Extension to do traditional hatch fill; okay to remove if not appropriate; several improvements since version posted to dev list

git-svn-id: https://eggbotcode.googlecode.com/svn/trunk@150 72233254-1b6c-9e9c-5072-401df62706fb
pull/47/head
newman.daniel1 2010-10-18 18:47:44 +00:00
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<?xml version="1.0" encoding="UTF-8"?>
<inkscape-extension xmlns="http://www.inkscape.org/namespace/inkscape/extension">
<_name>Hatch fill</_name>
<id>command.evilmadscience.eggbot_hatch.eggbot</id>
<dependency type="extension">org.inkscape.output.svg.inkscape</dependency>
<dependency type="executable" location="extensions">eggbot_hatch.py</dependency>
<dependency type="executable" location="extensions">inkex.py</dependency>
<dependency type="executable" location="extensions">simplepath.py</dependency>
<dependency type="executable" location="extensions">simpletransform.py</dependency>
<dependency type="executable" location="extensions">simplestyle.py</dependency>
<dependency type="executable" location="extensions">cubicsuperpath.py</dependency>
<dependency type="executable" location="extensions">cspsubdiv.py</dependency>
<dependency type="executable" location="extensions">bezmisc.py</dependency>
<_param name="Header" type="description" xml:space="preserve">
This extension fills each closed
figure in your drawing with straight
back and forth hatch lines. If one
or more figures are selected, then
only those figures will be filled.
Hatched figures will be grouped with
their fills.
For smoothly flowing, continuous
line fills, use the Path Effect
Editor's "Hatches (rough)" effect
and the EggBot extension "Preset
hatch for fills...". This extension
is not controlled by the "Preset
hatch for fills..." extension.
Hatch line angles are measured
from horizontal: 0 is horizontal
and 90 is vertical.
Hatch spacing is the distance
between hatch lines measured in
units of motor steps.
</_param>
<param name="hatchAngle" type="float" min="0" max="180"
_gui-text=" Hatch angle (degrees)">90</param>
<param name="hatchSpacing" type="float" min="0" max="1000"
_gui-text=" Hatch spacing (steps)">10.0</param>
<param name="crossHatch" type="boolean"
_gui-text=" Crosshatch?">false</param>
<effect needs-live-preview="false">
<object-type>all</object-type>
<effects-menu>
<submenu _name="EggBot"/>
</effects-menu>
</effect>
<script>
<command reldir="extensions" interpreter="python">eggbot_hatch.py</command>
</script>
</inkscape-extension>

