def align(shape, position, halign="center", valign="middle"): """Align a shape in relation to the origin.""" if shape is None: return None x, y = position.x, position.y bounds = shape.bounds if halign == "left": dx = x - bounds.x elif halign == "right": dx = x - bounds.x - bounds.width elif halign == "center": dx = x - bounds.x - bounds.width / 2 else: dx = 0 if valign == "top": dy = y - bounds.y elif valign == "bottom": dy = y - bounds.y - bounds.height elif valign == "middle": dy = y - bounds.y - bounds.height / 2 else: dy = 0 t = Transform() t.translate(dx, dy) return t.map(shape)
def copy(shape, copies, transform_order='tsr', translate=Point.ZERO, rotate=0, scale=Point.ZERO): """Create multiple copies of a shape.""" if shape is None: return None if isinstance(shape, Path): shape = shape.asGeometry() g = Geometry() tx = ty = r = 0.0 sx = sy = 1.0 for i in xrange(copies): t = Transform() # Each letter of the order describes an operation. for op in transform_order: if op == 't': t.translate(tx, ty) elif op == 'r': t.rotate(r) elif op == 's': t.scale(sx, sy) g.extend(t.map(shape)) tx += translate.x ty += translate.y r += rotate sx += scale.x / 100.0 sy += scale.y / 100.0 return g
def fit(shape, position, width, height, keep_proportions): """Fit a shape within bounds.""" if shape is None: return None px, py, pw, ph = list(shape.bounds) # Make sure pw and ph aren't infinitely small numbers. # This will lead to incorrect transformations with for examples lines. if 0 < pw <= 0.000000000001: pw = 0 if 0 < ph <= 0.000000000001: ph = 0 t = Transform() t.translate(position.x, position.y) if keep_proportions: # Don't scale widths or heights that are equal to zero. w = pw and width / pw or float("inf") h = ph and height / ph or float("inf") w = h = min(w, h) else: # Don't scale widths or heights that are equal to zero. w = pw and width / pw or 1 h = ph and height / ph or 1 t.scale(w, h) t.translate(-pw / 2 - px, -ph / 2 - py) return t.map(shape)
def filter(shape): """Serve as a template for future functions that filter geometry""" if shape is None: return None t = Transform() t.rotate(45) return t.map(shape)
def shape_on_path(shape, template, amount, dist, start, keep_geometry): if shape is None: return None if template is None: return None if isinstance(shape, Path): shape = shape.asGeometry() if isinstance(template, Path): template = template.asGeometry() g = Geometry() if keep_geometry: g.extend(template.clone()) first = True for i in range(amount): if first: t = start / 100 first = False else: t += dist / 500.0 pt1 = template.pointAt(t) pt2 = template.pointAt(t + 0.00001) a = angle(pt2.x, pt2.y, pt1.x, pt1.y) tp = Transform() tp.translate(pt1.x, pt1.y) tp.rotate(a - 180) new_shape = tp.map(shape) g.extend(new_shape) return g
def parse_transform(e, path): """ Transform the path according to a defined matrix. Attempts to extract a transform="matrix()|translate()" attribute. Transforms the path accordingly. """ t = get_attribute(e, "transform", default="") for mode in ("matrix", "translate"): if t.startswith(mode): v = t.replace(mode, "").lstrip("(").rstrip(")") v = v.replace(", ", ",").replace(" ", ",") v = [float(x) for x in v.split(",")] from nodebox.graphics import Transform if mode == "matrix": t = Transform(*v) elif mode == "translate": t = Transform() t.translate(*v) path = t.map(path) break # Transformations can also be defined as <g transform="matrix()"><path /><g> # instead of <g><path transform="matrix() /></g>. e = e.parentNode if e and e.tagName == "g": path = parse_transform(e, path) return path
def rotate(shape, angle, origin=Point.ZERO): """Rotate the given shape.""" if shape is None: return None t = Transform() t.translate(origin) t.rotate(angle) t.translate(Point(-origin.x, -origin.y)) return t.map(shape)
