Files
blender-addons/io_curve_svg/import_svg.py
Sergey Sharybin 7e77c6ef60 SVG: Properly handle values in exponential notation
Some SVG exporters outputs small values in an exponential
notation. There is no big reason to reject those files.

This change makes it so any notation of the value is accepted.
Only do it in the path point parsing, since other areas are
already dealing with this correct.

Also covered the array parsing covered with a unit test which
can be run as a stand-alone application.

The parsing code is from Jacques Lucke, thanks!

Differential Revision: https://developer.blender.org/D4234
2019-02-01 15:44:21 +01:00

1931 lines
50 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# 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, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import re
import xml.dom.minidom
from math import cos, sin, tan, atan2, pi, ceil
import bpy
from mathutils import Vector, Matrix
from . import svg_colors
from .svg_util import (srgb_to_linearrgb,
check_points_equal,
parse_array_of_floats)
#### Common utilities ####
# TODO: "em" and "ex" aren't actually supported
SVGUnits = {"": 1.0,
"px": 1.0,
"in": 90.0,
"mm": 90.0 / 25.4,
"cm": 90.0 / 2.54,
"pt": 1.25,
"pc": 15.0,
"em": 1.0,
"ex": 1.0,
"INVALID": 1.0, # some DocBook files contain this
}
SVGEmptyStyles = {'useFill': None,
'fill': None}
def SVGParseFloat(s, i=0):
"""
Parse first float value from string
Returns value as string
"""
start = i
n = len(s)
token = ''
# Skip leading whitespace characters
while i < n and (s[i].isspace() or s[i] == ','):
i += 1
if i == n:
return None, i
# Read sign
if s[i] == '-':
token += '-'
i += 1
elif s[i] == '+':
i += 1
# Read integer part
if s[i].isdigit():
while i < n and s[i].isdigit():
token += s[i]
i += 1
# Fractional part
if i < n and s[i] == '.':
token += '.'
i += 1
if s[i].isdigit():
while i < n and s[i].isdigit():
token += s[i]
i += 1
elif s[i].isspace() or s[i] == ',':
# Inkscape sometimes uses weird float format with missed
# fractional part after dot. Suppose zero fractional part
# for this case
pass
else:
raise Exception('Invalid float value near ' + s[start:start + 10])
# Degree
if i < n and (s[i] == 'e' or s[i] == 'E'):
token += s[i]
i += 1
if s[i] == '+' or s[i] == '-':
token += s[i]
i += 1
if s[i].isdigit():
while i < n and s[i].isdigit():
token += s[i]
i += 1
else:
raise Exception('Invalid float value near ' + s[start:start + 10])
return token, i
def SVGCreateCurve(context):
"""
Create new curve object to hold splines in
"""
cu = bpy.data.curves.new("Curve", 'CURVE')
obj = bpy.data.objects.new("Curve", cu)
context['collection'].objects.link(obj)
return obj
def SVGFinishCurve():
"""
Finish curve creation
"""
pass
def SVGFlipHandle(x, y, x1, y1):
"""
Flip handle around base point
"""
x = x + (x - x1)
y = y + (y - y1)
return x, y
def SVGParseCoord(coord, size):
"""
Parse coordinate component to common basis
Needed to handle coordinates set in cm, mm, iches..
