1355 lines
62 KiB
Python
1355 lines
62 KiB
Python
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#!/usr/bin/env python3
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# paths2flex.py
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# This is an Inkscape extension to generate boxes with sides as flex which follow a path selected in inkscape
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# The Inkscape objects must first be converted to paths (Path > Object to Path).
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# Some paths may not work well -- if the curves are too small for example.
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# Written by Thierry Houdoin (thierry@fablab-lannion.org), december 2018
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# This work is largely inspred from path2openSCAD.py, written by Daniel C. Newman
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software
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# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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import math
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import os.path
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import inkex
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import re
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from lxml import etree
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from inkex import bezier
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from inkex.paths import Path, CubicSuperPath
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DEFAULT_WIDTH = 100
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DEFAULT_HEIGHT = 100
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objStyle = str(inkex.Style(
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{'stroke': '#000000',
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'stroke-width': 0.1,
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'fill': 'none'
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}))
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objStyleStart = str(inkex.Style(
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{'stroke': '#FF0000',
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'stroke-width': 0.1,
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'fill': 'none'
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}))
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class inkcape_draw_cartesian:
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def __init__(self, Offset, group):
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self.offsetX = Offset[0]
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self.offsetY = Offset[1]
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self.Path = ''
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self.group = group
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def MoveTo(self, x, y):
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#Retourne chaine de caractères donnant la position du point avec des coordonnées cartesiennes
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self.Path += ' M ' + str(round(x-self.offsetX, 3)) + ',' + str(round(y-self.offsetY, 3))
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def LineTo(self, x, y):
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#Retourne chaine de caractères donnant la position du point avec des coordonnées cartesiennes
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self.Path += ' L ' + str(round(x-self.offsetX, 3)) + ',' + str(round(y-self.offsetY, 3))
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def Line(self, x1, y1, x2, y2):
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#Retourne chaine de caractères donnant la position du point avec des coordonnées cartesiennes
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self.Path += ' M ' + str(round(x1-self.offsetX, 3)) + ',' + str(round(y1-self.offsetY, 3)) + ' L ' + str(round(x2-self.offsetX, 3)) + ',' + str(round(y2-self.offsetY, 3))
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def GenPath(self):
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line_attribs = {'style': objStyle, 'd': self.Path}
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etree.SubElement(self.group, inkex.addNS('path', 'svg'), line_attribs)
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def GenPathStart(self):
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line_attribs = {'style': objStyleStart, 'd': self.Path}
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etree.SubElement(self.group, inkex.addNS('path', 'svg'), line_attribs)
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class Line:
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def __init__(self, a, b, c):
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self.a = a
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self.b = b
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self.c = c
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def __str__(self):
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return "Line a="+str(self.a)+" b="+str(self.b)+" c="+str(self.c)
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def Intersect(self, Line2):
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''' Return the point which is at the intersection between the two lines
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'''
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det = Line2.a * self.b - self.a*Line2.b;
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if abs(det) < 1e-6: # Line are parallel, return None
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return None
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return ((Line2.b*self.c - Line2.c*self.b)/det, (self.a*Line2.c - Line2.a*self.c)/det)
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def square_line_distance(self, pt):
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'''
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Compute the distance between point and line
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Distance between point and line is (a * pt.x + b * pt.y + c)*(a * pt.x + b * pt.y + c)/(a*a + b*b)
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'''
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return (self.a * pt[0] + self.b * pt[1] + self.c)*(self.a * pt[0]+ self.b * pt[1] + self.c)/(self.a*self.a + self.b*self.b)
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class Segment(Line):
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def __init__(self, A, B):
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self.xA = A[0]
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self.xB = B[0]
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self.yA = A[1]
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self.yB = B[1]
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self.xm = min(self.xA, self.xB)
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self.xM = max(self.xA, self.xB)
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self.ym = min(self.yA, self.yB)
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self.yM = max(self.yA, self.yB)
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Line.__init__(self, A[1] - B[1], B[0] - A[0], A[0] * B[1] - B[0] * A[1])
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def __str__(self):
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return "Segment "+str([A,B])+ " a="+str(self.a)+" b="+str(self.b)+" c="+str(self.c)
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def InSegment(self, Pt):
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if Pt[0] < self.xm or Pt[0] > self.xM:
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return 0 # Impossible lower than xmin or greater than xMax
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if Pt[1] < self.ym or Pt[1] > self.yM:
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return 0 # Impossible lower than ymin or greater than yMax
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return 1
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def __str__(self):
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return "Seg"+str([(self.xA, self.yA), (self.xB, self.yB)])+" Line a="+str(self.a)+" b="+str(self.b)+" c="+str(self.c)
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def pointInBBox(pt, bbox):
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'''
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Determine if the point pt=[x, y] lies on or within the bounding
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box bbox=[xmin, xmax, ymin, ymax].
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'''
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# if (x < xmin) or (x > xmax) or (y < ymin) or (y > ymax)
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if (pt[0] < bbox[0]) or (pt[0] > bbox[1]) or \
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(pt[1] < bbox[2]) or (pt[1] > bbox[3]):
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return False
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else:
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return True
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def bboxInBBox(bbox1, bbox2):
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'''
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Determine if the bounding box bbox1 lies on or within the
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bounding box bbox2. NOTE: we do not test for strict enclosure.
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Structure of the bounding boxes is
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bbox1 = [ xmin1, xmax1, ymin1, ymax1 ]
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bbox2 = [ xmin2, xmax2, ymin2, ymax2 ]
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'''
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# if (xmin1 < xmin2) or (xmax1 > xmax2) or (ymin1 < ymin2) or (ymax1 > ymax2)
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if (bbox1[0] < bbox2[0]) or (bbox1[1] > bbox2[1]) or \
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(bbox1[2] < bbox2[2]) or (bbox1[3] > bbox2[3]):
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return False
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else:
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return True
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def pointInPoly(p, poly, bbox=None):
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'''
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Use a ray casting algorithm to see if the point p = [x, y] lies within
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the polygon poly = [[x1,y1],[x2,y2],...]. Returns True if the point
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is within poly, lies on an edge of poly, or is a vertex of poly.
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'''
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if (p is None) or (poly is None):
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return False
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# Check to see if the point lies outside the polygon's bounding box
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if not bbox is None:
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if not pointInBBox(p, bbox):
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return False
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# Check to see if the point is a vertex
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if p in poly:
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return True
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# Handle a boundary case associated with the point
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# lying on a horizontal edge of the polygon
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x = p[0]
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y = p[1]
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p1 = poly[0]
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p2 = poly[1]
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for i in range(len(poly)):
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if i != 0:
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p1 = poly[i-1]
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p2 = poly[i]
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if (y == p1[1]) and (p1[1] == p2[1]) and \
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(x > min(p1[0], p2[0])) and (x < max(p1[0], p2[0])):
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return True
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n = len(poly)
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inside = False
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p1_x,p1_y = poly[0]
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for i in range(n + 1):
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p2_x,p2_y = poly[i % n]
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if y > min(p1_y, p2_y):
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if y <= max(p1_y, p2_y):
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if x <= max(p1_x, p2_x):
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if p1_y != p2_y:
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intersect = p1_x + (y - p1_y) * (p2_x - p1_x) / (p2_y - p1_y)
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if x <= intersect:
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inside = not inside
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else:
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inside = not inside
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p1_x,p1_y = p2_x,p2_y
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return inside
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def polyInPoly(poly1, bbox1, poly2, bbox2):
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'''
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Determine if polygon poly2 = [[x1,y1],[x2,y2],...]
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contains polygon poly1.
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The bounding box information, bbox=[xmin, xmax, ymin, ymax]
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is optional. When supplied it can be used to perform rejections.
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Note that one bounding box containing another is not sufficient
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to imply that one polygon contains another. It's necessary, but
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not sufficient.
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'''
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# See if poly1's bboundin box is NOT contained by poly2's bounding box
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# if it isn't, then poly1 cannot be contained by poly2.
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if (not bbox1 is None) and (not bbox2 is None):
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if not bboxInBBox(bbox1, bbox2):
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return False
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# To see if poly1 is contained by poly2, we need to ensure that each
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# vertex of poly1 lies on or within poly2
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for p in poly1:
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if not pointInPoly(p, poly2, bbox2):
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return False
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# Looks like poly1 is contained on or in Poly2
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return True
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def subdivideCubicPath(sp, flat, i=1):
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'''
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[ Lifted from eggbot.py with impunity ]
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Break up a bezier curve into smaller curves, each of which
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is approximately a straight line within a given tolerance
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(the "smoothness" defined by [flat]).
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This is a modified version of cspsubdiv.cspsubdiv(): rewritten
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because recursion-depth errors on complicated line segments
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could occur with cspsubdiv.cspsubdiv().
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'''
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while True:
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while True:
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if i >= len(sp):
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return
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p0 = sp[i - 1][1]
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p1 = sp[i - 1][2]
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p2 = sp[i][0]
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p3 = sp[i][1]
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b = (p0, p1, p2, p3)
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if bezier.maxdist(b) > flat:
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break
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i += 1
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one, two = bezier.beziersplitatt(b, 0.5)
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sp[i - 1][2] = one[1]
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sp[i][0] = two[2]
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p = [one[2], one[3], two[1]]
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sp[i:1] = [p]
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# Second degree equation solver.
