Esempio n. 1
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    def lineset_post(cls, scene, layer, lineset):
        if not cls.poll(scene, lineset.linestyle):
            return

        # reset the stroke selection (but don't delete the already generated strokes)
        Operators.reset(delete_strokes=False)
        # Unary Predicates: visible and correct edge nature
        upred = AndUP1D(
            QuantitativeInvisibilityUP1D(0),
            OrUP1D(ExternalContourUP1D(),
                   pyNatureUP1D(Nature.BORDER)),
            )
        # select the new edges
        Operators.select(upred)
        # Binary Predicates
        bpred = AndBP1D(
            MaterialBP1D(),
            NotBP1D(pyZDiscontinuityBP1D()),
            )
        bpred = OrBP1D(bpred, AndBP1D(NotBP1D(bpred), AndBP1D(SameShapeIdBP1D(), MaterialBP1D())))
        # chain the edges
        Operators.bidirectional_chain(ChainPredicateIterator(upred, bpred))
        # export SVG
        collector = StrokeCollector()
        Operators.create(TrueUP1D(), [collector])

        builder = SVGFillBuilder(create_path(scene), render_height(scene), layer.name + '_' + lineset.name)
        builder.write(collector.strokes)
        # make strokes used for filling invisible
        for stroke in collector.strokes:
            for svert in stroke:
                svert.attribute.visible = False
    def lineset_post(cls, scene, layer, lineset):
        if not cls.poll(scene, lineset.linestyle):
            return

        # reset the stroke selection (but don't delete the already generated strokes)
        Operators.reset(delete_strokes=False)
        # Unary Predicates: visible and correct edge nature
        upred = AndUP1D(
            QuantitativeInvisibilityUP1D(0),
            OrUP1D(ExternalContourUP1D(),
                   pyNatureUP1D(Nature.BORDER)),
            )
        # select the new edges
        Operators.select(upred)
        # Binary Predicates
        bpred = AndBP1D(
            MaterialBP1D(),
            NotBP1D(pyZDiscontinuityBP1D()),
            )
        bpred = OrBP1D(bpred, AndBP1D(NotBP1D(bpred), AndBP1D(SameShapeIdBP1D(), MaterialBP1D())))
        # chain the edges
        Operators.bidirectional_chain(ChainPredicateIterator(upred, bpred))
        # export SVG
        collector = StrokeCollector()
        Operators.create(TrueUP1D(), [collector])

        builder = SVGFillBuilder(create_path(scene), render_height(scene), layer.name + '_' + lineset.name)
        builder.write(collector.strokes)
        # make strokes used for filling invisible
        for stroke in collector.strokes:
            for svert in stroke:
                svert.attribute.visible = False
    def lineset_post(scene, layer, lineset):
        if not (scene.render.use_freestyle and scene.svg_export.use_svg_export
                and scene.svg_export.object_fill):
            return

        if RenderState.is_fill_written:
            return

        # reset the stroke selection (but don't delete the already generated strokes)
        Operators.reset(delete_strokes=False)
        # shape detection
        upred = AndUP1D(QuantitativeInvisibilityUP1D(0), ContourUP1D())
        Operators.select(upred)
        # chain when the same shape and visible
        bpred = SameShapeIdBP1D()
        Operators.bidirectional_chain(ChainPredicateIterator(upred, bpred),
                                      NotUP1D(QuantitativeInvisibilityUP1D(0)))
        # sort according to the distance from camera
        Operators.sort(pyZBP1D())
        # render and write fills
        shader = SVGFillShader(create_path(scene), render_height(scene),
                               lineset.name)
        Operators.create(TrueUP1D(), [
            shader,
        ])
        shader.write()
        RenderState.is_fill_written = True
    def lineset_post(scene, layer, lineset):
        if not (scene.render.use_freestyle and scene.svg_export.use_svg_export and scene.svg_export.object_fill):
            return

        # reset the stroke selection (but don't delete the already generated strokes)
        Operators.reset(delete_strokes=False)
        # shape detection
        upred = AndUP1D(QuantitativeInvisibilityUP1D(0), ContourUP1D())
        Operators.select(upred)
        # chain when the same shape and visible
        bpred = SameShapeIdBP1D()
        Operators.bidirectional_chain(ChainPredicateIterator(upred, bpred), NotUP1D(QuantitativeInvisibilityUP1D(0)))
        # sort according to the distance from camera
        Operators.sort(pyZBP1D())
        # render and write fills
        shader = SVGFillShader(create_path(scene), render_height(scene), lineset.name)
        Operators.create(TrueUP1D(), [shader, ])
        shader.write()