"""
token, last_char = SVGParseFloat(coord)
val = float(token)
unit = coord[last_char:].strip() # strip() in case there is a space
if unit == '%':
return float(size) / 100.0 * val
else:
return val * SVGUnits[unit]
return val
def SVGRectFromNode(node, context):
"""
Get display rectangle from node
"""
w = context['rect'][0]
h = context['rect'][1]
if node.getAttribute('viewBox'):
viewBox = node.getAttribute('viewBox').replace(',', ' ').split()
w = SVGParseCoord(viewBox[2], w)
h = SVGParseCoord(viewBox[3], h)
else:
if node.getAttribute('width'):
w = SVGParseCoord(node.getAttribute('width'), w)
if node.getAttribute('height'):
h = SVGParseCoord(node.getAttribute('height'), h)
return (w, h)
def SVGMatrixFromNode(node, context):
"""
Get transformation matrix from given node
"""
tagName = node.tagName.lower()
tags = ['svg:svg', 'svg:use', 'svg:symbol']
if tagName not in tags and 'svg:' + tagName not in tags:
return Matrix()
rect = context['rect']
has_user_coordinate = (len(context['rects']) > 1)
m = Matrix()
x = SVGParseCoord(node.getAttribute('x') or '0', rect[0])
y = SVGParseCoord(node.getAttribute('y') or '0', rect[1])
w = SVGParseCoord(node.getAttribute('width') or str(rect[0]), rect[0])
h = SVGParseCoord(node.getAttribute('height') or str(rect[1]), rect[1])
m = Matrix.Translation(Vector((x, y, 0.0)))
if has_user_coordinate:
if rect[0] != 0 and rect[1] != 0:
m = m @ Matrix.Scale(w / rect[0], 4, Vector((1.0, 0.0, 0.0)))
m = m @ Matrix.Scale(h / rect[1], 4, Vector((0.0, 1.0, 0.0)))
if node.getAttribute('viewBox'):
viewBox = node.getAttribute('viewBox').replace(',', ' ').split()
vx = SVGParseCoord(viewBox[0], w)
vy = SVGParseCoord(viewBox[1], h)
vw = SVGParseCoord(viewBox[2], w)
vh = SVGParseCoord(viewBox[3], h)
if vw == 0 or vh == 0:
return m
if has_user_coordinate or (w != 0 and h != 0):
sx = w / vw
sy = h / vh
scale = min(sx, sy)
else:
scale = 1.0
w = vw
h = vh
tx = (w - vw * scale) / 2
ty = (h - vh * scale) / 2
m = m @ Matrix.Translation(Vector((tx, ty, 0.0)))
m = m @ Matrix.Translation(Vector((-vx, -vy, 0.0)))
m = m @ Matrix.Scale(scale, 4, Vector((1.0, 0.0, 0.0)))
m = m @ Matrix.Scale(scale, 4, Vector((0.0, 1.0, 0.0)))
return m
def SVGParseTransform(transform):
"""
Parse transform string and return transformation matrix
"""
m = Matrix()
r = re.compile('\s*([A-z]+)\s*\((.*?)\)')
for match in r.finditer(transform):
func = match.group(1)
params = match.group(2)
params = params.replace(',', ' ').split()
proc = SVGTransforms.get(func)
if proc is None:
raise Exception('Unknown trasnform function: ' + func)
m = m @ proc(params)
return m
def SVGGetMaterial(color, context):
"""
Get material for specified color
"""
materials = context['materials']
rgb_re = re.compile('^\s*rgb\s*\(\s*(\d+)\s*,\s*(\d+)\s*,(\d+)\s*\)\s*$')
if color in materials:
return materials[color]
diff = None
if color.startswith('#'):
color = color[1:]
if len(color) == 3:
color = color[0] * 2 + color[1] * 2 + color[2] * 2
diff = (int(color[0:2], 16), int(color[2:4], 16), int(color[4:6], 16))
elif color in svg_colors.SVGColors:
diff = svg_colors.SVGColors[color]
elif rgb_re.match(color):
c = rgb_re.findall(color)[0]
diff = (float(c[0]), float(c[1]), float(c[2]))
else:
return None
diffuse_color = ([x / 255.0 for x in diff])
if context['do_colormanage']:
diffuse_color[0] = srgb_to_linearrgb(diffuse_color[0])
diffuse_color[1] = srgb_to_linearrgb(diffuse_color[1])
diffuse_color[2] = srgb_to_linearrgb(diffuse_color[2])
