Reverted all changes (i.e., deletion) in release/scripts/freestyle.
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89
release/scripts/freestyle/style_modules/sketchy_topology_broken.py
Executable file
89
release/scripts/freestyle/style_modules/sketchy_topology_broken.py
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#
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# Filename : sketchy_topology_broken.py
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# Author : Stephane Grabli
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# Date : 04/08/2005
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# Purpose : The topology of the strokes is, first, built
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# independantly from the 3D topology of objects,
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# and, second, so as to chain several times the same ViewEdge.
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#
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#############################################################################
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#
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# Copyright (C) : Please refer to the COPYRIGHT file distributed
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# with this source distribution.
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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
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# Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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#############################################################################
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from freestyle_init import *
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from logical_operators import *
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from ChainingIterators import *
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from shaders import *
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## Backbone stretcher that leaves cusps intact to avoid cracks
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class pyBackboneStretcherNoCuspShader(StrokeShader):
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def __init__(self, l):
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StrokeShader.__init__(self)
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self._l = l
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def getName(self):
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return "pyBackboneStretcherNoCuspShader"
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def shade(self, stroke):
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it0 = stroke.strokeVerticesBegin()
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it1 = StrokeVertexIterator(it0)
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it1.increment()
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itn = stroke.strokeVerticesEnd()
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itn.decrement()
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itn_1 = StrokeVertexIterator(itn)
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itn_1.decrement()
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v0 = it0.getObject()
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v1 = it1.getObject()
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if((v0.getNature() & Nature.CUSP == 0) and (v1.getNature() & Nature.CUSP == 0)):
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p0 = v0.getPoint()
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p1 = v1.getPoint()
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d1 = p0-p1
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d1.normalize()
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newFirst = p0+d1*float(self._l)
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v0.setPoint(newFirst)
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else:
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print "got a v0 cusp"
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vn_1 = itn_1.getObject()
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vn = itn.getObject()
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if((vn.getNature() & Nature.CUSP == 0) and (vn_1.getNature() & Nature.CUSP == 0)):
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pn = vn.getPoint()
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pn_1 = vn_1.getPoint()
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dn = pn-pn_1
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dn.normalize()
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newLast = pn+dn*float(self._l)
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vn.setPoint(newLast)
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else:
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print "got a vn cusp"
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Operators.select(QuantitativeInvisibilityUP1D(0))
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## Chain 3 times each ViewEdge indpendantly from the
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## initial objects topology
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Operators.bidirectionalChain(pySketchyChainingIterator(3))
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shaders_list = [
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SamplingShader(4),
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SpatialNoiseShader(6, 120, 2, 1, 1),
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IncreasingThicknessShader(4, 10),
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SmoothingShader(100, 0.1, 0, 0.2, 0, 0, 0, 1),
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pyBackboneStretcherNoCuspShader(20),
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#ConstantColorShader(0.0,0.0,0.0)
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IncreasingColorShader(0.2,0.2,0.2,1,0.5,0.5,0.5,1),
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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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