kopia lustrzana https://github.com/inkstitch/inkstitch
add realistic boolean param to render_stitch_plan()
rodzic
a9b834878b
commit
0348b03b91
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@ -0,0 +1,129 @@
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import simplepath
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import math
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from .units import PIXELS_PER_MM
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from ..utils import cache, Point
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# The stitch vector path looks like this:
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# _______
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# (_______)
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#
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# It's 0.32mm high, which is the approximate thickness of common machine
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# embroidery threads.
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# 1.216 pixels = 0.32mm
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stitch_height = 1.216
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# This vector path starts at the upper right corner of the stitch shape and
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# proceeds counter-clockwise.and contains a placeholder (%s) for the stitch
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# length.
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#
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# It contains two invisible "whiskers" of zero width that go above and below
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# to ensure that the SVG renderer allocates a large enough canvas area when
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# computing the gaussian blur steps. Otherwise, we'd have to expand the
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# width and height attributes of the <filter> tag to add more buffer space.
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# The width and height are specified in multiples of the bounding box
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# size, It's the bounding box aligned with the global SVG canvas's axes, not
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# the axes of the stitch itself. That means that having a big enough value
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# to add enough padding on the long sides of the stitch would waste a ton
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# of space on the short sides and significantly slow down rendering.
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stitch_path = "M0,0c0.4,0,0.4,0.3,0.4,0.6c0,0.3,-0.1,0.6,-0.4,0.6v0.2,-0.2h-%sc-0.4,0,-0.4,-0.3,-0.4,-0.6c0,-0.3,0.1,-0.6,0.4,-0.6v-0.2,0.2z"
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# This filter makes the above stitch path look like a real stitch with lighting.
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realistic_filter = """
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<filter
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style="color-interpolation-filters:sRGB"
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id="realistic-stitch-filter"
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x="-0.1"
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width="1.2"
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y="-0.1"
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height="1.2">
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<feGaussianBlur
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stdDeviation="1.5"
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id="feGaussianBlur1542-6"
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in="SourceAlpha" />
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<feComponentTransfer
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id="feComponentTransfer1544-7"
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result="result1">
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<feFuncR
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id="feFuncR1546-5"
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type="identity" />
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<feFuncG
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id="feFuncG1548-3"
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type="identity" />
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<feFuncB
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id="feFuncB1550-5"
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type="identity"
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slope="4.5300000000000002" />
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<feFuncA
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id="feFuncA1552-6"
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type="gamma"
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slope="0.14999999999999999"
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intercept="0"
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amplitude="3.1299999999999999"
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offset="-0.33000000000000002" />
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</feComponentTransfer>
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<feComposite
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in2="SourceAlpha"
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id="feComposite1558-2"
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operator="in" />
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<feGaussianBlur
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stdDeviation="0.089999999999999997"
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id="feGaussianBlur1969" />
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<feMorphology
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id="feMorphology1971"
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operator="dilate"
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radius="0.10000000000000001" />
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<feSpecularLighting
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id="feSpecularLighting1973"
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result="result2"
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specularConstant="0.70899999"
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surfaceScale="30">
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<fePointLight
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id="fePointLight1975"
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z="10" />
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</feSpecularLighting>
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<feGaussianBlur
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stdDeviation="0.040000000000000001"
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id="feGaussianBlur1979" />
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<feComposite
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in2="SourceGraphic"
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id="feComposite1977"
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operator="arithmetic"
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k2="1"
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k3="1"
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result="result3"
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k1="0"
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k4="0" />
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<feComposite
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in2="SourceAlpha"
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id="feComposite1981"
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operator="in" />
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</filter>
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"""
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def realistic_stitch(start, end):
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"""Generate a stitch vector path given a start and end point."""
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end = Point(*end)
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start = Point(*start)
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stitch_length = (end - start).length()
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stitch_center = (end + start) / 2.0
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stitch_direction = (end - start)
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stitch_angle = math.atan2(stitch_direction.y, stitch_direction.x)
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stitch_length = max(0, stitch_length - 0.2 * PIXELS_PER_MM)
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# create the path by filling in the length in the template
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path = simplepath.parsePath(stitch_path % stitch_length)
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# rotate the path to match the stitch
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rotation_center_x = -stitch_length / 2.0
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rotation_center_y = stitch_height / 2.0
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simplepath.rotatePath(path, stitch_angle, cx=rotation_center_x, cy=rotation_center_y)
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# move the path to the location of the stitch
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simplepath.translatePath(path, stitch_center.x - rotation_center_x, stitch_center.y - rotation_center_y)
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return simplepath.formatPath(path)
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166
lib/svg/svg.py
166
lib/svg/svg.py
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@ -1,122 +1,10 @@
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import math
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import simpletransform, simplestyle, simplepath, inkex
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import simpletransform, simplestyle, inkex
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from .units import get_viewbox_transform, PIXELS_PER_MM
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from .units import get_viewbox_transform
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from .tags import SVG_GROUP_TAG, INKSCAPE_LABEL, INKSCAPE_GROUPMODE, SVG_PATH_TAG, SVG_DEFS_TAG
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from .realistic_rendering import realistic_stitch, realistic_filter
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from ..i18n import _
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from ..utils import cache, Point
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# The stitch vector path looks like this:
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# _______
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# (_______)
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#
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# It's 0.32mm high, which is the approximate thickness of common machine embroidery threads.
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# 1.216 pixels = 0.32mm
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stitch_height = 1.216
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# This vector path starts at the origin and contains a placeholder (%s) for the stitch length.
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stitch_path = "M0,0c0.4,0,0.4,0.3,0.4,0.6c0,0.3,-0.1,0.6,-0.4,0.6v0.2,-0.2h-%sc-0.4,0,-0.4,-0.3,-0.4,-0.6c0,-0.3,0.1,-0.6,0.4,-0.6v-0.2,0.2z"
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# This filter makes the above stitch path look like a real stitch with lighting.