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#!/usr/bin/env python
# eggbot_hatch.py
#
# Generate hatch fills for all polygons in the current document. The fill
# rule is an odd/even rule: odd numbered intersections (1, 3, 5, etc.)
# are a hatch line entering a polygon while even numbered intersections
# (2, 4, 6, etc.) are the same hatch line exiting the polygon.
#
# This extension first decomposes every visible <path>, <rect>, <line>,
# <polyline>, <polygon>, <circle>, and <ellipse> into individual move to
# and line to coordinates using the same procedure that eggbot.py does
# for plotting. These coordinates are then used to build vertex lists
# for each polygon in each of the visible graphical elements (e.g., <path>,
# <rect>, etc.). Note that a single graphical element may be composed of
# several polygons. That is, a graphical element may contain multiple,
# disjoint paths. We refer to each of these disjoint paths as "subpaths"
# and say that each graphical element is comprised of zero or more subpaths.
#
# The vertices for all the graphical elements that contain one or more
# subpaths are then stored in a single list named "self.vertices". This
# single list has the format,
#
# Graphical element 1 pointer [lxml.etree Element pointer]
# Subpath 1, vertex 1 (x, y) coordinate [2-tuple of 2 floats]
# Subpath 1, vertex 2 (x, y) coordinate
# ...
# Subpath 1, vertex N1,1 (x, y) coordinate
# Graphical element 1 pointer
# Subpath 2, vertex 1 (x, y) coordinate
# Subpath 2, vertex 2 (x, y) coordinate
# ...
# Subpath 2, vertex N1,2 (x, y) coordinate
# ...
# Graphical element 2 pointer
# Subpath 1, vertex 1 (x, y) coordinate
# Subpath 1, vertex 2 (x, y) coordinate
# ...
# Subpath 1, vertex N2,1 (x, y) coordinate
# Graphical element 2 pointer
# Subpath 2, vertex 1 (x, y) coordinate
# Subpath 2, vertex 2 (x, y) coordinate
# ...
# Subpath 2, vertex N2,2 (x, y) coordinate
# ...
#
# Once the list of all the vertices is built, potential hatch lines are
# "projected" through the entire drawing. For each potential hatch line,
# all intersections with all the polygons are determined. These
# intersections are stored as decimal fractions indicating where along the
# length of the hatch line the intersection occurs. These values will
# always be in the range [0, 1]. A value of 0 indicates that the
# intersection is at the start of the hatch line, a value of 0.5 midway,
# and a value of 1 at the end of the hatch line.
#
# For a given hatch line, all the fractional values are sorted and any
# duplicates removed. Duplicates occur, for instance, when the hatch
# line passes through a polygon vertex and thus intersects two line
# segments of the polygon: the end of one line segment and the start of
# another.
#
# Once sorted and duplicates removed, an odd/even rule is applied to
# determine which segments of the potential hatch line are within
# polygons. These segments found to be within polygons are then saved
# and become the hatch fill lines which will be drawn.
#
# With each saved hatch fill line, information about which SVG graphical
# element it is within is saved. This way, the hatch fill lines can
# later be grouped with the element they are associated with. This makes
# it possible to manipulate the two -- graphical element and hatch lines --
# as a single object within Inkscape.
#
# Note: we also save the transformation matrix for each graphical element.
# That way, when we group the hatch fills with the element they are
# filling, we can invert the transformation. That is, in order to compute
# the hatch fills, we first have had apply ALL applicable transforms to
# all the graphical elements. We need to do that so that we know where in
# the drawing each of the graphical elements are relative to one another.
# However, this means that the hatch lines have been computed in a setting
# where no further transforms are needed. If we then put these hatch lines
# into the same groups as the elements being hatched in the ORIGINAL
# drawing, then the hatch lines will get transforms applied again. So,
# once we compute the hatch lines, we need to invert the transforms of
# the group they will be placed in. Hence the need to save the transform
# matrix for every graphical element.
#
# Written by Daniel C. Newman for the Eggbot Project
# 15 October 2010
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
import inkex
import simplepath
import simpletransform
import simplestyle
import cubicsuperpath
import cspsubdiv
import bezmisc
import math
'''
Geometry 101: Determing if two lines intersect
A line L is defined by two points in space P1 and P2. Any point P on the
line L satisfies
P = P1 + s (P2 - P1)
for some value of the real number s in the range (-infinity, infinity).
If we confine s to the range [0, 1] then we've described the line segment
with end points P1 and P2.
Consider now the line La defined by the points P1 and P2, and the line Lb
defined by the points P3 and P4. Any points Pa and Pb on the lines La and
Lb therefore satisfy
Pa = P1 + sa (P2 - P1)
Pb = P3 + sb (P4 - P3)
for some values of the real numbers sa and sb. To see if these two lines
La and Lb intersect, we wish to see if there are finite values sa and sb
for which
Pa = Pb
Or, equivalently,
P1 + sa (P2 - P1) = P3 + sb (P4 - P3)
If we confine ourselves to a two-dimensional plane, and take
P1 = (x1, y1)
P2 = (x2, y2)
P3 = (x3, y3)
P4 = (x4, y4)
we then find that we have two equations in two unknowns, sa and sb,
x1 + sa ( x2 - x1 ) = x3 + sb ( x4 - x3 )
y1 + sa ( y2 - y1 ) = y3 + sb ( y4 - y3 )
Solving these two equations for sa and sb yields,
sa = [ ( y1 - y3 ) ( x4 - x3 ) - ( y4 - y3 ) ( x1 - x3 ) ] / d
sb = [ ( y1 - y3 ) ( x2 - x1 ) - ( y2 - y1 ) ( x1 - x3 ) ] / d
where the denominator, d, is given by
d = ( y4 - y3 ) ( x2 - x1 ) - ( y2 - y1 ) ( x4 - x3 )
Substituting these back for the point (x, y) of intersection gives
x = x1 + sa ( x2 - x1 )
y = y1 + sa ( y2 - y1 )
Note that
1. The lines are parallel when d = 0
2. The lines are coincident d = 0 and the numerators for sa & sb are zero
3. For line segments, sa and sb are in the range [0, 1]; any value outside
that range indicates that the line segments do not intersect.