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# Return a tuple with the two real solutions, raise an error if there is no real solution
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def Solve2nd(a, b, c):
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delta = b**2 - 4*a*c
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if (delta < 0):
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print("No real solution")
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return none
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x1 = (-b + math.sqrt(delta))/(2*a)
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x2 = (-b - math.sqrt(delta))/(2*a)
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return (x1, x2)
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# Compute distance between two points
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def distance2points(x0, y0, x1, y1):
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return math.hypot(x0-x1,y0-y1)
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class Path2Flex(inkex.Effect):
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def __init__(self):
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inkex.Effect.__init__(self)
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self.knownUnits = ['in', 'pt', 'px', 'mm', 'cm', 'm', 'km', 'pc', 'yd', 'ft']
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self.arg_parser.add_argument('--unit', default = 'mm', help = 'Unit, should be one of ')
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self.arg_parser.add_argument('--thickness', type = float, default = '3.0', help = 'Material thickness')
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self.arg_parser.add_argument('--zc', type = float, default = '50.0', help = 'Flex height')
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self.arg_parser.add_argument('--notch_interval', type = int, default = '2', help = 'Interval between notches')
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self.arg_parser.add_argument('--max_size_flex', type = float, default = '1000.0', help = 'Max size of a single band of flex, above this limit it will be cut')
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self.arg_parser.add_argument('--Mode_Debug', type = inkex.Boolean, default = 'false', help = 'Output Debug information in file')
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# Dictionary of paths we will construct. It's keyed by the SVG node
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# it came from. Such keying isn't too useful in this specific case,
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# but it can be useful in other applications when you actually want
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# to go back and update the SVG document
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self.paths = {}
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self.flexnotch = []
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# Debug Output file
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self.fDebug = None
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# Dictionary of warnings issued. This to prevent from warning
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# multiple times about the same problem
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self.warnings = {}
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#Get bounding rectangle
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self.xmin, self.xmax = (1.0E70, -1.0E70)
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self.ymin, self.ymax = (1.0E70, -1.0E70)
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self.cx = float(DEFAULT_WIDTH) / 2.0
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self.cy = float(DEFAULT_HEIGHT) / 2.0
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def unittouu(self, unit):
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return inkex.unittouu(unit)
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def DebugMsg(self, s):
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if self.fDebug:
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self.fDebug.write(s)
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# Generate long vertical lines for flex
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# Parameters : StartX, StartY, size, nunmber of lines and +1 if lines goes up and -1 down
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def GenLinesFlex(self, StartX, StartY, Size, nLine, UpDown, path):
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for i in range(nLine):
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path.Line(StartX, StartY, StartX, StartY + UpDown*Size)
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self.DebugMsg("GenLinesFlex from "+str((StartX, StartY))+" to "+str((StartX, StartY + UpDown*Size))+'\n')
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StartY += UpDown*(Size+2)
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# Generate the path link to a flex step
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#
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def generate_step_flex(self, step, size_notch, ShortMark, LongMark, nMark, index):
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path = inkcape_draw_cartesian(self.OffsetFlex, self.group)
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#External part of the notch, fraction of total notch
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notch_useful = 2.0 / (self.notchesInterval + 2)
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# First, link towards next step
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# Line from ((step+1)*size_notch, 0) to ((step+0.5)*size_notch, 0
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path.Line((step+1)*size_notch, 0, (step+notch_useful)*size_notch, 0)
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if self.flexnotch[index] == 0:
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ShortMark = 0
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# Then ShortLine from ((step+notch_useful)*size_notch, ShortMark) towards ((step+notch_useful)*size_notch, -Thickness)
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path.Line((step+notch_useful)*size_notch, ShortMark,(step+notch_useful)*size_notch, -self.thickness)
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# Then notch
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path.LineTo(step*size_notch, -self.thickness)
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# Then short mark towards other side (step*size_notch, shortmark)
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path.LineTo(step*size_notch, ShortMark)
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if ShortMark != 0: #Only if there is flex
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# Then line towards center
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self.GenLinesFlex(step*size_notch, ShortMark + 2, (self.height - 2*ShortMark - 2.0)/(nMark-1) - 2.0, nMark-1, 1, path)
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# Then notch
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path.Line(step*size_notch, self.height - ShortMark, step*size_notch, self.height + self.thickness)
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path.LineTo((step+notch_useful)*size_notch, self.height + self.thickness)
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path.LineTo((step+notch_useful)*size_notch, self.height - ShortMark)
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if ShortMark != 0:
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#Then nMark-1 Lines
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self.GenLinesFlex((step+notch_useful)*size_notch, self.height - ShortMark - 2, (self.height - 2*ShortMark - 2.0)/(nMark-1) - 2.0, nMark-1, -1, path)
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#Then Long lines internal to notch
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self.GenLinesFlex((step+notch_useful/2)*size_notch, 1 - self.thickness, (self.height + 2.0*self.thickness)/nMark - 2, nMark, 1, path)
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# link towards next One
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path.Line((step+notch_useful)*size_notch, self.height, (step+1)*size_notch, self.height)
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if ShortMark != 0:
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||
|
# notchesInterval *nMark Long lines up to next notch or 2 shorts and nMark-1 long
|
||
|
i = 1
|
||
|
while i < self.notchesInterval:
|
||
|
pos = (i + 2.0) / (self.notchesInterval + 2.0)
|
||
|
if i % 2 :
|
||
|
#odd draw from bottom to top, nMark lines
|
||
|
self.GenLinesFlex((step+pos)*size_notch, self.height - 1, self.height /nMark - 2.0, nMark, -1, path)
|
||
|
else:
|
||
|
# even draw from top to bottom nMark+1 lines, 2 short and nMark-1 Long
|
||
|
path.Line((step+pos)*size_notch, 3, (step+pos)*size_notch, ShortMark)
|
||
|
self.GenLinesFlex((step+pos)*size_notch, ShortMark + 2, (self.height - 2*ShortMark - 2.0)/(nMark-1) - 2.0, nMark-1, 1, path)
|
||
|
path.Line((step+pos)*size_notch, self.height - ShortMark, (step+pos)*size_notch, self.height - 3)
|
||
|
i += 1
|
||
|
# Write path to inkscape
|
||
|
path.GenPath()
|
||
|
|
||
|
def GenerateStartFlex(self, size_notch, ShortMark, LongMark, nMark, index):
|
||
|
'''
|
||
