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stepanalyser/.venv/lib/python3.12/site-packages/ezdxf/render/curves.py
Christian Anetzberger a197de9456 initial
2026-01-22 20:23:51 +01:00

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Python

# Copyright (c) 2010-2022, Manfred Moitzi
# License: MIT License
from __future__ import annotations
from typing import TYPE_CHECKING, Iterable, Optional
import random
import math
from ezdxf.math import (
Vec3,
Vec2,
UVec,
Matrix44,
perlin,
Bezier4P,
global_bspline_interpolation,
BSpline,
open_uniform_bspline,
closed_uniform_bspline,
EulerSpiral as _EulerSpiral,
)
if TYPE_CHECKING:
from ezdxf.layouts import BaseLayout
def rnd(max_value):
return max_value / 2.0 - random.random() * max_value
def rnd_perlin(max_value, walker):
r = perlin.snoise2(walker.x, walker.y)
return max_value / 2.0 - r * max_value
def random_2d_path(
steps: int = 100,
max_step_size: float = 1.0,
max_heading: float = math.pi / 2,
retarget: int = 20,
) -> Iterable[Vec2]:
"""Returns a random 2D path as iterable of :class:`~ezdxf.math.Vec2`
objects.
Args:
steps: count of vertices to generate
max_step_size: max step size
max_heading: limit heading angle change per step to ± max_heading/2 in
radians
retarget: specifies steps before changing global walking target
"""
max_ = max_step_size * steps
def next_global_target():
return Vec2((rnd(max_), rnd(max_)))
walker = Vec2(0, 0)
target = next_global_target()
for i in range(steps):
if i % retarget == 0:
target = target + next_global_target()
angle = (target - walker).angle
heading = angle + rnd_perlin(max_heading, walker)
length = max_step_size * random.random()
walker = walker + Vec2.from_angle(heading, length)
yield walker
def random_3d_path(
steps: int = 100,
max_step_size: float = 1.0,
max_heading: float = math.pi / 2.0,
max_pitch: float = math.pi / 8.0,
retarget: int = 20,
) -> Iterable[Vec3]:
"""Returns a random 3D path as iterable of :class:`~ezdxf.math.Vec3`
objects.
Args:
steps: count of vertices to generate
max_step_size: max step size
max_heading: limit heading angle change per step to ± max_heading/2,
rotation about the z-axis in radians
max_pitch: limit pitch angle change per step to ± max_pitch/2, rotation
about the x-axis in radians
retarget: specifies steps before changing global walking target
"""
max_ = max_step_size * steps
def next_global_target():
return Vec3((rnd(max_), rnd(max_), rnd(max_)))
walker = Vec3()
target = next_global_target()
for i in range(steps):
if i % retarget == 0:
target = target + next_global_target()
angle = (target - walker).angle
length = max_step_size * random.random()
heading_angle = angle + rnd_perlin(max_heading, walker)
next_step = Vec3.from_angle(heading_angle, length)
pitch_angle = rnd_perlin(max_pitch, walker)
walker += Matrix44.x_rotate(pitch_angle).transform(next_step)
yield walker
class Bezier:
"""Render a bezier curve as 2D/3D :class:`~ezdxf.entities.Polyline`.
The :class:`Bezier` class is implemented with multiple segments, each
segment is an optimized 4 point bezier curve, the 4 control points of the
curve are: the start point (1) and the end point (4), point (2) is start
point + start vector and point (3) is end point + end vector. Each segment
has its own approximation count.
.. seealso::
The new :mod:`ezdxf.path` package provides many advanced construction tools
based on the :class:`~ezdxf.path.Path` class.
