Nova logo em estilo geométrico facetado

Cabeça do lobo-guará contornada sobre foto de referência, com as regiões de
cor do animal real em tons de verde-azulado e o pescoço se desfazendo em
estilhaços.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Lucas RayanandClaude Opus 5.5 committed 2026-10-18 21:51:44 -03:00
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#!/usr/bin/env python3
"""Gera a identidade visual do Guará.
"""Gera a logo do Guará em estilo geométrico facetado (low-poly).
Conceito: pixels de tamanhos distintos, soltos à esquerda, que se juntam numa
grade cada vez mais densa até formar a cabeça de um lobo-guará à direita.
A cabeça do lobo-guará foi contornada sobre uma foto de referência, com as
regiões de cor do animal real: focinho escuro subindo até entre os olhos, juba
escura na nuca, interior das orelhas e garganta claros. As facetas (Delaunay)
seguem essas regiões, e o pescoço se solta em estilhaços para a esquerda.
- O lobo é uma silhueta VETORIAL suave (curvas), sutil, sem serrilhado.
- À esquerda a silhueta é recortada por uma máscara de quadrados de tamanhos
distintos que ficam cada vez mais densos até se fundirem no lobo inteiro.
- Partículas soltas (quadrados) completam a dissolução fora da silhueta.
Uso: python3 scripts/make-logo.py -> apps/gui/ui/guara-logo.svg e guara.svg
Uso: python3 scripts/make-logo.py recorte.png [saida.svg]
Requer numpy, scipy e pillow. O ícone (guara.svg) embute esta mesma arte.
"""
import math
import random
from pathlib import Path
OUT = Path(__file__).resolve().parent.parent / "apps/gui/ui"
W, H = 160.0, 100.0
CELL = 2.5 # módulo da grade de pixels
COLS, ROWS = int(W / CELL), int(H / CELL)
# --- silhueta -------------------------------------------------------------
# Cabeça de lobo-guará (3/4, olhando para a direita): orelhas enormes, focinho
# longo e fino, e a juba escorrendo para a esquerda (é ela que se desmancha em
# pixels). Coordenadas 0..100 na altura; x pode ser negativo (juba).
WOLF = [
(100, 57), (97.5, 54), (91, 51), (83, 48), (75, 45), (69, 41), (65, 36), (62, 29), (59, 20), (56, 11),
(52.5, 4), (49, 0.5), (46, 4), (43, 13), (41, 23), (40, 32), (38, 31), (35, 22), (31, 11), (27.5, 3),
(24.5, 0.5), (22, 5), (20, 15), (19, 27), (9, 35), (-6, 45), (-20, 58), (-30, 76), (-34, 100), (-10, 100), (20, 100), (44, 100),
(60, 100), (59.2, 95), (59.6, 89), (62, 82), (65, 78), (72, 74), (82, 71.5), (92, 69), (98.5, 66.5), (100, 63),
import math, random, sys
import numpy as np
from PIL import Image
from scipy.spatial import Delaunay
OUT=[(98,382),(104,350),(110,318),(114,290),(116,262),(110,235),(100,212),
(84,178),(66,140),(54,100),(50,68),(54,44),(70,52),(98,70),(128,94),(156,118),(176,146),
(180,112),(190,78),(204,50),(216,32),(230,40),(252,64),(274,94),(292,120),(305,135),
(330,138),(370,142),(420,150),(500,165),(500,460),(320,460),(300,420),(260,385),(225,372),(190,380),(150,398),(118,404),(102,396)]
EARS=[[(52,78),(80,96),(115,118),(150,142),(130,170),(105,185),(85,160),(65,120)],
[(222,48),(245,62),(270,95),(285,125),(255,165),(215,165),(195,130),(200,85)]]
EYES=[(125,270),(200,268)]
ZONES=[
# interior claro das orelhas (com borda verde em volta)
('pale',[(62,62),(92,78),(122,100),(150,124),(160,144),(138,166),(116,190),(98,166),(76,124),(62,92)]),
('pale',[(214,50),(228,56),(248,78),(268,106),(282,128),(258,150),(226,160),(200,146),(196,112),(204,76)]),
# testa um pouco mais clara entre as orelhas
('brow',[(160,150),(185,148),(240,170),(270,190),(250,220),(200,230),(160,225),(130,205)]),
# área dos olhos, um tom mais escuro
('mask',[(108,250),(140,250),(165,246),(195,250),(222,262),(220,284),(196,292),(165,282),(140,290),(112,290)]),
# juba escura na nuca
('mane',[(298,136),(500,166),(500,236),(430,214),(360,198),(318,182),(300,160)]),
# garganta clara e linha clara do lábio
('pale',[(214,350),(234,332),(266,324),(302,320),(316,344),(306,372),(274,388),(240,380),(220,370)]),
('pale',[(150,398),(186,382),(212,368),(222,374),(204,388),(166,404)]),
# focinho preto subindo pelo dorso do nariz até entre os olhos
('muzzle',[(96,384),(102,352),(108,322),(114,296),(132,284),(150,266),(164,258),(176,268),(184,294),(196,322),(206,352),(200,374),(170,392),(130,404),(104,398)]),
]