def scale(shape, scale, origin=Point.ZERO): """Scale the given shape.""" if shape is None: return None t = Transform() t.translate(origin) t.scale(scale.x / 100.0, scale.y / 100.0) t.translate(Point(-origin.x, -origin.y)) return t.map(shape)
def stack(shapes, direction, margin): if shapes is None: return [] if len(shapes) <= 1: return shapes first_bounds = shapes[0].bounds new_shapes = [] if direction == 'e': tx = first_bounds.x for shape in shapes: bounds = shape.bounds t = Transform() t.translate(tx - bounds.x, 0) new_shapes.append(t.map(shape)) tx += bounds.width + margin return new_shapes elif direction == 'w': tx = first_bounds.x + first_bounds.width for shape in shapes: bounds = shape.bounds t = Transform() t.translate(tx - (bounds.x + bounds.width), 0) new_shapes.append(t.map(shape)) tx -= bounds.width + margin return new_shapes elif direction == 'n': ty = first_bounds.y + first_bounds.height for shape in shapes: bounds = shape.bounds t = Transform() t.translate(0, ty - (bounds.y + bounds.height)) new_shapes.append(t.map(shape)) ty -= bounds.height + margin return new_shapes elif direction == 's': ty = first_bounds.y for shape in shapes: bounds = shape.bounds t = Transform() t.translate(0, ty - bounds.y) new_shapes.append(t.map(shape)) ty += bounds.height + margin return new_shapes else: raise ValueError('Invalid direction "%s."' % direction)
def wiggle_paths(paths, offset): new_paths = [] for path in paths: dx = (uniform(0, 1) - 0.5) * offset.x * 2 dy = (uniform(0, 1) - 0.5) * offset.y * 2 t = Transform() t.translate(dx, dy) new_paths.append(t.map(path)) return new_paths
def wiggle_contours(contours, offset): new_contours = [] for contour in contours: dx = (uniform(0, 1) - 0.5) * offset.x * 2 dy = (uniform(0, 1) - 0.5) * offset.y * 2 t = Transform() t.translate(dx, dy) new_contours.append(Contour(t.map(contour.points), contour.closed)) return new_contours
def stack(shapes, direction, margin): if shapes is None: return [] if len(shapes) <= 1: return shapes first_bounds = shapes[0].bounds if direction == 'e': new_shapes = [] tx = -(first_bounds.width / 2) for shape in shapes: t = Transform() t.translate(tx - shape.bounds.x, 0) new_shapes.append(t.map(shape)) tx += shape.bounds.width + margin return new_shapes elif direction == 'w': new_shapes = [] tx = first_bounds.width / 2 for shape in shapes: t = Transform() t.translate(tx + shape.bounds.x, 0) new_shapes.append(t.map(shape)) tx -= shape.bounds.width + margin return new_shapes elif direction == 'n': new_shapes = [] ty = first_bounds.width / 2 for shape in shapes: t = Transform() t.translate(0, ty + shape.bounds.y) new_shapes.append(t.map(shape)) ty -= shape.bounds.height + margin return new_shapes elif direction == 's': new_shapes = [] ty = -(first_bounds.height / 2) for shape in shapes: t = Transform() t.translate(0, ty - shape.bounds.y) new_shapes.append(t.map(shape)) ty += shape.bounds.height + margin return new_shapes else: raise ValueError('Invalid direction "%s."' % direction)
def shape_intersects(distance): tx, ty = coordinates(0, 0, distance, angle) t = Transform() t.translate(tx, ty) translated_shape = t.map(shape) if use_bounding_box: b = Path() b.cornerRect(translated_shape.bounds) else: b = translated_shape # If the shape intersects it is too close (the distance is too low). if bounding_path.intersects(b): return -1 return 1
def import_svg(file_name, centered=False, position=Point.ZERO): """Import geometry from a SVG file.""" # We defer loading the SVG library until we need it. # This makes creating a node faster. import svg if not file_name: return None f = file(file_name, 'r') s = f.read() f.close() g = Geometry() paths = svg.parse(s, True) for path in paths: g.add(path) t = Transform() if centered: x, y, w, h = list(g.bounds) t.translate(-x - w / 2, -y - h / 2) t.translate(position) g = t.map(g) return g
