Ejemplo n.º 1
0
Archivo: SVG.py Proyecto: tartley/Py2D
    def path_find(e, transform=Transform.unit()):
        """Generator function to recursively list all paths under an element e"""

        # yield path nodes within current element
        for p in e.iterfind("{%s}path" % svg_ns):
            yield (p, transform_element(p, transform))

            # yield path nodes in subgroups
        for g in e.iterfind("{%s}g" % svg_ns):
            for p, t in path_find(g, transform_element(g, transform)):
                yield (p, t)
Ejemplo n.º 2
0
Archivo: SVG.py Proyecto: idlebear/Py2D
    def path_find(e, transform=Transform.unit()):
        """Generator function to recursively list all paths under an element e"""

        # yield path nodes within current element
        for p in e.iterfind("{%s}path" % svg_ns):
            yield (p, transform_element(p, transform))

        # yield path nodes in subgroups
        for g in e.iterfind("{%s}g" % svg_ns):
            for p, t in path_find(g, transform_element(g, transform)):
                yield (p, t)
Ejemplo n.º 3
0
Archivo: SVG.py Proyecto: idlebear/Py2D
    def transform_element(e, transform):
        new_t = e.get("transform", "")

        nt = transform
        m = re.match(r'translate\((?P<x>[0-9.-]+),(?P<y>[0-9.-]+)\)', new_t)
        if m:
            x, y = float(m.group("x")), float(m.group("y"))
            nt = Transform.move(x, y) * nt

        m = re.match(
            r'matrix\((?P<a>[0-9.-]+),(?P<b>[0-9.-]+),(?P<c>[0-9.-]+),(?P<d>[0-9.-]+),(?P<e>[0-9.-]+),(?P<f>[0-9.-]+)\)',
            new_t)
        if m:
            a, b, c, d, e, f = (float(m.group(l)) for l in "abcdef")

            import pdb
            pdb.set_trace()
            nt = Transform([[a, c, e], [b, d, f], [0, 0, 1]]) * nt

        return nt
Ejemplo n.º 4
0
	def transform_element(e, transform):
		new_t = e.get("transform", "")

		nt = transform
		m = re.match(r'translate\((?P<x>[0-9.-]+),(?P<y>[0-9.-]+)\)', new_t)
		if m:
			x, y = float(m.group("x")), float(m.group("y"))
			nt = Transform.move(x,y) * nt

		m = re.match(r'matrix\((?P<a>[0-9.-]+),(?P<b>[0-9.-]+),(?P<c>[0-9.-]+),(?P<d>[0-9.-]+),(?P<e>[0-9.-]+),(?P<f>[0-9.-]+)\)', new_t)
		if m:
			a,b,c,d,e,f = ( float(m.group(l)) for l in "abcdef" )

			import pdb; pdb.set_trace()
			nt = Transform([[ a, c, e ],
			                [ b, d, f ],
					[ 0, 0, 1 ]]) * nt

		return nt
Ejemplo n.º 5
0
Archivo: SVG.py Proyecto: tartley/Py2D
def convert_svg(f, transform=Transform.unit(), bezier_max_divisions=None, bezier_max_flatness=0.1):
    """Convert an SVG file to a hash of Py2D Polygons. 

	The hash keys will be the ids set to the corresponding <path> elements in the SVG file. 
	The hash value is a list of polygons, the first one being the outline polygon and all additional polygons being holes.

	@param f: File object or file name to a SVG file.

	@type transform: Transform
	@param transform: A transformation to apply to all polygons
	"""

    svg_ns = "http://www.w3.org/2000/svg"
    et = ElementTree.parse(f)

    def transform_element(e, transform):
        new_t = e.get("transform", "")

        nt = transform
        m = re.match(r"translate\((?P<x>[0-9.-]+),(?P<y>[0-9.-]+)\)", new_t)
        if m:
            x, y = float(m.group("x")), float(m.group("y"))
            nt = Transform.move(x, y) * nt

        m = re.match(
            r"matrix\((?P<a>[0-9.-]+),(?P<b>[0-9.-]+),(?P<c>[0-9.-]+),(?P<d>[0-9.-]+),(?P<e>[0-9.-]+),(?P<f>[0-9.-]+)\)",
            new_t,
        )
        if m:
            a, b, c, d, e, f = (float(m.group(l)) for l in "abcdef")

            import pdb

            pdb.set_trace()
            nt = Transform([[a, c, e], [b, d, f], [0, 0, 1]]) * nt

        return nt

    def path_find(e, transform=Transform.unit()):
        """Generator function to recursively list all paths under an element e"""

        # yield path nodes within current element
        for p in e.iterfind("{%s}path" % svg_ns):
            yield (p, transform_element(p, transform))

            # yield path nodes in subgroups
        for g in e.iterfind("{%s}g" % svg_ns):
            for p, t in path_find(g, transform_element(g, transform)):
                yield (p, t)

    def convert_element(e, transform):
        """Convert an SVG path element to one or multiple Py2D polygons."""

