518 lines
19 KiB
Python
518 lines
19 KiB
Python
#!/usr/bin/env python3
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# twist.py -- Primarily a simple example of writing an Inkscape extension
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# which manipulates objects in a drawing.
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#
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# For a polygon with vertices V[0], V[1], V[2], ..., V[n-1] iteratively
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# move each vertex V[i] by a constant factor 0 < s < 1.0 along the edge
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# between V[i] and V[i+1 modulo n] for 0 <= i <= n-1.
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#
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# This extension operates on every selected closed path, or, if no paths
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# are selected, then every closed path in the document. Since the "twisting"
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# effect only concerns itself with individual paths, no effort is made to
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# worry about the transforms applied to the paths. That is, it is not
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# necessary to worry about tracking SVG transforms as all the work can be
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# done using the untransformed coordinates of each path.
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# Written by Daniel C. Newman ( dan dot newman at mtbaldy dot us )
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# 19 October 2010
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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 inkex
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from inkex import Transform
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from inkex import bezier
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from inkex.paths import Path, CubicSuperPath
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from lxml import etree
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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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def distanceSquared(p1, p2):
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"""
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Pythagorean distance formula WITHOUT the square root. Since
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we just want to know if the distance is less than some fixed
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fudge factor, we can just square the fudge factor once and run
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with it rather than compute square roots over and over.
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"""
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dx = p2[0] - p1[0]
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dy = p2[1] - p1[1]
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return dx * dx + dy * dy
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class Twist(inkex.EffectExtension):
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def add_arguments(self, pars):
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pars.add_argument("--nSteps", type=int, default=8, help="Number of iterations to take")
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pars.add_argument("--fRatio", type=float, default=0.2, help="Some ratio")
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"""
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Store each path in an associative array (dictionary) indexed
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by the lxml.etree pointer for the SVG document element
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containing the path. Looking up the path in the dictionary
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yields a list of lists. Each of these lists is a subpath
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# of the path. E.g., for the SVG path
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<path d="M 10,10 l 0,5 l 5,0 l 0,-5 Z M 30,30 L 30,60"/>
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we'd have two subpaths which will be reduced to absolute
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coordinates.
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subpath_1 = [ [10, 10], [10, 15], [15, 15], [15, 10], [10,10] ]
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subpath_2 = [ [30, 30], [30, 60] ]
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self.paths[<node pointer>] = [ subpath_1, subpath_2 ]
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All of the paths and their subpaths could be drawn as follows:
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for path in self.paths:
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for subpath in self.paths[path]:
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first = True
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for vertex in subpath:
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if first:
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moveto( vertex[0], vertex[1] )
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first = False
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else:
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lineto( vertex[0], vertex[1] )
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NOTE: drawing all the paths like the above would not in general
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give the correct rendering of the document UNLESS path transforms
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were also tracked and applied.
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"""
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self.paths = {}
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self.paths_clone_transform = {}
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def addPathVertices(self, path, node=None, transform=None, clone_transform=None):
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"""
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Decompose the path data from an SVG element into individual
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subpaths, each subpath consisting of absolute move to and line
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to coordinates. Place these coordinates into a list of polygon
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vertices.
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"""
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if (not path) or (len(path) == 0):
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# Nothing to do
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return
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sp = Path(path)
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if (not sp) or (len(sp) == 0):
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# Path must have been devoid of any real content
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return
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# Get a cubic super path
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p = CubicSuperPath(sp)
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if (not p) or (len(p) == 0):
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# Probably never happens, but...
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return
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# Now traverse the cubic super path
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subpath_list = []
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subpath_vertices = []
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for sp in p:
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if len(subpath_vertices):
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# There's a prior subpath: see if it is closed and should be saved
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if distanceSquared(subpath_vertices[0], subpath_vertices[-1]) < 1:
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# Keep the prior subpath: it appears to be a closed path
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subpath_list.append(subpath_vertices)
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subpath_vertices = []
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subdivideCubicPath(sp, 0.2)
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for csp in sp:
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# Add this vertex to the list of vertices
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subpath_vertices.append(csp[1])
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# Handle final subpath
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if len(subpath_vertices):
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if distanceSquared(subpath_vertices[0], subpath_vertices[-1]) < 1:
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# Path appears to be closed so let's keep it
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subpath_list.append(subpath_vertices)
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# Empty path?
