kopia lustrzana https://github.com/inkstitch/inkstitch
526 wiersze
14 KiB
Python
526 wiersze
14 KiB
Python
#!/usr/bin/env python
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# http://www.achatina.de/sewing/main/TECHNICL.HTM
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import os
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import sys
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import gettext
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from copy import deepcopy
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import math
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import libembroidery
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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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from bezmisc import bezierlength, beziertatlength, bezierpointatt
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from cspsubdiv import cspsubdiv
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import cubicsuperpath
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try:
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from functools import lru_cache
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except ImportError:
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from backports.functools_lru_cache import lru_cache
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# modern versions of Inkscape use 96 pixels per inch as per the CSS standard
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PIXELS_PER_MM = 96 / 25.4
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SVG_PATH_TAG = inkex.addNS('path', 'svg')
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SVG_POLYLINE_TAG = inkex.addNS('polyline', 'svg')
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SVG_DEFS_TAG = inkex.addNS('defs', 'svg')
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SVG_GROUP_TAG = inkex.addNS('g', 'svg')
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EMBROIDERABLE_TAGS = (SVG_PATH_TAG, SVG_POLYLINE_TAG)
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dbg = open(os.devnull, "w")
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_ = lambda message: message
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# simplify use of lru_cache decorator
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def cache(*args, **kwargs):
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return lru_cache(maxsize=None)(*args, **kwargs)
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def localize():
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if getattr(sys, 'frozen', False):
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# we are in a pyinstaller installation
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locale_dir = sys._MEIPASS
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else:
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locale_dir = os.path.dirname(__file__)
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locale_dir = os.path.join(locale_dir, 'locales')
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translation = gettext.translation("inkstitch", locale_dir, fallback=True)
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global _
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_ = translation.gettext
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localize()
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# cribbed from inkscape-silhouette
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def parse_length_with_units( str ):
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'''
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Parse an SVG value which may or may not have units attached
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This version is greatly simplified in that it only allows: no units,
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units of px, mm, and %. Everything else, it returns None for.
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There is a more general routine to consider in scour.py if more
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generality is ever needed.
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'''
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u = 'px'
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s = str.strip()
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if s[-2:] == 'px':
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s = s[:-2]
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elif s[-2:] == 'mm':
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u = 'mm'
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s = s[:-2]
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elif s[-2:] == 'pt':
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u = 'pt'
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s = s[:-2]
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elif s[-2:] == 'pc':
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u = 'pc'
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s = s[:-2]
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elif s[-2:] == 'cm':
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u = 'cm'
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s = s[:-2]
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elif s[-2:] == 'in':
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u = 'in'
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s = s[:-2]
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elif s[-1:] == '%':
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u = '%'
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s = s[:-1]
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try:
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v = float( s )
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except:
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raise ValueError(_("parseLengthWithUnits: unknown unit %s") % s)
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return v, u
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def convert_length(length):
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value, units = parse_length_with_units(length)
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if not units or units == "px":
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return value
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if units == 'cm':
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value *= 10
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units == 'mm'
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if units == 'mm':
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value = value / 25.4
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units = 'in'
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if units == 'in':
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# modern versions of Inkscape use CSS's 96 pixels per inch. When you
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# open an old document, inkscape will add a viewbox for you.
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return value * 96
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raise ValueError(_("Unknown unit: %s") % units)
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@cache
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def get_viewbox_transform(node):
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# somewhat cribbed from inkscape-silhouette
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doc_width = convert_length(node.get('width'))
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doc_height = convert_length(node.get('height'))
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viewbox = node.get('viewBox').strip().replace(',', ' ').split()
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dx = -float(viewbox[0])
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dy = -float(viewbox[1])
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transform = simpletransform.parseTransform("translate(%f, %f)" % (dx, dy))
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try:
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sx = doc_width / float(viewbox[2])
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sy = doc_height / float(viewbox[3])
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scale_transform = simpletransform.parseTransform("scale(%f, %f)" % (sx, sy))
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transform = simpletransform.composeTransform(transform, scale_transform)
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except ZeroDivisionError:
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pass
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return transform
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class Param(object):
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def __init__(self, name, description, unit=None, values=[], type=None, group=None, inverse=False, default=None, tooltip=None, sort_index=0):
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self.name = name
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self.description = description
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self.unit = unit
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self.values = values or [""]
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self.type = type
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self.group = group
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self.inverse = inverse
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self.default = default
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self.tooltip = tooltip
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self.sort_index = sort_index
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def __repr__(self):
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return "Param(%s)" % vars(self)
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# Decorate a member function or property with information about
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# the embroidery parameter it corresponds to
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def param(*args, **kwargs):
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p = Param(*args, **kwargs)
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def decorator(func):
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func.param = p
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return func
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return decorator
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class EmbroideryElement(object):
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def __init__(self, node):
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self.node = node
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@property
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def id(self):
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return self.node.get('id')
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@classmethod
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def get_params(cls):
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params = []
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for attr in dir(cls):
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prop = getattr(cls, attr)
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if isinstance(prop, property):
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# The 'param' attribute is set by the 'param' decorator defined above.
