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Initial Commit
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import math
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from ..nvector import NVector
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from ..objects.bezier import BezierPoint
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## @todo Just output a Bezier object
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class Ellipse:
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def __init__(self, center, radii, xrot):
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"""
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@param center 2D vector, center of the ellipse
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@param radii 2D vector, x/y radius of the ellipse
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@param xrot Angle between the main axis of the ellipse and the x axis (in radians)
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"""
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self.center = center
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self.radii = radii
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self.xrot = xrot
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def point(self, t):
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return NVector(
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self.center[0]
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+ self.radii[0] * math.cos(self.xrot) * math.cos(t)
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- self.radii[1] * math.sin(self.xrot) * math.sin(t),
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self.center[1]
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+ self.radii[0] * math.sin(self.xrot) * math.cos(t)
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+ self.radii[1] * math.cos(self.xrot) * math.sin(t)
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)
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def derivative(self, t):
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return NVector(
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- self.radii[0] * math.cos(self.xrot) * math.sin(t)
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- self.radii[1] * math.sin(self.xrot) * math.cos(t),
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- self.radii[0] * math.sin(self.xrot) * math.sin(t)
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+ self.radii[1] * math.cos(self.xrot) * math.cos(t)
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)
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def to_bezier(self, anglestart, angle_delta):
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points = []
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angle1 = anglestart
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angle_left = abs(angle_delta)
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step = math.pi / 2
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sign = -1 if anglestart+angle_delta < angle1 else 1
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# We need to fix the first handle
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firststep = min(angle_left, step) * sign
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alpha = self._alpha(firststep)
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q1 = self.derivative(angle1) * alpha
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points.append(BezierPoint(self.point(angle1), NVector(0, 0), q1))
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# Then we iterate until the angle has been completed
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tolerance = step / 2
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while angle_left > tolerance:
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lstep = min(angle_left, step)
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step_sign = lstep * sign
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angle2 = angle1 + step_sign
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angle_left -= abs(lstep)
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alpha = self._alpha(step_sign)
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p2 = self.point(angle2)
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q2 = self.derivative(angle2) * alpha
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points.append(BezierPoint(p2, -q2, q2))
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angle1 = angle2
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return points
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def _alpha(self, step):
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return math.sin(step) * (math.sqrt(4+3*math.tan(step/2)**2) - 1) / 3
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@classmethod
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def from_svg_arc(cls, start, rx, ry, xrot, large, sweep, dest):
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rx = abs(rx)
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ry = abs(ry)
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x1 = start[0]
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y1 = start[1]
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x2 = dest[0]
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y2 = dest[1]
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phi = math.pi * xrot / 180
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x1p, y1p = _matrix_mul(phi, (start-dest)/2, -1)
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cr = x1p ** 2 / rx**2 + y1p**2 / ry**2
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if cr > 1:
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s = math.sqrt(cr)
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rx *= s
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ry *= s
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dq = rx**2 * y1p**2 + ry**2 * x1p**2
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pq = (rx**2 * ry**2 - dq) / dq
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cpm = math.sqrt(max(0, pq))
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if large == sweep:
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cpm = -cpm
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cp = NVector(cpm * rx * y1p / ry, -cpm * ry * x1p / rx)
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c = _matrix_mul(phi, cp) + NVector((x1+x2)/2, (y1+y2)/2)
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theta1 = _angle(NVector(1, 0), NVector((x1p - cp[0]) / rx, (y1p - cp[1]) / ry))
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deltatheta = _angle(
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NVector((x1p - cp[0]) / rx, (y1p - cp[1]) / ry),
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NVector((-x1p - cp[0]) / rx, (-y1p - cp[1]) / ry)
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) % (2*math.pi)
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if not sweep and deltatheta > 0:
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deltatheta -= 2*math.pi
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elif sweep and deltatheta < 0:
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deltatheta += 2*math.pi
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return cls(c, NVector(rx, ry), phi), theta1, deltatheta
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def _matrix_mul(phi, p, sin_mul=1):
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c = math.cos(phi)
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s = math.sin(phi) * sin_mul
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xr = c * p.x - s * p.y
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yr = s * p.x + c * p.y
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return NVector(xr, yr)
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def _angle(u, v):
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arg = math.acos(max(-1, min(1, u.dot(v) / (u.length * v.length))))
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if u[0] * v[1] - u[1] * v[0] < 0:
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return -arg
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return arg
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