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Diffstat (limited to 'release/scripts/freestyle/style_modules/shaders.py')
-rwxr-xr-xrelease/scripts/freestyle/style_modules/shaders.py1343
1 files changed, 1343 insertions, 0 deletions
diff --git a/release/scripts/freestyle/style_modules/shaders.py b/release/scripts/freestyle/style_modules/shaders.py
new file mode 100755
index 00000000000..70941477a7b
--- /dev/null
+++ b/release/scripts/freestyle/style_modules/shaders.py
@@ -0,0 +1,1343 @@
+from freestyle_init import *
+from PredicatesU0D import *
+from PredicatesB1D import *
+from PredicatesU1D import *
+from logical_operators import *
+from ChainingIterators import *
+from random import *
+from math import *
+
+## thickness modifiers
+######################
+
+class pyDepthDiscontinuityThicknessShader(StrokeShader):
+ def __init__(self, min, max):
+ StrokeShader.__init__(self)
+ self.__min = float(min)
+ self.__max = float(max)
+ self.__func = ZDiscontinuityF0D()
+ def getName(self):
+ return "pyDepthDiscontinuityThicknessShader"
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ z_min=0.0
+ z_max=1.0
+ a = (self.__max - self.__min)/(z_max-z_min)
+ b = (self.__min*z_max-self.__max*z_min)/(z_max-z_min)
+ it = stroke.strokeVerticesBegin()
+ while it.isEnd() == 0:
+ z = self.__func(it.castToInterface0DIterator())
+ thickness = a*z+b
+ it.getObject().attribute().setThickness(thickness, thickness)
+ it.increment()
+
+class pyConstantThicknessShader(StrokeShader):
+ def __init__(self, thickness):
+ StrokeShader.__init__(self)
+ self._thickness = thickness
+
+ def getName(self):
+ return "pyConstantThicknessShader"
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ it_end = stroke.strokeVerticesEnd()
+ while it.isEnd() == 0:
+ att = it.getObject().attribute()
+ t = self._thickness/2.0
+ att.setThickness(t, t)
+ it.increment()
+
+class pyFXSThicknessShader(StrokeShader):
+ def __init__(self, thickness):
+ StrokeShader.__init__(self)
+ self._thickness = thickness
+
+ def getName(self):
+ return "pyFXSThicknessShader"
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ it_end = stroke.strokeVerticesEnd()
+ while it.isEnd() == 0:
+ att = it.getObject().attribute()
+ t = self._thickness/2.0
+ att.setThickness(t, t)
+ it.increment()
+
+class pyFXSVaryingThicknessWithDensityShader(StrokeShader):
+ def __init__(self, wsize, threshold_min, threshold_max, thicknessMin, thicknessMax):
+ StrokeShader.__init__(self)
+ self.wsize= wsize
+ self.threshold_min= threshold_min
+ self.threshold_max= threshold_max
+ self._thicknessMin = thicknessMin
+ self._thicknessMax = thicknessMax
+
+ def getName(self):
+ return "pyVaryingThicknessWithDensityShader"
+ def shade(self, stroke):
+ n = stroke.strokeVerticesSize()
+ i = 0
+ it = stroke.strokeVerticesBegin()
+ it_end = stroke.strokeVerticesEnd()
+ func = DensityF0D(self.wsize)
+ while it.isEnd() == 0:
+ att = it.getObject().attribute()
+ toto = it.castToInterface0DIterator()
+ c= func(toto)
+ if (c < self.threshold_min ):
+ c = self.threshold_min
+ if (c > self.threshold_max ):
+ c = self.threshold_max
+## t = (c - self.threshold_min)/(self.threshold_max - self.threshold_min)*(self._thicknessMax-self._thicknessMin) + self._thicknessMin
+ t = (self.threshold_max - c )/(self.threshold_max - self.threshold_min)*(self._thicknessMax-self._thicknessMin) + self._thicknessMin
+ att.setThickness(t/2.0, t/2.0)
+ i = i+1
+ it.increment()
+class pyIncreasingThicknessShader(StrokeShader):
+ def __init__(self, thicknessMin, thicknessMax):
+ StrokeShader.__init__(self)
+ self._thicknessMin = thicknessMin
+ self._thicknessMax = thicknessMax
+
+ def getName(self):
+ return "pyIncreasingThicknessShader"
+ def shade(self, stroke):
+ n = stroke.strokeVerticesSize()
+ i = 0
+ it = stroke.strokeVerticesBegin()
+ it_end = stroke.strokeVerticesEnd()
+ while it.isEnd() == 0:
+ att = it.getObject().attribute()
+ c = float(i)/float(n)
+ if(i < float(n)/2.0):
+ t = (1.0 - c)*self._thicknessMin + c * self._thicknessMax
+ else:
+ t = (1.0 - c)*self._thicknessMax + c * self._thicknessMin
+ att.setThickness(t/2.0, t/2.0)
+ i = i+1
+ it.increment()
+
+class pyConstrainedIncreasingThicknessShader(StrokeShader):
+ def __init__(self, thicknessMin, thicknessMax, ratio):
+ StrokeShader.__init__(self)
+ self._thicknessMin = thicknessMin
+ self._thicknessMax = thicknessMax
+ self._ratio = ratio
+
+ def getName(self):
+ return "pyConstrainedIncreasingThicknessShader"
+ def shade(self, stroke):
+ slength = stroke.getLength2D()
+ tmp = self._ratio*slength
+ maxT = 0.0
+ if(tmp < self._thicknessMax):
+ maxT = tmp
+ else:
+ maxT = self._thicknessMax
+ n = stroke.strokeVerticesSize()
+ i = 0
+ it = stroke.strokeVerticesBegin()
+ it_end = stroke.strokeVerticesEnd()
+ while it.isEnd() == 0:
+ att = it.getObject().attribute()
+ c = float(i)/float(n)
+ if(i < float(n)/2.0):