"""
class Segment:
def __init__(
self,
start: UVec,
end: UVec,
start_tangent: UVec,
end_tangent: UVec,
segments: int,
):
self.start = Vec3(start)
self.end = Vec3(end)
self.start_tangent = Vec3(
start_tangent
) # as vector, from start point
self.end_tangent = Vec3(end_tangent) # as vector, from end point
self.segments = segments
def approximate(self) -> Iterable[Vec3]:
control_points = [
self.start,
self.start + self.start_tangent,
self.end + self.end_tangent,
self.end,
]
bezier = Bezier4P(control_points)
return bezier.approximate(self.segments)
def __init__(self) -> None:
# fit point, first control vector, second control vector, segment count
self.points: list[
tuple[Vec3, Optional[Vec3], Optional[Vec3], Optional[int]]
] = []
def start(self, point: UVec, tangent: UVec) -> None:
"""Set start point and start tangent.
Args:
point: start point
tangent: start tangent as vector, example: (5, 0, 0) means a
horizontal tangent with a length of 5 drawing units
"""
self.points.append((Vec3(point), None, tangent, None))
def append(
self,
point: UVec,
tangent1: UVec,
tangent2: Optional[UVec] = None,
segments: int = 20,
):
"""Append a control point with two control tangents.
Args:
point: control point
tangent1: first tangent as vector "left" of the control point
tangent2: second tangent as vector "right" of the control point,
if omitted `tangent2` = `-tangent1`
segments: count of line segments for the polyline approximation,
count of line segments from the previous control point to the
appended control point.
"""
tangent1 = Vec3(tangent1)
if tangent2 is None:
tangent2 = -tangent1
else:
tangent2 = Vec3(tangent2)
self.points.append((Vec3(point), tangent1, tangent2, int(segments)))
def _build_bezier_segments(self) -> Iterable[Segment]:
if len(self.points) > 1:
for from_point, to_point in zip(self.points[:-1], self.points[1:]):
start_point = from_point[0]
start_tangent = from_point[2] # tangent2
end_point = to_point[0]
end_tangent = to_point[1] # tangent1
count = to_point[3]
yield Bezier.Segment(
start_point, end_point, start_tangent, end_tangent, count # type: ignore
)
else:
raise ValueError("Two or more points needed!")
def render(
self,
layout: BaseLayout,
force3d: bool = False,
dxfattribs=None,
) -> None:
"""Render Bezier curve as 2D/3D :class:`~ezdxf.entities.Polyline`.
Args:
layout: :class:`~ezdxf.layouts.BaseLayout` object
force3d: force 3D polyline rendering
dxfattribs: DXF attributes for :class:`~ezdxf.entities.Polyline`
"""
points: list[Vec3] = []
for segment in self._build_bezier_segments():
points.extend(segment.approximate())
if force3d or any(p[2] for p in points):
layout.add_polyline3d(points, dxfattribs=dxfattribs)
else:
layout.add_polyline2d(points, dxfattribs=dxfattribs)
class Spline:
"""This class can be used to render B-splines into DXF R12 files as
approximated :class:`~ezdxf.entities.Polyline` entities.
The advantage of this class over the :class:`R12Spline` class is,
that this is a real 3D curve, which means that the B-spline vertices do
have to be located in a flat plane, and no :ref:`UCS` class is needed to
place the curve in 3D space.
.. seealso::
The newer :class:`~ezdxf.math.BSpline` class provides the
advanced vertex interpolation method :meth:`~ezdxf.math.BSpline.flattening`.
"""
def __init__(
self, points: Optional[Iterable[UVec]] = None, segments: int = 100
):
"""
Args:
points: spline definition points
segments: count of line segments for approximation, vertex count is
`segments` + 1
"""
if points is None:
points = []
self.points: list[Vec3] = Vec3.list(points)
self.segments = int(segments)
def subdivide(self, segments: int = 4) -> None:
"""Calculate overall segment count, where segments is the sub-segment
count, `segments` = 4, means 4 line segments between two definition
points e.g. 4 definition points and 4 segments = 12 overall segments,
useful for fit point rendering.