# Interior das orelhas (escuro, como no animal real).
EAR_IN = [
[(53, 9), (50, 3), (47, 10), (45, 20), (47, 27), (51, 24), (54, 15)],
[(27.5, 8), (25, 4), (23, 14), (22, 24), (25, 27), (28, 20)],
]
WX0, WSCALE = 64.0, 88.0 # nariz em x=152 (margem de 8 à direita)
Y0, YS = 6.0, 88.0 # topo das orelhas em y=6, base em y=94 # x do desenho onde wx=0 e largura de 100 unidades do lobo
def to_wolf(x, y):
return (x - WX0) * 100.0 / WSCALE, y * 100.0 / H
def wolf_at(x, y):
wx, wy = to_wolf(x, y)
if not _inside(WOLF, wx, wy):
return False
return math.hypot(wx - 71.0, wy - 49.0) >= 1.7 # olho
def ear_in(x, y):
wx, wy = to_wolf(x, y)
return any(_inside(p, wx, wy) for p in EAR_IN)
def _inside(poly, x, y):
c = False
j = len(poly) - 1
from PIL import ImageFilter
REF = sys.argv[1] # recorte da cabeça da foto de referência (390x460), não versionado
img=np.array(Image.open(REF).convert('RGB').filter(ImageFilter.MedianFilter(9)).filter(ImageFilter.GaussianBlur(4))).astype(float)
Hc,Wc=img.shape[:2]
rnd=random.Random(7)
# contorno: estende o pescoço para a esquerda (depois do espelhamento)
C=[p for p in OUT if p[0]<=500]
def inside(poly,x,y):
c=False; j=len(poly)-1
for i in range(len(poly)):
xi, yi = poly[i]
xj, yj = poly[j]
if (yi > y) != (yj > y) and x < (xj - xi) * (y - yi) / (yj - yi) + xi:
c = not c
j = i
xi,yi=poly[i]; xj,yj=poly[j]
if (yi>y)!=(yj>y) and x<(xj-xi)*(y-yi)/(yj-yi)+xi: c=not c
j=i
return c
def smooth(t):
t = max(0.0, min(1.0, t))
return t * t * (3 - 2 * t)
def mix(c1, c2, t):
t = max(0.0, min(1.0, t))
a = [int(c1[i:i + 2], 16) for i in (1, 3, 5)]
b = [int(c2[i:i + 2], 16) for i in (1, 3, 5)]
return "#" + "".join(f"{round(p + (q - p) * t):02x}" for p, q in zip(a, b))
def smooth_path(pts, dup=()):
"""Curva fechada (Catmull-Rom -> Bézier); `dup` = índices de quinas vivas."""
