blender/release/scripts/freestyle/style_modules/parameter_editor.py
Tamito Kajiyama 5841d1c814 Added header comments to indicate the author(s) of original files.
Suggested by Sergey Sharybin through a code review of the branch.

The information was mostly recovered from the AUTHORS file [1] of the
stand-alone Freestyle package version 2.2.0.

[1] http://freestyle.cvs.sourceforge.net/viewvc/freestyle/freestyle/AUTHORS.TXT
2013-03-24 00:53:05 +00:00

1260 lines
50 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 #####
# Filename : parameter_editor.py
# Authors : Tamito Kajiyama
# Date : 26/07/2010
# Purpose : Interactive manipulation of stylization parameters
import Freestyle
import math
import mathutils
import time
from ChainingIterators import pySketchyChainSilhouetteIterator, pySketchyChainingIterator
from Freestyle import BackboneStretcherShader, BezierCurveShader, BinaryPredicate1D, ChainPredicateIterator, \
ChainSilhouetteIterator, ConstantColorShader, ContourUP1D, Curvature2DAngleF0D, ExternalContourUP1D, \
FalseBP1D, FalseUP1D, GuidingLinesShader, Interface0DIterator, Nature, Noise, Normal2DF0D, Operators, \
PolygonalizationShader, QuantitativeInvisibilityF1D, QuantitativeInvisibilityUP1D, SamplingShader, \
SpatialNoiseShader, StrokeAttribute, StrokeShader, TipRemoverShader, TrueBP1D, TrueUP1D, UnaryPredicate0D, \
UnaryPredicate1D, VertexOrientation2DF0D, WithinImageBoundaryUP1D
from Functions0D import CurveMaterialF0D
from PredicatesU1D import pyNatureUP1D
from logical_operators import AndUP1D, NotUP1D, OrUP1D
from shaders import pyBluePrintCirclesShader, pyBluePrintEllipsesShader, pyBluePrintSquaresShader
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 ScalarBlendModifier(StrokeShader):
def __init__(self, blend, influence):
StrokeShader.__init__(self)
self.__blend = blend
self.__influence = influence
def blend(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
class CurveMappingModifier(ScalarBlendModifier):
def __init__(self, blend, influence, mapping, invert, curve):
ScalarBlendModifier.__init__(self, blend, 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)
class ThicknessModifierMixIn:
def __init__(self):
scene = Freestyle.getCurrentScene()
self.__persp_camera = (scene.camera.data.type == "PERSP")
def set_thickness(self, sv, outer, inner):
fe = sv.first_svertex.get_fedge(sv.second_svertex)
nature = fe.nature
if (nature & Nature.BORDER):
if self.__persp_camera:
point = -sv.point_3d.copy()
point.normalize()
dir = point.dot(fe.normal_left)
else:
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, outer, inner, v):
if self.__position == "CENTER":
outer = self.blend(outer, v / 2)
inner = self.blend(inner, v / 2)
elif self.__position == "INSIDE":
outer = self.blend(outer, 0)
inner = self.blend(inner, v)
elif self.__position == "OUTSIDE":
outer = self.blend(outer, v)
inner = self.blend(inner, 0)
elif self.__position == "RELATIVE":
outer = self.blend(outer, v * self.__ratio)
inner = self.blend(inner, v * (1 - self.__ratio))
else:
raise ValueError("unknown thickness position: " + self.__position)
return outer, inner
class BaseColorShader(ConstantColorShader):
pass
class BaseThicknessShader(StrokeShader, ThicknessModifierMixIn):
def __init__(self, thickness, position, ratio):
StrokeShader.__init__(self)
ThicknessModifierMixIn.__init__(self)
if position == "CENTER":
self.__outer = thickness / 2
self.__inner = thickness / 2
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 * (1 - ratio)
else:
raise ValueError("unknown thickness position: " + self.position)
