kicad/pcbnew/import_gfx/svg_import_plugin.cpp

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/*
* This program source code file is part of KICAD, a free EDA CAD application.
*
* Copyright (C) 2016 CERN
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* Copyright (C) 1992-2021 KiCad Developers, see AUTHORS.txt for contributors.
* @author Janito V. Ferreira Filho
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, you may find one here:
* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
* or you may search the http://www.gnu.org website for the version 2 license,
* or you may write to the Free Software Foundation, Inc.,
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#include "svg_import_plugin.h"
#include <algorithm>
#include <cmath>
#include <wx/gdicmn.h>
#include <math/vector2d.h>
#include "convert_to_biu.h"
#include <eda_item.h>
#include "graphics_importer.h"
static VECTOR2D calculateBezierBoundingBoxExtremity( const float* aCurvePoints,
std::function< const float&( const float&, const float& ) > comparator );
static float calculateBezierSegmentationThreshold( const float* aCurvePoints );
static void segmentBezierCurve( const VECTOR2D& aStart, const VECTOR2D& aEnd, float aOffset,
float aStep, const float* aCurvePoints, float aSegmentationThreshold,
std::vector< VECTOR2D >& aGeneratedPoints );
static void createNewBezierCurveSegments( const VECTOR2D& aStart, const VECTOR2D& aMiddle,
const VECTOR2D& aEnd, float aOffset, float aStep, const float* aCurvePoints,
float aSegmentationThreshold, std::vector< VECTOR2D >& aGeneratedPoints );
static VECTOR2D getBezierPoint( const float* aCurvePoints, float aStep );
static VECTOR2D getPoint( const float* aPointCoordinates );
static VECTOR2D getPointInLine( const VECTOR2D& aLineStart, const VECTOR2D& aLineEnd,
float aDistance );
static float distanceFromPointToLine( const VECTOR2D& aPoint, const VECTOR2D& aLineStart,
const VECTOR2D& aLineEnd );
bool SVG_IMPORT_PLUGIN::Load( const wxString& aFileName )
{
wxCHECK( m_importer, false );
// wxFopen takes care of unicode filenames across platforms
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FILE* fp = wxFopen( aFileName, wxT( "rt" ) );
if( fp == nullptr )
return false;
// nsvgParseFromFile will close the file after reading
m_parsedImage = nsvgParseFromFile( fp, "mm", 96 );
wxCHECK( m_parsedImage, false );
return true;
}
bool SVG_IMPORT_PLUGIN::Import()
{
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for( NSVGshape* shape = m_parsedImage->shapes; shape != nullptr; shape = shape->next )
{
double lineWidth = shape->strokeWidth;
GRAPHICS_IMPORTER::POLY_FILL_RULE rule = GRAPHICS_IMPORTER::PF_NONZERO;
switch( shape->fillRule )
{
case NSVG_FILLRULE_NONZERO: rule = GRAPHICS_IMPORTER::PF_NONZERO; break;
case NSVG_FILLRULE_EVENODD: rule = GRAPHICS_IMPORTER::PF_EVEN_ODD; break;
default: break;
}
m_internalImporter.NewShape( rule );
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for( NSVGpath* path = shape->paths; path != nullptr; path = path->next )
{
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DrawPath( path->pts, path->npts, path->closed, shape->fill.type == NSVG_PAINT_COLOR,
lineWidth );
}
}
m_internalImporter.PostprocessNestedPolygons();
wxCHECK( m_importer, false );
m_internalImporter.ImportTo( *m_importer );
return true;
}
double SVG_IMPORT_PLUGIN::GetImageHeight() const
{
if( !m_parsedImage )
{
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wxASSERT_MSG( false, wxT( "Image must have been loaded before checking height" ) );
return 0.0;
}
return m_parsedImage->height;
}
double SVG_IMPORT_PLUGIN::GetImageWidth() const
{
if( !m_parsedImage )
{
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wxASSERT_MSG( false, wxT( "Image must have been loaded before checking width" ) );
return 0.0;
}
return m_parsedImage->width;
}
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void SVG_IMPORT_PLUGIN::DrawPath( const float* aPoints, int aNumPoints, bool aClosedPath,
bool aFilled, double aLineWidth )
{
std::vector< VECTOR2D > collectedPathPoints;
if( aNumPoints > 0 )
DrawCubicBezierPath( aPoints, aNumPoints, collectedPathPoints );
if( aFilled )
DrawPolygon( collectedPathPoints, aLineWidth );
else
DrawLineSegments( collectedPathPoints, aLineWidth );
}
void SVG_IMPORT_PLUGIN::DrawCubicBezierPath( const float* aPoints, int aNumPoints,
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std::vector< VECTOR2D >& aGeneratedPoints )
{
const int pointsPerSegment = 4;
const int curveSpecificPointsPerSegment = 3;
const int curveSpecificCoordinatesPerSegment = 2 * curveSpecificPointsPerSegment;
const float* currentPoints = aPoints;
int remainingPoints = aNumPoints;
while( remainingPoints >= pointsPerSegment )
{
DrawCubicBezierCurve( currentPoints, aGeneratedPoints );
currentPoints += curveSpecificCoordinatesPerSegment;
remainingPoints -= curveSpecificPointsPerSegment;
}
}
void SVG_IMPORT_PLUGIN::DrawCubicBezierCurve( const float* aPoints,