Args:
segments: sub-segments count between two definition points
"""
self.segments = (len(self.points) - 1) * segments
def render_as_fit_points(
self,
layout: BaseLayout,
degree: int = 3,
method: str = "chord",
dxfattribs: Optional[dict] = None,
) -> None:
"""Render a B-spline as 2D/3D :class:`~ezdxf.entities.Polyline`, where
the definition points are fit points.
- 2D spline vertices uses: :meth:`~ezdxf.layouts.BaseLayout.add_polyline2d`
- 3D spline vertices uses: :meth:`~ezdxf.layouts.BaseLayout.add_polyline3d`
Args:
layout: :class:`~ezdxf.layouts.BaseLayout` object
degree: degree of B-spline (order = `degree` + 1)
method: "uniform", "distance"/"chord", "centripetal"/"sqrt_chord" or
"arc" calculation method for parameter t
dxfattribs: DXF attributes for :class:`~ezdxf.entities.Polyline`
"""
spline = global_bspline_interpolation(
self.points, degree=degree, method=method
)
vertices = list(spline.approximate(self.segments))
if any(vertex.z != 0.0 for vertex in vertices):
layout.add_polyline3d(vertices, dxfattribs=dxfattribs)
else:
layout.add_polyline2d(vertices, dxfattribs=dxfattribs)
render = render_as_fit_points
def render_open_bspline(
self, layout: BaseLayout, degree: int = 3, dxfattribs=None
) -> None:
"""Render an open uniform B-spline as 3D :class:`~ezdxf.entities.Polyline`.
Definition points are control points.
Args:
layout: :class:`~ezdxf.layouts.BaseLayout` object
degree: degree of B-spline (order = `degree` + 1)
dxfattribs: DXF attributes for :class:`~ezdxf.entities.Polyline`
"""
spline = BSpline(self.points, order=degree + 1)
layout.add_polyline3d(
list(spline.approximate(self.segments)), dxfattribs=dxfattribs
)
def render_uniform_bspline(
self, layout: BaseLayout, degree: int = 3, dxfattribs=None
) -> None:
"""Render a uniform B-spline as 3D :class:`~ezdxf.entities.Polyline`.
Definition points are control points.
Args:
layout: :class:`~ezdxf.layouts.BaseLayout` object
degree: degree of B-spline (order = `degree` + 1)
dxfattribs: DXF attributes for :class:`~ezdxf.entities.Polyline`
"""
spline = open_uniform_bspline(self.points, order=degree + 1)
layout.add_polyline3d(
list(spline.approximate(self.segments)), dxfattribs=dxfattribs
)
def render_closed_bspline(
self, layout: BaseLayout, degree: int = 3, dxfattribs=None
) -> None:
"""Render a closed uniform B-spline as 3D :class:`~ezdxf.entities.Polyline`.
Definition points are control points.
Args:
layout: :class:`~ezdxf.layouts.BaseLayout` object
degree: degree of B-spline (order = `degree` + 1)
dxfattribs: DXF attributes for :class:`~ezdxf.entities.Polyline`
"""
spline = closed_uniform_bspline(self.points, order=degree + 1)
layout.add_polyline3d(
list(spline.approximate(self.segments)), dxfattribs=dxfattribs
)
def render_open_rbspline(
self,
layout: BaseLayout,
weights: Iterable[float],
degree: int = 3,
dxfattribs=None,
) -> None:
"""Render a rational open uniform BSpline as 3D :class:`~ezdxf.entities.Polyline`.
Definition points are control points.
Args:
layout: :class:`~ezdxf.layouts.BaseLayout` object
weights: list of weights, requires a weight value (float) for each
definition point.
degree: degree of B-spline (order = `degree` + 1)
dxfattribs: DXF attributes for :class:`~ezdxf.entities.Polyline`
"""
spline = BSpline(self.points, order=degree + 1, weights=weights)
layout.add_polyline3d(
list(spline.approximate(self.segments)), dxfattribs=dxfattribs
)
def render_uniform_rbspline(
self,
layout: BaseLayout,
weights: Iterable[float],
degree: int = 3,
dxfattribs=None,
) -> None:
"""Render a rational uniform B-spline as 3D :class:`~ezdxf.entities.Polyline`.