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if not subpath_list:
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return
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# Store the list of subpaths in a dictionary keyed off of the path's node pointer
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self.paths[node] = subpath_list
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self.paths_clone_transform[node] = clone_transform
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def recursivelyTraverseSvg(self, a_node_list, mat_current=None, parent_visibility='visible', clone_transform=None):
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"""
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[ This too is largely lifted from eggbot.py ]
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Recursively walk the SVG document, building polygon vertex lists
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for each graphical element we support.
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Rendered SVG elements:
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<circle>, <ellipse>, <line>, <path>, <polygon>, <polyline>, <rect>
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Supported SVG elements:
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<group>, <use>
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Ignored SVG elements:
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<defs>, <eggbot>, <metadata>, <namedview>, <pattern>,
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processing directives
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All other SVG elements trigger an error (including <text>)
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"""
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if mat_current is None:
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mat_current = [[1.0, 0.0, 0.0], [0.0, 1.0, 0.0]]
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for node in a_node_list:
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# Ignore invisible nodes
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v = node.get('visibility', parent_visibility)
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if v == 'inherit':
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v = parent_visibility
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if v == 'hidden' or v == 'collapse':
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pass
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# First apply the current matrix transform to this node's transform
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mat_new = Transform(mat_current) * Transform(node.get("transform"))
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if node.tag in [inkex.addNS('g', 'svg'), 'g']:
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self.recursivelyTraverseSvg(node, mat_new, parent_visibility=v)
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elif node.tag in [inkex.addNS('use', 'svg'), 'use']:
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# A <use> element refers to another SVG element via an xlink:href="#blah"
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# attribute. We will handle the element by doing an XPath search through
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# the document, looking for the element with the matching id="blah"
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# attribute. We then recursively process that element after applying
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# any necessary (x,y) translation.
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#
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# Notes:
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# 1. We ignore the height and width attributes as they do not apply to
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# path-like elements, and
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# 2. Even if the use element has visibility="hidden", SVG still calls
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# for processing the referenced element. The referenced element is
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# hidden only if its visibility is "inherit" or "hidden".
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refid = node.get(inkex.addNS('href', 'xlink'))
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if not refid:
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pass
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# [1:] to ignore leading '#' in reference
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path = '//*[@id="{}"]'.format(refid[1:])
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refnode = node.xpath(path)
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if refnode:
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x = float(node.get('x', '0'))
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y = float(node.get('y', '0'))
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# Note: the transform has already been applied
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if (x != 0) or (y != 0):
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mat_new2 = composeTransform(mat_new, parseTransform('translate({:f},{:f})'.format(x, y)))
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else:
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mat_new2 = mat_new
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v = node.get('visibility', v)
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self.recursivelyTraverseSvg(refnode, mat_new2,
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parent_visibility=v, clone_transform=node.get('transform'))
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elif node.tag == inkex.addNS('path', 'svg'):
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path_data = node.get('d')
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if path_data:
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self.addPathVertices(path_data, node, mat_new, clone_transform)
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elif node.tag in [inkex.addNS('rect', 'svg'), 'rect']:
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# Manually transform
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#
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# <rect x="X" y="Y" width="W" height="H"/>
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#
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# into
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#
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# <path d="MX,Y lW,0 l0,H l-W,0 z"/>
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#
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# I.e., explicitly draw three sides of the rectangle and the
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# fourth side implicitly
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# Create a path with the outline of the rectangle
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x = float(node.get('x'))
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y = float(node.get('y'))
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if (not x) or (not y):
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pass
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w = float(node.get('width', '0'))
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h = float(node.get('height', '0'))
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a = []
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a.append(['M', [x, y]])
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a.append(['l', [w, 0]])
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a.append(['l', [0, h]])
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a.append(['l', [-w, 0]])
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a.append(['Z', []])
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self.addPathVertices(Path(a), node, mat_new, clone_transform)
