kopia lustrzana https://github.com/evil-mad/EggBot
541 wiersze
16 KiB
Python
Executable File
541 wiersze
16 KiB
Python
Executable File
#!/usr/bin/env python
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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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import simplepath
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import simplestyle
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import simpletransform
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import cubicsuperpath
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import cspsubdiv
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import bezmisc
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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 cspsubdiv.maxdist( b ) > flat:
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break
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i += 1
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one, two = bezmisc.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.Effect ):
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def __init__( self ):
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inkex.Effect.__init__( self )
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self.OptionParser.add_option(
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"--nSteps", action="store", type="int",
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dest="nSteps", default=8,
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help="Number of iterations to take" )
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self.OptionParser.add_option(
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"--fRatio", action="store", type="float",
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dest="fRatio", default=float( 0.2 ),
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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, cloneTransform=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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# parsePath() may raise an exception. This is okay
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sp = simplepath.parsePath( 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.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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#if transform:
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# simpletransform.applyTransformToPath( transform, p )
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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, float( 0.2 ) )
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for csp in sp:
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# Add this vertex to the list of vetices
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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 len( subpath_list ) == 0:
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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] = cloneTransform
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def recursivelyTraverseSvg( self, aNodeList,
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matCurrent=[[1.0, 0.0, 0.0], [0.0, 1.0, 0.0]],
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parent_visibility='visible', cloneTransform=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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for node in aNodeList:
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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 tranform
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matNew = simpletransform.composeTransform( matCurrent,
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simpletransform.parseTransform( node.get( "transform" ) ) )
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if node.tag == inkex.addNS( 'g', 'svg' ) or node.tag == 'g':
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self.recursivelyTraverseSvg( node, matNew, parent_visibility=v )
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elif node.tag == inkex.addNS( 'use', 'svg' ) or node.tag == '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="%s"]' % 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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matNew2 = composeTransform( matNew, parseTransform( 'translate(%f,%f)' % (x,y) ) )
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else:
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matNew2 = matNew
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v = node.get( 'visibility', v )
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self.recursivelyTraverseSvg( refnode, matNew2,
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parent_visibility=v, cloneTransform=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, matNew, cloneTransform )
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elif node.tag == inkex.addNS( 'rect', 'svg' ) or node.tag == '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( simplepath.formatPath( a ), node, matNew, cloneTransform )
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elif node.tag == inkex.addNS( 'line', 'svg' ) or node.tag == '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( simplepath.formatPath( a ), node, matNew, cloneTransform )
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elif node.tag == inkex.addNS( 'polyline', 'svg' ) or node.tag == '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, matNew, cloneTransform )
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elif node.tag == inkex.addNS( 'polygon', 'svg' ) or node.tag == '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, matNew, cloneTransform )
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elif node.tag == inkex.addNS( 'ellipse', 'svg' ) or \
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node.tag == 'ellipse' or \
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node.tag == inkex.addNS( 'circle', 'svg' ) or \
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node.tag == '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 == inkex.addNS( 'ellipse', 'svg' ) or node.tag == '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 %f,%f ' % ( x1, cy ) + \
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'A %f,%f ' % ( rx, ry ) + \
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'0 1 0 %f,%f ' % ( x2, cy ) + \
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'A %f,%f ' % ( rx, ry ) + \
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'0 1 0 %f,%f' % ( x1, cy )
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self.addPathVertices( d, node, matNew, cloneTransform )
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elif node.tag == inkex.addNS( 'pattern', 'svg' ) or node.tag == 'pattern':
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pass
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elif node.tag == inkex.addNS( 'metadata', 'svg' ) or node.tag == 'metadata':
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pass
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elif node.tag == inkex.addNS( 'defs', 'svg' ) or node.tag == 'defs':
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pass
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elif node.tag == inkex.addNS( 'namedview', 'sodipodi' ) or node.tag == 'namedview':
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pass
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elif node.tag == inkex.addNS( 'eggbot', 'svg' ) or node.tag == 'eggbot':
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pass
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elif node.tag == inkex.addNS( 'text', 'svg' ) or node.tag == '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 <%s>, please convert it to a path first.' % node.tag )
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pass
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def joinWithNode ( self, node, path, makeGroup=False, cloneTransform=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 makeGroup:
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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 = inkex.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':simplestyle.formatStyle( style ), 'd': path }
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if ( cloneTransform != None ) and ( cloneTransform != '' ):
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line_attribs['transform'] = cloneTransform
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inkex.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( 0, 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] )
|
|
subpath[i] = [x, y]
|
|
subpath[-1] = subpath[0]
|
|
|
|
def draw( self, makeGroup=False ):
|
|
|
|
'''
|
|
Draw the edges of the current list of vertices
|
|
'''
|
|
|
|
if not self.paths:
|
|
return
|
|
|
|
# Now iterate over all of the polygons
|
|
for path in self.paths:
|
|
for subpath in self.paths[path]:
|
|
pdata = ''
|
|
for vertex in subpath:
|
|
if pdata == '':
|
|
pdata = 'M %f,%f' % ( vertex[0], vertex[1] )
|
|
else:
|
|
pdata += ' L %f,%f' % ( vertex[0], vertex[1] )
|
|
self.joinWithNode( path, pdata, makeGroup, self.paths_clone_transform[path] )
|
|
|
|
def effect( self ):
|
|
|
|
# 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.selected[id]] )
|
|
else:
|
|
# Traverse the entire document
|
|
self.recursivelyTraverseSvg( self.document.getroot() )
|
|
|
|
# Now iterate over the vertices N times
|
|
for n in range( 0, self.options.nSteps ):
|
|
self.twist( self.options.fRatio )
|
|
self.draw( n == 0 )
|
|
|
|
if __name__ == '__main__':
|
|
|
|
e = Twist()
|
|
e.affect()
|