mat = bpy.data.materials.new(name='SVGMat')
mat.diffuse_color = (*diffuse_color, 1.0)
materials[color] = mat
return mat
def SVGTransformTranslate(params):
"""
translate SVG transform command
"""
tx = float(params[0])
ty = float(params[1]) if len(params) > 1 else 0.0
return Matrix.Translation(Vector((tx, ty, 0.0)))
def SVGTransformMatrix(params):
"""
matrix SVG transform command
"""
a = float(params[0])
b = float(params[1])
c = float(params[2])
d = float(params[3])
e = float(params[4])
f = float(params[5])
return Matrix(((a, c, 0.0, e),
(b, d, 0.0, f),
(0, 0, 1.0, 0),
(0, 0, 0.0, 1)))
def SVGTransformScale(params):
"""
scale SVG transform command
"""
sx = float(params[0])
sy = float(params[1]) if len(params) > 1 else sx
m = Matrix()
m = m @ Matrix.Scale(sx, 4, Vector((1.0, 0.0, 0.0)))
m = m @ Matrix.Scale(sy, 4, Vector((0.0, 1.0, 0.0)))
return m
def SVGTransformSkewX(params):
"""
skewX SVG transform command
"""
ang = float(params[0]) * pi / 180.0
return Matrix(((1.0, 0.0, 0.0),
(tan(ang), 1.0, 0.0),
(0.0, 0.0, 1.0))).to_4x4()
def SVGTransformSkewY(params):
"""
skewX SVG transform command
"""
ang = float(params[0]) * pi / 180.0
return Matrix(((1.0, tan(ang), 0.0),
(0.0, 1.0, 0.0),
(0.0, 0.0, 1.0))).to_4x4()
def SVGTransformRotate(params):
"""
skewX SVG transform command
"""
ang = float(params[0]) * pi / 180.0
cx = cy = 0.0
if len(params) >= 3:
cx = float(params[1])
cy = float(params[2])
tm = Matrix.Translation(Vector((cx, cy, 0.0)))
rm = Matrix.Rotation(ang, 4, Vector((0.0, 0.0, 1.0)))
return tm @ rm @ tm.inverted()
SVGTransforms = {'translate': SVGTransformTranslate,
'scale': SVGTransformScale,
'skewX': SVGTransformSkewX,
'skewY': SVGTransformSkewY,
'matrix': SVGTransformMatrix,
'rotate': SVGTransformRotate}
def SVGParseStyles(node, context):
"""
Parse node to get different styles for displaying geometries
(materials, filling flags, etc..)
"""
styles = SVGEmptyStyles.copy()
style = node.getAttribute('style')
if style:
elems = style.split(';')
for elem in elems:
s = elem.split(':')
if len(s) != 2:
continue
name = s[0].strip().lower()
val = s[1].strip()
if name == 'fill':
val = val.lower()
if val == 'none':
styles['useFill'] = False
else:
styles['useFill'] = True
styles['fill'] = SVGGetMaterial(val, context)
if styles['useFill'] is None:
styles['useFill'] = True
styles['fill'] = SVGGetMaterial('#000', context)
return styles
if styles['useFill'] is None:
fill = node.getAttribute('fill')
if fill:
fill = fill.lower()
if fill == 'none':
styles['useFill'] = False
else:
styles['useFill'] = True
styles['fill'] = SVGGetMaterial(fill, context)
if styles['useFill'] is None and context['style']:
styles = context['style'].copy()
if styles['useFill'] is None:
styles['useFill'] = True
styles['fill'] = SVGGetMaterial('#000', context)
return styles
#### SVG path helpers ####
class SVGPathData:
"""
SVG Path data token supplier
"""
__slots__ = ('_data', # List of tokens
'_index', # Index of current token in tokens list
'_len') # Length of tokens list
def __init__(self, d):
"""
Initialize new path data supplier
d - the definition of the outline of a shape
"""
spaces = ' ,\t'
commands = {'m', 'l', 'h', 'v', 'c', 's', 'q', '', 't', 'a', 'z'}
tokens = []
i = 0
n = len(d)
while i < n:
c = d[i]
if c in spaces:
pass
elif c.lower() in commands:
tokens.append(c)
elif c in ['-', '.'] or c.isdigit():
token, last_char = SVGParseFloat(d, i)
tokens.append(token)