+ t = (1.0 - c)*self._thicknessMin + c * maxT
+ else:
+ t = (1.0 - c)*maxT + c * self._thicknessMin
+ att.setThickness(t/2.0, t/2.0)
+ if(i == n-1):
+ att.setThickness(self._thicknessMin/2.0, self._thicknessMin/2.0)
+ i = i+1
+ it.increment()
+
+class pyDecreasingThicknessShader(StrokeShader):
+ def __init__(self, thicknessMax, thicknessMin):
+ StrokeShader.__init__(self)
+ self._thicknessMin = thicknessMin
+ self._thicknessMax = thicknessMax
+
+ def getName(self):
+ return "pyDecreasingThicknessShader"
+ def shade(self, stroke):
+ l = stroke.getLength2D()
+ tMax = self._thicknessMax
+ if(self._thicknessMax > 0.33*l):
+ tMax = 0.33*l
+ tMin = self._thicknessMin
+ if(self._thicknessMin > 0.1*l):
+ tMin = 0.1*l
+ n = stroke.strokeVerticesSize()
+ i = 0
+ it = stroke.strokeVerticesBegin()
+ it_end = stroke.strokeVerticesEnd()
+ while it.isEnd() == 0:
+ att = it.getObject().attribute()
+ c = float(i)/float(n)
+ t = (1.0 - c)*tMax +c*tMin
+ att.setThickness(t/2.0, t/2.0)
+ i = i+1
+ it.increment()
+
+def smoothC( a, exp ):
+ c = pow(float(a),exp)*pow(2.0,exp)
+ return c
+
+class pyNonLinearVaryingThicknessShader(StrokeShader):
+ def __init__(self, thicknessExtremity, thicknessMiddle, exponent):
+ StrokeShader.__init__(self)
+ self._thicknessMin = thicknessMiddle
+ self._thicknessMax = thicknessExtremity
+ self._exponent = exponent
+
+ def getName(self):
+ return "pyNonLinearVaryingThicknessShader"
+ def shade(self, stroke):
+ n = stroke.strokeVerticesSize()
+ i = 0
+ it = stroke.strokeVerticesBegin()
+ it_end = stroke.strokeVerticesEnd()
+ while it.isEnd() == 0:
+ att = it.getObject().attribute()
+ if(i < float(n)/2.0):
+ c = float(i)/float(n)
+ else:
+ c = float(n-i)/float(n)
+ c = smoothC(c, self._exponent)
+ t = (1.0 - c)*self._thicknessMax + c * self._thicknessMin
+ att.setThickness(t/2.0, t/2.0)
+ i = i+1
+ it.increment()
+
+## Spherical linear interpolation (cos)
+class pySLERPThicknessShader(StrokeShader):
+ def __init__(self, thicknessMin, thicknessMax, omega=1.2):
+ StrokeShader.__init__(self)
+ self._thicknessMin = thicknessMin
+ self._thicknessMax = thicknessMax
+ self._omega = omega
+
+ def getName(self):
+ return "pySLERPThicknessShader"
+ def shade(self, stroke):
+ slength = stroke.getLength2D()
+ tmp = 0.33*slength
+ maxT = self._thicknessMax
+ if(tmp < self._thicknessMax):
+ maxT = tmp
+
+ n = stroke.strokeVerticesSize()
+ i = 0
+ it = stroke.strokeVerticesBegin()
+ it_end = stroke.strokeVerticesEnd()
+ while it.isEnd() == 0:
+ att = it.getObject().attribute()
+ c = float(i)/float(n)
+ if(i < float(n)/2.0):
+ t = sin((1-c)*self._omega)/sinh(self._omega)*self._thicknessMin + sin(c*self._omega)/sinh(self._omega) * maxT
+ else:
+ t = sin((1-c)*self._omega)/sinh(self._omega)*maxT + sin(c*self._omega)/sinh(self._omega) * self._thicknessMin
+ att.setThickness(t/2.0, t/2.0)
+ i = i+1
+ it.increment()
+
+class pyTVertexThickenerShader(StrokeShader): ## FIXME
+ def __init__(self, a=1.5, n=3):
+ StrokeShader.__init__(self)
+ self._a = a
+ self._n = n
+
+ def getName(self):
+ return "pyTVertexThickenerShader"
+
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ predTVertex = pyVertexNatureUP0D(Nature.T_VERTEX)
+ while it.isEnd() == 0:
+ if(predTVertex(it) == 1):
+ it2 = StrokeVertexIterator(it)
+ it2.increment()
+ if not(it.isBegin() or it2.isEnd()):
+ it.increment()
+ continue
+ n = self._n
+ a = self._a
+ if(it.isBegin()):
+ it3 = StrokeVertexIterator(it)
+ count = 0
+ while (it3.isEnd() == 0 and count < n):
+ att = it3.getObject().attribute()
+ tr = att.getThicknessR();
+ tl = att.getThicknessL();
+ r = (a-1.0)/float(n-1)*(float(n)/float(count+1) - 1) + 1
+ #r = (1.0-a)/float(n-1)*count + a
+ att.setThickness(r*tr, r*tl)
+ it3.increment()
+ count = count + 1
+ if(it2.isEnd()):
+ it4 = StrokeVertexIterator(it)
+ count = 0
+ while (it4.isBegin() == 0 and count < n):
+ att = it4.getObject().attribute()
+ tr = att.getThicknessR();
+ tl = att.getThicknessL();
+ r = (a-1.0)/float(n-1)*(float(n)/float(count+1) - 1) + 1
+ #r = (1.0-a)/float(n-1)*count + a
+ att.setThickness(r*tr, r*tl)
+ it4.decrement()
+ count = count + 1
+ if ((it4.isBegin() == 1)):
+ att = it4.getObject().attribute()
+ tr = att.getThicknessR();
+ tl = att.getThicknessL();
+ r = (a-1.0)/float(n-1)*(float(n)/float(count+1) - 1) + 1
+ #r = (1.0-a)/float(n-1)*count + a
+ att.setThickness(r*tr, r*tl)
+ it.increment()
+
+class pyImportance2DThicknessShader(StrokeShader):
+ def __init__(self, x, y, w, kmin, kmax):
+ StrokeShader.__init__(self)
+ self._x = x
+ self._y = y
+ self._w = float(w)
+ self._kmin = float(kmin)
+ self._kmax = float(kmax)
+
+ def getName(self):
+ return "pyImportanceThicknessShader"
+ def shade(self, stroke):
+ origin = Vector([self._x, self._y])
+ it = stroke.strokeVerticesBegin()
+ while it.isEnd() == 0:
+ v = it.getObject()
+ p = Vector([v.getProjectedX(), v.getProjectedY()])
