public void Set(CommonOptions.InsCanvas can) { RuledLineDensity = can.RuledLineDensity; RuledLineInvSize = (1.0f / (can.RuledLineSize * 0.001f)) * PI; RuledLineAngle = can.RuledLineAngle; float ruledLineAngle = Deg2Rad * RuledLineAngle; float c = Cos(ruledLineAngle); float s = Sin(ruledLineAngle); RuledLineRotMat = new Vector4(c, -s, s, c); }
public void Set(InsWCR wcr, CommonOptions.InsCanvas can) { Bleeding = wcr.Bleeding; Opacity = wcr.Opacity; HandTremorLen = wcr.HandTremorLen; HandTremorScale = wcr.HandTremorScale; HandTremorDrawCount = wcr.HandTremorDrawCount; HandTremorInvDrawCount = 1.0f / wcr.HandTremorDrawCount; HandTremorOverlapCount = wcr.HandTremorOverlapCount; PigmentDispersionScale = wcr.PigmentDispersionScale; TurbulenceFowScale1 = wcr.TurbulenceFowScale1; TurbulenceFowScale2 = wcr.TurbulenceFowScale2; WetInWetLenRatio = 1.0f - wcr.WetInWetLenRatio; WetInWetInvLenRatio = 1.0f / wcr.WetInWetLenRatio; WetInWetLow = wcr.WetInWetLow; WetInWetHigh = wcr.WetInWetHigh; WetInWetDarkToLight = wcr.WetInWetDarkToLight ? 1.0f : 0.0f; WetInWetHueSimilarity = wcr.WetInWetHueSimilarity; EdgeDarkingLenRatio = 1.0f - wcr.EdgeDarkingLenRatio; EdgeDarkingInvLenRatio = 1.0f / wcr.EdgeDarkingLenRatio; EdgeDarkingSize = wcr.EdgeDarkingSize; EdgeDarkingScale = wcr.EdgeDarkingScale; SNoiseUpdateTime = wcr.NoiseUpdateTime; SNoise1.Size.Set(wcr.HandTremorWaveLen1, wcr.HandTremorWaveLen2, wcr.TurbulenceFowWaveLen1, wcr.TurbulenceFowWaveLen2); SNoise1.Scale.Set(wcr.HandTremorAmplitude1, wcr.HandTremorAmplitude2, wcr.TurbulenceFowAmplitude1, wcr.TurbulenceFowAmplitude2); //SNoise1.Speed.Set(0.1f, 0.1f, 0.1f, 0.1f); SNoise1.Speed.Set(0.0f, 0.0f, 0.0f, 0.0f); SNoise1.RT = 6; SNoise2.Size.Set(wcr.WetInWetWaveLen, 1.0f, 1.0f, can.WrinkleWaveLen); SNoise2.Scale.Set(wcr.WetInWetAmplitude, 1.0f, 1.0f, can.WrinkleAmplitude); //SNoise2.Speed.Set(0.1f, 0.1f, 0.1f, 0.1f); SNoise2.Speed.Set(0.0f, 0.0f, 0.0f, 0.0f); SNoise2.RT = 7; }