# in most cases len(token) and (last_char - i) are the same
# but with whitespace or ',' prefix they are not.
i += (last_char - i) - 1
i += 1
self._data = tokens
self._index = 0
self._len = len(tokens)
def eof(self):
"""
Check if end of data reached
"""
return self._index >= self._len
def cur(self):
"""
Return current token
"""
if self.eof():
return None
return self._data[self._index]
def lookupNext(self):
"""
get next token without moving pointer
"""
if self.eof():
return None
return self._data[self._index]
def next(self):
"""
Return current token and go to next one
"""
if self.eof():
return None
token = self._data[self._index]
self._index += 1
return token
def nextCoord(self):
"""
Return coordinate created from current token and move to next token
"""
token = self.next()
if token is None:
return None
return float(token)
class SVGPathParser:
"""
Parser of SVG path data
"""
__slots__ = ('_data', # Path data supplird
'_point', # Current point coorfinate
'_handle', # Last handle coordinate
'_splines', # List of all splies created during parsing
'_spline', # Currently handling spline
'_commands', # Hash of all supported path commands
'_use_fill', # Splines would be filled, so expected to be closed
)
def __init__(self, d, use_fill):
"""
Initialize path parser
d - the definition of the outline of a shape
"""
self._data = SVGPathData(d)
self._point = None # Current point
self._handle = None # Last handle
self._splines = [] # List of splines in path
self._spline = None # Current spline
self._use_fill = use_fill
self._commands = {'M': self._pathMoveTo,
'L': self._pathLineTo,
'H': self._pathLineTo,
'V': self._pathLineTo,
'C': self._pathCurveToCS,
'S': self._pathCurveToCS,
'Q': self._pathCurveToQT,
'T': self._pathCurveToQT,
'A': self._pathCurveToA,
'Z': self._pathClose,
'm': self._pathMoveTo,
'l': self._pathLineTo,
'h': self._pathLineTo,
'v': self._pathLineTo,
'c': self._pathCurveToCS,
's': self._pathCurveToCS,
'q': self._pathCurveToQT,
't': self._pathCurveToQT,
'a': self._pathCurveToA,
'z': self._pathClose}
def _getCoordPair(self, relative, point):
"""
Get next coordinate pair
"""
x = self._data.nextCoord()
y = self._data.nextCoord()
if relative and point is not None:
x += point[0]
y += point[1]
return x, y
def _appendPoint(self, x, y, handle_left=None, handle_left_type='VECTOR',
handle_right=None, handle_right_type='VECTOR'):
"""
Append point to spline
If there's no active spline, create one and set it's first point
to current point coordinate
"""
if self._spline is None:
self._spline = {'points': [],
'closed': False}
self._splines.append(self._spline)
if len(self._spline['points']) > 0:
# Not sure about specifications, but Illustrator could create
# last point at the same position, as start point (which was
# reached by MoveTo command) to set needed handle coords.
# It's also could use last point at last position to make path
# filled.
first = self._spline['points'][0]
if check_points_equal((first['x'], first['y']), (x, y)):
if handle_left is not None:
first['handle_left'] = handle_left
first['handle_left_type'] = 'FREE'
if handle_left_type != 'VECTOR':
first['handle_left_type'] = handle_left_type
if self._data.eof() or self._data.lookupNext().lower() == 'm':
self._spline['closed'] = True
return
last = self._spline['points'][-1]
if last['handle_right_type'] == 'VECTOR' and handle_left_type == 'FREE':
last['handle_right'] = (last['x'], last['y'])
last['handle_right_type'] = 'FREE'
if last['handle_right_type'] == 'FREE' and handle_left_type == 'VECTOR':
