266 lines
No EOL
9 KiB
C#
266 lines
No EOL
9 KiB
C#
/*
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Copyright (c) 2016, Lars Brubaker, John Lewin
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions are met:
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1. Redistributions of source code must retain the above copyright notice, this
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list of conditions and the following disclaimer.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
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ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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The views and conclusions contained in the software and documentation are those
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of the authors and should not be interpreted as representing official policies,
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either expressed or implied, of the FreeBSD Project.
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*/
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using MatterHackers.Agg;
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using MatterHackers.Agg.Font;
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using MatterHackers.Agg.PlatformAbstract;
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using MatterHackers.Agg.VertexSource;
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using MatterHackers.DataConverters3D;
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using MatterHackers.PolygonMesh;
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using MatterHackers.VectorMath;
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using System.IO;
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using System.Linq;
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namespace MatterHackers.MatterControl.Plugins.BrailleBuilder
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{
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public class BrailleGenerator
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{
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private double lastHeightValue = 1;
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private double lastSizeValue = 1;
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private TypeFace brailTypeFace;
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private TypeFace boldTypeFace;
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private const double unscaledBaseHeight = 7;
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private const double unscaledLetterHeight = 3;
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public BrailleGenerator()
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{
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boldTypeFace = TypeFace.LoadFrom(StaticData.Instance.ReadAllText(Path.Combine("Fonts", "LiberationMono.svg")));
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brailTypeFace = TypeFace.LoadFrom(StaticData.Instance.ReadAllText(Path.Combine("Fonts", "Braille.svg")));
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}
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public IObject3D CreateText(string brailleText, double wordSize, double wordHeight, bool includeText = false, string wordText = null)
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{
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var group = new TextObject
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{
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ItemType = Object3DTypes.Group,
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Text = wordText,
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ActiveEditor = "BrailleEditor"
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};
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TypeFacePrinter brailPrinter = new TypeFacePrinter(brailleText, new StyledTypeFace(brailTypeFace, 12));
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StyledTypeFace boldStyled = new StyledTypeFace(boldTypeFace, 12);
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if (includeText)
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{
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TypeFacePrinter normalPrinter = new TypeFacePrinter(wordText, boldStyled);
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Vector2 normalSize = normalPrinter.GetSize();
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AddCharacterMeshes(group, wordText, normalPrinter);
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}
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AddCharacterMeshes(group, brailleText, brailPrinter);
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Vector2 brailSize = brailPrinter.GetSize();
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foreach (var object3D in group.Children)
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{
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object3D.ExtraData.Spacing += new Vector2(0, boldStyled.CapHeightInPixels * 1.5);
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}
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IObject3D basePlate = CreateBaseplate(group);
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group.Children.Add(basePlate);
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SetCharacterPositions(group);
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SetWordSize(group, wordSize);
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SetWordHeight(group, wordHeight);
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// Remove the temporary baseplate added above and required by SetPositions/SetSize
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group.Children.Remove(basePlate);
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// Add the actual baseplate that can be correctly sized to its siblings bounds
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basePlate = CreateBaseplate(group);
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group.Children.Add(basePlate);
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return group;
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}
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private void AddCharacterMeshes(IObject3D group, string currentText, TypeFacePrinter printer)
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{
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StyledTypeFace typeFace = printer.TypeFaceStyle;
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for (int i = 0; i < currentText.Length; i++)
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{
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string letter = currentText[i].ToString();
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TypeFacePrinter letterPrinter = new TypeFacePrinter(letter, typeFace);
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if (CharacterHasMesh(letterPrinter, letter))
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{
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#if true
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Mesh textMesh = VertexSourceToMesh.Extrude(letterPrinter, unscaledLetterHeight / 2);
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#else
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Mesh textMesh = VertexSourceToMesh.Extrude(letterPrinter, unscaledLetterHeight / 2);
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// this is the code to make rounded tops
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// convert the letterPrinter to clipper polygons
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List<List<IntPoint>> insetPoly = VertexSourceToPolygon.CreatePolygons(letterPrinter);
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// inset them
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ClipperOffset clipper = new ClipperOffset();
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clipper.AddPaths(insetPoly, JoinType.jtMiter, EndType.etClosedPolygon);
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List<List<IntPoint>> solution = new List<List<IntPoint>>();
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clipper.Execute(solution, 5.0);
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// convert them back into a vertex source
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// merge both the inset and original vertex sources together
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// convert the new vertex source into a mesh (triangulate them)
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// offset the inner loop in z
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// create the polygons from the inner loop to a center point so that there is the rest of an approximation of the bubble
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// make the mesh for the bottom
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// add the top and bottom together
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// done