+ d = (p-origin).length
+ if(d>self._w):
+ k = self._kmin
+ else:
+ k = (self._kmax*(self._w-d) + self._kmin*d)/self._w
+ att = v.attribute()
+ tr = att.getThicknessR()
+ tl = att.getThicknessL()
+ att.setThickness(k*tr/2.0, k*tl/2.0)
+ it.increment()
+
+class pyImportance3DThicknessShader(StrokeShader):
+ def __init__(self, x, y, z, w, kmin, kmax):
+ StrokeShader.__init__(self)
+ self._x = x
+ self._y = y
+ self._z = z
+ self._w = float(w)
+ self._kmin = float(kmin)
+ self._kmax = float(kmax)
+
+ def getName(self):
+ return "pyImportance3DThicknessShader"
+ def shade(self, stroke):
+ origin = Vector([self._x, self._y, self._z])
+ it = stroke.strokeVerticesBegin()
+ while it.isEnd() == 0:
+ v = it.getObject()
+ p = Vector([v.getX(), v.getY(), v.getZ()])
+ d = (p-origin).length
+ if(d>self._w):
+ k = self._kmin
+ else:
+ k = (self._kmax*(self._w-d) + self._kmin*d)/self._w
+ att = v.attribute()
+ tr = att.getThicknessR()
+ tl = att.getThicknessL()
+ att.setThickness(k*tr/2.0, k*tl/2.0)
+ it.increment()
+
+class pyZDependingThicknessShader(StrokeShader):
+ def __init__(self, min, max):
+ StrokeShader.__init__(self)
+ self.__min = min
+ self.__max = max
+ self.__func = GetProjectedZF0D()
+ def getName(self):
+ return "pyZDependingThicknessShader"
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ z_min = 1
+ z_max = 0
+ while it.isEnd() == 0:
+ z = self.__func(it.castToInterface0DIterator())
+ if z < z_min:
+ z_min = z
+ if z > z_max:
+ z_max = z
+ it.increment()
+ z_diff = 1 / (z_max - z_min)
+ it = stroke.strokeVerticesBegin()
+ while it.isEnd() == 0:
+ z = (self.__func(it.castToInterface0DIterator()) - z_min) * z_diff
+ thickness = (1 - z) * self.__max + z * self.__min
+ it.getObject().attribute().setThickness(thickness, thickness)
+ it.increment()
+
+
+## color modifiers
+##################
+
+class pyConstantColorShader(StrokeShader):
+ def __init__(self,r,g,b, a = 1):
+ StrokeShader.__init__(self)
+ self._r = r
+ self._g = g
+ self._b = b
+ self._a = a
+ def getName(self):
+ return "pyConstantColorShader"
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ it_end = stroke.strokeVerticesEnd()
+ while it.isEnd() == 0:
+ att = it.getObject().attribute()
+ att.setColor(self._r, self._g, self._b)
+ att.setAlpha(self._a)
+ it.increment()
+
+#c1->c2
+class pyIncreasingColorShader(StrokeShader):
+ def __init__(self,r1,g1,b1,a1, r2,g2,b2,a2):
+ StrokeShader.__init__(self)
+ self._c1 = [r1,g1,b1,a1]
+ self._c2 = [r2,g2,b2,a2]
+ def getName(self):
+ return "pyIncreasingColorShader"
+ def shade(self, stroke):
+ n = stroke.strokeVerticesSize() - 1
+ inc = 0
+ it = stroke.strokeVerticesBegin()
+ it_end = stroke.strokeVerticesEnd()
+ while it.isEnd() == 0:
+ att = it.getObject().attribute()
+ c = float(inc)/float(n)
+
+ att.setColor( (1-c)*self._c1[0] + c*self._c2[0],
+ (1-c)*self._c1[1] + c*self._c2[1],
+ (1-c)*self._c1[2] + c*self._c2[2],)
+ att.setAlpha((1-c)*self._c1[3] + c*self._c2[3],)
+ inc = inc+1
+ it.increment()
+
+# c1->c2->c1
+class pyInterpolateColorShader(StrokeShader):
+ def __init__(self,r1,g1,b1,a1, r2,g2,b2,a2):
+ StrokeShader.__init__(self)
+ self._c1 = [r1,g1,b1,a1]
+ self._c2 = [r2,g2,b2,a2]
+ def getName(self):
+ return "pyInterpolateColorShader"
+ def shade(self, stroke):
+ n = stroke.strokeVerticesSize() - 1
+ inc = 0
+ it = stroke.strokeVerticesBegin()
+ it_end = stroke.strokeVerticesEnd()
+ while it.isEnd() == 0:
+ att = it.getObject().attribute()
+ u = float(inc)/float(n)
+ c = 1-2*(fabs(u-0.5))
+ att.setColor( (1-c)*self._c1[0] + c*self._c2[0],
+ (1-c)*self._c1[1] + c*self._c2[1],
+ (1-c)*self._c1[2] + c*self._c2[2],)
+ att.setAlpha((1-c)*self._c1[3] + c*self._c2[3],)
+ inc = inc+1
+ it.increment()
+
+class pyMaterialColorShader(StrokeShader):
+ def __init__(self, threshold=50):
+ StrokeShader.__init__(self)
+ self._threshold = threshold
+
+ def getName(self):
+ return "pyMaterialColorShader"
+
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ it_end = stroke.strokeVerticesEnd()
+ func = MaterialF0D()
+ xn = 0.312713
+ yn = 0.329016
+ Yn = 1.0
+ un = 4.* xn/ ( -2.*xn + 12.*yn + 3. )
+ vn= 9.* yn/ ( -2.*xn + 12.*yn +3. )
+ while it.isEnd() == 0:
+ toto = it.castToInterface0DIterator()
+ mat = func(toto)
+
+ r = mat.diffuseR()
+ g = mat.diffuseG()
+ b = mat.diffuseB()
+
+ X = 0.412453*r + 0.35758 *g + 0.180423*b
+ Y = 0.212671*r + 0.71516 *g + 0.072169*b
+ Z = 0.019334*r + 0.119193*g + 0.950227*b
+
+ if((X == 0) and (Y == 0) and (Z == 0)):
+ X = 0.01
+ Y = 0.01
+ Z = 0.01
+ u = 4.*X / (X + 15.*Y + 3.*Z)
+ v = 9.*Y / (X + 15.*Y + 3.*Z)
+
+ L= 116. * pow((Y/Yn),(1./3.)) -16
+ U = 13. * L * (u - un)
+ V = 13. * L * (v - vn)
+
+ if (L > self._threshold):
+ L = L/1.3
+ U = U+10
+ else:
+ L = L +2.5*(100-L)/5.
+ U = U/3.0
+ V = V/3.0
+ u = U / (13. * L) + un
+ v = V / (13. * L) + vn
+
+ Y = Yn * pow( ((L+16.)/116.), 3.)
