# SPDX-License-Identifier: GPL-2.0-or-later # Filename : long_anisotropically_dense.py # Author : Stephane Grabli # Date : 04/08/2005 # Purpose : Selects the lines that are long and have a high anisotropic # a priori density and uses causal density # to draw without cluttering. Ideally, half of the # selected lines are culled using the causal density. # # ********************* WARNING ************************************* # ******** The Directional a priori density maps must ****** # ******** have been computed prior to using this style module ****** from freestyle.chainingiterators import ChainSilhouetteIterator from freestyle.functions import DensityF1D from freestyle.predicates import ( NotUP1D, QuantitativeInvisibilityUP1D, UnaryPredicate1D, pyHighDensityAnisotropyUP1D, pyHigherLengthUP1D, pyLengthBP1D, ) from freestyle.shaders import ( ConstantColorShader, ConstantThicknessShader, SamplingShader, ) from freestyle.types import IntegrationType, Operators # custom density predicate class pyDensityUP1D(UnaryPredicate1D): def __init__(self, wsize, threshold, integration=IntegrationType.MEAN, sampling=2.0): UnaryPredicate1D.__init__(self) self._wsize = wsize self._threshold = threshold self._integration = integration self._func = DensityF1D(self._wsize, self._integration, sampling) self._func2 = DensityF1D(self._wsize, IntegrationType.MAX, sampling) def __call__(self, inter): c = self._func(inter) m = self._func2(inter) if c < self._threshold: return 1 if m > 4 * c: if c < 1.5 * self._threshold: return 1 return 0 Operators.select(QuantitativeInvisibilityUP1D(0)) Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(QuantitativeInvisibilityUP1D(0))) Operators.select(pyHigherLengthUP1D(40)) # selects lines having a high anisotropic a priori density Operators.select(pyHighDensityAnisotropyUP1D(0.3, 4)) Operators.sort(pyLengthBP1D()) shaders_list = [ SamplingShader(2.0), ConstantThicknessShader(2), ConstantColorShader(0.2, 0.2, 0.25, 1), ] # uniform culling Operators.create(pyDensityUP1D(3.0, 2.0e-2, IntegrationType.MEAN, 0.1), shaders_list)