fe2b.vertexB().getPoint2D()
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 math.acos(min(max(x, -1.0), 1.0)) > self._angle
class AndBP1D(BinaryPredicate1D):
def __init__(self, pred1, pred2):
BinaryPredicate1D.__init__(self)
self.__pred1 = pred1
self.__pred2 = pred2
def getName(self):
return "AndBP1D"
def __call__(self, i1, i2):
return self.__pred1(i1, i2) and self.__pred2(i1, i2)
# predicates for splitting
class MaterialBoundaryUP0D(UnaryPredicate0D):
def getName(self):
return "MaterialBoundaryUP0D"
def __call__(self, it):
if it.isBegin():
return False
it_prev = Interface0DIterator(it)
it_prev.decrement()
v = it.getObject()
it.increment()
if it.isEnd():
return False
fe = v.getFEdge(it_prev.getObject())
idx1 = fe.materialIndex() if fe.isSmooth() else fe.bMaterialIndex()
fe = v.getFEdge(it.getObject())
idx2 = fe.materialIndex() if fe.isSmooth() else fe.bMaterialIndex()
return idx1 != idx2
# 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()
# main function for parameter processing
def process(layer_name, lineset_name):
scene = Freestyle.getCurrentScene()
layer = scene.render.layers[layer_name]
lineset = layer.freestyle_settings.linesets[lineset_name]
linestyle = lineset.linestyle
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.edge_type_combination == "OR":
flags = Nature.NO_FEATURE
if lineset.select_silhouette:
flags |= Nature.SILHOUETTE
if lineset.select_border:
flags |= Nature.BORDER
if lineset.select_crease:
flags |= Nature.CREASE
if lineset.select_ridge:
flags |= Nature.RIDGE
if lineset.select_valley:
flags |= Nature.VALLEY
if lineset.select_suggestive_contour:
flags |= Nature.SUGGESTIVE_CONTOUR
if lineset.select_material_boundary:
flags |= Nature.MATERIAL_BOUNDARY
if flags != Nature.NO_FEATURE:
edge_type_criteria.append(pyNatureUP1D(flags))
else:
if lineset.select_silhouette:
edge_type_criteria.append(pyNatureUP1D(Nature.SILHOUETTE))
if lineset.select_border:
edge_type_criteria.append(pyNatureUP1D(Nature.BORDER))
if lineset.select_crease:
edge_type_criteria.append(pyNatureUP1D(Nature.CREASE))
if lineset.select_ridge:
edge_type_criteria.append(pyNatureUP1D(Nature.RIDGE))
if lineset.select_valley:
edge_type_criteria.append(pyNatureUP1D(Nature.VALLEY))
if lineset.select_suggestive_contour:
edge_type_criteria.append(pyNatureUP1D(Nature.SUGGESTIVE_CONTOUR))
if lineset.select_material_boundary:
edge_type_criteria.append(pyNatureUP1D(Nature.MATERIAL_BOUNDARY))
if lineset.select_contour:
edge_type_criteria.append(ContourUP1D())
if lineset.select_external_contour:
edge_type_criteria.append(ExternalContourUP1D())
if lineset.edge_type_combination == "OR":
upred = join_unary_predicates(edge_type_criteria, OrUP1D)
else:
upred = join_unary_predicates(edge_type_criteria, AndUP1D)
if upred is not None:
if lineset.edge_type_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 and len(lineset.group.objects) > 0:
names = dict((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:
w = scene.render.resolution_x
h = scene.render.resolution_y
if scene.render.use_border:
xmin = scene.render.border_min_x * w
xmax = scene.render.border_max_x * w
ymin = scene.render.border_min_y * h
ymax = scene.render.border_max_y * h
else:
xmin, xmax = 0.0, float(w)
ymin, ymax = 0.0, float(h)
upred = WithinImageBorderUP1D(xmin, xmax, ymin, ymax)
selection_criteria.append(upred)
# do feature edge selection
upred = join_unary_predicates(selection_criteria, AndUP1D)
if upred is None:
upred = TrueUP1D()
Operators.select(upred)
# join feature edges
bpred = AngleLargerThanBP1D(1.0) # XXX temporary fix for occasional unexpected long lines
if linestyle.same_object:
bpred = AndBP1D(bpred, SameShapeIdBP1D())
Operators.bidirectionalChain(ChainPredicateIterator(upred, bpred), NotUP1D(upred))
# dashed line
if linestyle.use_dashed_line:
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)
if len(pattern) > 0:
sampling = 1.0
controller = DashedLineController(pattern, sampling)
Operators.sequentialSplit(DashedLineStartingUP0D(controller),
DashedLineStoppingUP0D(controller),
sampling)
# split chains of feature edges
if linestyle.material_boundary:
Operators.sequentialSplit(MaterialBoundaryUP0D())
# 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 == "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.pure_random))
elif m.type == "PERLIN_NOISE_1D":
shaders_list.append(pyPerlinNoise1DShader(
m.frequency, m.amplitude, m.octaves, _seed.get(m.seed)))
elif m.type == "PERLIN_NOISE_2D":
shaders_list.append(pyPerlinNoise2DShader(
m.frequency, m.amplitude, m.octaves, _seed.get(m.seed)))
elif m.type == "BACKBONE_STRETCHER":
shaders_list.append(BackboneStretcherShader(
m.amount))
elif m.type == "TIP_REMOVER":
shaders_list.append(TipRemoverShader(
m.tip_length))
if linestyle.caps == "ROUND":
shaders_list.append(RoundCapShader())
elif linestyle.caps == "SQUARE":
shaders_list.append(SquareCapShader())
color = linestyle.color
shaders_list.append(ConstantColorShader(color.r, color.g, color.b, linestyle.alpha))
shaders_list.append(ConstantThicknessShader(linestyle.thickness))
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":
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_attr,
m.use_ramp))
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":
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_attr))
for m in linestyle.thickness_modifiers:
if not m.use:
continue
if m.type == "ALONG_STROKE":
shaders_list.append(ThicknessAlongStrokeShader(
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(
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":
shaders_list.append(ThicknessDistanceFromObjectShader(
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(
m.blend, m.influence, m.mapping, m.invert, m.curve,
m.material_attr, m.value_min, m.value_max))
# create strokes using the shaders list
Operators.create(TrueUP1D(), shaders_list)