+ X = -9. * Y * u / ((u - 4.)* v - u * v)
+ Z = (9. * Y - 15*v*Y - v*X) /( 3. * v)
+
+ r = 3.240479 * X - 1.53715 * Y - 0.498535 * Z
+ g = -0.969256 * X + 1.875991 * Y + 0.041556 * Z
+ b = 0.055648 * X - 0.204043 * Y + 1.057311 * Z
+
+ r = max(0,r)
+ g = max(0,g)
+ b = max(0,b)
+
+ att = it.getObject().attribute()
+ att.setColor(r, g, b)
+ it.increment()
+
+class pyRandomColorShader(StrokeShader):
+ def getName(self):
+ return "pyRandomColorShader"
+ def __init__(self, s=1):
+ StrokeShader.__init__(self)
+ seed(s)
+ def shade(self, stroke):
+ ## pick a random color
+ c0 = float(uniform(15,75))/100.0
+ c1 = float(uniform(15,75))/100.0
+ c2 = float(uniform(15,75))/100.0
+ print(c0, c1, c2)
+ it = stroke.strokeVerticesBegin()
+ while(it.isEnd() == 0):
+ it.getObject().attribute().setColor(c0,c1,c2)
+ it.increment()
+
+class py2DCurvatureColorShader(StrokeShader):
+ def getName(self):
+ return "py2DCurvatureColorShader"
+
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ it_end = stroke.strokeVerticesEnd()
+ func = Curvature2DAngleF0D()
+ while it.isEnd() == 0:
+ toto = it.castToInterface0DIterator()
+ sv = it.getObject()
+ att = sv.attribute()
+ c = func(toto)
+ if (c<0):
+ print("negative 2D curvature")
+ color = 10.0 * c/3.1415
+ print(color)
+ att.setColor(color,color,color);
+ it.increment()
+
+class pyTimeColorShader(StrokeShader):
+ def __init__(self, step=0.01):
+ StrokeShader.__init__(self)
+ self._t = 0
+ self._step = step
+ def shade(self, stroke):
+ c = self._t*1.0
+ it = stroke.strokeVerticesBegin()
+ it_end = stroke.strokeVerticesEnd()
+ while it.isEnd() == 0:
+ att = it.getObject().attribute()
+ att.setColor(c,c,c)
+ it.increment()
+ self._t = self._t+self._step
+
+## geometry modifiers
+
+class pySamplingShader(StrokeShader):
+ def __init__(self, sampling):
+ StrokeShader.__init__(self)
+ self._sampling = sampling
+ def getName(self):
+ return "pySamplingShader"
+ def shade(self, stroke):
+ stroke.Resample(float(self._sampling))
+
+class pyBackboneStretcherShader(StrokeShader):
+ def __init__(self, l):
+ StrokeShader.__init__(self)
+ self._l = l
+ def getName(self):
+ return "pyBackboneStretcherShader"
+ def shade(self, stroke):
+ it0 = stroke.strokeVerticesBegin()
+ it1 = StrokeVertexIterator(it0)
+ it1.increment()
+ itn = stroke.strokeVerticesEnd()
+ itn.decrement()
+ itn_1 = StrokeVertexIterator(itn)
+ itn_1.decrement()
+ v0 = it0.getObject()
+ v1 = it1.getObject()
+ vn_1 = itn_1.getObject()
+ vn = itn.getObject()
+ p0 = Vector([v0.getProjectedX(), v0.getProjectedY()])
+ pn = Vector([vn.getProjectedX(), vn.getProjectedY()])
+ p1 = Vector([v1.getProjectedX(), v1.getProjectedY()])
+ pn_1 = Vector([vn_1.getProjectedX(), vn_1.getProjectedY()])
+ d1 = p0-p1
+ d1.normalize()
+ dn = pn-pn_1
+ dn.normalize()
+ newFirst = p0+d1*float(self._l)
+ newLast = pn+dn*float(self._l)
+ v0.setPoint(newFirst)
+ vn.setPoint(newLast)
+ stroke.UpdateLength()
+
+class pyLengthDependingBackboneStretcherShader(StrokeShader):
+ def __init__(self, l):
+ StrokeShader.__init__(self)
+ self._l = l
+ def getName(self):
+ return "pyBackboneStretcherShader"
+ def shade(self, stroke):
+ l = stroke.getLength2D()
+ stretch = self._l*l
+ it0 = stroke.strokeVerticesBegin()
+ it1 = StrokeVertexIterator(it0)
+ it1.increment()
+ itn = stroke.strokeVerticesEnd()
+ itn.decrement()
+ itn_1 = StrokeVertexIterator(itn)
+ itn_1.decrement()
+ v0 = it0.getObject()
+ v1 = it1.getObject()
+ vn_1 = itn_1.getObject()
+ vn = itn.getObject()
+ p0 = Vector([v0.getProjectedX(), v0.getProjectedY()])
+ pn = Vector([vn.getProjectedX(), vn.getProjectedY()])
+ p1 = Vector([v1.getProjectedX(), v1.getProjectedY()])
+ pn_1 = Vector([vn_1.getProjectedX(), vn_1.getProjectedY()])
+ d1 = p0-p1
+ d1.normalize()
+ dn = pn-pn_1
+ dn.normalize()
+ newFirst = p0+d1*float(stretch)
+ newLast = pn+dn*float(stretch)
+ v0.setPoint(newFirst)
+ vn.setPoint(newLast)
+ stroke.UpdateLength()
+
+
+## Shader to replace a stroke by its corresponding tangent
+class pyGuidingLineShader(StrokeShader):
+ def getName(self):
+ return "pyGuidingLineShader"
+ ## shading method
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin() ## get the first vertex
+ itlast = stroke.strokeVerticesEnd() ##
+ itlast.decrement() ## get the last one
+ t = itlast.getObject().getPoint() - it.getObject().getPoint() ## tangent direction
+ itmiddle = StrokeVertexIterator(it) ##
+ while(itmiddle.getObject().u()<0.5): ## look for the stroke middle vertex
+ itmiddle.increment() ##
+ it = StrokeVertexIterator(itmiddle)
+ it.increment()
+ while(it.isEnd() == 0): ## position all the vertices along the tangent for the right part
+ it.getObject().setPoint(itmiddle.getObject().getPoint() \
+ +t*(it.getObject().u()-itmiddle.getObject().u()))
+ it.increment()
+ it = StrokeVertexIterator(itmiddle)
+ it.decrement()
+ while(it.isBegin() == 0): ## position all the vertices along the tangent for the left part
+ it.getObject().setPoint(itmiddle.getObject().getPoint() \
+ -t*(itmiddle.getObject().u()-it.getObject().u()))
+ it.decrement()