Definition points are control points.
Args:
layout: :class:`~ezdxf.layouts.BaseLayout` object
weights: list of weights, requires a weight value (float) for each
definition point.
degree: degree of B-spline (order = `degree` + 1)
dxfattribs: DXF attributes for :class:`~ezdxf.entities.Polyline`
"""
spline = closed_uniform_bspline(
self.points, order=degree + 1, weights=weights
)
layout.add_polyline3d(
list(spline.approximate(self.segments)), dxfattribs=dxfattribs
)
def render_closed_rbspline(
self,
layout: BaseLayout,
weights: Iterable[float],
degree: int = 3,
dxfattribs=None,
) -> None:
"""Render a rational B-spline as 3D :class:`~ezdxf.entities.Polyline`.
Definition points are control points.
Args:
layout: :class:`~ezdxf.layouts.BaseLayout` object
weights: list of weights, requires a weight value (float) for each
definition point.
degree: degree of B-spline (order = `degree` + 1)
dxfattribs: DXF attributes for :class:`~ezdxf.entities.Polyline`
"""
spline = closed_uniform_bspline(
self.points, order=degree + 1, weights=weights
)
layout.add_polyline3d(
list(spline.approximate(self.segments)), dxfattribs=dxfattribs
)
class EulerSpiral:
"""Render an `euler spiral <https://en.wikipedia.org/wiki/Euler_spiral>`_
as a 3D :class:`~ezdxf.entities.Polyline` or a
:class:`~ezdxf.entities.Spline` entity.
This is a parametric curve, which always starts at the origin (0, 0).
"""
def __init__(self, curvature: float = 1):
"""
Args:
curvature: Radius of curvature
"""
self.spiral = _EulerSpiral(float(curvature))
def render_polyline(
self,
layout: BaseLayout,
length: float = 1,
segments: int = 100,
matrix: Optional[Matrix44] = None,
dxfattribs=None,
):
"""Render curve as :class:`~ezdxf.entities.Polyline`.
Args:
layout: :class:`~ezdxf.layouts.BaseLayout` object
length: length measured along the spiral curve from its initial position
segments: count of line segments to use, vertex count is `segments` + 1
matrix: transformation matrix as :class:`~ezdxf.math.Matrix44`
dxfattribs: DXF attributes for :class:`~ezdxf.entities.Polyline`
Returns:
:class:`~ezdxf.entities.Polyline`
"""
points = self.spiral.approximate(length, segments)
if matrix is not None:
points = matrix.transform_vertices(points)
return layout.add_polyline3d(list(points), dxfattribs=dxfattribs)
def render_spline(
self,
layout: BaseLayout,
length: float = 1,
fit_points: int = 10,
degree: int = 3,
matrix: Optional[Matrix44] = None,
dxfattribs=None,
):
"""
Render curve as :class:`~ezdxf.entities.Spline`.
Args:
layout: :class:`~ezdxf.layouts.BaseLayout` object
length: length measured along the spiral curve from its initial position
fit_points: count of spline fit points to use
degree: degree of B-spline
matrix: transformation matrix as :class:`~ezdxf.math.Matrix44`
dxfattribs: DXF attributes for :class:`~ezdxf.entities.Spline`
Returns:
:class:`~ezdxf.entities.Spline`
"""
spline = self.spiral.bspline(length, fit_points, degree=degree)
points = spline.control_points
if matrix is not None:
points = matrix.transform_vertices(points)
return layout.add_open_spline(
control_points=points,
degree=spline.degree,
knots=spline.knots(),
dxfattribs=dxfattribs,
)