# # Filename : sketchy_topology_broken.py # Author : Stephane Grabli # Date : 04/08/2005 # Purpose : The topology of the strokes is, first, built # independantly from the 3D topology of objects, # and, second, so as to chain several times the same ViewEdge. # ############################################################################# # # Copyright (C) : Please refer to the COPYRIGHT file distributed # with this source distribution. # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software # Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # ############################################################################# from freestyle_init import * from logical_operators import * from ChainingIterators import * from shaders import * ## Backbone stretcher that leaves cusps intact to avoid cracks 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) else: print("got a v0 cusp") 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) else: print("got a vn cusp") Operators.select(QuantitativeInvisibilityUP1D(0)) ## Chain 3 times each ViewEdge indpendantly from the ## initial objects topology Operators.bidirectionalChain(pySketchyChainingIterator(3)) shaders_list = [ SamplingShader(4), SpatialNoiseShader(6, 120, 2, 1, 1), IncreasingThicknessShader(4, 10), SmoothingShader(100, 0.1, 0, 0.2, 0, 0, 0, 1), pyBackboneStretcherNoCuspShader(20), #ConstantColorShader(0.0,0.0,0.0) IncreasingColorShader(0.2,0.2,0.2,1,0.5,0.5,0.5,1), #IncreasingColorShader(1,0,0,1,0,1,0,1), TextureAssignerShader(4) ] Operators.create(TrueUP1D(), shaders_list)