+ it.getObject().setPoint(itmiddle.getObject().getPoint()-t*(itmiddle.getObject().u())) ## first vertex
+ stroke.UpdateLength()
+
+
+class pyBackboneStretcherNoCuspShader(StrokeShader):
+ def __init__(self, l):
+ StrokeShader.__init__(self)
+ self._l = l
+ def getName(self):
+ return "pyBackboneStretcherNoCuspShader"
+ def shade(self, stroke):
+ it0 = stroke.strokeVerticesBegin()
+ it1 = StrokeVertexIterator(it0)
+ it1.increment()
+ itn = stroke.strokeVerticesEnd()
+ itn.decrement()
+ itn_1 = StrokeVertexIterator(itn)
+ itn_1.decrement()
+ v0 = it0.getObject()
+ v1 = it1.getObject()
+ if((v0.getNature() & Nature.CUSP == 0) and (v1.getNature() & Nature.CUSP == 0)):
+ p0 = v0.getPoint()
+ p1 = v1.getPoint()
+ d1 = p0-p1
+ d1.normalize()
+ newFirst = p0+d1*float(self._l)
+ v0.setPoint(newFirst)
+ vn_1 = itn_1.getObject()
+ vn = itn.getObject()
+ if((vn.getNature() & Nature.CUSP == 0) and (vn_1.getNature() & Nature.CUSP == 0)):
+ pn = vn.getPoint()
+ pn_1 = vn_1.getPoint()
+ dn = pn-pn_1
+ dn.normalize()
+ newLast = pn+dn*float(self._l)
+ vn.setPoint(newLast)
+ stroke.UpdateLength()
+
+normalInfo=Normal2DF0D()
+curvatureInfo=Curvature2DAngleF0D()
+
+def edgestopping(x, sigma):
+ return exp(- x*x/(2*sigma*sigma))
+
+class pyDiffusion2Shader(StrokeShader):
+ def __init__(self, lambda1, nbIter):
+ StrokeShader.__init__(self)
+ self._lambda = lambda1
+ self._nbIter = nbIter
+ self._normalInfo = Normal2DF0D()
+ self._curvatureInfo = Curvature2DAngleF0D()
+ def getName(self):
+ return "pyDiffusionShader"
+ def shade(self, stroke):
+ for i in range (1, self._nbIter):
+ it = stroke.strokeVerticesBegin()
+ while it.isEnd() == 0:
+ v=it.getObject()
+ p1 = v.getPoint()
+ p2 = self._normalInfo(it.castToInterface0DIterator())*self._lambda*self._curvatureInfo(it.castToInterface0DIterator())
+ v.setPoint(p1+p2)
+ it.increment()
+ stroke.UpdateLength()
+
+class pyTipRemoverShader(StrokeShader):
+ def __init__(self, l):
+ StrokeShader.__init__(self)
+ self._l = l
+ def getName(self):
+ return "pyTipRemoverShader"
+ def shade(self, stroke):
+ originalSize = stroke.strokeVerticesSize()
+ if(originalSize<4):
+ return
+ verticesToRemove = []
+ oldAttributes = []
+ it = stroke.strokeVerticesBegin()
+ while(it.isEnd() == 0):
+ v = it.getObject()
+ if((v.curvilinearAbscissa() < self._l) or (v.strokeLength()-v.curvilinearAbscissa() < self._l)):
+ verticesToRemove.append(v)
+ oldAttributes.append(StrokeAttribute(v.attribute()))
+ it.increment()
+ if(originalSize-len(verticesToRemove) < 2):
+ return
+ for sv in verticesToRemove:
+ stroke.RemoveVertex(sv)
+ stroke.Resample(originalSize)
+ if(stroke.strokeVerticesSize() != originalSize):
+ print("pyTipRemover: Warning: resampling problem")
+ it = stroke.strokeVerticesBegin()
+ for a in oldAttributes:
+ if(it.isEnd() == 1):
+ break
+ v = it.getObject()
+ v.setAttribute(a)
+ it.increment()
+ stroke.UpdateLength()
+
+class pyTVertexRemoverShader(StrokeShader):
+ def getName(self):
+ return "pyTVertexRemoverShader"
+ def shade(self, stroke):
+ if(stroke.strokeVerticesSize() <= 3 ):
+ return
+ predTVertex = pyVertexNatureUP0D(Nature.T_VERTEX)
+ it = stroke.strokeVerticesBegin()
+ itlast = stroke.strokeVerticesEnd()
+ itlast.decrement()
+ if(predTVertex(it) == 1):
+ stroke.RemoveVertex(it.getObject())
+ if(predTVertex(itlast) == 1):
+ stroke.RemoveVertex(itlast.getObject())
+ stroke.UpdateLength()
+
+class pyExtremitiesOrientationShader(StrokeShader):
+ def __init__(self, x1,y1,x2=0,y2=0):
+ StrokeShader.__init__(self)
+ self._v1 = Vector([x1,y1])
+ self._v2 = Vector([x2,y2])
+ def getName(self):
+ return "pyExtremitiesOrientationShader"
+ def shade(self, stroke):
+ print(self._v1.x,self._v1.y)
+ stroke.setBeginningOrientation(self._v1.x,self._v1.y)
+ stroke.setEndingOrientation(self._v2.x,self._v2.y)
+
+def getFEdge(it1, it2):
+ return it1.getFEdge(it2)
+
+class pyHLRShader(StrokeShader):
+ def getName(self):
+ return "pyHLRShader"
+ def shade(self, stroke):
+ originalSize = stroke.strokeVerticesSize()
+ if(originalSize<4):
+ return
+ it = stroke.strokeVerticesBegin()
+ invisible = 0
+ it2 = StrokeVertexIterator(it)
+ it2.increment()
+ fe = getFEdge(it.getObject(), it2.getObject())
+ if(fe.viewedge().qi() != 0):
+ invisible = 1
+ while(it2.isEnd() == 0):
+ v = it.getObject()
+ vnext = it2.getObject()
+ if(v.getNature() & Nature.VIEW_VERTEX):
+ #if(v.getNature() & Nature.T_VERTEX):
+ fe = getFEdge(v,vnext)
+ qi = fe.viewedge().qi()
+ if(qi != 0):
+ invisible = 1
+ else:
+ invisible = 0
+ if(invisible == 1):
+ v.attribute().setVisible(0)
+ it.increment()
+ it2.increment()
+
+class pyTVertexOrientationShader(StrokeShader):
+ def __init__(self):
+ StrokeShader.__init__(self)
+ self._Get2dDirection = Orientation2DF1D()
+ def getName(self):
+ return "pyTVertexOrientationShader"
+ ## finds the TVertex orientation from the TVertex and
+ ## the previous or next edge
+ def findOrientation(self, tv, ve):
+ mateVE = tv.mate(ve)
+ if((ve.qi() != 0) or (mateVE.qi() != 0)):
+ ait = AdjacencyIterator(tv,1,0)
+ winner = None
+ incoming = 1
+ while(ait.isEnd() == 0):
+ ave = ait.getObject()