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elif node.tag in [inkex.addNS('line', 'svg'), 'line']:
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# Convert
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#
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# <line x1="X1" y1="Y1" x2="X2" y2="Y2/>
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#
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# to
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#
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# <path d="MX1,Y1 LX2,Y2"/>
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x1 = float(node.get('x1'))
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y1 = float(node.get('y1'))
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x2 = float(node.get('x2'))
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y2 = float(node.get('y2'))
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if (not x1) or (not y1) or (not x2) or (not y2):
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pass
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a = []
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a.append(['M ', [x1, y1]])
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a.append([' L ', [x2, y2]])
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self.addPathVertices(Path(a), node, mat_new, clone_transform)
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elif node.tag in [inkex.addNS('polyline', 'svg'), 'polyline']:
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# Convert
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#
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# <polyline points="x1,y1 x2,y2 x3,y3 [...]"/>
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#
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# to
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#
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# <path d="Mx1,y1 Lx2,y2 Lx3,y3 [...]"/>
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#
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# Note: we ignore polylines with no points
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pl = node.get('points', '').strip()
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if pl == '':
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pass
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pa = pl.split()
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d = "".join(["M " + pa[i] if i == 0 else " L " + pa[i] for i in range(0, len(pa))])
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self.addPathVertices(d, node, mat_new, clone_transform)
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elif node.tag in [inkex.addNS('polygon', 'svg'), 'polygon']:
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# Convert
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#
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# <polygon points="x1,y1 x2,y2 x3,y3 [...]"/>
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#
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# to
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#
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# <path d="Mx1,y1 Lx2,y2 Lx3,y3 [...] Z"/>
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#
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# Note: we ignore polygons with no points
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pl = node.get('points', '').strip()
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if pl == '':
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pass
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pa = pl.split()
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d = "".join(["M " + pa[i] if i == 0 else " L " + pa[i] for i in range(0, len(pa))])
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d += " Z"
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self.addPathVertices(d, node, mat_new, clone_transform)
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elif node.tag in [inkex.addNS('ellipse', 'svg'), 'ellipse',
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inkex.addNS('circle', 'svg'), 'circle']:
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# Convert circles and ellipses to a path with two 180 degree arcs.
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# In general (an ellipse), we convert
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#
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# <ellipse rx="RX" ry="RY" cx="X" cy="Y"/>
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#
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# to
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#
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# <path d="MX1,CY A RX,RY 0 1 0 X2,CY A RX,RY 0 1 0 X1,CY"/>
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#
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# where
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#
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# X1 = CX - RX
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# X2 = CX + RX
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#
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# Note: ellipses or circles with a radius attribute of value 0 are ignored
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if node.tag in [inkex.addNS('ellipse', 'svg'), 'ellipse']:
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rx = float(node.get('rx', '0'))
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ry = float(node.get('ry', '0'))
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else:
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rx = float(node.get('r', '0'))
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ry = rx
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if rx == 0 or ry == 0:
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pass
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cx = float(node.get('cx', '0'))
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cy = float(node.get('cy', '0'))
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x1 = cx - rx
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x2 = cx + rx
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d = 'M {x1:f},{cy:f} ' \
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'A {rx:f},{ry:f} ' \
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'0 1 0 {x2:f},{cy:f} ' \
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'A {rx:f},{ry:f} ' \
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'0 1 0 {x1:f},{cy:f}'.format(x1=x1,
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x2=x2,
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rx=rx,
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ry=ry,
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cy=cy)
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self.addPathVertices(d, node, mat_new, clone_transform)
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elif node.tag in [inkex.addNS('pattern', 'svg'), 'pattern']:
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pass
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elif node.tag in [inkex.addNS('metadata', 'svg'), 'metadata']:
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pass
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elif node.tag in [inkex.addNS('defs', 'svg'), 'defs']:
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pass
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elif node.tag in [inkex.addNS('namedview', 'sodipodi'), 'namedview']:
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pass
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elif node.tag in [inkex.addNS('eggbot', 'svg'), 'eggbot']:
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pass
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elif node.tag in [inkex.addNS('text', 'svg'), 'text']:
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inkex.errormsg('Warning: unable to draw text, please convert it to a path first.')