P = []
for i, p in enumerate(pts):
P.append(p)
if i in dup:
P.append(p)
n = len(P)
d = f"M{P[0][0]:.2f},{P[0][1]:.2f}"
for i in range(n):
p0, p1, p2, p3 = P[(i - 1) % n], P[i], P[(i + 1) % n], P[(i + 2) % n]
c1 = (p1[0] + (p2[0] - p0[0]) / 6, p1[1] + (p2[1] - p0[1]) / 6)
c2 = (p2[0] - (p3[0] - p1[0]) / 6, p2[1] - (p3[1] - p1[1]) / 6)
d += f"C{c1[0]:.2f},{c1[1]:.2f} {c2[0]:.2f},{c2[1]:.2f} {p2[0]:.2f},{p2[1]:.2f}"
return d + "Z"
def tx(pts):
return [(WX0 + x * WSCALE / 100.0, Y0 + y * YS / 100.0) for x, y in pts]
def lerp(a, b, t):
return a + (b - a) * t
def build(pal, scatter=1.0, seed=5, uid="a", x_min=8.0):
rnd = random.Random(seed)
wolf = tx(WOLF)
corners = {i for i, (_, y) in enumerate(WOLF) if y >= 99.5 or y <= 0.6} # pontas e cantos vivos
body = smooth_path(wolf, dup=corners)
ears = [smooth_path(tx(e)) for e in EAR_IN]
cols, rows = int(W / CELL), int(H / CELL)
# gradiente da figura (o mesmo para a silhueta e para cada pixel => fusão sem emenda)
gx0, gy0, gx1, gy1 = 58.0, 0.0, 160.0, 100.0
stops = pal["stops"]
def grad(x, y):
dx, dy = gx1 - gx0, gy1 - gy0
t = max(0.0, min(1.0, ((x - gx0) * dx + (y - gy0) * dy) / (dx * dx + dy * dy)))
for (t0, c0), (t1, c1) in zip(stops, stops[1:]):
if t <= t1:
return mix(c0, c1, (t - t0) / (t1 - t0))
return stops[-1][1]
X_SOLID = 80.0 # múltiplo do módulo: a partir daqui a figura é inteira e lisa
def ramp(x):
return min(1.0, max(0.0, x / X_SOLID)) ** 2.0
# envelope da "cauda": nasce na largura do pescoço e se afunila para a esquerda
def envelope(x, y):
k = smooth((x + 6) / 80.0)
yc = lerp(70, 62, k)
hh = lerp(5, 31, k ** 1.15)
return math.exp(-(abs(y - yc) / hh) ** 3.0)
occ = set()
def free(cx, cy, n, m=0):
return all((cx + i, cy + j) not in occ for i in range(-m, n + m) for j in range(-m, n + m))
def take(cx, cy, n):
for i in range(n):
for j in range(n):
occ.add((cx + i, cy + j))
mask_sq, free_sq = [], []
def emit(cx, cy, n, sz_scale, op, gap):
x0, y0 = cx * CELL, cy * CELL
size = n * CELL
sz = size * sz_scale
off = (size - sz) / 2
cxm, cym = x0 + size / 2, y0 + size / 2
inside = _inside(wolf, cxm, cym)
if inside and x0 >= 56:
# faz parte da figura lisa: vira janela da máscara
e = 0.12
mask_sq.append(f'<rect x="{x0 - e:.2f}" y="{y0 - e:.2f}" width="{size + 2 * e:.2f}" height="{size + 2 * e:.2f}" fill="#fff"/>')
else:
free_sq.append(f'<rect x="{x0 + off:.2f}" y="{y0 + off:.2f}" width="{sz:.2f}" height="{sz:.2f}" fill="{grad(cxm, cym)}" fill-opacity="{op:.2f}"/>')
# 1) campo de pixels da esquerda até a figura: tamanhos em múltiplos do módulo
order = [(cx, cy) for cy in range(rows) for cx in range(int(x_min / CELL), int(X_SOLID / CELL))]
rnd.shuffle(order)
for cx, cy in order:
x, y = (cx + 0.5) * CELL, (cy + 0.5) * CELL
r, env = ramp(x), envelope(x, y)
p = r * env
if p < 0.01 or y > 94:
continue
# blocos grandes na faixa média; sempre 1×1 colados perto da figura
n = 1
if r < 0.7:
big = rnd.random() < 0.9 * (1 - r) * env ** 0.5 * min(1.0, r * 3.2)
if big:
n = rnd.choice([2, 2, 3]) if r < 0.45 else 2
if cx + n > cols or cy + n > rows or not free(cx, cy, n, 0):
n = 1
if not free(cx, cy, 1, 0):
continue
acc = p if n == 1 else min(1.0, p * 1.6)
if r > 0.88:
acc = 1.0 if env > 0.45 else acc
if rnd.random() > acc:
continue
take(cx, cy, n)
gap_scale = 1.0 if r > 0.86 else (0.9 - 0.45 * (1 - r)) if n > 1 else rnd.choice([0.5, 0.65, 0.8, 0.9]) * (0.7 + 0.3 * r)
op = 0.38 + 0.62 * smooth(r * 1.25)
emit(cx, cy, n, gap_scale if r <= 0.86 else 1.02, op, 0)
# 2) partículas esparsas bem à esquerda e acima/abaixo da cauda (profundidade)
placed, tries, target = 0, 0, int(34 * scatter)
while placed < target and tries < 6000:
tries += 1
x = x_min + rnd.random() ** 1.3 * (70 - x_min)
cy = rnd.randrange(3, rows - 4)
cx = int(x / CELL)
y = (cy + 0.5) * CELL
env = envelope(x, y)
if env > 0.5 or not free(cx, cy, 1, 1):
continue
r = ramp(x)
# sempre perto da cauda, nunca longe demais
near = math.exp(-((abs(y - 62) - 26) / 22.0) ** 2)
if rnd.random() > 0.55 * near * (0.35 + 0.65 * r):
continue
take(cx, cy, 1)
emit(cx, cy, 1, rnd.choice([0.45, 0.6, 0.75]), 0.22 + 0.38 * r, 0)
placed += 1
ex, ey = tx([(71.0, 49.0)])[0]
hx = " ".join(f'<stop offset="{t:g}" stop-color="{c}"/>' for t, c in stops)
svg = (
"<defs>"
f'<linearGradient id="{uid}h" gradientUnits="userSpaceOnUse" x1="{gx0:g}" y1="{gy0:g}" x2="{gx1:g}" y2="{gy1:g}">{hx}</linearGradient>'
f'<mask id="{uid}m" maskUnits="userSpaceOnUse" x="0" y="0" width="{W:g}" height="{H:g}"><g shape-rendering="crispEdges">'
f'<rect x="{X_SOLID:g}" y="0" width="{W - X_SOLID + 1:g}" height="{H:g}" fill="#fff"/>'
+ "".join(mask_sq)
+ "</g></mask></defs>"
f'<g mask="url(#{uid}m)"><path d="{body}" fill="url(#{uid}h)"/>'
+ "".join(f'<path d="{e}" fill="{pal["ear"]}" fill-opacity="{pal["ear_op"]}"/>' for e in ears)
+ "</g>"
+ '<g shape-rendering="crispEdges">' + "".join(free_sq) + "</g>"
+ f'<circle cx="{ex:.2f}" cy="{ey:.2f}" r="1.35" fill="{pal["eye"]}"/>'
)
return svg
def main():
# Marca larga: funciona em fundo claro e escuro. Verde-azulado -> azul petróleo.
pal = dict(stops=[(0.0, "#3BE3CC"), (0.45, "#12B5A8"), (1.0, "#0B6A86")], ear="#05323a", ear_op=0.5, eye="#ecfeff")
(OUT / "guara-logo.svg").write_text(
f'<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 {W:g} {H:g}" role="img" aria-label="Guará">' + build(pal, uid="w") + "</svg>\n"
)
# Ícone: fundo petróleo profundo, figura clara.
ipal = dict(stops=[(0.0, "#d9fff7"), (0.5, "#8df1e0"), (1.0, "#3fc8cf")], ear="#0b4a55", ear_op=0.45, eye="#083344")
(OUT / "guara.svg").write_text(
'<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 128 128" role="img" aria-label="Guará">'
'<defs><linearGradient id="bg" x1="0" y1="0" x2="1" y2="1"><stop offset="0" stop-color="#0f766e"/><stop offset="1" stop-color="#083344"/></linearGradient>'
'<clipPath id="ic"><rect width="128" height="128" rx="29"/></clipPath></defs>'
'<rect width="128" height="128" rx="29" fill="url(#bg)"/>'
'<g clip-path="url(#ic)"><g transform="translate(-13 18) scale(0.86)">' + build(ipal, scatter=0.5, seed=9, uid="i", x_min=30.0) + "</g></g></svg>\n"
)
if __name__ == "__main__":
main()
# pontos: contorno reamostrado + traços anatômicos + preenchimento com jitter
pts=[]
for i in range(len(C)):
a=C[i]; b=C[(i+1)%len(C)]; n=max(1,int(math.dist(a,b)/16))
for k in range(n): pts.append((a[0]+(b[0]-a[0])*k/n, a[1]+(b[1]-a[1])*k/n))