+ if((ave.getId() != ve.getId()) and (ave.getId() != mateVE.getId())):
+ winner = ait.getObject()
+ if(ait.isIncoming() == 0):
+ incoming = 0
+ break
+ ait.increment()
+ if(winner != None):
+ if(incoming != 0):
+ direction = self._Get2dDirection(winner.fedgeB())
+ else:
+ direction = self._Get2dDirection(winner.fedgeA())
+ return direction
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ it2 = StrokeVertexIterator(it)
+ it2.increment()
+ ## case where the first vertex is a TVertex
+ v = it.getObject()
+ if(v.getNature() & Nature.T_VERTEX):
+ tv = v.castToTVertex()
+ ve = getFEdge(v, it2.getObject()).viewedge()
+ if(tv != None):
+ dir = self.findOrientation(tv, ve)
+ #print(dir.x, dir.y)
+ v.attribute().setAttributeVec2f("orientation", dir)
+ while(it2.isEnd() == 0):
+ vprevious = it.getObject()
+ v = it2.getObject()
+ if(v.getNature() & Nature.T_VERTEX):
+ tv = v.castToTVertex()
+ ve = getFEdge(vprevious, v).viewedge()
+ if(tv != None):
+ dir = self.findOrientation(tv, ve)
+ #print(dir.x, dir.y)
+ v.attribute().setAttributeVec2f("orientation", dir)
+ it.increment()
+ it2.increment()
+ ## case where the last vertex is a TVertex
+ v = it.getObject()
+ if(v.getNature() & Nature.T_VERTEX):
+ itPrevious = StrokeVertexIterator(it)
+ itPrevious.decrement()
+ tv = v.castToTVertex()
+ ve = getFEdge(itPrevious.getObject(), v).viewedge()
+ if(tv != None):
+ dir = self.findOrientation(tv, ve)
+ #print(dir.x, dir.y)
+ v.attribute().setAttributeVec2f("orientation", dir)
+
+class pySinusDisplacementShader(StrokeShader):
+ def __init__(self, f, a):
+ StrokeShader.__init__(self)
+ self._f = f
+ self._a = a
+ self._getNormal = Normal2DF0D()
+
+ def getName(self):
+ return "pySinusDisplacementShader"
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ while it.isEnd() == 0:
+ v = it.getObject()
+ #print(self._getNormal.getName())
+ n = self._getNormal(it.castToInterface0DIterator())
+ p = v.getPoint()
+ u = v.u()
+ a = self._a*(1-2*(fabs(u-0.5)))
+ n = n*a*cos(self._f*u*6.28)
+ #print(n.x, n.y)
+ v.setPoint(p+n)
+ #v.setPoint(v.getPoint()+n*a*cos(f*v.u()))
+ it.increment()
+ stroke.UpdateLength()
+
+class pyPerlinNoise1DShader(StrokeShader):
+ def __init__(self, freq = 10, amp = 10, oct = 4, seed = -1):
+ StrokeShader.__init__(self)
+ self.__noise = Noise(seed)
+ self.__freq = freq
+ self.__amp = amp
+ self.__oct = oct
+ def getName(self):
+ return "pyPerlinNoise1DShader"
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ while it.isEnd() == 0:
+ v = it.getObject()
+ i = v.getProjectedX() + v.getProjectedY()
+ nres = self.__noise.turbulence1(i, self.__freq, self.__amp, self.__oct)
+ v.setPoint(v.getProjectedX() + nres, v.getProjectedY() + nres)
+ it.increment()
+ stroke.UpdateLength()
+
+class pyPerlinNoise2DShader(StrokeShader):
+ def __init__(self, freq = 10, amp = 10, oct = 4, seed = -1):
+ StrokeShader.__init__(self)
+ self.__noise = Noise(seed)
+ self.__freq = freq
+ self.__amp = amp
+ self.__oct = oct
+ def getName(self):
+ return "pyPerlinNoise2DShader"
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ while it.isEnd() == 0:
+ v = it.getObject()
+ vec = Vector([v.getProjectedX(), v.getProjectedY()])
+ nres = self.__noise.turbulence2(vec, self.__freq, self.__amp, self.__oct)
+ v.setPoint(v.getProjectedX() + nres, v.getProjectedY() + nres)
+ it.increment()
+ stroke.UpdateLength()
+
+class pyBluePrintCirclesShader(StrokeShader):
+ def __init__(self, turns = 1, random_radius = 3, random_center = 5):
+ StrokeShader.__init__(self)
+ self.__turns = turns
+ self.__random_center = random_center
+ self.__random_radius = random_radius
+ def getName(self):
+ return "pyBluePrintCirclesShader"
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ if it.isEnd():
+ return
+ p_min = it.getObject().getPoint()
+ p_max = it.getObject().getPoint()
+ while it.isEnd() == 0:
+ p = it.getObject().getPoint()
+ if (p.x < p_min.x):
+ p_min.x = p.x
+ if (p.x > p_max.x):
+ p_max.x = p.x
+ if (p.y < p_min.y):
+ p_min.y = p.y
+ if (p.y > p_max.y):
+ p_max.y = p.y
+ it.increment()
+ stroke.Resample(32 * self.__turns)
+ sv_nb = stroke.strokeVerticesSize()
+# print("min :", p_min.x, p_min.y) # DEBUG
+# print("mean :", p_sum.x, p_sum.y) # DEBUG
+# print("max :", p_max.x, p_max.y) # DEBUG
+# print("----------------------") # DEBUG
+#######################################################
+ sv_nb = sv_nb // self.__turns
+ center = (p_min + p_max) / 2
+ radius = (center.x - p_min.x + center.y - p_min.y) / 2
+ p_new = Vector([0, 0])
+#######################################################
+ R = self.__random_radius
+ C = self.__random_center
+ i = 0
+ it = stroke.strokeVerticesBegin()
+ for j in range(self.__turns):
+ prev_radius = radius
+ prev_center = center
+ radius = radius + randint(-R, R)
+ center = center + Vector([randint(-C, C), randint(-C, C)])
+ while i < sv_nb and it.isEnd() == 0:
+ t = float(i) / float(sv_nb - 1)
+ r = prev_radius + (radius - prev_radius) * t
+ c = prev_center + (center - prev_center) * t
+ p_new.x = c.x + r * cos(2 * pi * t)
+ p_new.y = c.y + r * sin(2 * pi * t)
