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