|
Draw the start pattern
|
||
|
The notch is only 1 mm wide, to enable putting both start and end notch in the same hole in the cover
|
||
|
'''
|
||
|
path = inkcape_draw_cartesian(self.OffsetFlex, self.group)
|
||
|
#External part of the notch, fraction of total notch
|
||
|
notch_useful = 1.0 / (self.notchesInterval + 2)
|
||
|
notch_in = self.notchesInterval / (self.notchesInterval + 2.0)
|
||
|
# First, link towards next step
|
||
|
# Line from (, 0) to 0, 0
|
||
|
path.Line(-notch_in*size_notch, 0, 0, 0)
|
||
|
if self.flexnotch[index] == 0:
|
||
|
ShortMark = 0
|
||
|
# Then ShortLine from (-notch_in*size_notch, ShortMark) towards -notch_in*size_notch, Thickness)
|
||
|
path.Line(-notch_in*size_notch, ShortMark, -notch_in*size_notch, -self.thickness)
|
||
|
# Then notch (beware, only size_notch/4 here)
|
||
|
path.LineTo((notch_useful-1)*size_notch, -self.thickness)
|
||
|
# Then edge, full length
|
||
|
path.LineTo((notch_useful-1)*size_notch, self.height+self.thickness)
|
||
|
# Then notch
|
||
|
path.LineTo(-notch_in*size_notch, self.height + self.thickness)
|
||
|
path.LineTo(-notch_in*size_notch, self.height - ShortMark + 1)
|
||
|
if ShortMark != 0:
|
||
|
#Then nMark - 1 Lines
|
||
|
self.GenLinesFlex(-notch_in*size_notch, self.height - ShortMark - 2, (self.height - 2*ShortMark - 2.0)/(nMark-1) - 2.0, nMark-1, -1, path)
|
||
|
# link towards next One
|
||
|
path.Line(-notch_in*size_notch, self.height, 0, self.height)
|
||
|
if ShortMark != 0:
|
||
|
# notchesInterval *nMark Long lines up to next notch or 2 shorts and nMark-1 long
|
||
|
i = 1
|
||
|
while i < self.notchesInterval:
|
||
|
pos = (i - self.notchesInterval) / (self.notchesInterval + 2.0)
|
||
|
if i % 2 :
|
||
|
#odd draw from bottom to top, nMark lines
|
||
|
self.GenLinesFlex(pos*size_notch, self.height - 1, self.height /nMark - 2.0, nMark, -1, path)
|
||
|
else:
|
||
|
# even draw from top to bottom nMark+1 lines, 2 short and nMark-1 Long
|
||
|
path.Line(pos*size_notch, 3, pos*size_notch, ShortMark)
|
||
|
self.GenLinesFlex(pos*size_notch, ShortMark + 2, (self.height - 2*ShortMark - 2.0)/(nMark-1) - 2.0, nMark-1, 1, path)
|
||
|
path.Line(pos*size_notch, self.height - ShortMark, pos*size_notch, self.height - 3)
|
||
|
i += 1
|
||
|
path.GenPath()
|
||
|
|
||
|
|
||
|
def GenerateEndFlex(self, step, size_notch, ShortMark, LongMark, nMark, index):
|
||
|
path = inkcape_draw_cartesian(self.OffsetFlex, self.group)
|
||
|
delta_notch = 1.0 / (self.notchesInterval + 2.0)
|
||
|
if self.flexnotch[index] == 0:
|
||
|
ShortMark = 0
|
||
|
# ShortLine from (step*size_notch, ShortMark) towards step*size_notch, -Thickness)
|
||
|
path.Line(step*size_notch, ShortMark, step*size_notch, -self.thickness)
|
||
|
# Then notch (beware, only 1mm here)
|
||
|
path.LineTo((step+delta_notch)*size_notch, -self.thickness)
|
||
|
# Then edge, full length
|
||
|
path.LineTo((step+delta_notch)*size_notch, self.height+self.thickness)
|
||
|
# Then notch
|
||
|
path.LineTo(step*size_notch, self.height + self.thickness)
|
||
|
path.LineTo(step*size_notch, self.height - ShortMark)
|
||
|
if ShortMark != 0:
|
||
|
#Then nMark - 1 Lines
|
||
|
self.GenLinesFlex(step*size_notch, self.height - ShortMark - 2, (self.height - 2*ShortMark - 2.0)/(nMark-1) - 2.0, nMark-1, -1, path)
|
||
|
path.GenPath()
|
||
|
|
||
|
|
||
|
def GenFlex(self, parent, num_notch, size_notch, xOffset, yOffset):
|
||
|
group = etree.SubElement(parent, 'g')
|
||
|
self.group = group
|
||
|
#Compute number of vertical lines. Each long mark should be at most 50mm long to avoid failures
|
||
|
nMark = int(self.height / 50) + 1
|
||
|
nMark = max(nMark, 2) # At least 2 marks
|
||
|
#Then compute number of flex bands
|
||
|
FlexLength = num_notch * size_notch
|
||
|
nb_flex_band = int (FlexLength // self.max_flex_size) + 1
|
||
|
notch_per_band = num_notch / nb_flex_band + 1
|
||
|
self.DebugMsg("Generate flex structure with "+str(nb_flex_band)+" bands, "+str(num_notch)+" notches, offset ="+str((xOffset, yOffset))+'\n')
|
||
|
#Sizes of short and long lines to make flex
|
||
|
LongMark = (self.height / nMark) - 2.0 #Long Mark equally divide the height
|
||
|
ShortMark = LongMark/2 # And short mark should lay at center of long marks
|
||
|
idx_notch = 0
|
||
|
while num_notch > 0:
|
||
|
self.OffsetFlex = (xOffset, yOffset)
|
||
|
self.GenerateStartFlex(size_notch, ShortMark, LongMark, nMark, idx_notch)
|
||
|
idx_notch += 1
|
||
|
notch = 0
|
||
|
if notch_per_band > num_notch:
|
||
|
notch_per_band = num_notch #for the last one
|
||
|
while notch < notch_per_band - 1:
|
||
|
self.generate_step_flex(notch, size_notch, ShortMark, LongMark, nMark, idx_notch)
|
||
|
notch += 1
|
||
|
idx_notch += 1
|
||
|
num_notch -= notch_per_band
|
||
|
if num_notch == 0:
|
||
|
self.GenerateEndFlex(notch, size_notch, ShortMark, LongMark, nMark, 0)
|
||
|
else:
|
||
|
self.GenerateEndFlex(notch, size_notch, ShortMark, LongMark, nMark, idx_notch)
|
||
|
xOffset -= size_notch * notch_per_band + 10
|
||
|
|
||
|
def getPathVertices(self, path, node=None):
|
||
|
|
||
|
'''
|
||
|
Decompose the path data from an SVG element into individual
|
||
|
subpaths, each subpath consisting of absolute move to and line
|
||
|
to coordinates. Place these coordinates into a list of polygon
|
||
|
vertices.
|
||
|
'''
|
||
|
self.DebugMsg("Entering getPathVertices, len="+str(len(path))+"\n")
|
||
|
if (not path) or (len(path) == 0):
|
||
|
# Nothing to do
|
||
|
return None
|
||
|
|
||
|
# parsePath() may raise an exception. This is okay
|
||
|
simple_path = Path(path).to_arrays()
|
||
|
if (not simple_path) or (len(simple_path) == 0):
|
||
|
# Path must have been devoid of any real content
|
||
|
return None
|
||
|
self.DebugMsg("After parsePath in getPathVertices, len="+str(len(simple_path))+"\n")
|
||
|
self.DebugMsg(" Path = "+str(simple_path)+'\n')
|
||
|
|
||
|
# Get a cubic super path
|
||
|
cubic_super_path = CubicSuperPath(simple_path)
|
||
|
if (not cubic_super_path) or (len(cubic_super_path) == 0):
|
||
|
# Probably never happens, but...
|
||
|
return None
|
||
|
self.DebugMsg("After CubicSuperPath in getPathVertices, len="+str(len(cubic_super_path))+"\n")
|
||
|
|
||
|
|
||
|
# Now traverse the cubic super path
|
||
|
subpath_list = []
|
||
|
subpath_vertices = []
|
||
|
index_sp = 0
|
||
|
for sp in cubic_super_path:
|
||
|
|
||
|
# We've started a new subpath
|
||
|
# See if there is a prior subpath and whether we should keep it
|
||
|
self.DebugMsg("Processing SubPath"+str(index_sp)+" SubPath List len="+str(len(subpath_list))+" Vertices list length="+str(len(subpath_vertices)) +"\n")
|
||
|
|
||
|
if len(subpath_vertices):
|
||
|
subpath_list.append(subpath_vertices)
|
||
|
|
||
|
subpath_vertices = []
|
||
|
self.DebugMsg("Before subdivideCubicPath len="+str(len(sp)) +"\n")
|
||
|
self.DebugMsg(" Bsp="+str(sp)+'\n')
|
||
|
subdivideCubicPath(sp, 0.1)
|
||
|
self.DebugMsg("After subdivideCubicPath len="+str(len(sp)) +"\n")
|
||
|
self.DebugMsg(" Asp="+str(sp)+'\n')
|
||
|
|
||
|
# Note the first point of the subpath
|
||
|
first_point = sp[0][1]
|
||
|
subpath_vertices.append(first_point)
|
||
|
sp_xmin = first_point[0]
|
||
|
sp_xmax = first_point[0]
|
||
|
sp_ymin = first_point[1]
|
||
|
sp_ymax = first_point[1]
|
||
|
|
||
|
n = len(sp)
|
||
|
|
||
|
# Traverse each point of the subpath
|
||
|
for csp in sp[1:n]:
|
||
|
|
||
|
# Append the vertex to our list of vertices
|
||
|
pt = csp[1]
|
||
|
subpath_vertices.append(pt)
|
||
|
#self.DebugMsg("Append subpath_vertice '"+str(pt)+"len="+str(len(subpath_vertices)) +"\n")
|
||
|
|
||
|
|
||
|
# Track the bounding box of this subpath
|
||
|
if pt[0] < sp_xmin:
|
||
|
sp_xmin = pt[0]
|
||
|
elif pt[0] > sp_xmax:
|
||
|
sp_xmax = pt[0]
|
||
|
if pt[1] < sp_ymin:
|
||
|
sp_ymin = pt[1]
|
||
|
elif pt[1] > sp_ymax:
|
||
|
sp_ymax = pt[1]
|
||
|
|
||
|
# Track the bounding box of the overall drawing
|
||
|
# This is used for centering the polygons in OpenSCAD around the (x,y) origin
|
||
|
if sp_xmin < self.xmin:
|
||
|
self.xmin = sp_xmin
|
||
|
if sp_xmax > self.xmax:
|
||
|
self.xmax = sp_xmax
|
||
|
if sp_ymin < self.ymin:
|
||
|
self.ymin = sp_ymin
|
||
|
if sp_ymax > self.ymax:
|
||
|
self.ymax = sp_ymax
|
||
|
|
||
|
# Handle the final subpath
|
||
|
if len(subpath_vertices):
|
||
|
subpath_list.append(subpath_vertices)
|
||
|
|
||
|
if len(subpath_list) > 0:
|
||
|
self.paths[node] = subpath_list
|
||
|
|
||
|
'''
|
||
|
self.DebugMsg("After getPathVertices\n")
|
||
|
index_i = 0
|
||
|
for i in self.paths[node]:
|
||
|
index_j = 0
|
||
|
for j in i:
|
||
|
self.DebugMsg('Path '+str(index_i)+" élément "+str(index_j)+" = "+str(j)+'\n')
|
||
|
index_j += 1
|
||
|
index_i += 1
|
||
|
'''
|
||
|
|
||
|
def DistanceOnPath(self, p, pt, index):
|
||
|
'''
|
||
|
Return the distances before and after the point pt on the polygon p
|
||
|
The point pt is in the segment index of p, that is between p[index] and p[index+1]
|
||
|
'''
|
||
|
i = 0
|
||
|
before = 0
|
||
|
after = 0
|
||
|
while i < index:
|
||
|
# First walk through polygon up to p[index]
|
||
|
before += distance2points(p[i+1][0], p[i+1][1], p[i][0], p[i][1])
|
||
|
i += 1
|
||
|
#For the segment index compute the part before and after
|
||
|
before += distance2points(pt[0], pt[1], p[index][0], p[index][1])
|
||
|
after += distance2points(pt[0], pt[1], p[index+1][0], p[index+1][1])
|
||
|
i = index + 1
|
||
|
while i < len(p)-1:
|
||
|
after += distance2points(p[i+1][0], p[i+1][1], p[i][0], p[i][1])
|
||
|
i += 1
|
||
|
return (before, after)