'''
def intersect( P1, P2, P3, P4 ):
'''
Determine if two line segments defined by the four points P1 & P2 and
P3 & P4 intersect. If they do intersect, then return the fractional
point of intersection "sa" along the first line at which the
intersection occurs.
'''
# Denominator
d = ( P4[1] - P3[1] ) * ( P2[0] - P1[0] ) - \
( P2[1] - P1[1] ) * ( P4[0] - P3[0] )
# Return now if the denominator is zero
if d == 0:
return float( -1 )
# For our purposes, the first line segment given
# by P1 & P2 is the LONG hatch line running through
# the entire drawing. And, P3 & P4 describe the
# usually much shorter line segment from a polygon.
# As such, we compute sb first as it's more likely
# to indicate "no intersection". That is, sa is
# more likely to indicate an intersection with a
# much a long line containing P3 & P4.
nb = ( P1[1] - P3[1] ) * ( P2[0] - P1[0] ) - \
( P2[1] - P1[1] ) * ( P1[0] - P3[0] )
# Could first check if abs(nb) > abs(d) or if
# the signs differ.
sb = float( nb ) / float( d )
if ( sb < 0 ) or ( sb > 1 ):
return float( -1 )
na = ( P1[1] - P3[1] ) * ( P4[0] - P3[0] ) - \
( P4[1] - P3[1] ) * ( P1[0] - P3[0] )
sa = float( na ) / float( d )
if ( sa < 0 ) or ( sa > 1 ):
return float( -1 )
return sa
def interstices( P1, P2, vertices, hatches ):
'''
For the line L defined by the points P1 & P2, determine the segments
of L which lie within the polygons described in the vertex list,
"vertices".
P1 -- (x,y) coordinate [2-tuple]
P2 -- (x,y) coordinate [2-tuple]
vertices -- List of vertices for each polygon. Format as per the
introduction to this extension. (See way above.)
When an intersection of the line L is found with a polygon edge, then
the fractional distance along the line L is saved along with the
lxml.etree node which contained the intersecting polygon edge. This
fractional distance is always in the range [0, 1].
Once all polygons have been checked, the list of fractional distances
corresponding to intersections is sorted and any duplicates removed.
It is then assumed that the first intersection is the line L entering
a polygon; the second intersection the line leaving the polygon. This
line segment defined by the first and second intersection points is
thus a hatch fill line we sought to generate. In general, our hatch
fills become the line segments described by intersection i and i+1
with i an odd value (1, 3, 5, ...). Since we know the lxml.etree node
corresponding to each intersection, we can then correlate the hatch
fill lines to the graphical elements in the original SVG document.
This enables us to group hatch lines with the elements being hatched.
The hatch line segments are returned by populating a dictionary.
The dictionary is keyed off of the lxml.etree node pointer. Each
dictionary value is a list of 4-tuples,
(x1, y1, x2, y2)
where (x1, y1) and (x2, y2) are the (x,y) coordinates of the line
segment's starting and ending points.
'''
# First entry in vertices is an lxml.etree node pointer
# We don't hatch a point [a single vertex; len(vertices) == 2]
# We don't hatch a line [only two vertices; len(vertices) == 3]
if len( vertices ) < 3:
return None
sa = []
# P1 & P2 is the hatch line
# P3 & P4 is the polygon edge to check
current_node = vertices[0]
P3 = vertices[1]
for P4 in vertices[2:]:
if len( P4 ) == 0:
current_node = P4
elif len( P3 ):
s = intersect( P1, P2, P3, P4 )
if ( s >= 0.0 ) and ( s <= 1.0 ):
# Save this intersection point along the hatch line
sa.append( ( s, current_node ) )
P3 = P4
# Return now if there were no intersections
if len( sa ) == 0:
return None
# Sort the intersections
sa.sort()
