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authorTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2013-02-23 05:12:23 +0400
committerTamito Kajiyama <rd6t-kjym@asahi-net.or.jp>2013-02-23 05:12:23 +0400
commit68b0a8e39026ea2b391751406dc4bdb0a4ed958c (patch)
treecdf8a143a6cf2b832f49a31c2d3b7003f92eaa43 /source/blender/freestyle/intern/python/StrokeShader/BPy_SmoothingShader.cpp
parent0fb83d78faa99a8ea3fd396887b2b31a6a36a8cd (diff)
Freestyle Python API improvements - part 7.
Fix for PyGetSetDef and proper handling of keyword arguments were done in UnaryPredicate0D, UnaryPredicate1D, BinaryPredicate1D, and StrokeShader classes. Style modules were updated accordingly. Additional code clean-up was also made.
Diffstat (limited to 'source/blender/freestyle/intern/python/StrokeShader/BPy_SmoothingShader.cpp')
-rw-r--r--source/blender/freestyle/intern/python/StrokeShader/BPy_SmoothingShader.cpp58
1 files changed, 33 insertions, 25 deletions
diff --git a/source/blender/freestyle/intern/python/StrokeShader/BPy_SmoothingShader.cpp b/source/blender/freestyle/intern/python/StrokeShader/BPy_SmoothingShader.cpp
index 6f62865f99a..a041449db4b 100644
--- a/source/blender/freestyle/intern/python/StrokeShader/BPy_SmoothingShader.cpp
+++ b/source/blender/freestyle/intern/python/StrokeShader/BPy_SmoothingShader.cpp
@@ -15,45 +15,53 @@ static char SmoothingShader___doc__[] =
"\n"
"[Geometry shader]\n"
"\n"
-".. method:: __init__(iNbIteration, iFactorPoint, ifactorCurvature, iFactorCurvatureDifference, iAnisoPoint, iAnisNormal, iAnisoCurvature, icarricatureFactor)\n"
+".. method:: __init__(num_iterations=100, factor_point=0.1,\n"
+" factor_curvature=0.0, factor_curvature_difference=0.2,\n"
+" aniso_point=0.0, aniso_normal=0.0, aniso_curvature=0.0,\n"
+" carricature_factor=1.0)\n"
"\n"
" Builds a SmoothingShader object.\n"
"\n"
-" :arg iNbIteration: The number of iterations (400).\n"
-" :type iNbIteration: int\n"
-" :arg iFactorPoint: 0.0\n"
-" :type iFactorPoint: float\n"
-" :arg ifactorCurvature: 0.0\n"
-" :type ifactorCurvature: float\n"
-" :arg iFactorCurvatureDifference: 0.2\n"
-" :type iFactorCurvatureDifference: float\n"
-" :arg iAnisoPoint: \n"
-" :type iAnisoPoint: float\n"
-" :arg iAnisNormal: 0.0\n"
-" :type iAnisNormal: float\n"
-" :arg iAnisoCurvature: 0.0\n"
-" :type iAnisoCurvature: float\n"
-" :arg icarricatureFactor: 1.0\n"
-" :type icarricatureFactor: float\n"
+" :arg num_iterations: The number of iterations.\n"
+" :type num_iterations: int\n"
+" :arg factor_point: 0.1\n"
+" :type factor_point: float\n"
+" :arg factor_curvature: 0.0\n"
+" :type factor_curvature: float\n"
+" :arg factor_curvature_difference: 0.2\n"
+" :type factor_curvature_difference: float\n"
+" :arg aniso_point: 0.0\n"
+" :type aniso_point: float\n"
+" :arg aniso_normal: 0.0\n"
+" :type aniso_normal: float\n"
+" :arg aniso_curvature: 0.0\n"
+" :type aniso_curvature: float\n"
+" :arg carricature_factor: 1.0\n"
+" :type carricature_factor: float\n"
"\n"
-".. method:: shade(s)\n"
+".. method:: shade(stroke)\n"
"\n"
" Smoothes the stroke by moving the vertices to make the stroke\n"
" smoother. Uses curvature flow to converge towards a curve of\n"
" constant curvature. The diffusion method we use is anisotropic to\n"
" prevent the diffusion accross corners.\n"
"\n"
-" :arg s: A Stroke object.\n"
-" :type s: :class:`Stroke`\n";
+" :arg stroke: A Stroke object.\n"
+" :type stroke: :class:`Stroke`\n";
-static int SmoothingShader___init__( BPy_SmoothingShader* self, PyObject *args)
+static int SmoothingShader___init__(BPy_SmoothingShader* self, PyObject *args, PyObject *kwds)
{
- int i1;
- double d2, d3, d4, d5, d6, d7, d8;
+ static const char *kwlist[] = {"num_iterations", "factor_point", "factor_curvature",
+ "factor_curvature_difference", "aniso_point", "aniso_normal",
+ "aniso_curvature", "carricature_factor", NULL};
+ int i1 = 100;
+ double d2 = 0.1, d3 = 0.0, d4 = 0.2, d5 = 0.0, d6 = 0.0, d7 = 0.0, d8 = 1.0;
- if(!( PyArg_ParseTuple(args, "iddddddd", &i1, &d2, &d3, &d4, &d5, &d6, &d7, &d8) ))
+ if (!PyArg_ParseTupleAndKeywords(args, kwds, "|iddddddd", (char **)kwlist,
+ &i1, &d2, &d3, &d4, &d5, &d6, &d7, &d8))
+ {
return -1;
-
+ }
self->py_ss.ss = new SmoothingShader(i1, d2, d3, d4, d5, d6, d7, d8);
return 0;
}