|
||
|
|
||
|
# Compute position of next notch.
|
||
|
# Next notch will be on the path p, and at a distance notch_size from previous point
|
||
|
# Return new index in path p
|
||
|
def compute_next_notch(self, notch_points, p, Angles_p, last_index_in_p, notch_size):
|
||
|
index_notch = len(notch_points)
|
||
|
# Coordinates of last notch
|
||
|
Ox = notch_points[index_notch - 1][0]
|
||
|
Oy = notch_points[index_notch - 1][1]
|
||
|
CurAngle = Angles_p[last_index_in_p-1]
|
||
|
#self.DebugMsg("Enter cnn:last_index_in_p="+str(last_index_in_p)+" CurAngle="+str(round(CurAngle*180/math.pi))+" Segment="+str((p[last_index_in_p-1], p[last_index_in_p]))+" Length="+str(distance2points(p[last_index_in_p-1][0], p[last_index_in_p-1][1], p[last_index_in_p][0], p[last_index_in_p][1]))+"\n")
|
||
|
DeltaAngle = 0
|
||
|
while last_index_in_p < (len(p) - 1) and distance2points(Ox, Oy, p[last_index_in_p][0], p[last_index_in_p][1]) < notch_size + DeltaAngle*self.thickness/2.0:
|
||
|
Diff_angle = Angles_p[last_index_in_p] - CurAngle
|
||
|
if Diff_angle > math.pi:
|
||
|
Diff_angle -= 2*math.pi
|
||
|
elif Diff_angle < -math.pi:
|
||
|
Diff_angle += 2*math.pi
|
||
|
Diff_angle = abs(Diff_angle)
|
||
|
DeltaAngle += Diff_angle
|
||
|
CurAngle = Angles_p[last_index_in_p]
|
||
|
#self.DebugMsg("cnn:last_index_in_p="+str(last_index_in_p)+" Angle="+str(round(Angles_p[last_index_in_p]*180/math.pi))+" Diff_angle="+str(round(Diff_angle*180/math.pi))+" DeltaAngle="+str(round(DeltaAngle*180/math.pi))+" Distance="+str(distance2points(Ox, Oy, p[last_index_in_p][0], p[last_index_in_p][1]))+"/"+str(notch_size + DeltaAngle*self.thickness/2.0)+"\n")
|
||
|
last_index_in_p += 1 # Go to next point in polygon
|
||
|
|
||
|
|
||
|
# Starting point for the line x0, y0 is p[last_index_in_p-1]
|
||
|
x0 = p[last_index_in_p-1][0]
|
||
|
y0 = p[last_index_in_p-1][1]
|
||
|
# End point for the line x1, y1 is p[last_index_in_p]
|
||
|
x1 = p[last_index_in_p][0]
|
||
|
y1 = p[last_index_in_p][1]
|
||
|
|
||
|
Distance_notch = notch_size + DeltaAngle*self.thickness/2.0
|
||
|
#self.DebugMsg(" compute_next_notch("+str(index_notch)+") Use Segment="+str(last_index_in_p)+" DeltaAngle="+str(round(DeltaAngle*180/math.pi))+"°, notch_size="+str(notch_size)+" Distance_notch="+str(Distance_notch)+'\n')
|
||
|
|
||
|
# The actual notch position will be on the line between last_index_in_p-1 and last_index_in_p and at a distance Distance_notch of Ox,Oy
|
||
|
# The intersection of a line and a circle could be computed as a second degree equation in a general case
|
||
|
# Specific case, when segment is vertical
|
||
|
if abs(x1-x0) <0.001:
|
||
|
# easy case, x= x0 so y = sqrt(d2 - x*x)
|
||
|
solx1 = x0
|
||
|
solx2 = x0
|
||
|
soly1 = Oy + math.sqrt(Distance_notch**2 - (x0 - Ox)**2)
|
||
|
soly2 = Oy - math.sqrt(Distance_notch**2 - (x0 - Ox)**2)
|
||
|
else:
|
||
|
Slope = (y1 - y0) / (x1 - x0)
|
||
|
# The actual notch position will be on the line between last_index_in_p-1 and last_index_in_p and at a distance notch size of Ox,Oy
|
||
|
# The intersection of a line and a circle could be computed as a second degree equation
|
||
|
# The coefficients of this equation are computed below
|
||
|
a = 1.0 + Slope**2
|
||
|
b = 2*Slope*y0 - 2*Slope**2*x0 - 2*Ox - 2*Slope*Oy
|
||
|
c = Slope**2*x0**2 + y0**2 -2*Slope*x0*y0 + 2*Slope*x0*Oy - 2*y0*Oy + Ox**2 + Oy**2 - Distance_notch**2
|
||
|
solx1, solx2 = Solve2nd(a, b, c)
|
||
|
soly1 = y0 + Slope*(solx1-x0)
|
||
|
soly2 = y0 + Slope*(solx2-x0)
|
||
|
# Now keep the point which is between (x0,y0) and (x1, y1)
|
||
|
# The distance between (x1,y1) and the "good" solution will be lower than the distance between (x0,y0) and (x1,y1)
|
||
|
distance1 = distance2points(x1, y1, solx1, soly1)
|
||
|
distance2 = distance2points(x1, y1, solx2, soly2)
|
||
|
if distance1 < distance2:
|
||
|
#Keep solx1
|
||
|
solx = solx1
|
||
|
soly = soly1
|
||
|
else:
|
||
|
#Keep solx2
|
||
|
solx = solx2
|
||
|
soly = soly2
|
||
|
notch_points.append((solx, soly, last_index_in_p-1))
|
||
|
if abs(distance2points(solx, soly, Ox, Oy) - Distance_notch) > 1:
|
||
|
#Problem
|
||
|
self.DebugMsg("Problem in compute_next_notch: x0,y0 ="+str((x0,y0))+" x1,y1="+str((x1,y1))+'\n')
|
||
|
self.DebugMsg("Len(p)="+str(len(p))+'\n')
|
||
|
self.DebugMsg("Slope="+str(Slope)+'\n')
|
||
|
self.DebugMsg("solx1="+str(solx1)+" soly1="+str(soly1)+" soly1="+str(solx2)+" soly1="+str(soly2)+'\n')
|
||
|
self.DebugMsg(str(index_notch)+": Adding new point ("+str(solx)+","+ str(soly) + "), distance is "+ str(distance2points(solx, soly, Ox, Oy))+ " New index in path :"+str(last_index_in_p)+'\n')
|
||
|
|
||
|
#self.DebugMsg(str(index_notch)+": Adding new point ("+str(solx)+","+ str(soly) + "), distance is "+ str(distance2points(solx, soly, Ox, Oy))+ " New index in path :"+str(last_index_in_p)+'\n')
|
||
|
return last_index_in_p
|
||
|
|
||
|
def DrawPoly(self, p, parent):
|
||
|
group = etree.SubElement(parent, 'g')
|
||
|
Newpath = inkcape_draw_cartesian((self.xmin - self.xmax - 10, 0), group)
|
||
|
self.DebugMsg('DrawPoly First element (0) : '+str(p[0])+ ' Call MoveTo('+ str(p[0][0])+','+str(p[0][1])+'\n')
|
||
|
Newpath.MoveTo(p[0][0], p[0][1])
|
||
|
n = len(p)
|
||
|
index = 1
|
||
|
for point in p[1:n]:
|
||
|
Newpath.LineTo(point[0], point[1])
|
||
|
index += 1
|
||
|
Newpath.GenPath()
|
||
|
|
||
|
def Simplify(self, poly, max_error):
|
||
|
'''
|
||
|
Simplify the polygon, remove vertices which are aligned or too close from others
|
||
|
The parameter give the max error, below this threshold, points will be removed
|
||
|
return the simplified polygon, which is modified in place
|
||
|
'''
|
||
|
#First point
|
||
|
LastIdx = 0
|
||
|
limit = max_error * max_error #Square because distance will be square !
|
||
|
i = 1
|
||
|
while i < len(poly)-1:
|
||
|
#Build segment between Vertex[i-1] and Vertex[i+1]
|
||
|
Seg = Segment(poly[LastIdx], poly[i+1])
|
||
|
#self.DebugMsg("Pt["+str(i)+"]/"+str(len(poly))+" ="+str(poly[i])+" Segment="+str(Seg)+"\n")
|
||
|
# Compute square of distance between Vertex[i] and Segment
|
||
|
dis_square = Seg.square_line_distance(poly[i])
|
||
|
if dis_square < max_error:
|
||
|
# Too close, remove this point
|
||
|
poly.pop(i) #and do NOT increment index
|
||
|
#self.DebugMsg("Simplify, removing pt "+str(i)+"="+str(poly[i])+" in Segment : "+str(Seg)+" now "+str(len(poly))+" vertices\n")
|
||
|
else:
|
||
|
LastIdx = i
|
||
|
i += 1 #Increment index
|
||
|
# No need to process last point, it should NOT be modified and stay equal to first one
|
||
|
return poly
|
||
|
|
||
|
def MakePolyCCW(self, p):
|
||
|
'''
|
||
|
Take for polygon as input and make it counter clockwise.