handle_left = (x, y)
handle_left_type = 'FREE'
point = {'x': x,
'y': y,
'handle_left': handle_left,
'handle_left_type': handle_left_type,
'handle_right': handle_right,
'handle_right_type': handle_right_type}
self._spline['points'].append(point)
def _updateHandle(self, handle=None, handle_type=None):
"""
Update right handle of previous point when adding new point to spline
"""
point = self._spline['points'][-1]
if handle_type is not None:
point['handle_right_type'] = handle_type
if handle is not None:
point['handle_right'] = handle
def _pathMoveTo(self, code):
"""
MoveTo path command
"""
relative = code.islower()
x, y = self._getCoordPair(relative, self._point)
self._spline = None # Flag to start new spline
self._point = (x, y)
cur = self._data.cur()
while cur is not None and not cur.isalpha():
x, y = self._getCoordPair(relative, self._point)
if self._spline is None:
self._appendPoint(self._point[0], self._point[1])
self._appendPoint(x, y)
self._point = (x, y)
cur = self._data.cur()
self._handle = None
def _pathLineTo(self, code):
"""
LineTo path command
"""
c = code.lower()
cur = self._data.cur()
while cur is not None and not cur.isalpha():
if c == 'l':
x, y = self._getCoordPair(code == 'l', self._point)
elif c == 'h':
x = self._data.nextCoord()
y = self._point[1]
else:
x = self._point[0]
y = self._data.nextCoord()
if code == 'h':
x += self._point[0]
elif code == 'v':
y += self._point[1]
if self._spline is None:
self._appendPoint(self._point[0], self._point[1])
self._appendPoint(x, y)
self._point = (x, y)
cur = self._data.cur()
self._handle = None
def _pathCurveToCS(self, code):
"""
Cubic BEZIER CurveTo path command
"""
c = code.lower()
cur = self._data.cur()
while cur is not None and not cur.isalpha():
if c == 'c':
x1, y1 = self._getCoordPair(code.islower(), self._point)
x2, y2 = self._getCoordPair(code.islower(), self._point)
else:
if self._handle is not None:
x1, y1 = SVGFlipHandle(self._point[0], self._point[1],
self._handle[0], self._handle[1])
else:
x1, y1 = self._point
x2, y2 = self._getCoordPair(code.islower(), self._point)
x, y = self._getCoordPair(code.islower(), self._point)
if self._spline is None:
self._appendPoint(self._point[0], self._point[1],
handle_left_type='FREE', handle_left=self._point,
handle_right_type='FREE', handle_right=(x1, y1))
else:
self._updateHandle(handle=(x1, y1), handle_type='FREE')
self._appendPoint(x, y,
handle_left_type='FREE', handle_left=(x2, y2),
handle_right_type='FREE', handle_right=(x, y))
self._point = (x, y)
self._handle = (x2, y2)
cur = self._data.cur()
def _pathCurveToQT(self, code):
"""
Quadratic BEZIER CurveTo path command
"""
c = code.lower()
cur = self._data.cur()
while cur is not None and not cur.isalpha():
if c == 'q':
x1, y1 = self._getCoordPair(code.islower(), self._point)
else:
if self._handle is not None:
x1, y1 = SVGFlipHandle(self._point[0], self._point[1],
self._handle[0], self._handle[1])
else:
x1, y1 = self._point
x, y = self._getCoordPair(code.islower(), self._point)
if not check_points_equal((x, y), self._point):
if self._spline is None:
self._appendPoint(self._point[0], self._point[1],
handle_left_type='FREE', handle_left=self._point,
handle_right_type='FREE', handle_right=self._point)
self._appendPoint(x, y,
handle_left_type='FREE', handle_left=(x1, y1),
handle_right_type='FREE', handle_right=(x, y))
self._point = (x, y)
self._handle = (x1, y1)
cur = self._data.cur()
def _calcArc(self, rx, ry, ang, fa, fs, x, y):