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if hasattr(prop.fget, 'param'):
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params.append(prop.fget.param)
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return params
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@cache
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def get_param(self, param, default):
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value = self.node.get("embroider_" + param, "").strip()
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return value or default
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@cache
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def get_boolean_param(self, param, default=None):
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value = self.get_param(param, default)
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if isinstance(value, bool):
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return value
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else:
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return value and (value.lower() in ('yes', 'y', 'true', 't', '1'))
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@cache
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def get_float_param(self, param, default=None):
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try:
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value = float(self.get_param(param, default))
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except (TypeError, ValueError):
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return default
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if param.endswith('_mm'):
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value = value * PIXELS_PER_MM
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return value
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@cache
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def get_int_param(self, param, default=None):
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try:
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value = int(self.get_param(param, default))
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except (TypeError, ValueError):
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return default
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if param.endswith('_mm'):
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value = int(value * PIXELS_PER_MM)
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return value
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def set_param(self, name, value):
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self.node.set("embroider_%s" % name, str(value))
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@cache
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def get_style(self, style_name):
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style = simplestyle.parseStyle(self.node.get("style"))
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if (style_name not in style):
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return None
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value = style[style_name]
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if value == 'none':
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return None
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return value
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@cache
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def has_style(self, style_name):
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style = simplestyle.parseStyle(self.node.get("style"))
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return style_name in style
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@property
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def path(self):
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return cubicsuperpath.parsePath(self.node.get("d"))
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@cache
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def parse_path(self):
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# A CSP is a "cubic superpath".
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#
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# A "path" is a sequence of strung-together bezier curves.
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#
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# A "superpath" is a collection of paths that are all in one object.
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#
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# The "cubic" bit in "cubic superpath" is because the bezier curves
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# inkscape uses involve cubic polynomials.
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#
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# Each path is a collection of tuples, each of the form:
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#
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# (control_before, point, control_after)
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#
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# A bezier curve segment is defined by an endpoint, a control point,
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# a second control point, and a final endpoint. A path is a bunch of
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# bezier curves strung together. One could represent a path as a set
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# of four-tuples, but there would be redundancy because the ending
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# point of one bezier is the starting point of the next. Instead, a
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# path is a set of 3-tuples as shown above, and one must construct
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# each bezier curve by taking the appropriate endpoints and control
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# points. Bleh. It should be noted that a straight segment is
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# represented by having the control point on each end equal to that
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# end's point.
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#
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# In a path, each element in the 3-tuple is itself a tuple of (x, y).
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# Tuples all the way down. Hasn't anyone heard of using classes?
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path = self.path
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# start with the identity transform
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transform = [[1.0, 0.0, 0.0], [0.0, 1.0, 0.0]]
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# combine this node's transform with all parent groups' transforms
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transform = simpletransform.composeParents(self.node, transform)
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# add in the transform implied by the viewBox
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viewbox_transform = get_viewbox_transform(self.node.getroottree().getroot())
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transform = simpletransform.composeTransform(viewbox_transform, transform)
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# apply the combined transform to this node's path
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simpletransform.applyTransformToPath(transform, path)
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return path
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def flatten(self, path):
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"""approximate a path containing beziers with a series of points"""
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path = deepcopy(path)
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cspsubdiv(path, 0.1)
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flattened = []
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for comp in path:
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vertices = []
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for ctl in comp:
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vertices.append((ctl[1][0], ctl[1][1]))
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flattened.append(vertices)
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return flattened
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@property
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@param('trim_after',
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_('TRIM after'),
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tooltip=_('Trim thread after this object (for supported machines and file formats)'),
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type='boolean',
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default=False,
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sort_index=1000)
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def trim_after(self):
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return self.get_boolean_param('trim_after', False)
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@property
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@param('stop_after',
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_('STOP after'),
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tooltip=_('Add STOP instruction after this object (for supported machines and file formats)'),
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type='boolean',
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default=False,
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sort_index=1000)
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def stop_after(self):
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return self.get_boolean_param('stop_after', False)
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def to_patches(self, last_patch):
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raise NotImplementedError("%s must implement to_patches()" % self.__class__.__name__)
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def embroider(self, last_patch):
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patches = self.to_patches(last_patch)
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if patches:
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patches[-1].trim_after = self.trim_after
