コード例 #1
0
    def shade(self, stroke):
        delta_t = self.thickness_max - self.thickness_min
        fac = pow(self.k2 - self.k1, -1)
        for svert in stroke:

            curvatures = svert.first_svertex.curvatures
            c1 = abs(curvatures[4]) if curvatures is not None else None
            curvatures = svert.second_svertex.curvatures
            c2 = abs(curvatures[4]) if curvatures is not None else None

            if (c1 or c2) is None:
                svert.attribute.thickness = (0.0, 0.0)
                continue

            if None not in {c1, c2}:
                Kr = c1 + svert.t2d * (c2 - c1)
            else:
                Kr = c1 if c1 is not None else c2

            if self.thickness_min <= Kr <= self.thickness_max:
                self.thickness_min + delta_t * (Kr - self.k1) * fac
            else:
                bound(self.thickness_min, Kr, self.thickness_max)

            svert.attribute.thickness = (Kr / 2, Kr / 2)
コード例 #2
0
 def curvature(self, stroke):
     for K in stroke_curvature(iter(stroke)):
         K = bound(-5, x, 5) / 3
         t = (1.0 - K) * self.thickness.min + K * self.thickness.max
         t = 0.0 if t < 1e-6 else t
         if t < 1:
             t /= 10
         yield round(1.0 - t, 5)
コード例 #3
0
ファイル: shaders.py プロジェクト: greg100795/blender-git
    def shade(self, stroke):
        it = Interface0DIterator(stroke)
        delta_threshold = self.threshold_max - self.threshold_min
        delta_thickness = self._thicknessMax - self._thicknessMin

        for svert in it:
            c = self._func(it)
            c = bound(self.threshold_min, c, self.threshold_max)
            t = (self.threshold_max - c) / delta_threshold * delta_thickness + self._thicknessMin
            svert.attribute.thickness = (t / 2.0, t / 2.0)
コード例 #4
0
ファイル: shaders.py プロジェクト: sobotka/blender
    def shade(self, stroke):
        it = Interface0DIterator(stroke)
        delta_threshold = self.threshold_max - self.threshold_min
        delta_thickness = self._thicknessMax - self._thicknessMin

        for svert in it:
            c = self._func(it)
            c = bound(self.threshold_min, c, self.threshold_max)
            t = (self.threshold_max - c) / delta_threshold * delta_thickness + self._thicknessMin
            svert.attribute.thickness = (t / 2.0, t / 2.0)
コード例 #5
0
ファイル: parameter_editor.py プロジェクト: Squashwell/bepuik
 def __call__(self, i1, i2):
     sv1a = i1.first_fedge.first_svertex.point_2d
     sv1b = i1.last_fedge.second_svertex.point_2d
     sv2a = i2.first_fedge.first_svertex.point_2d
     sv2b = i2.last_fedge.second_svertex.point_2d
     if (sv1a - sv2a).length < 1e-6:
         dir1 = sv1a - sv1b
         dir2 = sv2b - sv2a
     elif (sv1b - sv2b).length < 1e-6:
         dir1 = sv1b - sv1a
         dir2 = sv2a - sv2b
     elif (sv1a - sv2b).length < 1e-6:
         dir1 = sv1a - sv1b
         dir2 = sv2a - sv2b
     elif (sv1b - sv2a).length < 1e-6:
         dir1 = sv1b - sv1a
         dir2 = sv2b - sv2a
     else:
         return False
     denom = dir1.length * dir2.length
     if denom < 1e-6:
         return False
     x = (dir1 * dir2) / denom
     return acos(bound(-1.0, x, 1.0)) > self.angle
コード例 #6
0
 def __call__(self, i1, i2):
     sv1a = i1.first_fedge.first_svertex.point_2d
     sv1b = i1.last_fedge.second_svertex.point_2d
     sv2a = i2.first_fedge.first_svertex.point_2d
     sv2b = i2.last_fedge.second_svertex.point_2d
     if (sv1a - sv2a).length < 1e-6:
         dir1 = sv1a - sv1b
         dir2 = sv2b - sv2a
     elif (sv1b - sv2b).length < 1e-6:
         dir1 = sv1b - sv1a
         dir2 = sv2a - sv2b
     elif (sv1a - sv2b).length < 1e-6:
         dir1 = sv1a - sv1b
         dir2 = sv2a - sv2b
     elif (sv1b - sv2a).length < 1e-6:
         dir1 = sv1b - sv1a
         dir2 = sv2b - sv2a
     else:
         return False
     denom = dir1.length * dir2.length
     if denom < 1e-6:
         return False
     x = (dir1 * dir2) / denom
     return acos(bound(-1.0, x, 1.0)) > self.angle
コード例 #7
0
 def shade(self, stroke):
     for svert in stroke:
         alpha = svert.attribute.alpha
         alpha = bound(self.__min, alpha * svert.point.y * 0.0025,
                       self.__max)
         svert.attribute.alpha = alpha
コード例 #8
0
ファイル: shaders.py プロジェクト: greg100795/blender-git
 def shade(self, stroke):
     for svert in stroke:
         alpha = svert.attribute.alpha
         alpha = bound(self.__min, alpha * svert.point.y * 0.0025, self.__max)
         svert.attribute.alpha = alpha