"""
Calc arc paths
Copied and adoptedfrom paths_svg2obj.py script for Blender 2.49
which is Copyright (c) jm soler juillet/novembre 2004-april 2009,
"""
cpx = self._point[0]
cpy = self._point[1]
rx = abs(rx)
ry = abs(ry)
px = abs((cos(ang) * (cpx - x) + sin(ang) * (cpy - y)) * 0.5) ** 2.0
py = abs((cos(ang) * (cpy - y) - sin(ang) * (cpx - x)) * 0.5) ** 2.0
rpx = rpy = 0.0
if abs(rx) > 0.0:
px = px / (rx ** 2.0)
if abs(ry) > 0.0:
rpy = py / (ry ** 2.0)
pl = rpx + rpy
if pl > 1.0:
pl = pl ** 0.5
rx *= pl
ry *= pl
carx = sarx = cary = sary = 0.0
if abs(rx) > 0.0:
carx = cos(ang) / rx
sarx = sin(ang) / rx
if abs(ry) > 0.0:
cary = cos(ang) / ry
sary = sin(ang) / ry
x0 = carx * cpx + sarx * cpy
y0 = -sary * cpx + cary * cpy
x1 = carx * x + sarx * y
y1 = -sary * x + cary * y
d = (x1 - x0) * (x1 - x0) + (y1 - y0) * (y1 - y0)
if abs(d) > 0.0:
sq = 1.0 / d - 0.25
else:
sq = -0.25
if sq < 0.0:
sq = 0.0
sf = sq ** 0.5
if fs == fa:
sf = -sf
xc = 0.5 * (x0 + x1) - sf * (y1 - y0)
yc = 0.5 * (y0 + y1) + sf * (x1 - x0)
ang_0 = atan2(y0 - yc, x0 - xc)
ang_1 = atan2(y1 - yc, x1 - xc)
ang_arc = ang_1 - ang_0
if ang_arc < 0.0 and fs == 1:
ang_arc += 2.0 * pi
elif ang_arc > 0.0 and fs == 0:
ang_arc -= 2.0 * pi
n_segs = int(ceil(abs(ang_arc * 2.0 / (pi * 0.5 + 0.001))))
if self._spline is None:
self._appendPoint(cpx, cpy,
handle_left_type='FREE', handle_left=(cpx, cpy),
handle_right_type='FREE', handle_right=(cpx, cpy))
for i in range(n_segs):
ang0 = ang_0 + i * ang_arc / n_segs
ang1 = ang_0 + (i + 1) * ang_arc / n_segs
ang_demi = 0.25 * (ang1 - ang0)
t = 2.66666 * sin(ang_demi) * sin(ang_demi) / sin(ang_demi * 2.0)
x1 = xc + cos(ang0) - t * sin(ang0)
y1 = yc + sin(ang0) + t * cos(ang0)
x2 = xc + cos(ang1)
y2 = yc + sin(ang1)
x3 = x2 + t * sin(ang1)
y3 = y2 - t * cos(ang1)
coord1 = ((cos(ang) * rx) * x1 + (-sin(ang) * ry) * y1,
(sin(ang) * rx) * x1 + (cos(ang) * ry) * y1)
coord2 = ((cos(ang) * rx) * x3 + (-sin(ang) * ry) * y3,
(sin(ang) * rx) * x3 + (cos(ang) * ry) * y3)
coord3 = ((cos(ang) * rx) * x2 + (-sin(ang) * ry) * y2,
(sin(ang) * rx) * x2 + (cos(ang) * ry) * y2)
self._updateHandle(handle=coord1, handle_type='FREE')
self._appendPoint(coord3[0], coord3[1],
handle_left_type='FREE', handle_left=coord2,
handle_right_type='FREE', handle_right=coord3)
def _pathCurveToA(self, code):
"""
Elliptical arc CurveTo path command
"""
cur = self._data.cur()
while cur is not None and not cur.isalpha():
rx = float(self._data.next())
ry = float(self._data.next())
ang = float(self._data.next()) / 180 * pi
fa = float(self._data.next())
fs = float(self._data.next())
x, y = self._getCoordPair(code.islower(), self._point)
self._calcArc(rx, ry, ang, fa, fs, x, y)
self._point = (x, y)
self._handle = None
cur = self._data.cur()
def _pathClose(self, code):
"""
Close path command
"""
if self._spline:
self._spline['closed'] = True
cv = self._spline['points'][0]
self._point = (cv['x'], cv['y'])
def parse(self):
"""
Execute parser
"""
closed = False
while not self._data.eof():
code = self._data.next()
cmd = self._commands.get(code)
if cmd is None:
raise Exception('Unknown path command: {0}' . format(code))
if cmd in {'Z', 'z'}:
closed = True
else:
closed = False
cmd(code)
if self._use_fill and not closed:
self._pathClose('z')
def getSplines(self):
"""
Get splines definitions
"""
return self._splines
class SVGGeometry:
"""
Abstract SVG geometry
"""
__slots__ = ('_node', # XML node for geometry
'_context', # Global SVG context (holds matrices stack, i.e.)
