Added an 'angle' parameter to the Perlin Noise 1D and 2D geometry modifiers
to specify a displacement direction in degrees.
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@@ -419,6 +419,46 @@ class SinusDisplacementShader(StrokeShader):
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n = n * self._amplitude * math.cos(distance / self._wavelength * 2 * math.pi + self._phase)
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v.setPoint(p + n)
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class PerlinNoise1DShader(StrokeShader):
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def __init__(self, freq = 10, amp = 10, oct = 4, angle = 45, seed = -1):
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StrokeShader.__init__(self)
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self.__noise = Noise(seed)
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self.__freq = freq
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self.__amp = amp
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self.__oct = oct
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theta = pi * angle / 180.0
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self.__dir = Vector([cos(theta), sin(theta)])
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def getName(self):
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return "PerlinNoise1DShader"
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def shade(self, stroke):
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it = stroke.strokeVerticesBegin()
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while not it.isEnd():
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v = it.getObject()
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i = v.getProjectedX() + v.getProjectedY()
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nres = self.__noise.turbulence1(i, self.__freq, self.__amp, self.__oct)
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v.setPoint(v.getPoint() + nres * self.__dir)
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it.increment()
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class PerlinNoise2DShader(StrokeShader):
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def __init__(self, freq = 10, amp = 10, oct = 4, angle = 45, seed = -1):
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StrokeShader.__init__(self)
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self.__noise = Noise(seed)
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self.__freq = freq
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self.__amp = amp
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self.__oct = oct
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theta = pi * angle / 180.0
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self.__dir = Vector([cos(theta), sin(theta)])
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def getName(self):
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return "PerlinNoise2DShader"
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def shade(self, stroke):
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it = stroke.strokeVerticesBegin()
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while not it.isEnd():
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v = it.getObject()
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vec = Vector([v.getProjectedX(), v.getProjectedY()])
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nres = self.__noise.turbulence2(vec, self.__freq, self.__amp, self.__oct)
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v.setPoint(v.getPoint() + nres * self.__dir)
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it.increment()
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# Predicates and helper functions
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class QuantitativeInvisibilityRangeUP1D(UnaryPredicate1D):
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@@ -836,11 +876,11 @@ def process(layer_name, lineset_name):
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shaders_list.append(SpatialNoiseShader(
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m.amplitude, m.scale, m.octaves, m.smooth, m.pure_random))
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elif m.type == "PERLIN_NOISE_1D":
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shaders_list.append(pyPerlinNoise1DShader(
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m.frequency, m.amplitude, m.octaves, _seed.get(m.seed)))
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shaders_list.append(PerlinNoise1DShader(
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m.frequency, m.amplitude, m.octaves, m.angle, _seed.get(m.seed)))
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elif m.type == "PERLIN_NOISE_2D":
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shaders_list.append(pyPerlinNoise2DShader(
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m.frequency, m.amplitude, m.octaves, _seed.get(m.seed)))
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shaders_list.append(PerlinNoise2DShader(
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m.frequency, m.amplitude, m.octaves, m.angle, _seed.get(m.seed)))
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elif m.type == "BACKBONE_STRETCHER":
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shaders_list.append(BackboneStretcherShader(
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m.amount))
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