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pass
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elif not isinstance(node.tag, basestring):
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pass
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else:
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inkex.errormsg('Warning: unable to draw object <{}>, please convert it to a path first.'.format(node.tag))
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pass
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def joinWithNode(self, node, path, make_group=False, clone_transform=None):
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"""
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Generate a SVG <path> element containing the path data "path".
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Then put this new <path> element into a <group> with the supplied
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node. This means making a new <group> element and making the
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node a child of it with the new <path> as a sibling.
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"""
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if (not path) or (len(path) == 0):
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return
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if make_group:
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# Make a new SVG <group> element whose parent is the parent of node
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parent = node.getparent()
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# was: if not parent:
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if parent is None:
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parent = self.document.getroot()
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g = etree.SubElement(parent, inkex.addNS('g', 'svg'))
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# Move node to be a child of this new <g> element
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g.append(node)
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# Promote the node's transform to the new parent group
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# This way, it will apply to the original paths and the
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# "twisted" paths
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transform = node.get('transform')
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if transform:
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g.set('transform', transform)
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del node.attrib['transform']
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else:
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g = node.getparent()
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# Now make a <path> element which contains the twist & is a child
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# of the new <g> element
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style = {'stroke': '#000000', 'fill': 'none', 'stroke-width': '1'}
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line_attribs = {'style': str(inkex.Style(style)), 'd': path}
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if (clone_transform is not None) and (clone_transform != ''):
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line_attribs['transform'] = clone_transform
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etree.SubElement(g, inkex.addNS('path', 'svg'), line_attribs)
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def twist(self, ratio):
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if not self.paths:
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return
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# Now iterate over all of the polygons
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for path in self.paths:
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for subpath in self.paths[path]:
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for i in range(len(subpath) - 1):
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x = subpath[i][0] + ratio * (subpath[i + 1][0] - subpath[i][0])
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y = subpath[i][1] + ratio * (subpath[i + 1][1] - subpath[i][1])
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subpath[i] = [x, y]
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subpath[-1] = subpath[0]
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def draw(self, make_group=False):
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"""
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Draw the edges of the current list of vertices
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"""
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if not self.paths:
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return
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# Now iterate over all of the polygons
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for path in self.paths:
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for subpath in self.paths[path]:
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pdata = ''
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for vertex in subpath:
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if pdata == '':
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pdata = 'M {:f},{:f}'.format(vertex[0], vertex[1])
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else:
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pdata += ' L {:f},{:f}'.format(vertex[0], vertex[1])
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self.joinWithNode(path, pdata, make_group, self.paths_clone_transform[path])
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def effect(self):
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# Build a list of the vertices for the document's graphical elements
|
|
if self.options.ids:
|
|
# Traverse the selected objects
|
|
for id_ in self.options.ids:
|
|
# self.recursivelyTraverseSvg([self.svg.selected[id_]])
|
|
self.recursivelyTraverseSvg([self.svg.getElementById(id_)])
|
|
else:
|
|
# Traverse the entire document
|
|
self.recursivelyTraverseSvg(self.document.getroot())
|
|
|
|
# Now iterate over the vertices N times
|
|
for n in range(self.options.nSteps):
|
|
self.twist(self.options.fRatio)
|
|
self.draw(n == 0)
|
|
|
|
|
|
if __name__ == '__main__':
|
|
Twist().run() |