def import_svg(file_name, centered=False, position=Point.ZERO): """Import geometry from a SVG file.""" # We defer loading the SVG library until we need it. # This makes creating a node faster. import svg if not file_name: return None f = file(file_name, 'r') s = f.read() f.close() g = Geometry() paths = svg.parse(s, True) for path in paths: g.add(path) t = Transform() if centered: x, y, w, h = list(g.bounds) t.translate(-x-w/2, -y-h/2) t.translate(position) g = t.map(g) return g
def lpath(x, y, angle, angleScale, length, thicknessScale, lengthScale, full_rule): p = Path() p.rect(0, -length / 2, 2, length) segment = p.asGeometry() # Now run the simulation g = Geometry() stack = [] angleStack = [] t = Transform() t.translate(x, y) for letter in full_rule: if re.search('[a-zA-Z]', letter): # Move forward and draw newShape = t.map(segment) g.extend(newShape) t.translate(0, -length) elif letter == '+': # Rotate right t.rotate(angle) elif letter == '-': # Rotate left t.rotate(-angle) elif letter == '[': # Push state (start branch) stack.append(Transform(t)) angleStack.append(angle) elif letter == ']': # Pop state (end branch) t = stack.pop() angle = angleStack.pop() elif letter == '"': # Multiply length t.scale(1.0, lengthScale / 100.0) elif letter == '!': # Multiply thickness t.scale(thicknessScale / 100.0, 1.0) elif letter == ';': # Multiply angle angle *= angleScale / 100.0 elif letter == '_': # Divide length t.scale(1.0, 1.0 / (lengthScale / 100.0)) elif letter == '?': # Divide thickness t.scale(1.0 / (thicknessScale / 100.0), 1.0) elif letter == '@': # Divide angle angle /= angleScale / 100.0 return g
def shape_on_path(shapes, path, amount, alignment, spacing, margin, baseline_offset): if not shapes: return [] if path is None: return [] if alignment == "trailing": shapes = list(shapes) shapes.reverse() length = path.length - margin m = margin / path.length c = 0 new_shapes = [] for i in xrange(amount): for shape in shapes: if alignment == "distributed": p = length / ((amount * len(shapes)) - 1) pos = c * p / length pos = m + (pos * (1 - 2 * m)) else: pos = ((c * spacing) % length) / length pos = m + (pos * (1 - m)) if alignment == "trailing": pos = 1 - pos p1 = path.pointAt(pos) p2 = path.pointAt(pos + 0.0000001) a = angle(p1.x, p1.y, p2.x, p2.y) if baseline_offset: coords = coordinates(p1.x, p1.y, baseline_offset, a - 90) p1 = Point(*coords) t = Transform() t.translate(p1) t.rotate(a) new_shapes.append(t.map(shape)) c += 1 return new_shapes
def angle_pack(shapes, seed, limit, maximum_radius, angle_tries=1, use_bounding_box=False): if shapes is None: return None _seed(seed) def center_and_translate(shape, tx=0, ty=0): bx, by, bw, bh = list(shape.bounds) t = Transform() t.translate(-bw / 2 - bx, -bh / 2 - by) return t.map(shape) geo = Geometry() bounding_path = Path() # Center first shape first_shape = center_and_translate(shapes[0]) geo.add(first_shape) bounding_path.cornerRect(first_shape.bounds) for shape in shapes[1:]: centered_shape = center_and_translate(shape) angles = [] for i in range(angle_tries): a = uniform(0, 360) if use_bounding_box: d = try_angle(bounding_path, centered_shape, a, limit, maximum_radius, use_bounding_box) else: d = try_angle(geo, centered_shape, a, limit, maximum_radius, use_bounding_box) angles.append([d, a]) chosen_distance, chosen_angle = sorted(angles)[0] tx, ty = coordinates(0, 0, chosen_distance, chosen_angle) t = Transform() t.translate(tx, ty) translated_shape = t.map(centered_shape) bounding_path.cornerRect(translated_shape.bounds) geo.add(translated_shape) return geo