# Remove duplicates intersections. A common case where these arise
# in when the hatch line passes through a vertex where one line segment
# ends and the next one begins.
# Having had sorted the data, it's trivial to just scan through
# removing duplicates as we go and then truncating the array
n = len( sa )
ilast = i = 1
last = sa[0]
while i < n:
if abs( sa[i][0] - last[0] ) > 0.00001:
sa[ilast] = last = sa[i]
ilast += 1
i += 1
sa = sa[:ilast]
if len( sa ) < 2:
return
# Now, entries with even valued indices into sa[] are where we start
# a hatch line and odd valued indices where we end the hatch line.
for i in range( 0, len( sa ) - 1, 2 ):
if not hatches.has_key( sa[i][1] ):
hatches[sa[i][1]] = []
x1 = P1[0] + sa[i][0] * ( P2[0] - P1[0] )
y1 = P1[1] + sa[i][0] * ( P2[1] - P1[1] )
x2 = P1[0] + sa[i+1][0] * ( P2[0] - P1[0] )
y2 = P1[1] + sa[i+1][0] * ( P2[1] - P1[1] )
hatches[sa[i][1]].append( [[x1, y1], [x2, y2]] )
# Lifted with impunity from eggbot.py
def inverseTransform ( tran ):
'''
An SVG transform matrix looks like
[ a c e ]
[ b d f ]
[ 0 0 1 ]
And it's inverse is
[ d -c cf - de ]
[ -b a be - af ] * ( ad - bc ) ** -1
[ 0 0 1 ]
And, no reasonable 2d coordinate transform will have
the products ad and bc equal.
SVG represents the transform matrix as matrix(a b c d e f)
while Inkscape extensions store the transform matrix as
[[a, c, e], [b, d, f]]
To invert the transform stored Inskcape style, we wish to
produce
[[d/D, -c/D, (cf - de)/D], [-b/D, a/D, (be-af)/D]]
where
D = 1 / (ad - bc)
'''
D = tran[0][0] * tran[1][1] - tran[1][0] * tran[0][1]
if D == 0:
return None
return [[tran[1][1]/D, -tran[0][1]/D,
(tran[0][1]*tran[1][2] - tran[1][1]*tran[0][2])/D],
[-tran[1][0]/D, tran[0][0]/D,
(tran[1][0]*tran[0][2] - tran[0][0]*tran[1][2])/D]]
def subdivideCubicPath( sp, flat, i=1 ):
"""
Break up a bezier curve into smaller curves, each of which
is approximately a straight line within a given tolerance
(the "smoothness" defined by [flat]).
This is a modified version of cspsubdiv.cspsubdiv(). I rewrote the recursive
call because it caused recursion-depth errors on complicated line segments.
"""
while True:
while True:
if i >= len( sp ):
return
p0 = sp[i - 1][1]
p1 = sp[i - 1][2]
p2 = sp[i][0]
p3 = sp[i][1]
b = ( p0, p1, p2, p3 )
if cspsubdiv.maxdist( b ) > flat:
break
i += 1
one, two = bezmisc.beziersplitatt( b, 0.5 )
sp[i - 1][2] = one[1]
sp[i][0] = two[2]
p = [one[2], one[3], two[1]]
sp[i:1] = [p]
def distanceSquared( P1, P2 ):
'''
Pythagorean distance formula WITHOUT the square root. Since
we just want to know if the distance is less than some fixed
fudge factor, we can just square the fudge factor once and run
with it rather than compute square roots over and over.