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realistic_filter = """
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<filter
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style="color-interpolation-filters:sRGB"
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id="realistic-stitch-filter"
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x="-0.1"
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width="1.2"
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y="-0.1"
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height="1.2">
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<feGaussianBlur
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stdDeviation="1.5"
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id="feGaussianBlur1542-6"
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in="SourceAlpha" />
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<feComponentTransfer
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id="feComponentTransfer1544-7"
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result="result1">
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<feFuncR
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id="feFuncR1546-5"
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type="identity" />
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<feFuncG
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id="feFuncG1548-3"
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type="identity" />
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<feFuncB
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id="feFuncB1550-5"
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type="identity"
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slope="4.5300000000000002" />
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<feFuncA
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id="feFuncA1552-6"
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type="gamma"
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slope="0.14999999999999999"
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intercept="0"
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amplitude="3.1299999999999999"
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offset="-0.33000000000000002" />
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</feComponentTransfer>
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<feComposite
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in2="SourceAlpha"
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id="feComposite1558-2"
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operator="in" />
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<feGaussianBlur
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stdDeviation="0.089999999999999997"
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id="feGaussianBlur1969" />
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<feMorphology
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id="feMorphology1971"
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operator="dilate"
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radius="0.10000000000000001" />
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<feSpecularLighting
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id="feSpecularLighting1973"
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result="result2"
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specularConstant="0.70899999"
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surfaceScale="30">
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<fePointLight
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id="fePointLight1975"
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z="10" />
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</feSpecularLighting>
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<feGaussianBlur
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stdDeviation="0.040000000000000001"
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id="feGaussianBlur1979" />
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<feComposite
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in2="SourceGraphic"
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id="feComposite1977"
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operator="arithmetic"
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k2="1"
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k3="1"
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result="result3"
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k1="0"
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k4="0" />
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<feComposite
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in2="SourceAlpha"
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id="feComposite1981"
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operator="in" />
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</filter>
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"""
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def realistic_stitch(start, end):
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"""Generate a stitch vector path given a start and end point."""
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end = Point(*end)
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start = Point(*start)
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stitch_length = (end - start).length()
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stitch_center = (end + start) / 2.0
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stitch_direction = (end - start)
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stitch_angle = math.atan2(stitch_direction.y, stitch_direction.x)
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stitch_length = max(0, stitch_length - 0.2 * PIXELS_PER_MM)
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# create the path by filling in the length in the template
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path = simplepath.parsePath(stitch_path % stitch_length)
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# rotate the path to match the stitch
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rotation_center_x = -stitch_length / 2.0
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rotation_center_y = stitch_height / 2.0
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simplepath.rotatePath(path, stitch_angle, cx=rotation_center_x, cy=rotation_center_y)
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# move the path to the location of the stitch
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simplepath.translatePath(path, stitch_center.x - rotation_center_x, stitch_center.y - rotation_center_y)
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return simplepath.formatPath(path)
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from ..utils import cache
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def color_block_to_point_lists(color_block):
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@ -145,10 +33,9 @@ def get_correction_transform(svg):
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return transform
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def color_block_to_paths(color_block, svg):
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def color_block_to_realistic_stitches(color_block, svg):
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paths = []
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# We could emit just a single path with one subpath per point list, but
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# emitting multiple paths makes it easier for the user to manipulate them.
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for point_list in color_block_to_point_lists(color_block):
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color = color_block.color.visible_on_white.darker.to_hex_str()
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start = point_list[0]
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@ -168,8 +55,31 @@ def color_block_to_paths(color_block, svg):
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return paths
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def color_block_to_paths(color_block, svg):
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paths = []
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# We could emit just a single path with one subpath per point list, but
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# emitting multiple paths makes it easier for the user to manipulate them.
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for point_list in color_block_to_point_lists(color_block):
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color = color_block.color.visible_on_white.to_hex_str()
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paths.append(inkex.etree.Element(
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SVG_PATH_TAG,
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{'style': simplestyle.formatStyle(
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{'stroke': color,
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'stroke-width': "0.4",
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'fill': 'none'}),
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'd': "M" + " ".join(" ".join(str(coord) for coord in point) for point in point_list),
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'transform': get_correction_transform(svg),
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'embroider_manual_stitch': 'true',
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'embroider_trim_after': 'true',
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}))
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def render_stitch_plan(svg, stitch_plan):
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# no need to trim at the end of a thread color
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if paths:
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paths[-1].attrib.pop('embroider_trim_after')
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return paths
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def render_stitch_plan(svg, stitch_plan, realistic=False):
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layer = svg.find(".//*[@id='__inkstitch_stitch_plan__']")
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if layer is None:
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layer = inkex.etree.Element(SVG_GROUP_TAG,
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@ -188,9 +98,17 @@ def render_stitch_plan(svg, stitch_plan):
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SVG_GROUP_TAG,
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{'id': '__color_block_%d__' % i,
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INKSCAPE_LABEL: "color block %d" % (i + 1)})
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group.extend(color_block_to_paths(color_block, svg))
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defs = svg.find(SVG_DEFS_TAG)
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defs.append(inkex.etree.fromstring(realistic_filter))
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if realistic:
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group.extend(color_block_to_realistic_stitches(color_block, svg))
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else:
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group.extend(color_block_to_paths(color_block, svg))
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svg.append(layer)
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if realistic:
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defs = svg.find(SVG_DEFS_TAG)
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if defs is None:
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defs = inkex.etree.SubElement(svg, SVG_DEFS_TAG)
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defs.append(inkex.etree.fromstring(realistic_filter))
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