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patches[-1].stop_after = self.stop_after
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return patches
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def fatal(self, message):
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print >> sys.stderr, "error:", message
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sys.exit(1)
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class Point:
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def __init__(self, x, y):
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self.x = x
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self.y = y
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def __add__(self, other):
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return Point(self.x + other.x, self.y + other.y)
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def __sub__(self, other):
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return Point(self.x - other.x, self.y - other.y)
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def mul(self, scalar):
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return Point(self.x * scalar, self.y * scalar)
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def __mul__(self, other):
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if isinstance(other, Point):
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# dot product
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return self.x * other.x + self.y * other.y
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elif isinstance(other, (int, float)):
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return Point(self.x * other, self.y * other)
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else:
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raise ValueError("cannot multiply Point by %s" % type(other))
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def __rmul__(self, other):
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if isinstance(other, (int, float)):
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return self.__mul__(other)
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else:
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raise ValueError("cannot multiply Point by %s" % type(other))
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def __repr__(self):
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return "Point(%s,%s)" % (self.x, self.y)
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def length(self):
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return math.sqrt(math.pow(self.x, 2.0) + math.pow(self.y, 2.0))
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def unit(self):
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return self.mul(1.0 / self.length())
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def rotate_left(self):
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return Point(-self.y, self.x)
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def rotate(self, angle):
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return Point(self.x * math.cos(angle) - self.y * math.sin(angle), self.y * math.cos(angle) + self.x * math.sin(angle))
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def as_int(self):
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return Point(int(round(self.x)), int(round(self.y)))
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def as_tuple(self):
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return (self.x, self.y)
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def __cmp__(self, other):
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return cmp(self.as_tuple(), other.as_tuple())
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def __getitem__(self, item):
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return self.as_tuple()[item]
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def __len__(self):
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return 2
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class Stitch(Point):
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def __init__(self, x, y, color=None, jump=False, stop=False, trim=False):
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self.x = x
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self.y = y
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self.color = color
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self.jump = jump
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self.trim = trim
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self.stop = stop
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def __repr__(self):
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return "Stitch(%s, %s, %s, %s, %s, %s)" % (self.x, self.y, self.color, "JUMP" if self.jump else "", "TRIM" if self.trim else "", "STOP" if self.stop else "")
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def descendants(node):
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nodes = []
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element = EmbroideryElement(node)
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if element.has_style('display') and element.get_style('display') is None:
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return []
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if node.tag == SVG_DEFS_TAG:
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return []
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for child in node:
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nodes.extend(descendants(child))
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if node.tag in EMBROIDERABLE_TAGS:
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nodes.append(node)
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return nodes
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def get_nodes(effect):
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"""Get all XML nodes, or just those selected
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effect is an instance of a subclass of inkex.Effect.
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"""
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if effect.selected:
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nodes = []
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for node in effect.document.getroot().iter():
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if node.get("id") in effect.selected:
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nodes.extend(descendants(node))
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else:
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nodes = descendants(effect.document.getroot())
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return nodes
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def make_thread(color):
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# strip off the leading "#"
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if color.startswith("#"):
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color = color[1:]
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thread = libembroidery.EmbThread()
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thread.color = libembroidery.embColor_fromHexStr(color)
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thread.description = color
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thread.catalogNumber = ""
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return thread
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def add_thread(pattern, thread):
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"""Add a thread to a pattern and return the thread's index"""
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libembroidery.embPattern_addThread(pattern, thread)
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return libembroidery.embThreadList_count(pattern.threadList) - 1
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def get_flags(stitch):
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flags = 0
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if stitch.jump:
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flags |= libembroidery.JUMP
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if stitch.trim:
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flags |= libembroidery.TRIM
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if stitch.stop:
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flags |= libembroidery.STOP
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return flags
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def write_embroidery_file(file_path, stitches):
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# Embroidery machines don't care about our canvas size, so we relocate the
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# design to the origin. It might make sense to center it about the origin
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# instead.
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min_x = min(stitch.x for stitch in stitches)
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min_y = min(stitch.y for stitch in stitches)
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pattern = libembroidery.embPattern_create()
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last_color = None
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for stitch in stitches:
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if stitch.color != last_color:
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add_thread(pattern, make_thread(stitch.color))
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last_color = stitch.color
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flags = get_flags(stitch)
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libembroidery.embPattern_addStitchAbs(pattern, stitch.x - min_x, stitch.y - min_y, flags, 1)
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libembroidery.embPattern_addStitchAbs(pattern, stitch.x - min_x, stitch.y - min_y, libembroidery.END, 1)
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# convert from pixels to millimeters
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libembroidery.embPattern_scale(pattern, 1/PIXELS_PER_MM)
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# SVG and embroidery disagree on the direction of the Y axis
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libembroidery.embPattern_flipVertical(pattern)
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libembroidery.embPattern_write(pattern, file_path)
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