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
while not it.is_end:
sv = it.object
self.set_thickness(sv, self.__outer, self.__inner)
it.increment()
# Along Stroke modifiers
def iter_t2d_along_stroke(stroke):
total = stroke.length_2d
distance = 0.0
it = stroke.stroke_vertices_begin()
prev = it.object.point
while not it.is_end:
p = it.object.point
distance += (prev - p).length
prev = p.copy() # need a copy because the point can be altered
t = min(distance / total, 1.0)
yield it, t
it.increment()
class ColorAlongStrokeShader(ColorRampModifier):
def shade(self, stroke):
for it, t in iter_t2d_along_stroke(stroke):
sv = it.object
a = sv.attribute.color
b = self.evaluate(t)
sv.attribute.color = self.blend_ramp(a, b)
class AlphaAlongStrokeShader(CurveMappingModifier):
def shade(self, stroke):
for it, t in iter_t2d_along_stroke(stroke):
sv = it.object
a = sv.attribute.alpha
b = self.evaluate(t)
sv.attribute.alpha = self.blend(a, b)
class ThicknessAlongStrokeShader(ThicknessBlenderMixIn, CurveMappingModifier):
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_min = value_min
self.__value_max = value_max
def shade(self, stroke):
for it, t in iter_t2d_along_stroke(stroke):
sv = it.object
a = sv.attribute.thickness
b = self.__value_min + self.evaluate(t) * (self.__value_max - self.__value_min)
c = self.blend_thickness(a[0], a[1], b)
self.set_thickness(sv, c[0], c[1])
# Distance from Camera modifiers
def iter_distance_from_camera(stroke, range_min, range_max):
normfac = range_max - range_min # normalization factor
it = stroke.stroke_vertices_begin()
while not it.is_end:
p = it.object.point_3d # 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 shade(self, stroke):
for it, t in iter_distance_from_camera(stroke, self.__range_min, self.__range_max):
sv = it.object
a = sv.attribute.color
b = self.evaluate(t)
sv.attribute.color = self.blend_ramp(a, b)
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 shade(self, stroke):
for it, t in iter_distance_from_camera(stroke, self.__range_min, self.__range_max):
sv = it.object
a = sv.attribute.alpha
b = self.evaluate(t)
sv.attribute.alpha = self.blend(a, b)
class ThicknessDistanceFromCameraShader(ThicknessBlenderMixIn, CurveMappingModifier):
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_min = range_min
self.__range_max = range_max
self.__value_min = value_min
self.__value_max = value_max
def shade(self, stroke):
for it, t in iter_distance_from_camera(stroke, self.__range_min, self.__range_max):
sv = it.object
a = sv.attribute.thickness
b = self.__value_min + self.evaluate(t) * (self.__value_max - self.__value_min)
c = self.blend_thickness(a[0], a[1], b)
self.set_thickness(sv, c[0], c[1])
# 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 = mv * object.location # loc in the camera coordinate
normfac = range_max - range_min # normalization factor
it = stroke.stroke_vertices_begin()
while not it.is_end:
p = it.object.point_3d # 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 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):
sv = it.object
a = sv.attribute.color
b = self.evaluate(t)
sv.attribute.color = self.blend_ramp(a, b)
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 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):
sv = it.object
a = sv.attribute.alpha
b = self.evaluate(t)
sv.attribute.alpha = self.blend(a, b)
class ThicknessDistanceFromObjectShader(ThicknessBlenderMixIn, CurveMappingModifier):
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)
self.__target = target