        # get data from the <path> element
        id = e.get("id")
        d = e.get("d")

        # print "CONVERTING %s: %s" % (id, d)

        def parse_commands(draw_commands):
            """Generator Function to parse a SVG draw command sequence into command and parameter tuples"""
            tokens = draw_commands.split(" ")
            while tokens:
                # find the next token that is a command
                par_index = next(i for i, v in enumerate(tokens[1:] + ["E"]) if re.match("^[a-zA-Z]$", v)) + 1

                # first token should always be the command, rest the parameters
                cmd = tokens[0]
                pars = tokens[1:par_index]

                # remove the parsed tokens
                del tokens[:par_index]

                yield cmd, pars

        def parse_vec(s):
            x, y = s.split(",")
            return Vector(float(x), float(y))

        polys = []
        verts = []
        relative_pos = Vector(0.0, 0.0)
        last_control = None
        for cmd, pars in parse_commands(d):

            # print "cmd: %s, pars: %s" % (cmd, pars)

            if cmd == "m" or cmd == "l":
                for p in pars:
                    relative_pos += parse_vec(p)
                    verts.append(relative_pos)

            elif cmd == "M" or cmd == "L":
                for p in pars:
                    relative_pos = parse_vec(p)
                    verts.append(relative_pos)

            elif cmd == "c" or cmd == "C":
                # create cubic polybezier

                for i in range(0, len(pars), 3):
                    c1, c2, b = parse_vec(pars[i]), parse_vec(pars[i + 1]), parse_vec(pars[i + 2])

                    if cmd == "c":
                        # convert to relative
                        c1 += relative_pos
                        c2 += relative_pos
                        b += relative_pos

                    bez = flatten_cubic_bezier(relative_pos, b, c1, c2, bezier_max_divisions, bezier_max_flatness)

                    last_control = c2
                    relative_pos = b

                    verts.extend(bez)

            elif cmd == "s" or cmd == "S":
                # shorthand / smooth cubic polybezier

                for i in range(0, len(pars), 2):
                    c2, b = parse_vec(pars[i]), parse_vec(pars[i + 1])
                    c1 = relative_pos + (relative_pos - last_control)

                    if cmd == "s":
                        # convert to relative
                        c2 += relative_pos
                        b += relative_pos

                    bez = flatten_cubic_bezier(relative_pos, b, c1, c2, bezier_max_divisions, bezier_max_flatness)

                    last_control = c2
                    relative_pos = b

                    verts.extend(bez)

            elif cmd == "z":
                # close line by only moving relative_pos to first vertex

                polys.append(transform * Polygon.from_pointlist(verts))
                relative_pos = verts[0]
                verts = []

            else:
                warnings.warn("Unrecognized SVG path command: %s - path skipped" % cmd)
                polys = []
                break

        if verts:
            polys.append(transform * Polygon.from_pointlist(verts))
            # print "----"

        return id, polys

    out = {}
    for p, tr in path_find(et.getroot(), transform):
        id, polys = convert_element(p, tr)
        out[id] = polys

    return out
Ejemplo n.º 6
0
Archivo: SVG.py Proyecto: idlebear/Py2D
def convert_svg(f,
                transform=Transform.unit(),
                bezier_max_divisions=None,
                bezier_max_flatness=0.1):
    """Convert an SVG file to a hash of Py2D Polygons.

	The hash keys will be the ids set to the corresponding <path> elements in the SVG file.
	The hash value is a list of polygons, the first one being the outline polygon and all additional polygons being holes.

	@param f: File object or file name to a SVG file.