|
||
|
If already CCW, just return the polygon, if not reverse it
|
||
|
To determine if polygon is CCW, compute area. If > 0 the polygon is CCW
|
||
|
'''
|
||
|
area = 0
|
||
|
for i in range(len(p)-1):
|
||
|
area += p[i][0]*p[i+1][1] - p[i+1][0]*p[i][1]
|
||
|
self.DebugMsg("poly area = "+str(area/2)+"\n")
|
||
|
if area < 0:
|
||
|
# Polygon is cloackwise, reverse
|
||
|
p.reverse()
|
||
|
self.DebugMsg("Polygon was clockwise, reverse it\n")
|
||
|
return p
|
||
|
|
||
|
def ComputeAngles(self, p):
|
||
|
'''
|
||
|
Compute a list with angles of all edges of the polygon
|
||
|
Return this list
|
||
|
'''
|
||
|
angles = []
|
||
|
for i in range(len(p)-1):
|
||
|
a = math.atan2(p[i+1][1] - p[i][1], p[i+1][0] - p[i][0])
|
||
|
angles.append(a)
|
||
|
# Last value is not defined as Pt n-1 = Pt 0, set it to angle[0]
|
||
|
angles.append(angles[0])
|
||
|
return angles
|
||
|
|
||
|
def writeModifiedPath(self, node, parent):
|
||
|
'''
|
||
|
Take the paths (polygons) computed from previous step and generate
|
||
|
1) The input path with notches
|
||
|
2) The flex structure associated with the path with notches (same length and number of notches)
|
||
|
'''
|
||
|
path = self.paths[node]
|
||
|
if (path is None) or (len(path) == 0):
|
||
|
return
|
||
|
self.DebugMsg('Enter writeModifiedPath, node='+str(node)+' '+str(len(path))+' paths, global Offset'+str((self.xmin - self.xmax - 10, 0))+'\n')
|
||
|
|
||
|
# First, if there are several paths, checks if one path is included in the first one.
|
||
|
# If not exchange such as the first one is the bigger one.
|
||
|
# All paths which are not the first one will have notches reverted to be outside the polygon instead of inside the polygon.
|
||
|
# On the finbal paths, these notches will always be inside the form.
|
||
|
if len(path) > 1:
|
||
|
OrderPathModified = True
|
||
|
# Arrange paths such as greater one is first, all others
|
||
|
while OrderPathModified:
|
||
|
OrderPathModified = False
|
||
|
for i in range(1, len(path)):
|
||
|
if polyInPoly(path[i], None, path[0], None):
|
||
|
self.DebugMsg("Path "+str(i)+" is included in path 0\n")
|
||
|
elif polyInPoly(path[0], None, path[i], None):
|
||
|
self.DebugMsg("Path "+str(i)+" contains path 0, exchange\n")
|
||
|
path[0], path[i] = path[i], path[0]
|
||
|
OrderPathModified = True
|
||
|
|
||
|
index_path = 0
|
||
|
xFlexOffset = self.xmin - 2*self.xmax - 20
|
||
|
yFlexOffset = self.height - self.ymax - 10
|
||
|
for p in path:
|
||
|
self.DebugMsg('Processing Path, '+str(index_path)+" Len(path)="+str(len(p))+'\n')
|
||
|
self.DebugMsg('p='+str(p)+'\n')
|
||
|
reverse_notch = False
|
||
|
if index_path > 0 and polyInPoly(p, None, path[0], None):
|
||
|
reverse_notch = True # For included path, reverse notches
|
||
|
#Simplify path, remove unnecessary vertices
|
||
|
p = self.Simplify(p, 0.1)
|
||
|
self.DebugMsg("---After simplification, path has "+str(len(p))+" vertices\n")
|
||
|
#Ensure that polygon is counter clockwise
|
||
|
p = self.MakePolyCCW(p)
|
||
|
self.DrawPoly(p, parent)
|
||
|
#Now compute path length. Path length is the sum of length of edges
|
||
|
length_path = 0
|
||
|
n = len(p)
|
||
|
index = 1
|
||
|
while index < n:
|
||
|
length_path += math.hypot((p[index][0] - p[index-1][0]), (p[index][1] - p[index-1][1]))
|
||
|
index += 1
|
||
|
|
||
|
angles = self.ComputeAngles(p)
|
||
|
# compute the sum of angles difference and check that it is 2*pi
|
||
|
SumAngle = 0.0
|
||
|
for i in range(len(p)-1):
|
||
|
Delta_angle = angles[i+1] - angles[i]
|
||
|
if Delta_angle > math.pi:
|
||
|
Delta_angle -= 2*math.pi
|
||
|
elif Delta_angle < -math.pi:
|
||
|
Delta_angle += 2*math.pi
|
||
|
Delta_angle = abs(Delta_angle)
|
||
|
self.DebugMsg("idx="+str(i)+" Angle1 ="+str(round(angles[i]*180/math.pi,3))+" Angle 2="+str(round(angles[i+1]*180/math.pi,3))+" Delta angle="+str(round(Delta_angle*180/math.pi, 3))+"°\n")
|
||
|
SumAngle += Delta_angle
|
||
|
self.DebugMsg("Sum of angles="+str(SumAngle*180/math.pi)+"°\n")
|
||
|
|
||
|
# Flex length will be path length - thickness*SumAngle/2 to keep flex aligned on the shortest path
|
||
|
flex_length = length_path - self.thickness*SumAngle/2
|
||
|
|
||
|
self.DebugMsg('Path length ='+str(length_path)+" Flex length ="+str(flex_length)+" Difference="+str(length_path-flex_length)+'\n')
|
||
|
|
||
|
#Default notch size is notchesInterval + 2mm
|
||
|
#Actual notch size will be adjusted to match the length
|
||
|
notch_number = int(round(flex_length / (self.notchesInterval + 2), 0))
|
||
|
notch_size = flex_length / notch_number
|
||
|
self.DebugMsg('Number of notches ='+str(notch_number)+' ideal notch size =' + str(round(notch_size,3)) +'\n')
|
||
|
|
||
|
|
||
|
# Compute position of the points on the path that will become notches
|
||
|
# Starting at 0, each point will be at distance actual_notch_size from the previous one, at least on one side of the notch (the one with the smallest distance)
|
||
|
# On the path (middle line) the actual distance will be notch_size + thickness*delta_angle/2 where delta angle is the difference between the angle at starting point and end point
|
||
|
# As notches are not aligned to vertices, the actual length of the path will be different from the computed one (lower in fact)
|
||
|
# To avoid a last notch too small, we will repeat the process until the size of the last notch is OK (less than .1mm error)
|
||
|
# Use an algorithm which corrects the notch_size by computing previous length of the last notch
|
||
|
|
||
|
nb_try = 0
|
||
|
size_last_notch = 0
|
||
|
oldSize = 0
|
||
|
BestDifference = 9999999
|
||
|
BestNotchSize = notch_size
|
||
|
mode_linear = False
|
||
|
delta_notch = -0.01 #In most cases, should reduce notch size
|
||
|
while nb_try < 100:
|
||
|
notch_points = [ (p[0][0], p[0][1], 0) ] # Build a list of tuples with corrdinates (x,y) and offset within polygon which is 0 the the starting point
|
||
|
index = 1 # Notch index
|
||
|
last_index_in_p = 1 # Start at 1, index 0 is the current one
|
||
|
self.DebugMsg("Pass "+str(nb_try)+" First point ("+str(p[0][0])+","+ str(p[0][1]) + ' notch_size='+str(notch_size)+'\n')
|
||
|
while index < notch_number:
|
||
|
#Compute next notch point and append it to the list
|
||
|
last_index_in_p = self.compute_next_notch(notch_points, p, angles, last_index_in_p, notch_size)
|
||
|
#before, after = self.DistanceOnPath(p, notch_points[index], last_index_in_p-1)
|
||
|
#self.DebugMsg(" Notch "+str(index)+" placed in "+str(notch_points[index])+" distance before ="+str(before)+" after="+str(after)+" total="+str(before+after)+'\n')
|
||
|
index += 1
|
||
|
size_last_notch = distance2points(p[n-1][0], p[n-1][1], notch_points[index-1][0], notch_points[index-1][1])
|
||
|
self.DebugMsg("Last notch size :"+str(size_last_notch)+'\n')
|
||
|
if abs(notch_size - size_last_notch) < BestDifference:
|
||
|
BestNotchSize = notch_size
|
||
|
BestDifference = abs(notch_size - size_last_notch)
|
||
|
if abs(notch_size - size_last_notch) <= 0.1:
|
||
|
break
|
||
|
# Change size_notch, cut small part in each notch
|
||
|
# The 0.5 factor is used to avoid non convergent series (too short then too long...)
|
||
|
if mode_linear:
|
||
|
if notch_size > size_last_notch and delta_notch > 0:
|
||
|
delta_notch -= delta_notch*0.99
|
||
|
elif notch_size < size_last_notch and delta_notch < 0:
|
||
|
delta_notch -= delta_notch*0.99
|
||
|
notch_size += delta_notch
|
||
|
self.DebugMsg("Linear mode, changing delta_notch size :"+str(delta_notch)+" --> notch_size="+str(notch_size)+'\n')
|
||
|
else:
|
||
|
if notch_size > size_last_notch and delta_notch > 0:
|
||
|
delta_notch = -0.5*delta_notch
|
||
|
self.DebugMsg("Changing delta_notch size :"+str(delta_notch)+'\n')
|
||
|
elif notch_size < size_last_notch and delta_notch < 0:
|
||
|
delta_notch = -0.5*delta_notch
|
||
|
self.DebugMsg("Changing delta_notch size :"+str(delta_notch)+'\n')
|
||
|
notch_size += delta_notch
|
||
|
if abs(delta_notch) < 0.002:
|
||
|
mode_linear = True
|
||
|
|
||
|
# Change size_notch, cut small part in each notch
|
||
|
oldSize = notch_size
|
||
|
# The 0.5 factor is used to avoid non convergent series (too short then too long...)
|
||
|
notch_size -= 0.5*(notch_size - size_last_notch)/notch_number
|
||
|
nb_try += 1
|
||
|
|
||
|
if nb_try >= 100:
|
||
|
self.DebugMsg("Algorithm doesn't converge, use best results :"+str(BestNotchSize)+" which gave last notch size difference "+str(BestDifference)+'\n')
|
||
|
notch_size = BestNotchSize
|
||
|
|
||
|
# Now draw the actual notches
|
||
|
group = etree.SubElement(parent, 'g')
|
||
|
# First draw a start line which will help to position flex.
|
||
|
Startpath = inkcape_draw_cartesian(((self.xmin - self.xmax - 10), 0), group)
|
||
|
index_in_p = notch_points[0][2]
|
||
|
AngleSlope = math.atan2(p[index_in_p+1][1] - p[index_in_p][1], p[index_in_p+1][0] - p[index_in_p][0])
|
||
|
#Now compute both ends of the notch,
|
||
|
AngleOrtho = AngleSlope + math.pi/2
|
||
|
Line_Start = (notch_points[0][0] + self.thickness/2*math.cos(AngleOrtho), notch_points[0][1] + self.thickness/2*math.sin(AngleOrtho))
|
||
|
Line_End = (notch_points[0][0] - self.thickness/2*math.cos(AngleOrtho), notch_points[0][1] - self.thickness/2*math.sin(AngleOrtho))
|
||
|
self.DebugMsg("Start line Start"+str(Line_Start)+" End("+str(Line_End)+" Start inside "+str(pointInPoly(Line_Start, p))+ " End inside :"+str(pointInPoly(Line_End, p))+'\n')
|
||
|
#Notch End should be inside the path and Notch Start outside... If not reverse
|
||
|
if pointInPoly(Line_Start, p):
|
||
|
Line_Start, Line_End = Line_End, Line_Start
|
||
|
AngleOrtho += math.pi
|
||
|
elif not pointInPoly(Line_End, p):
|
||
|
#Specific case, neither one is in Polygon (Open path ?), take the lowest Y as Line_End
|
||
|
if Line_End[1] > Line_Start[0]:
|
||
|
Line_Start, Line_End = Line_End, Line_Start
|
||
|
AngleOrtho += math.pi
|
||
|
#Now compute a new Start, inside the polygon Start = 3*End - 2*Start
|
||
|
newLine_Start = (3*Line_End[0] - 2*Line_Start[0], 3*Line_End[1] - 2*Line_Start[1])
|
||
|
Startpath.MoveTo(newLine_Start[0], newLine_Start[1])
|
||
|
Startpath.LineTo(Line_End[0], Line_End[1])
|
||
|
self.DebugMsg("Draw StartLine start from "+str((newLine_Start[0], newLine_Start[1]))+" to "+str((Line_End[0], Line_End[1]))+'\n')
|
||
|
Startpath.GenPathStart()
|
||
|
|
||
|
#Then draw the notches
|
||
|
Newpath = inkcape_draw_cartesian(((self.xmin - self.xmax - 10), 0), group)
|
||
|
self.DebugMsg("Generate path with "+str(notch_number)+" notches, offset ="+str(((self.xmin - self.xmax - 10), 0))+'\n')
|
||
|
isClosed = distance2points(p[n-1][0], p[n-1][1], p[0][0], p[0][1]) < 0.1
|
||
|
# Each notch is a tuple with (X, Y, index_in_p). index_in_p will be used to compute slope of line of the notch
|
||
|
# The notch will be thickness long, and there will be a part 'inside' the path and a part 'outside' the path
|
||
|
# The longest part will be outside
|
||
|
index = 0
|
||
|
NX0 = 0
|
||
|
NX1 = 0
|
||
|
NX2 = 0
|
||
|
NX3 = 0
|
||
|
NY0 = 0
|
||
|
NY1 = 0
|
||
|
NY2 = 0
|
||
|
NY3 = 0
|
||
|
N_Angle = 0
|
||
|
Notch_Pos = []
|
||
|
while index < notch_number:
|
||
|
# Line slope of the path at notch point is
|
||
|
index_in_p = notch_points[index][2]
|
||
|
N_Angle = angles[index_in_p]
|
||
|
AngleSlope = math.atan2(p[index_in_p+1][1] - p[index_in_p][1], p[index_in_p+1][0] - p[index_in_p][0])
|
||
|
self.DebugMsg("Draw notch "+str(index)+" Slope is "+str(AngleSlope*180/math.pi)+'\n')
|
||
|
self.DebugMsg("Ref="+str(notch_points[index])+'\n')
|
||
|
self.DebugMsg("Path points:"+str((p[index_in_p][0], p[index_in_p][1]))+', '+ str((p[index_in_p+1][0], p[index_in_p+1][1]))+'\n')
|
||
|
#Now compute both ends of the notch,
|
||
|
AngleOrtho = AngleSlope + math.pi/2
|
||
|
Notch_Start = (notch_points[index][0] + self.thickness/2*math.cos(AngleOrtho), notch_points[index][1] + self.thickness/2*math.sin(AngleOrtho))
|
||
|
Notch_End = (notch_points[index][0] - self.thickness/2*math.cos(AngleOrtho), notch_points[index][1] - self.thickness/2*math.sin(AngleOrtho))
|
||
|
self.DebugMsg("Notch "+str(index)+": Start"+str(Notch_Start)+" End("+str(Notch_End)+" Start inside "+str(pointInPoly(Notch_Start, p))+ " End inside :"+str(pointInPoly(Notch_End, p))+'\n')
|
||
|
#Notch End should be inside the path and Notch Start outside... If not reverse
|
||
|
if pointInPoly(Notch_Start, p):
|
||
|
Notch_Start, Notch_End = Notch_End, Notch_Start
|
||
|
AngleOrtho += math.pi
|
||
|
elif not pointInPoly(Notch_End, p):
|
||
|
#Specific case, neither one is in Polygon (Open path ?), take the lowest Y as Notch_End
|
||
|
if Notch_End[1] > Notch_Start[0]:
|
||
|
Notch_Start, Notch_End = Notch_End, Notch_Start
|
||
|
AngleOrtho += math.pi
|
||
|
#if should reverse notches, do it now
|
||
|
if reverse_notch:
|
||
|
Notch_Start, Notch_End = Notch_End, Notch_Start
|
||
|
AngleOrtho += math.pi
|
||
|
if AngleOrtho > 2*math.pi:
|
||
|
AngleOrtho -= 2*math.pi
|
||
|
ln = 2.0
|
||
|
if index == 0:
|
||
|
Newpath.MoveTo(Notch_Start[0], Notch_Start[1])
|
||
|
first = (Notch_Start[0], Notch_Start[1])
|
||
|
if not isClosed:
|
||
|
ln = 1.0 # Actual, different Notch size for the first one when open path
|
||
|
else:
|
||
|
Newpath.LineTo(Notch_Start[0], Notch_Start[1])
|
||
|
if not isClosed and index == notch_number - 1:
|
||
|
ln = 1.0
|
||
|
self.DebugMsg("LineTo starting point from :"+str((x,y))+" to "+str((Notch_Start[0], Notch_Start[1]))+" Length ="+str(distance2points(x, y, Notch_Start[0], Notch_Start[1]))+'\n')
|
||
|
Newpath.LineTo(Notch_End[0], Notch_End[1])
|
||
|
NX0 = Notch_Start[0]
|
||
|
NY0 = Notch_Start[1]
|
||
|
NX1 = Notch_End[0]
|
||
|
NY1 = Notch_End[1]
|
||
|
self.DebugMsg("Draw notch_1 start from "+str((Notch_Start[0], Notch_Start[1]))+" to "+str((Notch_End[0], Notch_End[1]))+'Center is '+str(((Notch_Start[0]+Notch_End[0])/2, (Notch_Start[1]+Notch_End[1])/2))+'\n')
|
||
|
#Now draw a line parallel to the path, which is notch_size*(2/(notchesInterval+2)) long. Internal part of the notch
|
||
|
x = Notch_End[0] + (notch_size*ln)/(self.notchesInterval+ln)*math.cos(AngleSlope)
|
||
|
y = Notch_End[1] + (notch_size*ln)/(self.notchesInterval+ln)*math.sin(AngleSlope)
|
||
|
Newpath.LineTo(x, y)
|
||
|
NX2 = x
|
||
|
NY2 = y
|
||
|
self.DebugMsg("Draw notch_2 to "+str((x, y))+'\n')
|
||
|
#Then a line orthogonal, which is thickness long, reverse from first one
|
||
|
x = x + self.thickness*math.cos(AngleOrtho)