FEAT=[(125,270),(200,268),(110,300),(160,286),(185,300),(100,383),(118,404),(150,396),(200,360),
(215,330),(260,322),(300,318),(310,350),(270,386),(140,140),(110,190),(80,120),(255,100),(270,150),(225,160),
(205,110),(175,180),(230,230),(150,230),(300,200),(340,250),(320,170),(360,330),(400,260),(450,330),(260,280)]
pts+=FEAT
# vértices nas bordas das regiões: as facetas seguem os contornos das cores
for k_,Z in ZONES:
for i in range(len(Z)):
a=Z[i]; b=Z[(i+1)%len(Z)]; n=max(1,int(math.dist(a,b)/18))
for j in range(n):
q=(a[0]+(b[0]-a[0])*j/n, a[1]+(b[1]-a[1])*j/n)
if inside(C,*q) and min(math.dist(q,p_) for p_ in pts)>6: pts.append(q)
sp=24
for y in np.arange(20,470,sp):
for x in np.arange(20,510,sp):
jx,jy=x+rnd.uniform(-8,8),y+rnd.uniform(-8,8)
if inside(C,jx,jy) and min(math.dist((jx,jy),p) for p in pts)>15: pts.append((jx,jy))
P=np.array(pts)
tri=Delaunay(P)
def sample(t):
a,b,c=P[t]
cols=[]
for _ in range(40):
u,v=rnd.random(),rnd.random()
if u+v>1: u,v=1-u,1-v
x,y=a+(b-a)*u+(c-a)*v
x=min(max(x,0),Wc-1); y=min(max(y,0),Hc-1)
if x>380: x=380-(x-380)*0.2 # o pescoço além da foto herda a cor da borda
cols.append(img[int(y),int(x)])
m=np.mean(cols,axis=0); return m
RAMP=["#083a45","#0f766e","#14b8a6","#5eead4","#c9faf1"]
def tone(rgb):
r,g,b=rgb; L=(0.299*r+0.587*g+0.114*b)/255
TH=[0.17,0.30,0.50,0.64]
return RAMP[sum(L>t for t in TH)]
def hx(c): return tuple(int(c[i:i+2],16) for i in (1,3,5))
def mix(c1,c2,t):
a,b=hx(c1),hx(c2); return "#"+"".join(f"{round(p+(q-p)*t):02x}" for p,q in zip(a,b))
BASE={'muzzle':("#07323c","#0d5563"),'mane':("#0b4f5c","#0f766e"),'pale':("#9ef0e2","#e3fdf8"),'face':("#0f9e94","#3fdcc8"),'brow':("#1fb9a9","#52dccb"),'mask':("#0c7d76","#139c92")}
def zone_of(x,y):
for k,P_ in reversed(ZONES):
if inside(P_,x,y): return k
return 'face'
F=[]
for t in tri.simplices:
cx,cy=P[t].mean(axis=0)
if not inside(C,cx,cy): continue
z=zone_of(cx,cy)
lo,hi=BASE[z]
# luz vinda do alto e da frente (focinho), com variação sutil por faceta
light=0.55*(1-cy/470)+0.35*(1-min(1,cx/420))+rnd.uniform(-0.12,0.12)
F.append((t, mix(lo,hi,max(0,min(1,light))), cx, cy))
# espelha e encaixa no quadro 160x100 da logo
S=92/430
def T(x,y): return (150-(x-38)*S, 4+(y-30)*S)
out=[]
for t,col,cx,cy in F:
q=[T(*P[i]) for i in t]
# estilhaços: o pescoço (esquerda) se solta e se desfaz
gx=T(cx,cy)[0]
k=max(0,(78-gx)/40)
if k>0 and rnd.random()<min(1,k*1.25):
mx=sum(p[0] for p in q)/3; my=sum(p[1] for p in q)/3
dx=-k*22-rnd.uniform(0,10)*k; dy=-k*6+rnd.uniform(-5,5)*k
sc=max(0.25,1-k*0.8)
q=[(mx+dx+(p[0]-mx)*sc, my+dy+(p[1]-my)*sc) for p in q]
op=max(0.12,1-k*0.95)
else: op=1
out.append(f'<polygon points="{" ".join(f"{x:.2f},{y:.2f}" for x,y in q)}" fill="{col}" stroke="{col}" stroke-width="0.25" stroke-linejoin="round"{"" if op==1 else f" fill-opacity=\"{op:.2f}\" stroke-opacity=\"{op:.2f}\""}/>')
eyes="".join(f'<circle cx="{T(x,y)[0]:.2f}" cy="{T(x,y)[1]:.2f}" r="1.25" fill="#04232b"/>' for x,y in EYES)
open(sys.argv[2] if len(sys.argv) > 2 else 'guara-logo.svg','w').write(f'<svg xmlns="http://www.w3.org/2000/svg" viewBox="0 0 160 100" role="img" aria-label="Guará">{"".join(out)}{eyes}</svg>\n')