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#endif
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var characterObject = new Object3D()
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{
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Mesh = textMesh,
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ItemType = Object3DTypes.Model
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};
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characterObject.ExtraData.Spacing = printer.GetOffsetLeftOfCharacterIndex(i);
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characterObject.Matrix *= Matrix4X4.CreateTranslation(new Vector3(0, 0, unscaledLetterHeight / 2));
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group.Children.Add(characterObject);
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}
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//processingProgressControl.PercentComplete = ((i + 1) * 95 / currentText.Length);
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}
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}
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private void SetCharacterPositions(IObject3D group)
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{
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if (group.HasChildren)
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{
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foreach (IObject3D child in group.Children)
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{
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Vector3 startPosition = Vector3.Transform(Vector3.Zero, child.Matrix);
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//child.Matrix *= Matrix4X4.CreateTranslation(-startPosition);
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double newX = child.ExtraData.Spacing.x * lastSizeValue;
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double newY = child.ExtraData.Spacing.y * lastSizeValue;
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child.Matrix *= Matrix4X4.CreateTranslation(new Vector3(newX, newY, startPosition.z));
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}
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}
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}
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public void SetWordHeight(IObject3D group, double newHeight)
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{
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if (group.HasChildren)
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{
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AxisAlignedBoundingBox baseBounds = group.Children.Last().GetAxisAlignedBoundingBox(Matrix4X4.Identity);
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// Skip the base item
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foreach (var sceneItem in group.Children.Take(group.Children.Count - 1))
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{
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Vector3 startPosition = Vector3.Transform(Vector3.Zero, sceneItem.Matrix);
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// take out the last scale
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double oldHeight = 1.0 / lastHeightValue;
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// move the part to keep it in the same relative position
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sceneItem.Matrix *= Matrix4X4.CreateScale(new Vector3(1, 1, oldHeight));
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sceneItem.Matrix *= Matrix4X4.CreateScale(new Vector3(1, 1, newHeight));
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sceneItem.Matrix *= Matrix4X4.CreateTranslation(new Vector3(0, 0, baseBounds.ZSize - startPosition.z));
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}
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lastHeightValue = newHeight;
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}
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}
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public void SetWordSize(IObject3D group, double newSize)
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{
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if (group.HasChildren)
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{
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foreach (var object3D in group.Children)
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{
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Vector3 startPositionRelCenter = Vector3.Transform(Vector3.Zero, object3D.Matrix);
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// take out the last scale
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double oldSize = 1.0 / lastSizeValue;
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Vector3 unscaledStartPositionRelCenter = startPositionRelCenter * oldSize;
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Vector3 endPositionRelCenter = unscaledStartPositionRelCenter * newSize;
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Vector3 deltaPosition = endPositionRelCenter - startPositionRelCenter;
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// move the part to keep it in the same relative position
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object3D.Matrix *= Matrix4X4.CreateScale(new Vector3(oldSize, oldSize, oldSize));
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object3D.Matrix *= Matrix4X4.CreateScale(new Vector3(newSize, newSize, newSize));
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object3D.Matrix *= Matrix4X4.CreateTranslation(deltaPosition);
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}
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lastSizeValue = newSize;
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}
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}
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private bool CharacterHasMesh(TypeFacePrinter letterPrinter, string letter)
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{
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return letterPrinter.LocalBounds.Width > 0
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&& letter != " "
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&& letter != "\n";
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}
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public IObject3D CreateBaseplate(IObject3D group)
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{
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if (group.HasChildren)
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{
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AxisAlignedBoundingBox bounds = group.GetAxisAlignedBoundingBox(Matrix4X4.Identity);
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double roundingScale = 20;
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RectangleDouble baseRect = new RectangleDouble(bounds.minXYZ.x, bounds.minXYZ.y, bounds.maxXYZ.x, bounds.maxXYZ.y);
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baseRect.Inflate(2);
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baseRect *= roundingScale;
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RoundedRect baseRoundedRect = new RoundedRect(baseRect, 1 * roundingScale);
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Mesh baseMeshResult = VertexSourceToMesh.Extrude(baseRoundedRect, unscaledBaseHeight / 2 * roundingScale * lastHeightValue);
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baseMeshResult.Transform(Matrix4X4.CreateScale(1 / roundingScale));
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var basePlateObject = new BraileBasePlate()
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{
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Mesh = baseMeshResult,
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ItemType = Object3DTypes.Model
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};
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basePlateObject.Matrix *= Matrix4X4.CreateTranslation(new Vector3(0, 0, 0));
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return basePlateObject;
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}
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return null;
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}
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public void ResetSettings()
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{
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lastHeightValue = 1;
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lastSizeValue = 1;
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}
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}
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public class BraileBasePlate : Object3D
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{
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}
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} |