self.__range_min = range_min
self.__range_max = range_max
self.__value_min = value_min
self.__value_max = value_max
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):
sv = it.object
a = sv.attribute.thickness
b = self.__value_min + self.evaluate(t) * (self.__value_max - self.__value_min)
c = self.blend_thickness(a[0], a[1], b)
self.set_thickness(sv, c[0], c[1])
# Material modifiers
def iter_material_color(stroke, material_attr):
func = CurveMaterialF0D()
it = stroke.stroke_vertices_begin()
while not it.is_end:
material = func(Interface0DIterator(it))
if material_attr == "DIFF":
color = (material.diffuse[0],
material.diffuse[1],
material.diffuse[2])
elif material_attr == "SPEC":
color = (material.specular[0],
material.specular[1],
material.specular[2])
else:
raise ValueError("unexpected material attribute: " + material_attr)
yield it, color
it.increment()
def iter_material_value(stroke, material_attr):
func = CurveMaterialF0D()
it = stroke.stroke_vertices_begin()
while not it.is_end:
material = func(Interface0DIterator(it))
if material_attr == "DIFF":
r = material.diffuse[0]
g = material.diffuse[1]
b = material.diffuse[2]
t = 0.35 * r + 0.45 * r + 0.2 * b
elif material_attr == "DIFF_R":
t = material.diffuse[0]
elif material_attr == "DIFF_G":
t = material.diffuse[1]
elif material_attr == "DIFF_B":
t = material.diffuse[2]
elif material_attr == "SPEC":
r = material.specular[0]
g = material.specular[1]
b = material.specular[2]
t = 0.35 * r + 0.45 * r + 0.2 * b
elif material_attr == "SPEC_R":
t = material.specular[0]
elif material_attr == "SPEC_G":
t = material.specular[1]
elif material_attr == "SPEC_B":
t = material.specular[2]
elif material_attr == "SPEC_HARDNESS":
t = material.shininess
elif material_attr == "ALPHA":
t = material.diffuse[3]
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 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):
sv = it.object
a = sv.attribute.color
sv.attribute.color = self.blend_ramp(a, b)
else:
for it, t in iter_material_value(stroke, self.__material_attr):
sv = it.object
a = sv.attribute.color
b = self.evaluate(t)
sv.attribute.color = self.blend_ramp(a, b)
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 shade(self, stroke):
for it, t in iter_material_value(stroke, self.__material_attr):
sv = it.object
a = sv.attribute.alpha
b = self.evaluate(t)
sv.attribute.alpha = self.blend(a, b)
class ThicknessMaterialShader(ThicknessBlenderMixIn, CurveMappingModifier):
def __init__(self, thickness_position, thickness_ratio,
blend, influence, mapping, invert, curve, material_attr, value_min, value_max):
ThicknessBlenderMixIn.__init__(self, thickness_position, thickness_ratio)
CurveMappingModifier.__init__(self, blend, influence, mapping, invert, curve)
self.__material_attr = material_attr
self.__value_min = value_min
self.__value_max = value_max
def shade(self, stroke):
for it, t in iter_material_value(stroke, self.__material_attr):
sv = it.object
a = sv.attribute.thickness
b = self.__value_min + self.evaluate(t) * (self.__value_max - self.__value_min)
c = self.blend_thickness(a[0], a[1], b)
self.set_thickness(sv, c[0], c[1])
# Calligraphic thickness modifier
class CalligraphicThicknessShader(ThicknessBlenderMixIn, ScalarBlendModifier):
def __init__(self, thickness_position, thickness_ratio,
blend, influence, orientation, min_thickness, max_thickness):
ThicknessBlenderMixIn.__init__(self, thickness_position, thickness_ratio)
ScalarBlendModifier.__init__(self, blend, influence)
self.__orientation = mathutils.Vector((math.cos(orientation), math.sin(orientation)))