|
||
|
y = y + self.thickness*math.sin(AngleOrtho)
|
||
|
Newpath.LineTo(x, y)
|
||
|
NX3 = x
|
||
|
NY3 = y
|
||
|
self.DebugMsg("Draw notch_3 to "+str((x, y))+'\n')
|
||
|
Notch_Pos.append((NX0, NY0, NX1, NY1, NX2, NY2, NX3, NY3, N_Angle))
|
||
|
# No need to draw the last segment, it will be drawn when starting the next notch
|
||
|
index += 1
|
||
|
#And the last one if the path is closed
|
||
|
if isClosed:
|
||
|
self.DebugMsg("Path is closed, draw line to start point "+str((p[0][0], p[0][1]))+'\n')
|
||
|
Newpath.LineTo(first[0], first[1])
|
||
|
else:
|
||
|
self.DebugMsg("Path is open\n")
|
||
|
Newpath.GenPath()
|
||
|
# Analyze notches for debugging purpose
|
||
|
for i in range(len(Notch_Pos)):
|
||
|
self.DebugMsg("Notch "+str(i)+" Pos="+str(Notch_Pos[i])+" Angle="+str(round(Notch_Pos[i][8]*180/math.pi))+"\n")
|
||
|
if (i > 0):
|
||
|
self.DebugMsg(" FromLast Notch N3-N0="+str(distance2points(Notch_Pos[i-1][6], Notch_Pos[i-1][7], Notch_Pos[i][0], Notch_Pos[i][1]))+"\n")
|
||
|
self.DebugMsg(" Distances: N0-N3="+str(distance2points(Notch_Pos[i][0], Notch_Pos[i][1], Notch_Pos[i][6], Notch_Pos[i][7]))+" N1-N2="+str(distance2points(Notch_Pos[i][2], Notch_Pos[i][3], Notch_Pos[i][4], Notch_Pos[i][5]))+"\n")
|
||
|
# For each notch determine if we need flex or not. Flex is only needed if there is some curves
|
||
|
# So if notch[i]-1 notch[i] notch[i+1] are aligned, no need to generate flex in i-1 and i
|
||
|
for index in range(notch_number):
|
||
|
self.flexnotch.append(1) # By default all notches need flex
|
||
|
index = 1
|
||
|
while index < notch_number-1:
|
||
|
det = (notch_points[index+1][0]- notch_points[index-1][0])*(notch_points[index][1] - notch_points[index-1][1]) - (notch_points[index+1][1] - notch_points[index-1][1])*(notch_points[index][0] - notch_points[index-1][0])
|
||
|
self.DebugMsg("Notch "+str(index)+": det="+str(det))
|
||
|
if abs(det) < 0.1: # My threhold to be adjusted
|
||
|
self.flexnotch[index-1] = 0 # No need for flex for this one and the following
|
||
|
self.flexnotch[index] = 0
|
||
|
self.DebugMsg(" no flex in notch "+str(index-1)+" and "+str(index))
|
||
|
index += 1
|
||
|
self.DebugMsg("\n")
|
||
|
# For the last one try notch_number - 2, notch_number - 1 and 0
|
||
|
det = (notch_points[0][0]- notch_points[notch_number - 2][0])*(notch_points[notch_number - 1][1] - notch_points[notch_number - 2][1]) - (notch_points[0][1] - notch_points[notch_number - 2][1])*(notch_points[notch_number - 1][0] - notch_points[notch_number - 2][0])
|
||
|
if abs(det) < 0.1: # My threhold to be adjusted
|
||
|
self.flexnotch[notch_number-2] = 0 # No need for flex for this one and the following
|
||
|
self.flexnotch[notch_number-1] = 0
|
||
|
# and the first one with notch_number - 1, 0 and 1
|
||
|
det = (notch_points[1][0]- notch_points[notch_number-1][0])*(notch_points[0][1] - notch_points[notch_number-1][1]) - (notch_points[1][1] - notch_points[notch_number-1][1])*(notch_points[0][0] - notch_points[notch_number-1][0])
|
||
|
if abs(det) < 0.1: # My threhold to be adjusted
|
||
|
self.flexnotch[notch_number-1] = 0 # No need for flex for this one and the following
|
||
|
self.flexnotch[0] = 0
|
||
|
self.DebugMsg("FlexNotch ="+str(self.flexnotch)+"\n")
|
||
|
# Generate Associated flex
|
||
|
self.GenFlex(parent, notch_number, notch_size, xFlexOffset, yFlexOffset)
|
||
|
yFlexOffset -= self.height + 10
|
||
|
index_path += 1
|
||
|
|
||
|
|
||
|
def recursivelyTraverseSvg(self, aNodeList):
|
||
|
|
||
|
'''
|
||
|
[ This too is largely lifted from eggbot.py and path2openscad.py ]
|
||
|
|
||
|
Recursively walk the SVG document, building polygon vertex lists
|
||
|
for each graphical element we support.
|
||
|
|
||
|
Rendered SVG elements:
|
||
|
<circle>, <ellipse>, <line>, <path>, <polygon>, <polyline>, <rect>
|
||
|
Except for path, all elements are first converted into a path the processed
|
||
|
|
||
|
Supported SVG elements:
|
||
|
<group>
|
||
|
|
||
|
Ignored SVG elements:
|
||
|
<defs>, <eggbot>, <metadata>, <namedview>, <pattern>,
|
||
|
processing directives
|
||
|
|
||
|
All other SVG elements trigger an error (including <text>)
|
||
|
'''
|
||
|
|
||
|
for node in aNodeList:
|
||
|
|
||
|
self.DebugMsg("Node type :" + node.tag + '\n')
|
||
|
if node.tag == inkex.addNS('g', 'svg') or node.tag == 'g':
|
||
|
self.DebugMsg("Group detected, recursive call\n")
|
||
|
self.recursivelyTraverseSvg(node)
|
||
|
|
||
|
elif node.tag == inkex.addNS('path', 'svg'):
|
||
|
self.DebugMsg("Path detected, ")
|
||
|
path_data = node.get('d')
|
||
|
if path_data:
|
||
|
self.getPathVertices(path_data, node)
|
||
|
else:
|
||
|
self.DebugMsg("NO path data present\n")
|
||
|
|
||
|
elif node.tag == inkex.addNS('rect', 'svg') or node.tag == 'rect':
|
||
|
|
||
|
# Create a path with the outline of the rectangle
|
||
|
x = float(node.get('x'))
|
||
|
y = float(node.get('y'))
|
||
|
if (not x) or (not y):
|
||
|
pass
|
||
|
w = float(node.get('width', '0'))
|
||
|
h = float(node.get('height', '0'))
|
||
|
|
||
|
self.DebugMsg('Rectangle X='+ str(x)+',Y='+str(y)+', W='+str(w)+' H='+str(h)+'\n')
|
||
|
|
||
|
a = []
|
||
|
a.append(['M', [x, y]])
|
||
|
a.append(['l', [w, 0]])
|
||
|
a.append(['l', [0, h]])
|
||
|
a.append(['l', [-w, 0]])
|
||
|
a.append(['Z', []])
|
||
|
self.getPathVertices(str(Path(a)), node)
|
||
|
elif node.tag == inkex.addNS('line', 'svg') or node.tag == 'line':
|
||
|
|
||
|
# Convert
|
||
|
#
|
||
|
# <line x1="X1" y1="Y1" x2="X2" y2="Y2/>
|
||
|
#
|
||
|
# to
|
||
|
#
|
||
|
# <path d="MX1,Y1 LX2,Y2"/>
|
||
|
|
||
|
x1 = float(node.get('x1'))
|
||
|
y1 = float(node.get('y1'))
|
||
|
x2 = float(node.get('x2'))
|
||
|
y2 = float(node.get('y2'))
|
||
|
self.DebugMsg('Line X1='+ str(x1)+',Y1='+str(y1)+', X2='+str(x2)+' Y2='+str(y2)+'\n')
|
||
|
|
||
|
if (not x1) or (not y1) or (not x2) or (not y2):
|
||
|
pass
|
||
|
a = []
|
||
|
a.append(['M', [x1, y1]])
|
||
|
a.append(['L', [x2, y2]])
|
||
|
self.getPathVertices(str(Path(a)), node)
|
||
|
|
||
|
elif node.tag == inkex.addNS('polyline', 'svg') or node.tag == 'polyline':
|
||
|
|
||
|
# Convert
|
||
|
#
|
||
|
# <polyline points="x1,y1 x2,y2 x3,y3 [...]"/>
|
||
|
#
|
||
|
# to
|
||
|
#
|
||
|
# <path d="Mx1,y1 Lx2,y2 Lx3,y3 [...]"/>
|
||
|
#
|
||
|
# Note: we ignore polylines with no points
|
||
|
|
||
|
pl = node.get('points', '').strip()
|
||
|
if pl == '':
|
||
|
pass
|
||
|
|
||
|
pa = pl.split()
|
||
|
d = "".join(["M " + pa[i] if i == 0 else " L " + pa[i] for i in range(0, len(pa))])
|
||
|
self.DebugMsg('PolyLine :'+ d +'\n')
|
||
|
|
||
|
|
||
|
self.getPathVertices(d, node)
|
||
|
|
||
|
elif node.tag == inkex.addNS('polygon', 'svg') or node.tag == 'polygon':
|
||
|
|
||
|
# Convert
|
||
|
#
|
||
|
# <polygon points="x1,y1 x2,y2 x3,y3 [...]"/>
|
||
|
#
|
||
|
# to
|
||
|
#
|
||
|
# <path d="Mx1,y1 Lx2,y2 Lx3,y3 [...] Z"/>
|
||
|
#
|
||
|
# Note: we ignore polygons with no points
|
||
|
|
||
|
pl = node.get('points', '').strip()
|
||
|
if pl == '':
|
||
|
pass
|
||
|
|
||
|
pa = pl.split()
|
||
|
d = "".join(["M " + pa[i] if i == 0 else " L " + pa[i] for i in range(0, len(pa))])
|
||
|
d += " Z"
|
||
|
self.DebugMsg('Polygon :'+ d +'\n')
|
||
|
self.getPathVertices(d, node)
|
||
|
|
||
|
elif node.tag == inkex.addNS('ellipse', 'svg') or \
|
||
|
node.tag == 'ellipse' or \
|
||
|
node.tag == inkex.addNS('circle', 'svg') or \
|
||
|
node.tag == 'circle':