	@type transform: Transform
	@param transform: A transformation to apply to all polygons
	"""

    svg_ns = "http://www.w3.org/2000/svg"
    et = ElementTree.parse(f)

    def transform_element(e, transform):
        new_t = e.get("transform", "")

        nt = transform
        m = re.match(r'translate\((?P<x>[0-9.-]+),(?P<y>[0-9.-]+)\)', new_t)
        if m:
            x, y = float(m.group("x")), float(m.group("y"))
            nt = Transform.move(x, y) * nt

        m = re.match(
            r'matrix\((?P<a>[0-9.-]+),(?P<b>[0-9.-]+),(?P<c>[0-9.-]+),(?P<d>[0-9.-]+),(?P<e>[0-9.-]+),(?P<f>[0-9.-]+)\)',
            new_t)
        if m:
            a, b, c, d, e, f = (float(m.group(l)) for l in "abcdef")

            import pdb
            pdb.set_trace()
            nt = Transform([[a, c, e], [b, d, f], [0, 0, 1]]) * nt

        return nt

    def path_find(e, transform=Transform.unit()):
        """Generator function to recursively list all paths under an element e"""

        # yield path nodes within current element
        for p in e.iterfind("{%s}path" % svg_ns):
            yield (p, transform_element(p, transform))

        # yield path nodes in subgroups
        for g in e.iterfind("{%s}g" % svg_ns):
            for p, t in path_find(g, transform_element(g, transform)):
                yield (p, t)

    def convert_element(e, transform):
        """Convert an SVG path element to one or multiple Py2D polygons."""

        # get data from the <path> element
        id = e.get("id")
        d = e.get("d")

        #print "CONVERTING %s: %s" % (id, d)

        def parse_commands(draw_commands):
            """Generator Function to parse a SVG draw command sequence into command and parameter tuples"""
            tokens = draw_commands.split(" ")
            while tokens:
                # find the next token that is a command
                par_index = next(i for i, v in enumerate(tokens[1:] + ["E"])
                                 if re.match('^[a-zA-Z]$', v)) + 1

                # first token should always be the command, rest the parameters
                cmd = tokens[0]
                pars = tokens[1:par_index]

                # remove the parsed tokens
                del tokens[:par_index]

                yield cmd, pars

        def parse_vec(s):
            x, y = s.split(",")
            return Vector(float(x), float(y))

        polys = []
        verts = []
        relative_pos = Vector(0.0, 0.0)
        last_control = None
        for cmd, pars in parse_commands(d):

            #print "cmd: %s, pars: %s" % (cmd, pars)

            if cmd == "m" or cmd == "l":
                for p in pars:
                    relative_pos += parse_vec(p)
                    verts.append(relative_pos)

            elif cmd == "M" or cmd == "L":
                for p in pars:
                    relative_pos = parse_vec(p)
                    verts.append(relative_pos)

            elif cmd == "c" or cmd == "C":
                # create cubic polybezier

                for i in range(0, len(pars), 3):
                    c1, c2, b = parse_vec(pars[i]), parse_vec(
                        pars[i + 1]), parse_vec(pars[i + 2])

                    if cmd == "c":
                        # convert to relative
                        c1 += relative_pos
                        c2 += relative_pos
                        b += relative_pos

                    bez = flatten_cubic_bezier(relative_pos, b, c1, c2,
                                               bezier_max_divisions,
                                               bezier_max_flatness)

                    last_control = c2
                    relative_pos = b

                    verts.extend(bez)

            elif cmd == "s" or cmd == "S":
                # shorthand / smooth cubic polybezier

                for i in range(0, len(pars), 2):
                    c2, b = parse_vec(pars[i]), parse_vec(pars[i + 1])
                    c1 = relative_pos + (relative_pos - last_control)

                    if cmd == "s":
                        # convert to relative
                        c2 += relative_pos
                        b += relative_pos

                    bez = flatten_cubic_bezier(relative_pos, b, c1, c2,
                                               bezier_max_divisions,
                                               bezier_max_flatness)

                    last_control = c2
                    relative_pos = b

                    verts.extend(bez)

            elif cmd == "z":
                # close line by only moving relative_pos to first vertex

                polys.append(transform * Polygon.from_pointlist(verts))
                relative_pos = verts[0]
                verts = []

            else:
                warnings.warn(
                    "Unrecognized SVG path command: %s - path skipped" % cmd)
                polys = []
                break

        if verts:
            polys.append(transform * Polygon.from_pointlist(verts))
        #print "----"

        return id, polys

    out = {}
    for p, tr in path_find(et.getroot(), transform):
        id, polys = convert_element(p, tr)
        out[id] = polys

    return out