self.__min_thickness = min_thickness
self.__max_thickness = max_thickness
def shade(self, stroke):
func = VertexOrientation2DF0D()
it = stroke.stroke_vertices_begin()
while not it.is_end:
dir = func(Interface0DIterator(it))
orthDir = mathutils.Vector((-dir.y, dir.x))
orthDir.normalize()
fac = abs(orthDir * self.__orientation)
sv = it.object
a = sv.attribute.thickness
b = self.__min_thickness + fac * (self.__max_thickness - self.__min_thickness)
b = max(b, 0.0)
c = self.blend_thickness(a[0], a[1], b)
self.set_thickness(sv, c[0], c[1])
it.increment()
# Geometry modifiers
def iter_distance_along_stroke(stroke):
distance = 0.0
it = stroke.stroke_vertices_begin()
prev = it.object.point
while not it.is_end:
p = it.object.point
distance += (prev - p).length
prev = p.copy() # need a copy because the point can be altered
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 shade(self, stroke):
for it, distance in iter_distance_along_stroke(stroke):
v = it.object
n = self._getNormal(Interface0DIterator(it))
n = n * self._amplitude * math.cos(distance / self._wavelength * 2 * math.pi + self._phase)
v.point = v.point + n
stroke.update_length()
class PerlinNoise1DShader(StrokeShader):
def __init__(self, freq = 10, amp = 10, oct = 4, angle = math.radians(45), seed = -1):
StrokeShader.__init__(self)
self.__noise = Noise(seed)
self.__freq = freq
self.__amp = amp
self.__oct = oct
self.__dir = mathutils.Vector([math.cos(angle), math.sin(angle)])
def shade(self, stroke):
length = stroke.length_2d
it = stroke.stroke_vertices_begin()
while not it.is_end:
v = it.object
nres = self.__noise.turbulence1(length * v.u, self.__freq, self.__amp, self.__oct)
v.point = v.point + nres * self.__dir
it.increment()
stroke.update_length()
class PerlinNoise2DShader(StrokeShader):
def __init__(self, freq = 10, amp = 10, oct = 4, angle = math.radians(45), seed = -1):
StrokeShader.__init__(self)
self.__noise = Noise(seed)
self.__freq = freq
self.__amp = amp
self.__oct = oct
self.__dir = mathutils.Vector([math.cos(angle), math.sin(angle)])
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
while not it.is_end:
v = it.object
vec = mathutils.Vector([v.projected_x, v.projected_y])
nres = self.__noise.turbulence2(vec, self.__freq, self.__amp, self.__oct)
v.point = v.point + nres * self.__dir
it.increment()
stroke.update_length()
class Offset2DShader(StrokeShader):
def __init__(self, start, end, x, y):
StrokeShader.__init__(self)
self.__start = start
self.__end = end
self.__xy = mathutils.Vector([x, y])
self.__getNormal = Normal2DF0D()
def shade(self, stroke):
it = stroke.stroke_vertices_begin()
while not it.is_end:
v = it.object
u = v.u
a = self.__start + u * (self.__end - self.__start)
n = self.__getNormal(Interface0DIterator(it))
n = n * a
v.point = v.point + n + self.__xy
it.increment()
stroke.update_length()
class Transform2DShader(StrokeShader):
def __init__(self, pivot, scale_x, scale_y, angle, pivot_u, pivot_x, pivot_y):
StrokeShader.__init__(self)
self.__pivot = pivot
self.__scale_x = scale_x
self.__scale_y = scale_y
self.__angle = angle
self.__pivot_u = pivot_u
self.__pivot_x = pivot_x
self.__pivot_y = pivot_y
def shade(self, stroke):
# determine the pivot of scaling and rotation operations
if self.__pivot == "START":
it = stroke.stroke_vertices_begin()
pivot = it.object.point
elif self.__pivot == "END":
it = stroke.stroke_vertices_end()
it.decrement()
pivot = it.object.point
elif self.__pivot == "PARAM":
p = None
it = stroke.stroke_vertices_begin()
while not it.is_end:
prev = p