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std::vector< VECTOR2D >& aGeneratedPoints )
{
auto start = getBezierPoint( aPoints, 0.0f );
auto end = getBezierPoint( aPoints, 1.0f );
auto segmentationThreshold = calculateBezierSegmentationThreshold( aPoints );
aGeneratedPoints.push_back( start );
segmentBezierCurve( start, end, 0.0f, 0.5f, aPoints, segmentationThreshold, aGeneratedPoints );
aGeneratedPoints.push_back( end );
}
void SVG_IMPORT_PLUGIN::DrawPolygon( const std::vector< VECTOR2D >& aPoints, double aWidth )
{
m_internalImporter.AddPolygon( aPoints, aWidth );
}
void SVG_IMPORT_PLUGIN::DrawLineSegments( const std::vector< VECTOR2D >& aPoints, double aWidth )
{
unsigned int numLineStartPoints = aPoints.size() - 1;
for( unsigned int pointIndex = 0; pointIndex < numLineStartPoints; ++pointIndex )
m_internalImporter.AddLine( aPoints[ pointIndex ], aPoints[ pointIndex + 1 ], aWidth );
}
static VECTOR2D getPoint( const float* aPointCoordinates )
{
return VECTOR2D( aPointCoordinates[0], aPointCoordinates[1] );
}
static VECTOR2D getBezierPoint( const float* aPoints, float aStep )
{
const int coordinatesPerPoint = 2;
auto firstCubicPoint = getPoint( aPoints );
auto secondCubicPoint = getPoint( aPoints + 1 * coordinatesPerPoint );
auto thirdCubicPoint = getPoint( aPoints + 2 * coordinatesPerPoint );
auto fourthCubicPoint = getPoint( aPoints + 3 * coordinatesPerPoint );
auto firstQuadraticPoint = getPointInLine( firstCubicPoint, secondCubicPoint, aStep );
auto secondQuadraticPoint = getPointInLine( secondCubicPoint, thirdCubicPoint, aStep );
auto thirdQuadraticPoint = getPointInLine( thirdCubicPoint, fourthCubicPoint, aStep );
auto firstLinearPoint = getPointInLine( firstQuadraticPoint, secondQuadraticPoint, aStep );
auto secondLinearPoint = getPointInLine( secondQuadraticPoint, thirdQuadraticPoint, aStep );
return getPointInLine( firstLinearPoint, secondLinearPoint, aStep );
}
static VECTOR2D getPointInLine( const VECTOR2D& aLineStart, const VECTOR2D& aLineEnd,
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float aDistance )
{
return aLineStart + ( aLineEnd - aLineStart ) * aDistance;
}
static float calculateBezierSegmentationThreshold( const float* aCurvePoints )
{
using comparatorFunction = const float&(*)( const float&, const float& );
auto minimumComparator = static_cast< comparatorFunction >( &std::min );
auto maximumComparator = static_cast< comparatorFunction >( &std::max );
VECTOR2D minimum = calculateBezierBoundingBoxExtremity( aCurvePoints, minimumComparator );
VECTOR2D maximum = calculateBezierBoundingBoxExtremity( aCurvePoints, maximumComparator );
VECTOR2D boundingBoxDimensions = maximum - minimum;
return 0.001 * std::max( boundingBoxDimensions.x, boundingBoxDimensions.y );
}
static VECTOR2D calculateBezierBoundingBoxExtremity( const float* aCurvePoints,
std::function< const float&( const float&, const float& ) > comparator )
{
float x = aCurvePoints[0];
float y = aCurvePoints[1];
for( int pointIndex = 1; pointIndex < 3; ++pointIndex )
{
x = comparator( x, aCurvePoints[ 2 * pointIndex ] );
y = comparator( y, aCurvePoints[ 2 * pointIndex + 1 ] );
}
return VECTOR2D( x, y );
}
static void segmentBezierCurve( const VECTOR2D& aStart, const VECTOR2D& aEnd, float aOffset,
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float aStep, const float* aCurvePoints,
float aSegmentationThreshold,
std::vector< VECTOR2D >& aGeneratedPoints )
{
VECTOR2D middle = getBezierPoint( aCurvePoints, aOffset + aStep );
float distanceToPreviousSegment = distanceFromPointToLine( middle, aStart, aEnd );
if( distanceToPreviousSegment > aSegmentationThreshold )
{
createNewBezierCurveSegments( aStart, middle, aEnd, aOffset, aStep, aCurvePoints,
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aSegmentationThreshold, aGeneratedPoints );
}
}
static void createNewBezierCurveSegments( const VECTOR2D& aStart, const VECTOR2D& aMiddle,
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const VECTOR2D& aEnd, float aOffset, float aStep,
const float* aCurvePoints, float aSegmentationThreshold,
std::vector< VECTOR2D >& aGeneratedPoints )
{
float newStep = aStep / 2.f;
float offsetAfterMiddle = aOffset + aStep;
segmentBezierCurve( aStart, aMiddle, aOffset, newStep, aCurvePoints, aSegmentationThreshold,
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aGeneratedPoints );
aGeneratedPoints.push_back( aMiddle );
segmentBezierCurve( aMiddle, aEnd, offsetAfterMiddle, newStep, aCurvePoints,
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aSegmentationThreshold, aGeneratedPoints );
}
static float distanceFromPointToLine( const VECTOR2D& aPoint, const VECTOR2D& aLineStart,
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const VECTOR2D& aLineEnd )
{
auto lineDirection = aLineEnd - aLineStart;
auto lineNormal = lineDirection.Perpendicular().Resize( 1.f );
auto lineStartToPoint = aPoint - aLineStart;
auto distance = lineNormal.Dot( lineStartToPoint );
return fabs( distance );
}