Temporary fix for gaps in strokes when objects are behind the lines.
Problem report by Light BWK through personal communications, thanks a lot! Apparently there is something wrong in the way how edges are chained to create strokes. For some unknown reason, strokes may contain a very small line segment that proceeds in the opposite direction (e.g., downward even when adjacent stroke segments proceed upward), resulting in the reported visual artefact. This revision is intended to address the reported issue in most cases. The present solution is not a proper fix of the issue. Another code update with better understanding of the real cause is due in the future work.
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blender-bot
2023-02-14 06:25:25 +01:00
Referenced by commit fce731a175
, Fix for thinning strokes at intersections between visible and background hidden lines.
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@ -971,6 +971,44 @@ class Seed:
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_seed = Seed()
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### T.K. 07-Aug-2013 Temporary fix for unexpected line gaps
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def iter_three_segments(stroke):
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n = stroke.stroke_vertices_size()
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if n >= 4:
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it1 = stroke.stroke_vertices_begin()
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it2 = stroke.stroke_vertices_begin()
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it2.increment()
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it3 = stroke.stroke_vertices_begin()
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it3.increment()
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it3.increment()
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it4 = stroke.stroke_vertices_begin()
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it4.increment()
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it4.increment()
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it4.increment()
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while not it4.is_end:
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yield (it1.object, it2.object, it3.object, it4.object)
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it1.increment()
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it2.increment()
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it3.increment()
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it4.increment()
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class StrokeCleaner(StrokeShader):
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def shade(self, stroke):
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for sv1, sv2, sv3, sv4 in iter_three_segments(stroke):
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seg1 = sv2.point - sv1.point
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seg2 = sv3.point - sv2.point
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seg3 = sv4.point - sv3.point
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if seg1.dot(seg2) < 0 and seg2.dot(seg3) < 0:
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print(sv2.first_svertex.viewvertex)
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print(sv2.second_svertex.viewvertex)
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print(sv3.first_svertex.viewvertex)
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print(sv3.second_svertex.viewvertex)
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p2 = mathutils.Vector(sv2.point)
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p3 = mathutils.Vector(sv3.point)
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sv2.point = p3
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sv3.point = p2
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# main function for parameter processing
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def process(layer_name, lineset_name):
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@ -1150,6 +1188,9 @@ def process(layer_name, lineset_name):
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elif m.type == '2D_TRANSFORM':
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shaders_list.append(Transform2DShader(
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m.pivot, m.scale_x, m.scale_y, m.angle, m.pivot_u, m.pivot_x, m.pivot_y))
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###
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shaders_list.append(StrokeCleaner())
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###
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color = linestyle.color
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if (not linestyle.use_chaining) or (linestyle.chaining == 'PLAIN' and linestyle.use_same_object):
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thickness_position = linestyle.thickness_position
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