+ it.getObject().setPoint(p_new)
+ i = i + 1
+ it.increment()
+ i = 1
+ verticesToRemove = []
+ while it.isEnd() == 0:
+ verticesToRemove.append(it.getObject())
+ it.increment()
+ for sv in verticesToRemove:
+ stroke.RemoveVertex(sv)
+ stroke.UpdateLength()
+
+class pyBluePrintEllipsesShader(StrokeShader):
+ def __init__(self, turns = 1, random_radius = 3, random_center = 5):
+ StrokeShader.__init__(self)
+ self.__turns = turns
+ self.__random_center = random_center
+ self.__random_radius = random_radius
+ def getName(self):
+ return "pyBluePrintEllipsesShader"
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ if it.isEnd():
+ return
+ p_min = it.getObject().getPoint()
+ p_max = it.getObject().getPoint()
+ while it.isEnd() == 0:
+ p = it.getObject().getPoint()
+ if (p.x < p_min.x):
+ p_min.x = p.x
+ if (p.x > p_max.x):
+ p_max.x = p.x
+ if (p.y < p_min.y):
+ p_min.y = p.y
+ if (p.y > p_max.y):
+ p_max.y = p.y
+ it.increment()
+ stroke.Resample(32 * self.__turns)
+ sv_nb = stroke.strokeVerticesSize()
+ sv_nb = sv_nb // self.__turns
+ center = (p_min + p_max) / 2
+ radius = center - p_min
+ p_new = Vector([0, 0])
+#######################################################
+ R = self.__random_radius
+ C = self.__random_center
+ i = 0
+ it = stroke.strokeVerticesBegin()
+ for j in range(self.__turns):
+ prev_radius = radius
+ prev_center = center
+ radius = radius + Vector([randint(-R, R), randint(-R, R)])
+ center = center + Vector([randint(-C, C), randint(-C, C)])
+ while i < sv_nb and it.isEnd() == 0:
+ t = float(i) / float(sv_nb - 1)
+ r = prev_radius + (radius - prev_radius) * t
+ c = prev_center + (center - prev_center) * t
+ p_new.x = c.x + r.x * cos(2 * pi * t)
+ p_new.y = c.y + r.y * sin(2 * pi * t)
+ it.getObject().setPoint(p_new)
+ i = i + 1
+ it.increment()
+ i = 1
+ verticesToRemove = []
+ while it.isEnd() == 0:
+ verticesToRemove.append(it.getObject())
+ it.increment()
+ for sv in verticesToRemove:
+ stroke.RemoveVertex(sv)
+ stroke.UpdateLength()
+
+
+class pyBluePrintSquaresShader(StrokeShader):
+ def __init__(self, turns = 1, bb_len = 10, bb_rand = 0):
+ StrokeShader.__init__(self)
+ self.__turns = turns
+ self.__bb_len = bb_len
+ self.__bb_rand = bb_rand
+
+ def getName(self):
+ return "pyBluePrintSquaresShader"
+
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ if it.isEnd():
+ return
+ p_min = it.getObject().getPoint()
+ p_max = it.getObject().getPoint()
+ while it.isEnd() == 0:
+ p = it.getObject().getPoint()
+ if (p.x < p_min.x):
+ p_min.x = p.x
+ if (p.x > p_max.x):
+ p_max.x = p.x
+ if (p.y < p_min.y):
+ p_min.y = p.y
+ if (p.y > p_max.y):
+ p_max.y = p.y
+ it.increment()
+ stroke.Resample(32 * self.__turns)
+ sv_nb = stroke.strokeVerticesSize()
+#######################################################
+ sv_nb = sv_nb // self.__turns
+ first = sv_nb // 4
+ second = 2 * first
+ third = 3 * first
+ fourth = sv_nb
+ p_first = Vector([p_min.x - self.__bb_len, p_min.y])
+ p_first_end = Vector([p_max.x + self.__bb_len, p_min.y])
+ p_second = Vector([p_max.x, p_min.y - self.__bb_len])
+ p_second_end = Vector([p_max.x, p_max.y + self.__bb_len])
+ p_third = Vector([p_max.x + self.__bb_len, p_max.y])
+ p_third_end = Vector([p_min.x - self.__bb_len, p_max.y])
+ p_fourth = Vector([p_min.x, p_max.y + self.__bb_len])
+ p_fourth_end = Vector([p_min.x, p_min.y - self.__bb_len])
+#######################################################
+ R = self.__bb_rand
+ r = self.__bb_rand // 2
+ it = stroke.strokeVerticesBegin()
+ visible = 1
+ for j in range(self.__turns):
+ p_first = p_first + Vector([randint(-R, R), randint(-r, r)])
+ p_first_end = p_first_end + Vector([randint(-R, R), randint(-r, r)])
+ p_second = p_second + Vector([randint(-r, r), randint(-R, R)])
+ p_second_end = p_second_end + Vector([randint(-r, r), randint(-R, R)])
+ p_third = p_third + Vector([randint(-R, R), randint(-r, r)])
+ p_third_end = p_third_end + Vector([randint(-R, R), randint(-r, r)])
+ p_fourth = p_fourth + Vector([randint(-r, r), randint(-R, R)])
+ p_fourth_end = p_fourth_end + Vector([randint(-r, r), randint(-R, R)])
+ vec_first = p_first_end - p_first
+ vec_second = p_second_end - p_second
+ vec_third = p_third_end - p_third
+ vec_fourth = p_fourth_end - p_fourth
+ i = 0
+ while i < sv_nb and it.isEnd() == 0:
+ if i < first:
+ p_new = p_first + vec_first * float(i)/float(first - 1)
+ if i == first - 1:
+ visible = 0
+ elif i < second:
+ p_new = p_second + vec_second * float(i - first)/float(second - first - 1)
+ if i == second - 1:
+ visible = 0
+ elif i < third:
+ p_new = p_third + vec_third * float(i - second)/float(third - second - 1)
+ if i == third - 1:
+ visible = 0
+ else:
+ p_new = p_fourth + vec_fourth * float(i - third)/float(fourth - third - 1)
+ if i == fourth - 1:
+ visible = 0
+ if it.getObject() == None:
+ i = i + 1
+ it.increment()
+ if visible == 0:
+ visible = 1
+ continue
+ it.getObject().setPoint(p_new)
+ it.getObject().attribute().setVisible(visible)
+ if visible == 0:
+ visible = 1
+ i = i + 1
+ it.increment()
+ verticesToRemove = []