'''
dx = P2[0] - P1[0]
dy = P2[1] - P1[1]
return ( dx * dx + dy * dy )
class Eggbot_Hatch( inkex.Effect ):
def __init__( self ):
inkex.Effect.__init__( self )
self.xmin, self.ymin = ( float( 0 ), float( 0 ) )
self.xmax, self.ymax = ( float( 0 ), float( 0 ) )
self.vertices = []
self.grid = []
self.hatches = {}
self.transforms = {}
self.OptionParser.add_option(
"--crossHatch", action="store", dest="crossHatch",
type="inkbool", default=False,
help="Generate a cross hatch pattern" )
self.OptionParser.add_option(
"--hatchAngle", action="store", type="float",
dest="hatchAngle", default=90.0,
help="Angle of inclination for hatch lines" )
self.OptionParser.add_option(
"--hatchSpacing", action="store", type="float",
dest="hatchSpacing", default=10.0,
help="Spacing between hatch lines" )
def addPathVertices( self, path, node=None, transform=None ):
'''
Decompose the path data from an SVG element into individual
move to and line to coordinates. Place these coordinates into a
list of polygon vertices. This list begins with the lxml.etree
node pointer for the SVG element which owns the path data. It is
then followed by all the points (vertices) in a subpath. When
that subpath ends then either we're done, or there are more
subpaths to add. If there are more subpaths to add, then we
again add the lxml.etree node pointer and follow it by the
vertices from the next subpath. This continues until we have
exhausted all the subpaths for the SVG element.
'''
if ( not path ) or ( len( path ) == 0 ):
return
# parsePath() may raise an exception. This is okay
sp = simplepath.parsePath( path )
if ( not sp ) or ( len( sp ) == 0 ):
return
# Get a cubic super duper path
p = cubicsuperpath.CubicSuperPath( sp )
if ( not p ) or ( len( p ) == 0 ):
return
# Apply any transformation
if transform:
simpletransform.applyTransformToPath( transform, p )
# Now traverse the simplified path
path_vertices = []
subpath_vertices = []
for sp in p:
# We've started a new subpath
# See if there is a prior subpath and whether we should keep it
if len( subpath_vertices ):
if distanceSquared( subpath_vertices[0], subpath_vertices[-1] ) < 1:
# Keep the prior subpath: it appears to be a closed path
if len( path_vertices ):
# Put in a flag between the prior subpath and this one
path_vertices.append( node )
path_vertices += subpath_vertices
subpath_vertices = []
subdivideCubicPath( sp, float( 0.2 ) )
for csp in sp:
# Add this vertex to the list of vetices
subpath_vertices.append( csp[1] )
# Handle final subpath
if len( subpath_vertices ):
if distanceSquared( subpath_vertices[0], subpath_vertices[-1] ) < 1:
# Path appears to be closed so let's keep it
if len( path_vertices ):
# Put in a flag between the prior subpath and this one
path_vertices.append( node )
path_vertices += subpath_vertices
# Empty path?
if len( path_vertices ) == 0:
return
# Start these vertices off with their lxml node pointer
self.vertices.append( node )
# And append this to our list of growing vertices
self.vertices += path_vertices
# And save the transform for this element in a dictionary keyed
# by the element's lxml node pointer
self.transforms[node] = transform
def getBoundingBox( self ):
'''
Determine the bounding box for our collection of polygons
'''
if len( self.vertices ) < 2:
return
# First vertex is a pointer
self.xmin, self.ymin = self.vertices[1]
self.xmax, self.ymax = self.vertices[1]
for v in self.vertices[2:]:
# Skip over pointers
if len( v ) == 0:
continue
if v[0] < self.xmin:
self.xmin = v[0]
elif v[0] > self.xmax:
self.xmax = v[0]
if v[1] < self.ymin:
self.ymin = v[1]
elif v[1] > self.ymax:
self.ymax = v[1]
def recursivelyTraverseSvg( self, aNodeList,
matCurrent=[[1.0, 0.0, 0.0], [0.0, 1.0, 0.0]],
parent_visibility='visible' ):
'''
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>
Supported SVG elements:
<group>, <use>
Ignored SVG elements:
<defs>, <eggbot>, <metadata>, <namedview>, <pattern>
All other SVG elements trigger an error (including <text>)
'''
for node in aNodeList:
# Ignore invisible nodes
v = node.get( 'visibility', parent_visibility )
if v == 'inherit':
v = parent_visibility
if v == 'hidden' or v == 'collapse':
pass
# first apply the current matrix transform to this node's tranform
matNew = simpletransform.composeTransform( matCurrent,
simpletransform.parseTransform( node.get( "transform" ) ) )
if node.tag == inkex.addNS( 'g', 'svg' ) or node.tag == 'g':
self.recursivelyTraverseSvg( node, matNew, parent_visibility=v )
elif node.tag == inkex.addNS( 'use', 'svg' ) or node.tag == 'use':
