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StrokeVertex.point2d() instead of .getPoint(). It is noted that .point2d()
returns a 3-dimensional vector representing a 2D-projected point, with the z
component indicating a normalized depth of the original 3D point, whereas
.getPoint() returns a plain 2-dimensional vector. This fix should have been
done in revision 48510...
Also made fix for callers of Stroke.Resample() not calling stroke.UpdateLength().
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that produces a blueprint using circular, elliptic, and square contour strokes.
Related changes and bug fixes were made as follows:
* The randomness in radius and center has been transformed into optional
parameters of the pyBluePrintCirclesShader and pyBluePrintEllipsesShader.
Also a new optional parameter to control the randomness of backbone
stretching has been added to the pyBluePrintSquaresShader.
* A bug in the pyBluePrintSquaresShader that invisible stroke vertices at
corners of rectangular contour strokes were not properly drawn. The problem
was due to the changes of the / operator between Python 2.x to 3.x. Even
when the two operands of the division operator are integers, Python 3.x
gives a floating-point number when the quotient is not an integer. The fix
was just to replace the / operator by the // operator for integer division.
* An unpleasant discontinuity in circular and elliptical contour strokes
was fixed.
* The length parameter of the Backbone Stretcher geometry modifier has been
renamed to `backbone_length' in line with the parameter of the same name in
the pyBluePrintSquaresShader.
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modifications of stroke vertices.
* Fix for a bug in pyBluePrintCirclesShader that did not check the end of
iteration over stroke vertices.
* Fix for stroke vertex removal during iteration over stroke vertices in
pyBluePrintCirclesShader, pyBluePrintEllipsesShader, pyBluePrintSquaresShader,
and pyBluePrintDirectedSquaresShader.
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The value is used as a seed for random number generation if it is equal to
or greater than zero; otherwise, time is used as a seed.
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pyMaterialColorShader, pyBluePrintEllipsesShader and pyBluePrintSquaresShader.
* Fixes for Vector instantiation that now takes only a sequence object of
2, 3, or 4 elements -- an API change in revision 28417.
* Deleted vector.py that is no longer used.
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to those names without the "Frs" prefix. These types are part of
the Freestyle module, so that there is no need to make their names
globally unique.
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https://svn.blender.org/svnroot/bf-blender/branches/soc-2008-mxcurioni (r22789) and
https://svn.blender.org/svnroot/bf-blender/trunk/blender (r23338)
with the "Ignore ancestry" and "Ignore line endings" options enabled (using
TortoiseSVN on Windows).
After the merge operation, all changes (i.e., deletion) in source/blender/freestyle/
were reverted in order to keep the primary source tree of the Freestyle renderer.
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This allows users to test the types of those objects that are returned
by API functions, by means of usual Python idioms such as "type(I) is T"
and "isinstance(I, T)".
* Removed all occurrences of ViewVertex::castToTVertex() in the following
modules and rewrote the code segments using it by means of the "type(I)
is T" idiom mentioned above:
ChainingIterators.py
PredicatesU1D.py
* Replaced all occurrences of vector.Vec2, vector.Vec3, Vec2f and Vec3f
by Blender.Mathutils.Vector in the following modules:
anisotropic_diffusion.py
Functions0D.py
shaders.py
sketchy_topology_broken.py
* shaders.py: Fixed NameError's concerning math.pow().
* shaders.py: Added a Python equivalent of getFEdge function, defined
in source\blender\freestyle\intern\view_map\Functions0D.cpp as follows:
FEdge* Functions0D::getFEdge(Interface0D& it1, Interface0D& it2) {
return it1.getFEdge(it2);
}
* shaders.py: Replaced fe.qi() by fe.viewedge().qi().
* contour.py: Fixed the import statement for freestyle_init.py.
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