def l_system(shape, position, generations, length, length_scale, angle, angle_scale, thickness_scale, premise, *rules): if shape is None: p = Path() p.rect(0, -length/2, 2, length) shape = p.asGeometry() # Parse all rules rule_map = {} for rule_index, full_rule in enumerate(rules): if len(full_rule) > 0: if len(full_rule) < 3 or full_rule[1] != '=': raise ValueError("Rule %s should be in the format A=FFF" % (rule_index + 1)) rule_key = full_rule[0] rule_value = full_rule[2:] rule_map[rule_key] = rule_value # Expand the rules up to the number of generations full_rule = premise for gen in xrange(int(round(generations))): tmp_rule = "" for letter in full_rule: if letter in rule_map: tmp_rule += rule_map[letter] else: tmp_rule += letter full_rule = tmp_rule # Now run the simulation g = Geometry() stack = [] angleStack = [] t = Transform() t.translate(position.x, position.y) angle = angle for letter in full_rule: if letter == 'F': # Move forward and draw transformed_shape = t.map(shape) if isinstance(transformed_shape, Geometry): g.extend(transformed_shape) elif isinstance(transformed_shape, Path): g.add(transformed_shape) t.translate(0, -length) elif letter == '+': # Rotate right t.rotate(angle) elif letter == '-': # Rotate left t.rotate(-angle) elif letter == '[': # Push state (start branch) stack.append(Transform(t)) angleStack.append(angle) elif letter == ']': # Pop state (end branch) t = stack.pop() angle = angleStack.pop() elif letter == '"': # Multiply length t.scale(1.0, length_scale / 100.0) elif letter == '!': # Multiply thickness t.scale(thickness_scale / 100.0, 1.0) elif letter == ';': # Multiply angle angle *= angle_scale / 100.0 elif letter == '_': # Divide length t.scale(1.0, 1.0/(length_scale / 100.0)) elif letter == '?': # Divide thickness t.scale(1.0/(thickness_scale / 100.0), 1.0) elif letter == '@': # Divide angle angle /= angle_scale / 100.0 return g
def translateY(shape, y): t = Transform() t.translate(0, y) return t.map(shape)
def translateX(shape, x): t = Transform() t.translate(x, 0) return t.map(shape)
def center_and_translate(shape, tx=0, ty=0): bx, by, bw, bh = list(shape.bounds) t = Transform() t.translate(-bw / 2 - bx, -bh / 2 - by) return t.map(shape)
def cook(generations,x,y,angle,angleScale,length,thicknessScale,lengthScale,premise,rule1,rule2,rule3): #segment = self.segment #if segment is None: p = Path() p.rect(0, -length/2, 2, length) segment = p.asGeometry() # Parse all rules ruleArgs = [rule1,rule2,rule3] rules = {} #rulenum = 1 #while hasattr(cook,"rule%i" % rulenum): for full_rule in ruleArgs: #full_rule = getattr("rule%i" % rulenum) if len(full_rule) > 0: if len(full_rule) < 3 or full_rule[1] != '=': raise ValueError("Rule %s should be in the format A=FFF" % full_rule) rule_key = full_rule[0] rule_value = full_rule[2:] rules[rule_key] = rule_value #rulenum += 1 # Expand the rules up to the number of generations full_rule = premise for gen in xrange(int(round(generations))): tmp_rule = "" for letter in full_rule: if letter in rules: tmp_rule += rules[letter] else: tmp_rule += letter full_rule = tmp_rule # Now run the simulation g = Geometry() stack = [] angleStack = [] t = Transform() t.translate(x, y) angle = angle for letter in full_rule: if re.search('[a-zA-Z]',letter): # Move forward and draw newShape = t.map(segment) g.extend(newShape) t.translate(0, -length) elif letter == '+': # Rotate right t.rotate(angle) elif letter == '-': # Rotate left t.rotate(-angle) elif letter == '[': # Push state (start branch) stack.append(Transform(t)) angleStack.append(angle) elif letter == ']': # Pop state (end branch) t = stack.pop() angle = angleStack.pop() elif letter == '"': # Multiply length t.scale(1.0, lengthScale/100.0) elif letter == '!': # Multiply thickness t.scale(thicknessScale/100.0, 1.0) elif letter == ';': # Multiply angle angle *= angleScale/100.0 elif letter == '_': # Divide length t.scale(1.0, 1.0/(lengthScale/100.0)) elif letter == '?': # Divide thickness t.scale(1.0/(thicknessScale/100.0), 1.0) elif letter == '@': # Divide angle angle /= angleScale/100.0 return g