# A <use> element refers to another SVG element via an xlink:href="#blah"
# attribute. We will handle the element by doing an XPath search through
# the document, looking for the element with the matching id="blah"
# attribute. We then recursively process that element after applying
# any necessary (x,y) translation.
#
# Notes:
# 1. We ignore the height and width attributes as they do not apply to
# path-like elements, and
# 2. Even if the use element has visibility="hidden", SVG still calls
# for processing the referenced element. The referenced element is
# hidden only if its visibility is "inherit" or "hidden".
refid = node.get( inkex.addNS( 'href', 'xlink' ) )
if not refid:
pass
# [1:] to ignore leading '#' in reference
path = '//*[@id="%s"]' % refid[1:]
refnode = node.xpath( path )
if refnode:
x = float( node.get( 'x', '0' ) )
y = float( node.get( 'y', '0' ) )
tran = node.get( 'transform' )
if tran:
tran += ' translate(%f,%f)' % ( x, y )
else:
tran = 'translate(%f,%f)' % ( x, y )
matNew2 = simpletransform.composeTransform( matNew,
simpletransform.parseTransform( tran ) )
v = node.get( 'visibility', v )
self.recursivelyTraverseSvg( refnode, matNew2, parent_visibility=v )
elif node.tag == inkex.addNS( 'path', 'svg' ):
path_data = node.get( 'd')
if path_data:
self.addPathVertices( path_data, node, matNew )
elif node.tag == inkex.addNS( 'rect', 'svg' ) or node.tag == 'rect':
# Manually transform
#
# <rect x="X" y="Y" width="W" height="H"/>
#
# into
#
# <path d="MX,Y lW,0 l0,H l-W,0 z"/>
#
# I.e., explicitly draw three sides of the rectangle and the
# fourth side implicitly
# 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' ) )
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.addPathVertices( simplepath.formatPath( a ), node, matNew )
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' ) )
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.addPathVertices( simplepath.formatPath( a ), node, matNew )
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.addPathVertices( d, node, matNew )
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.addPathVertices( d, node, matNew )
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.addPathVertices( d, node, matNew )
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( '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 not isinstance( node.tag, basestring ):
pass
else:
inkex.errormsg( 'Warning: unable to draw object <%s>, please convert it to a path first.' % node.tag )
pass
def joinFillsWithNode ( self, node, path ):
'''
Generate a SVG <path> element containing the path data "path".
Then put this new <path> element into a <group> with the supplied
node. This means making a new <group> element and moving node
under it with the new <path> as a sibling element.
'''
if ( not path ) or ( len( path ) == 0 ):
return
# Make a new SVG <group> element whose parent is the parent of node
parent = node.getparent()
if not parent:
parent = self.document.getroot()
g = inkex.etree.SubElement( parent, inkex.addNS( 'g', 'svg' ) )
# Move node to be a child of this new <g> element
g.append( node )
# Now make a <path> element which contains the hatches & is a child
# of the new <g> element
style = { 'stroke': '#000000', 'fill': 'none', 'stroke-width': '1' }
line_attribs = { 'style':simplestyle.formatStyle( style ), 'd': path }
inkex.etree.SubElement( g, inkex.addNS( 'path', 'svg' ), line_attribs )
def makeHatchGrid( self, angle, spacing, init=True ):
'''
Build a grid of hatch lines which encompasses the entire bounding
box of the graphical elements we are to hatch.
1. Figure out the bounding box for all of the graphical elements
2. Pick a rectangle larger than that bounding box so that we can
later rotate the rectangle and still have it cover the bounding
box of the graphical elements.
3. Center the rectangle of 2 on the origin (0, 0).
4. Build the hatch line grid in this rectangle.
5. Rotate the rectangle by the hatch angle.
6. Translate the center of the rotated rectangle, (0, 0), to be
the center of the bounding box for the graphical elements.
7. We now have a grid of hatch lines which overlay the graphical
elements and can now be intersected with those graphical elements.