v = it.object
p = v.point
u = v.u
if self.__pivot_u < u:
break
it.increment()
if prev is None:
pivot = p
else:
delta = u - self.__pivot_u
pivot = p + delta * (prev - p)
elif self.__pivot == "CENTER":
pivot = mathutils.Vector([0.0, 0.0])
n = 0
it = stroke.stroke_vertices_begin()
while not it.is_end:
p = it.object.point
pivot = pivot + p
n = n + 1
it.increment()
pivot.x = pivot.x / n
pivot.y = pivot.y / n
elif self.__pivot == "ABSOLUTE":
pivot = mathutils.Vector([self.__pivot_x, self.__pivot_y])
# apply scaling and rotation operations
cos_theta = math.cos(self.__angle)
sin_theta = math.sin(self.__angle)
it = stroke.stroke_vertices_begin()
while not it.is_end:
v = it.object
p = v.point
p = p - pivot
x = p.x * self.__scale_x
y = p.y * self.__scale_y
p.x = x * cos_theta - y * sin_theta
p.y = x * sin_theta + y * cos_theta
v.point = p + pivot
it.increment()
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
def join_unary_predicates(upred_list, bpred):
if not upred_list:
return None
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 __call__(self, viewEdge):
found = viewEdge.viewshape.name in self._names
if self._negative:
return not found
return found
# Stroke caps
def iter_stroke_vertices(stroke):
it = stroke.stroke_vertices_begin()
prev_p = None
while not it.is_end:
sv = it.object
p = sv.point
if prev_p is None or (prev_p - p).length > 1e-6:
yield sv
prev_p = p.copy()
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((mathutils.Vector(sv.point), StrokeAttribute(sv.attribute)))
nverts = len(buffer)
if nverts < 2:
return
# calculate the number of additional vertices to form caps
R, L = stroke[0].attribute.thickness
caplen_beg = (R + L) / 2.0
nverts_beg = max(5, int(R + L))
R, L = stroke[-1].attribute.thickness
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].point = p
stroke[nverts_beg + i].attribute = 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.thickness
for i in range(nverts_beg):
t = (nverts_beg - i) * n
stroke[i].point = p + d * t
r = self.round_cap_thickness((nverts_beg - i + 1) * n)
stroke[i].attribute = attr
stroke[i].attribute.thickness = (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.thickness
for i in range(nverts_end):
t = (nverts_end - i) * n
stroke[-i-1].point = p + d * t
r = self.round_cap_thickness((nverts_end - i + 1) * n)
stroke[-i-1].attribute = attr
stroke[-i-1].attribute.thickness = (R * r, L * r)
# update the curvilinear 2D length of each vertex
stroke.update_length()
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((mathutils.Vector(sv.point), StrokeAttribute(sv.attribute)))
nverts = len(buffer)
if nverts < 2:
return
# calculate the number of additional vertices to form caps
R, L = stroke[0].attribute.thickness
caplen_beg = (R + L) / 2.0
nverts_beg = 1
R, L = stroke[-1].attribute.thickness
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].point = p
stroke[nverts_beg + i].attribute = attr
# reshape the cap at the beginning of the stroke
q, attr = buffer[1]
p, attr = buffer[0]
d = p - q
stroke[0].point = p + d / d.length * caplen_beg
stroke[0].attribute = attr
# reshape the cap at the end of the stroke
q, attr = buffer[-2]
p, attr = buffer[-1]
d = p - q
stroke[-1].point = p + d / d.length * caplen_beg
stroke[-1].attribute = attr
# update the curvilinear 2D length of each vertex
stroke.update_length()
# 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):
index = 0 # pattern index
start = 0.0 # 2D curvilinear length
visible = True
sampling = 1.0
it = stroke.stroke_vertices_begin(sampling)
while not it.is_end:
pos = it.t # curvilinear abscissa
# 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.
if pos - start + sampling > self._pattern[index]:
start = pos
index += 1
if index == len(self._pattern):
index = 0
visible = not visible
it.object.attribute.visible = visible
it.increment()
# predicates for chaining
class AngleLargerThanBP1D(BinaryPredicate1D):
def __init__(self, angle):
BinaryPredicate1D.__init__(self)
self._angle = angle
def __call__(self, i1, i2):
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 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 __call__(self, i1, i2):
return self.__pred1(i1, i2) and self.__pred2(i1, i2)
# predicates for selection
class LengthThresholdUP1D(UnaryPredicate1D):
def __init__(self, min_length=None, max_length=None):
UnaryPredicate1D.__init__(self)
self._min_length = min_length
self._max_length = max_length
def __call__(self, inter):
length = inter.length_2d
if self._min_length is not None and length < self._min_length:
return False
if self._max_length is not None and length > self._max_length:
return False
return True
class FaceMarkBothUP1D(UnaryPredicate1D):
def __call__(self, inter): # ViewEdge
fe = inter.first_fedge
while fe is not None:
if fe.is_smooth:
if fe.face_mark:
return True
else:
if fe.face_mark_right and fe.face_mark_left:
return True
fe = fe.next_fedge
return False
class FaceMarkOneUP1D(UnaryPredicate1D):
def __call__(self, inter): # ViewEdge
fe = inter.first_fedge
while fe is not None:
if fe.is_smooth:
if fe.face_mark:
return True
else:
if fe.face_mark_right or fe.face_mark_left:
return True
fe = fe.next_fedge
return False
# predicates for splitting
class MaterialBoundaryUP0D(UnaryPredicate0D):
def __call__(self, it):
if it.is_begin:
return False
it_prev = Interface0DIterator(it)
it_prev.decrement()
v = it.object
it.increment()
if it.is_end:
return False
fe = v.get_fedge(it_prev.object)
idx1 = fe.material_index if fe.is_smooth else fe.material_index_left
fe = v.get_fedge(it.object)
idx2 = fe.material_index if fe.is_smooth else fe.material_index_left
return idx1 != idx2
class Curvature2DAngleThresholdUP0D(UnaryPredicate0D):
def __init__(self, min_angle=None, max_angle=None):
UnaryPredicate0D.__init__(self)
self._min_angle = min_angle
self._max_angle = max_angle
self._func = Curvature2DAngleF0D()
def __call__(self, inter):
angle = math.pi - self._func(inter)
if self._min_angle is not None and angle < self._min_angle:
return True
if self._max_angle is not None and angle > self._max_angle:
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()
# 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.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 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 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 = 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:
fac = scene.render.resolution_percentage / 100.0
w = scene.render.resolution_x * fac
h = scene.render.resolution_y * fac
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 = WithinImageBoundaryUP1D(xmin, ymin, xmax, ymax)
selection_criteria.append(upred)
# select feature edges
upred = join_unary_predicates(selection_criteria, AndUP1D)
if upred is None:
upred = TrueUP1D()
Operators.select(upred)
# join feature edges to form chains
if linestyle.use_chaining:
if linestyle.chaining == "PLAIN":
if linestyle.same_object:
Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(upred))
else:
Operators.bidirectional_chain(ChainPredicateIterator(upred, TrueBP1D()), NotUP1D(upred))
elif linestyle.chaining == "SKETCHY":
if linestyle.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_min_angle or linestyle.use_max_angle:
min_angle = linestyle.min_angle if linestyle.use_min_angle else None
max_angle = linestyle.max_angle if linestyle.use_max_angle else None
Operators.sequential_split(Curvature2DAngleThresholdUP0D(min_angle, max_angle))
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)
# select chains
if linestyle.use_min_length or linestyle.use_max_length:
min_length = linestyle.min_length if linestyle.use_min_length else None
max_length = linestyle.max_length if linestyle.use_max_length else None
Operators.select(LengthThresholdUP1D(min_length, max_length))
# 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(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))
color = linestyle.color
if (not linestyle.use_chaining) or (linestyle.chaining == "PLAIN" and linestyle.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")
print(" or the Plain chaining is used with the Same Object option enabled.")
shaders_list.append(BaseColorShader(color.r, color.g, color.b, linestyle.alpha))
shaders_list.append(BaseThicknessShader(linestyle.thickness, thickness_position,
linestyle.thickness_ratio))
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(
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":
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_attr, 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.min_thickness, m.max_thickness))
if linestyle.caps == "ROUND":
shaders_list.append(RoundCapShader())
elif linestyle.caps == "SQUARE":
shaders_list.append(SquareCapShader())
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:
shaders_list.append(DashedLineShader(pattern))
# create strokes using the shaders list
Operators.create(TrueUP1D(), shaders_list)