def __init__(self, filepath, height, name): StrokeShader.__init__(self) # use an ordered dict to maintain input and z-order self.shape_map = OrderedDict() self.filepath = filepath self.h = height self._name = name
def __init__(self, wsize, threshold_min, threshold_max, thicknessMin, thicknessMax): StrokeShader.__init__(self) self._func = DensityF0D(wsize) self.threshold_min = threshold_min self.threshold_max = threshold_max self._thicknessMin = thicknessMin self._thicknessMax = thicknessMax
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 __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 __init__(self, name, style, filepath, res_y, split_at_invisible, stroke_color_mode, frame_current): StrokeShader.__init__(self) # attribute 'name' of 'StrokeShader' objects is not writable, so _name is used self._name = name self.filepath = filepath self.h = res_y self.frame_current = frame_current self.elements = [] self.split_at_invisible = split_at_invisible self.stroke_color_mode = stroke_color_mode # BASE | FIRST | LAST self.style = style
def __init__(self, name, style, filepath, res_y, split_at_invisible, frame_current): StrokeShader.__init__(self) # attribute 'name' of 'StrokeShader' objects is not writable, so _name is used self._name = name self.filepath = filepath self.h = res_y self.frame_current = frame_current self.elements = [] self.split_at_invisible = split_at_invisible # put style attributes into a single svg path definition self.path = '\n<path ' + "".join('{}="{}" '.format(k, v) for k, v in style.items()) + 'd=" M '
def __init__(self, *args): StrokeShader.__init__(self) if len(args) == 8: # use 4d vector to simplify math self._c1 = Vector(args[:4]) self._c2 = Vector(args[4:]) elif len(args) == 2: # use 4d vector to simplify math self._c1 = Vector(args[0]) self._c2 = Vector(args[1]) else: raise ValueError("expected eight or two arguments, not " + args)
def __init__(self, thicknessMin, thicknessMax, omega=1.2): StrokeShader.__init__(self) self._thicknessMin = thicknessMin self._thicknessMax = thicknessMax self.omega = omega
def __init__(self, thicknessMin, thicknessMax): StrokeShader.__init__(self) self._thicknessMin = thicknessMin self._thicknessMax = thicknessMax
def __init__(self, thicknessExtremity, thicknessMiddle, exponent): self._thicknessMin = thicknessMiddle self._thicknessMax = thicknessExtremity self._exp = exponent StrokeShader.__init__(self)
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 __init__(self, min, max): StrokeShader.__init__(self) self.a = max - min self.b = min self.func = ZDiscontinuityF0D()
def __init__(self, lambda1, nbIter): StrokeShader.__init__(self) self._lambda = lambda1 self._nbIter = nbIter self._normalInfo = Normal2DF0D() self._curvatureInfo = Curvature2DAngleF0D()
def __init__(self, f, a): StrokeShader.__init__(self) self._f = f self._a = a self._getNormal = Normal2DF0D()
def __init__(self,r1,g1,b1,a1, r2,g2,b2,a2): StrokeShader.__init__(self) # use 4d vector to simplify math self._c1 = Vector((r1, g1 ,b1, a1)) self._c2 = Vector((r2, g2, b2, a2))
def __init__(self, thicknessMin, thicknessMax, ratio): StrokeShader.__init__(self) self._thicknessMin = thicknessMin self._thicknessMax = thicknessMax self._ratio = ratio
def __init__(self, a=1.5, n=3): StrokeShader.__init__(self) self._a = a self._n = n
def __init__(self, min, max): StrokeShader.__init__(self) self.__min = min self.__max = max self.func = GetProjectedZF0D()
def __init__(self, x, y, z, w, kmin, kmax): StrokeShader.__init__(self) self._origin = Vector((x, y, z)) self._w = w self._kmin, self._kmax = kmin, kmax
def __init__(self, threshold=50): StrokeShader.__init__(self) self._threshold = threshold self._func = MaterialF0D()
def __init__(self,r,g,b, a = 1): StrokeShader.__init__(self) self._color = (r, g, b) self._a = a
def __init__(self, step=0.01): StrokeShader.__init__(self) self._step = step
def __init__(self, min=0, max=1): StrokeShader.__init__(self) self.__min = min self.__max = max
def __init__(self, thickness): StrokeShader.__init__(self) self._thickness = thickness / 2.0
def __init__(self, s=1): StrokeShader.__init__(self) random.seed = s
def __init__(self, turns=1, bb_len=10, mult=1): StrokeShader.__init__(self) self.__mult = mult self.__turns = turns self.__bb_len = 1 + bb_len * 0.01
def __init__(self, sampling): StrokeShader.__init__(self) self._sampling = sampling
def __init__(self, l): StrokeShader.__init__(self) self._l = l
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 __init__(self, turns=1, bb_len=10, bb_rand=0): StrokeShader.__init__(self) self.__turns = turns # does not have any effect atm self.__bb_len = bb_len self.__bb_rand = bb_rand