'''
# Determine the width and height of the bounding box containing
# all the polygons to be hatched
if init:
self.getBoundingBox()
self.grid = []
w = self.xmax - self.xmin
h = self.ymax - self.ymin
# Now cook up a length which is more than long enough to be at
# least as large as the radius of the circle encompassing the
# bounding box. We could compute the actual radius, but an
# easy to compute larger value is just fine
d = float( 2 * ( w + h ) )
# Now generate hatch lines within the square
# centered at (0, 0) and with side length at least d
# While we could generate these lines running back and forth,
# that makes for weird behavior later when applying odd/even
# rules AND there are nested polygons. Instead, when we generate
# the SVG <path> elements with the hatch line segments, we can
# do the back and forth weaving.
# Rotation information
ca = math.cos( math.radians( 90 - angle ) )
sa = math.sin( math.radians( 90 - angle ) )
# Translation information
cx = self.xmin + ( w / 2 )
cy = self.ymin + ( h / 2 )
# Since the spacing may be fractional (e.g., 6.5), we
# don't try to use range() or other integer iterator
spacing = float( abs( spacing ) )
i = -d
while i <= d:
# Line starts at (i,-d) and goes to (i,+d)
x1 = ( i * ca ) + ( d * sa ) # i * ca - (-d) * sa
y1 = ( i * sa ) - ( d * ca ) # i * sa + (-d) * ca
x2 = ( i * ca ) - ( d * sa ) # i * ca - (+d) * sa
y2 = ( i * sa ) + ( d * ca ) # i * sa + (+d) * ca
self.grid.append( ( x1 + cx, y1 + cy, x2 + cx, y2 + cy ) )
i += spacing
def effect( self ):
# Build a list of the vertices for the document's graphical elements
self.vertices = []
if self.options.ids:
# Traverse the selected objects
for id in self.options.ids:
self.recursivelyTraverseSvg( [self.selected[id]] )
else:
# Traverse the entire document
self.recursivelyTraverseSvg( self.document.getroot() )
# Build a grid of possible hatch lines
self.makeHatchGrid( float( self.options.hatchAngle ),
float( self.options.hatchSpacing ), True )
if self.options.crossHatch:
self.makeHatchGrid( float( self.options.hatchAngle + 90.0 ),
float( self.options.hatchSpacing ), False )
# Now loop over our hatch lines looking for intersections
for h in self.grid:
interstices( (h[0], h[1]), (h[2], h[3]), self.vertices, self.hatches )
# Now, dump the hatch fills sorted by which document element
# they correspond to. This is made easy by the fact that we
# saved the information and used each element's lxml.etree node
# pointer as the dictionary key under which to save the hatch
# fills for that node.
for key in self.hatches:
path = ''
direction = True
for segment in self.hatches[key]:
pt1 = segment[0]
pt2 = segment[1]
# Okay, we're going to put these hatch lines into the same
# group as the element they hatch. That element is down
# some chaing of SVG elements, some of which may have
# transforms attached. But, our hatch lines have been
# computed assuming that those transforms have already
# been applied (since we had to apply them so as to know
# where this element is on the page relative to other
# elements and their transforms). So, we need to invert
# the transforms for this element and then either apply
# that inverse transform here and now or set it in a
# transform attribute of the <path> element. Having it
# set in the path element seems a bit counterintuitive
# after the fact (i.e., what's this tranform here for?).
# So, we compute the inverse transform here AND apply it
# here as well.
if self.transforms.has_key( key ):
transform = inverseTransform( self.transforms[key] )
simpletransform.applyTransformToPoint( transform, pt1 )
simpletransform.applyTransformToPoint( transform, pt2 )
# Now generate the path data for the <path>
if direction:
# Go this direction
path += 'M %f,%f l %f,%f ' % \
( pt1[0], pt1[1], pt2[0] - pt1[0], pt2[1] - pt1[1] )
else:
# Or go this direction
path += 'M %f,%f l %f,%f ' % \
( pt2[0], pt2[1], pt1[0] - pt2[0], pt1[1] - pt2[1] )
direction = not direction
self.joinFillsWithNode( key, path[:-1] )
if __name__ == '__main__':
e = Eggbot_Hatch()
e.affect()