|
||
|
|
||
|
# Convert circles and ellipses to a path with two 180 degree arcs.
|
||
|
# In general (an ellipse), we convert
|
||
|
#
|
||
|
# <ellipse rx="RX" ry="RY" cx="X" cy="Y"/>
|
||
|
#
|
||
|
# to
|
||
|
#
|
||
|
# <path d="MX1,CY A RX,RY 0 1 0 X2,CY A RX,RY 0 1 0 X1,CY"/>
|
||
|
#
|
||
|
# where
|
||
|
#
|
||
|
# X1 = CX - RX
|
||
|
# X2 = CX + RX
|
||
|
#
|
||
|
# Note: ellipses or circles with a radius attribute of value 0 are ignored
|
||
|
|
||
|
if node.tag == inkex.addNS('ellipse', 'svg') or node.tag == 'ellipse':
|
||
|
rx = float(node.get('rx', '0'))
|
||
|
ry = float(node.get('ry', '0'))
|
||
|
else:
|
||
|
rx = float(node.get('r', '0'))
|
||
|
ry = rx
|
||
|
if rx == 0 or ry == 0:
|
||
|
pass
|
||
|
|
||
|
cx = float(node.get('cx', '0'))
|
||
|
cy = float(node.get('cy', '0'))
|
||
|
x1 = cx - rx
|
||
|
x2 = cx + rx
|
||
|
d = 'M %f,%f ' % (x1, cy) + \
|
||
|
'A %f,%f ' % (rx, ry) + \
|
||
|
'0 1 0 %f,%f ' % (x2, cy) + \
|
||
|
'A %f,%f ' % (rx, ry) + \
|
||
|
'0 1 0 %f,%f' % (x1, cy)
|
||
|
self.DebugMsg('Arc :'+ d +'\n')
|
||
|
self.getPathVertices(d, node)
|
||
|
|
||
|
elif node.tag == inkex.addNS('pattern', 'svg') or node.tag == 'pattern':
|
||
|
|
||
|
pass
|
||
|
|
||
|
elif node.tag == inkex.addNS('metadata', 'svg') or node.tag == 'metadata':
|
||
|
|
||
|
pass
|
||
|
|
||
|
elif node.tag == inkex.addNS('defs', 'svg') or node.tag == 'defs':
|
||
|
|
||
|
pass
|
||
|
|
||
|
elif node.tag == inkex.addNS('desc', 'svg') or node.tag == 'desc':
|
||
|
|
||
|
pass
|
||
|
|
||
|
elif node.tag == inkex.addNS('namedview', 'sodipodi') or node.tag == 'namedview':
|
||
|
|
||
|
pass
|
||
|
|
||
|
elif node.tag == inkex.addNS('eggbot', 'svg') or node.tag == 'eggbot':
|
||
|
|
||
|
pass
|
||
|
|
||
|
elif node.tag == inkex.addNS('text', 'svg') or node.tag == 'text':
|
||
|
|
||
|
inkex.errormsg('Warning: unable to draw text, please convert it to a path first.')
|
||
|
|
||
|
pass
|
||
|
|
||
|
elif node.tag == inkex.addNS('title', 'svg') or node.tag == 'title':
|
||
|
|
||
|
pass
|
||
|
|
||
|
elif node.tag == inkex.addNS('image', 'svg') or node.tag == 'image':
|
||
|
|
||
|
if not self.warnings.has_key('image'):
|
||
|
inkex.errormsg(gettext.gettext('Warning: unable to draw bitmap images; ' +
|
||
|
'please convert them to line art first. Consider using the "Trace bitmap..." ' +
|
||
|
'tool of the "Path" menu. Mac users please note that some X11 settings may ' +
|
||
|
'cause cut-and-paste operations to paste in bitmap copies.'))
|
||
|
self.warnings['image'] = 1
|
||
|
pass
|
||
|
|
||
|
elif node.tag == inkex.addNS('pattern', 'svg') or node.tag == 'pattern':
|
||
|
|
||
|
pass
|
||
|
|
||
|
elif node.tag == inkex.addNS('radialGradient', 'svg') or node.tag == 'radialGradient':
|
||
|
|
||
|
# Similar to pattern
|
||
|
pass
|
||
|
|
||
|
elif node.tag == inkex.addNS('linearGradient', 'svg') or node.tag == 'linearGradient':
|
||
|
|
||
|
# Similar in pattern
|
||
|
pass
|
||
|
|
||
|
elif node.tag == inkex.addNS('style', 'svg') or node.tag == 'style':
|
||
|
|
||
|
# This is a reference to an external style sheet and not the value
|
||
|
# of a style attribute to be inherited by child elements
|
||
|
pass
|
||
|
|
||
|
elif node.tag == inkex.addNS('cursor', 'svg') or node.tag == 'cursor':
|
||
|
|
||
|
pass
|
||
|
|
||
|
elif node.tag == inkex.addNS('color-profile', 'svg') or node.tag == 'color-profile':
|
||
|
|
||
|
# Gamma curves, color temp, etc. are not relevant to single color output
|
||
|
pass
|
||
|
|
||
|
elif not isinstance(node.tag, basestring):
|
||
|
|
||
|
# This is likely an XML processing instruction such as an XML
|
||
|
# comment. lxml uses a function reference for such node tags
|
||
|
# and as such the node tag is likely not a printable string.
|
||
|
# Further, converting it to a printable string likely won't
|
||
|
# be very useful.
|
||
|
|
||
|
pass
|
||
|
|
||
|
else:
|
||
|
|
||
|
inkex.errormsg('Warning: unable to draw object <%s>, please convert it to a path first.' % node.tag)
|
||
|
pass
|
||
|
|
||
|
|
||
|
def effect(self):
|
||
|
|
||
|
# convert units
|
||
|
unit = self.options.unit
|
||
|
self.thickness = self.svg.unittouu(str(self.options.thickness) + unit)
|
||
|
self.height = self.svg.unittouu(str(self.options.zc) + unit)
|
||
|
self.max_flex_size = self.svg.unittouu(str(self.options.max_size_flex) + unit)
|
||
|
self.notchesInterval = int(self.options.notch_interval)
|
||
|
|
||
|
svg = self.document.getroot()
|
||
|
docWidth = self.svg.unittouu(svg.get('width'))
|
||
|
docHeigh = self.svg.unittouu(svg.attrib['height'])
|
||
|
|
||
|
# Open Debug file if requested
|
||
|
if self.options.Mode_Debug:
|
||
|
try:
|
||
|
self.fDebug = open('DebugPath2Flex.txt', 'w')
|
||
|
except IOError:
|
||
|
print ('cannot open debug output file')
|
||
|
self.DebugMsg("Start processing\n")
|
||
|
|
||
|
|
||
|
# First traverse the document (or selected items), reducing
|
||
|
# everything to line segments. If working on a selection,
|
||
|
# then determine the selection's bounding box in the process.
|
||
|
# (Actually, we just need to know it's extrema on the x-axis.)
|
||
|
|
||
|
# Traverse the selected objects
|
||
|
for id in self.options.ids:
|
||
|
self.recursivelyTraverseSvg([self.svg.selected[id]])
|
||
|
# Determine the center of the drawing's bounding box
|
||
|
self.cx = self.xmin + (self.xmax - self.xmin) / 2.0
|
||
|
self.cy = self.ymin + (self.ymax - self.ymin) / 2.0
|
||
|
|
||
|
layer = etree.SubElement(svg, 'g')
|
||
|
layer.set(inkex.addNS('label', 'inkscape'), 'Flex_Path')
|
||
|
layer.set(inkex.addNS('groupmode', 'inkscape'), 'layer')
|
||
|
|
||
|
# For each path, build a polygon with notches and the corresponding flex.
|
||
|
for key in self.paths:
|
||
|
self.writeModifiedPath(key, layer)
|
||
|
|
||
|
if self.fDebug:
|
||
|
self.fDebug.close()
|
||
|
|
||
|
if __name__ == '__main__':
|
||
|
Path2Flex().run()
|