+ while it.isEnd() == 0:
+ verticesToRemove.append(it.getObject())
+ it.increment()
+ for sv in verticesToRemove:
+ stroke.RemoveVertex(sv)
+ stroke.UpdateLength()
+
+
+class pyBluePrintDirectedSquaresShader(StrokeShader):
+ def __init__(self, turns = 1, bb_len = 10, mult = 1):
+ StrokeShader.__init__(self)
+ self.__mult = mult
+ self.__turns = turns
+ self.__bb_len = 1 + float(bb_len) / 100
+ def getName(self):
+ return "pyBluePrintDirectedSquaresShader"
+ def shade(self, stroke):
+ stroke.Resample(32 * self.__turns)
+ p_mean = Vector([0, 0])
+ it = stroke.strokeVerticesBegin()
+ while it.isEnd() == 0:
+ p = it.getObject().getPoint()
+ p_mean = p_mean + p
+ it.increment()
+ sv_nb = stroke.strokeVerticesSize()
+ p_mean = p_mean / sv_nb
+ p_var_xx = 0
+ p_var_yy = 0
+ p_var_xy = 0
+ it = stroke.strokeVerticesBegin()
+ while it.isEnd() == 0:
+ p = it.getObject().getPoint()
+ p_var_xx = p_var_xx + pow(p.x - p_mean.x, 2)
+ p_var_yy = p_var_yy + pow(p.y - p_mean.y, 2)
+ p_var_xy = p_var_xy + (p.x - p_mean.x) * (p.y - p_mean.y)
+ it.increment()
+ p_var_xx = p_var_xx / sv_nb
+ p_var_yy = p_var_yy / sv_nb
+ p_var_xy = p_var_xy / sv_nb
+## print(p_var_xx, p_var_yy, p_var_xy)
+ trace = p_var_xx + p_var_yy
+ det = p_var_xx * p_var_yy - p_var_xy * p_var_xy
+ sqrt_coeff = sqrt(trace * trace - 4 * det)
+ lambda1 = (trace + sqrt_coeff) / 2
+ lambda2 = (trace - sqrt_coeff) / 2
+## print(lambda1, lambda2)
+ theta = atan(2 * p_var_xy / (p_var_xx - p_var_yy)) / 2
+## print(theta)
+ if p_var_yy > p_var_xx:
+ e1 = Vector([cos(theta + pi / 2), sin(theta + pi / 2)]) * sqrt(lambda1) * self.__mult
+ e2 = Vector([cos(theta + pi), sin(theta + pi)]) * sqrt(lambda2) * self.__mult
+ else:
+ e1 = Vector([cos(theta), sin(theta)]) * sqrt(lambda1) * self.__mult
+ e2 = Vector([cos(theta + pi / 2), sin(theta + pi / 2)]) * sqrt(lambda2) * self.__mult
+#######################################################
+ sv_nb = sv_nb // self.__turns
+ first = sv_nb // 4
+ second = 2 * first
+ third = 3 * first
+ fourth = sv_nb
+ bb_len1 = self.__bb_len
+ bb_len2 = 1 + (bb_len1 - 1) * sqrt(lambda1 / lambda2)
+ p_first = p_mean - e1 - e2 * bb_len2
+ p_second = p_mean - e1 * bb_len1 + e2
+ p_third = p_mean + e1 + e2 * bb_len2
+ p_fourth = p_mean + e1 * bb_len1 - e2
+ vec_first = e2 * bb_len2 * 2
+ vec_second = e1 * bb_len1 * 2
+ vec_third = vec_first * -1
+ vec_fourth = vec_second * -1
+#######################################################
+ it = stroke.strokeVerticesBegin()
+ visible = 1
+ for j in range(self.__turns):
+ i = 0
+ while i < sv_nb:
+ if i < first:
+ p_new = p_first + vec_first * float(i)/float(first - 1)
+ if i == first - 1:
+ visible = 0
+ elif i < second:
+ p_new = p_second + vec_second * float(i - first)/float(second - first - 1)
+ if i == second - 1:
+ visible = 0
+ elif i < third:
+ p_new = p_third + vec_third * float(i - second)/float(third - second - 1)
+ if i == third - 1:
+ visible = 0
+ else:
+ p_new = p_fourth + vec_fourth * float(i - third)/float(fourth - third - 1)
+ if i == fourth - 1:
+ visible = 0
+ it.getObject().setPoint(p_new)
+ it.getObject().attribute().setVisible(visible)
+ if visible == 0:
+ visible = 1
+ i = i + 1
+ it.increment()
+ verticesToRemove = []
+ while it.isEnd() == 0:
+ verticesToRemove.append(it.getObject())
+ it.increment()
+ for sv in verticesToRemove:
+ stroke.RemoveVertex(sv)
+ stroke.UpdateLength()
+
+class pyModulateAlphaShader(StrokeShader):
+ def __init__(self, min = 0, max = 1):
+ StrokeShader.__init__(self)
+ self.__min = min
+ self.__max = max
+ def getName(self):
+ return "pyModulateAlphaShader"
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ while it.isEnd() == 0:
+ alpha = it.getObject().attribute().getAlpha()
+ p = it.getObject().getPoint()
+ alpha = alpha * p.y / 400
+ if alpha < self.__min:
+ alpha = self.__min
+ elif alpha > self.__max:
+ alpha = self.__max
+ it.getObject().attribute().setAlpha(alpha)
+ it.increment()
+
+
+## various
+class pyDummyShader(StrokeShader):
+ def getName(self):
+ return "pyDummyShader"
+ def shade(self, stroke):
+ it = stroke.strokeVerticesBegin()
+ it_end = stroke.strokeVerticesEnd()
+ while it.isEnd() == 0:
+ toto = it.castToInterface0DIterator()
+ att = it.getObject().attribute()
+ att.setColor(0.3, 0.4, 0.4)
+ att.setThickness(0, 5)
+ it.increment()
+
+class pyDebugShader(StrokeShader):
+ def getName(self):
+ return "pyDebugShader"
+
+ def shade(self, stroke):
+ fe = GetSelectedFEdgeCF()
+ id1=fe.vertexA().getId()
+ id2=fe.vertexB().getId()
+ #print(id1.getFirst(), id1.getSecond())
+ #print(id2.getFirst(), id2.getSecond())
+ it = stroke.strokeVerticesBegin()
+ found = 0
+ foundfirst = 0
+ foundsecond = 0
+ while it.isEnd() == 0:
+ cp = it.getObject()
+ if((cp.A().getId() == id1) or (cp.B().getId() == id1)):
+ foundfirst = 1
+ if((cp.A().getId() == id2) or (cp.B().getId() == id2)):
+ foundsecond = 1
+ if((foundfirst != 0) and (foundsecond != 0)):
+ found = 1
+ break
+ it.increment()
+ if(found != 0):
+ print("The selected Stroke id is: ", stroke.getId().getFirst(), stroke.getId().getSecond())