# along with this program; if not, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # Filename : split_at_highest_2d_curvature.py # Author : Stephane Grabli # Date : 04/08/2005 # Purpose : Draws the visible lines (chaining follows same nature lines) # (most basic style module) from freestyle import ChainSilhouetteIterator, ConstantThicknessShader, IncreasingColorShader, \ Operators, QuantitativeInvisibilityUP1D, TextureAssignerShader, TrueUP1D from Functions0D import pyInverseCurvature2DAngleF0D from PredicatesU0D import pyParameterUP0D from PredicatesU1D import pyHigherLengthUP1D from logical_operators import NotUP1D Operators.select(QuantitativeInvisibilityUP1D(0)) Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(QuantitativeInvisibilityUP1D(0))) func = pyInverseCurvature2DAngleF0D() Operators.recursive_split(func, pyParameterUP0D(0.4, 0.6), NotUP1D(pyHigherLengthUP1D(100)), 2) shaders_list = [ ConstantThicknessShader(10), IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1), TextureAssignerShader(3), ] Operators.create(TrueUP1D(), shaders_list)
# # 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # Filename : split_at_highest_2d_curvature.py # Author : Stephane Grabli # Date : 04/08/2005 # Purpose : Draws the visible lines (chaining follows same nature lines) # (most basic style module) from freestyle import ChainSilhouetteIterator, ConstantThicknessShader, IncreasingColorShader, \ Operators, QuantitativeInvisibilityUP1D, TextureAssignerShader, TrueUP1D from Functions0D import pyInverseCurvature2DAngleF0D from PredicatesU0D import pyParameterUP0D from PredicatesU1D import pyHigherLengthUP1D from logical_operators import NotUP1D Operators.select(QuantitativeInvisibilityUP1D(0)) Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(QuantitativeInvisibilityUP1D(0))) func = pyInverseCurvature2DAngleF0D() Operators.recursive_split(func, pyParameterUP0D(0.4, 0.6), NotUP1D(pyHigherLengthUP1D(100)), 2) shaders_list = [ ConstantThicknessShader(10), IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1), TextureAssignerShader(3), ] Operators.create(TrueUP1D(), shaders_list)
ConstantThicknessShader, IntegrationType, Operators, QuantitativeInvisibilityUP1D, \ SamplingShader, TextureAssignerShader, TipRemoverShader from Functions0D import pyInverseCurvature2DAngleF0D from PredicatesB1D import pyLengthBP1D from PredicatesU0D import pyParameterUP0D from PredicatesU1D import pyDensityUP1D, pyHigherLengthUP1D, pyHigherNumberOfTurnsUP1D from logical_operators import NotUP1D from shaders import pyNonLinearVaryingThicknessShader, pySamplingShader Operators.select(QuantitativeInvisibilityUP1D(0)) Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(QuantitativeInvisibilityUP1D(0))) ## Splits strokes at points of highest 2D curavture ## when there are too many abrupt turns in it func = pyInverseCurvature2DAngleF0D() Operators.recursive_split(func, pyParameterUP0D(0.2, 0.8), NotUP1D(pyHigherNumberOfTurnsUP1D(3, 0.5)), 2) ## Keeps only long enough strokes Operators.select(pyHigherLengthUP1D(100)) ## Sorts so as to draw the longest strokes first ## (this will be done using the causal density) Operators.sort(pyLengthBP1D()) shaders_list = [ pySamplingShader(10), BezierCurveShader(30), SamplingShader(50), ConstantThicknessShader(10), pyNonLinearVaryingThicknessShader(4, 25, 0.6), TextureAssignerShader(6), ConstantColorShader(0.2, 0.2, 0.2, 1.0), TipRemoverShader(10), ]