Searched refs:smooth (Results 1 - 15 of 15) sorted by relevance

/inkscape/src/libdepixelize/priv/
H A Dpoint.h33 Point() : smooth(false), visible(true) {}
34 Point(T x, T y) : smooth(false), visible(true), x(x), y(y) {}
35 Point(T x, T y, bool smooth) : smooth(smooth), visible(true), x(x), y(y) {} argument
54 bool smooth; member in struct:Tracer::Point
82 lhs.smooth == rhs.smooth &&
H A Dsimplifiedvoronoi.h40 * The "smooth" attribute of each vertex is only accurate if edge is
140 static Point<T> _adjust(Point<T> p, bool smooth) argument
142 return Point<T>(p.x + .5, p.y + .5, smooth);
909 bool smooth[2] = { local
927 vertices[0] = _adjust(midpoint(borderMid, vertices[0]), smooth[0]);
930 vertices[1] = _adjust(midpoint(borderMid, vertices[1]), smooth[1]);
933 if ( !smooth[0] && adjust_splines ) {
961 another.smooth = true;
1000 if ( !smooth[1] && adjust_splines ) {
1042 another.smooth
[all...]
H A Dsplines-kopf2011.h76 if ( !it->smooth ) {
H A Doptimization-kopf2011.h212 if ( !ret[j].visible || !ret[j].smooth )
/inkscape/src/extension/internal/filter/
H A Dbevels.h55 "<param name=\"smooth\" gui-text=\"" N_("Smoothness") "\" type=\"float\" appearance=\"full\" min=\"0.0\" max=\"10\">6</param>\n"
78 std::ostringstream smooth; local
86 smooth << ext->get_param_float("smooth");
104 "</filter>\n", smooth.str().c_str(), r.str().c_str(), g.str().c_str(), b.str().c_str(), elevation.str().c_str(), azimuth.str().c_str(), a.str().c_str());
135 "<param name=\"smooth\" gui-text=\"" N_("Smoothness") "\" type=\"float\" appearance=\"full\" precision=\"2\" min=\"0.00\" max=\"10.00\">7</param>\n"
159 std::ostringstream smooth; local
168 smooth << ext->get_param_float("smooth");
188 "</filter>\n", smooth
243 std::ostringstream smooth; local
[all...]
H A Dmorphology.h11 * Cross-smooth
30 \brief Custom predefined Cross-smooth filter.
58 "<name>" N_("Cross-smooth") "</name>\n"
113 "<filter xmlns:inkscape=\"http://www.inkscape.org/namespaces/inkscape\" style=\"color-interpolation-filters:sRGB;\" inkscape:label=\"Cross-smooth\">\n"
127 }; /* Cross-smooth filter */
191 "<param name=\"smooth\" gui-text=\"" N_("Smooth") "\" type=\"boolean\" >false</param>\n"
231 std::ostringstream smooth; local
289 if (ext->get_param_bool("smooth")) {
290 smooth << "1 0";
292 smooth << "
[all...]
H A Dpaint.h89 "<param name=\"smooth\" gui-text=\"" N_("Smoothness") "\" type=\"float\" appearance=\"full\" precision=\"2\" min=\"0.01\" max=\"10.00\">1</param>\n"
135 std::ostringstream smooth; local
158 smooth << ext->get_param_float("smooth");
203 "</filter>\n", light.str().c_str(), noise.str().c_str(), b1in.str().c_str(), dblend.str().c_str(), smooth.str().c_str(), grainxf.str().c_str(), grainyf.str().c_str(), grainc.str().c_str(), grainv.str().c_str(), grainexp.str().c_str(), grainero.str().c_str(), graincol.str().c_str(), b2in.str().c_str(), gblend.str().c_str(), saturation.str().c_str(), transf.str().c_str(), transf.str().c_str(), transf.str().c_str(), col3in.str().c_str());
341 "<param name=\"smooth\" gui-text=\"" N_("Strength") "\" type=\"float\" indent=\"1\" appearance=\"full\" precision=\"2\" min=\"0.01\" max=\"20.00\">0.6</param>\n"
380 std::ostringstream smooth; local
402 smooth << ext->get_param_float("smooth");
466 "</filter>\n", simply.str().c_str(), clean.str().c_str(), erase.str().c_str(), smooth
[all...]
/inkscape/share/extensions/
H A Dfractalize.py53 self.OptionParser.add_option("-f", "--smooth",
55 dest="smooth", default="4.0",
75 self.fractalize(a,x1,y1,x2,y2,self.options.subdivs,self.options.smooth)
H A Dgcodetools.py3603 self.OptionParser.add_option("", "--loft-interpolation-degree", action="store", type="float", dest="loft_interpolation_degree", default="2", help="Which interpolation use to loft the paths smooth interpolation or staright.")
4969 # lets split polyline into different smooth parths.
4972 smooth = [ [subpoly[0],subpoly[1]] ]
4978 smooth += [ [p2,p3] ]
4980 smooth[-1].append(p3)
4981 for sm in smooth :
5329 there are smooth and symmetrical. I use this fact later.
/inkscape/src/
H A Dsp-mesh-array.h173 // Fill 'smooth' with a smoothed version by subdividing each patch.
174 void bicubic( SPMeshNodeArray* smooth, SPMeshType type);
H A Dsp-mesh-array.cpp1589 Fill 'smooth' with a smoothed version of the array by subdividing each patch into smaller patches.
1591 void SPMeshNodeArray::bicubic( SPMeshNodeArray* smooth, SPMeshType type ) {
1594 *smooth = *this; // Deep copy via copy assignment constructor, smooth cleared before copy
1595 // std::cout << "SPMeshNodeArray::smooth2(): " << this->patch_rows() << " " << smooth->patch_columns() << std::endl;
1596 // std::cout << " " << smooth << " " << this << std::endl;
1602 d.resize( smooth->patch_rows() + 1 );
1604 d[i].resize( smooth->patch_columns() + 1 );
1697 for( int i = smooth->patch_rows() - 1; i >= 0; --i ) {
1698 smooth
[all...]
/inkscape/src/trace/
H A Dsiox.h634 void smooth(float *cm, int xres, int yres,
H A Dsiox.cpp1049 smooth(cm, width, height, 0.333f, 0.333f, 0.333f); // average
1055 // smooth(cm, width, height, 0.333f, 0.333f, 0.333f); // average
1677 void Siox::smooth(float *cm, int xres, int yres,
/inkscape/src/libdepixelize/
H A Dkopftracer2011.cpp148 it2->smooth = false;
156 it3->smooth = false;
/inkscape/src/live_effects/
H A Dlpe-powerstroke.cpp180 interpolator_beta(_("Smoothness:"), _("Sets the smoothness for the CubicBezierJohan interpolator; 0 = linear interpolation, 1 = smooth"), "interpolator_beta", &wr, this, 0.2),
614 if (Geom::Interpolate::CubicBezierSmooth *smooth = dynamic_cast<Geom::Interpolate::CubicBezierSmooth*>(interpolator)) {
615 smooth->setBeta(interpolator_beta);

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