'_creating') # Flag if geometry is already creating
# for this node
# need to detect cycles for USE node
def __init__(self, node, context):
"""
Initialize SVG geometry
"""
self._node = node
self._context = context
self._creating = False
if hasattr(node, 'getAttribute'):
defs = context['defines']
attr_id = node.getAttribute('id')
if attr_id and defs.get('#' + attr_id) is None:
defs['#' + attr_id] = self
className = node.getAttribute('class')
if className and defs.get(className) is None:
defs[className] = self
def _pushRect(self, rect):
"""
Push display rectangle
"""
self._context['rects'].append(rect)
self._context['rect'] = rect
def _popRect(self):
"""
Pop display rectangle
"""
self._context['rects'].pop()
self._context['rect'] = self._context['rects'][-1]
def _pushMatrix(self, matrix):
"""
Push transformation matrix
"""
self._context['transform'].append(matrix)
self._context['matrix'] = self._context['matrix'] @ matrix
def _popMatrix(self):
"""
Pop transformation matrix
"""
matrix = self._context['transform'].pop()
self._context['matrix'] = self._context['matrix'] @ matrix.inverted()
def _pushStyle(self, style):
"""
Push style
"""
self._context['styles'].append(style)
self._context['style'] = style
def _popStyle(self):
"""
Pop style
"""
self._context['styles'].pop()
self._context['style'] = self._context['styles'][-1]
def _transformCoord(self, point):
"""
Transform SVG-file coords
"""
v = Vector((point[0], point[1], 0.0))
return self._context['matrix'] @ v
def getNodeMatrix(self):
"""
Get transformation matrix of node
"""
return SVGMatrixFromNode(self._node, self._context)
def parse(self):
"""
Parse XML node to memory
"""
pass
def _doCreateGeom(self, instancing):
"""
Internal handler to create real geometries
"""
pass
def getTransformMatrix(self):
"""
Get matrix created from "transform" attribute
"""
transform = self._node.getAttribute('transform')
if transform:
return SVGParseTransform(transform)
return None
def createGeom(self, instancing):
"""
Create real geometries
"""
if self._creating:
return
self._creating = True
matrix = self.getTransformMatrix()
if matrix is not None:
self._pushMatrix(matrix)
self._doCreateGeom(instancing)
if matrix is not None:
self._popMatrix()
self._creating = False
class SVGGeometryContainer(SVGGeometry):
"""
Container of SVG geometries
"""
__slots__ = ('_geometries', # List of chold geometries
'_styles') # Styles, used for displaying
def __init__(self, node, context):
"""
Initialize SVG geometry container
"""
super().__init__(node, context)
self._geometries = []
self._styles = SVGEmptyStyles
def parse(self):
"""
Parse XML node to memory
"""
if type(self._node) is xml.dom.minidom.Element:
self._styles = SVGParseStyles(self._node, self._context)
self._pushStyle(self._styles)
for node in self._node.childNodes:
if type(node) is not xml.dom.minidom.Element:
continue
ob = parseAbstractNode(node, self._context)
if ob is not None:
self._geometries.append(ob)
self._popStyle()
def _doCreateGeom(self, instancing):
"""
Create real geometries
"""
for geom in self._geometries:
geom.createGeom(instancing)
def getGeometries(self):
"""
Get list of parsed geometries
"""
return self._geometries
class SVGGeometryPATH(SVGGeometry):
"""
SVG path geometry
"""
__slots__ = ('_splines', # List of splines after parsing
'_styles') # Styles, used for displaying
def __init__(self, node, context):
"""
Initialize SVG path
"""
super().__init__(node, context)
self._splines = []
self._styles = SVGEmptyStyles
def parse(self):
"""
Parse SVG path node
"""
d = self._node.getAttribute('d')
self._styles = SVGParseStyles(self._node, self._context)
pathParser = SVGPathParser(d, self._styles['useFill'])
pathParser.parse()
self._splines = pathParser.getSplines()
def _doCreateGeom(self, instancing):
"""
Create real geometries
"""
ob = SVGCreateCurve(self._context)
cu = ob.data
if self._node.getAttribute('id'):
cu.name = self._node.getAttribute('id')
if self._styles['useFill']:
cu.dimensions = '2D'
cu.materials.append(self._styles['fill'])
else:
cu.dimensions = '3D'
for spline in self._splines:
act_spline = None
if spline['closed'] and len(spline['points']) >= 2:
first = spline['points'][0]
last = spline['points'][-1]
if ( first['handle_left_type'] == 'FREE' and
last['handle_right_type'] == 'VECTOR'):
last['handle_right_type'] = 'FREE'
last['handle_right'] = (last['x'], last['y'])
if ( last['handle_right_type'] == 'FREE' and
first['handle_left_type'] == 'VECTOR'):
first['handle_left_type'] = 'FREE'
first['handle_left'] = (first['x'], first['y'])
for point in spline['points']:
co = self._transformCoord((point['x'], point['y']))
if act_spline is None:
cu.splines.new('BEZIER')
act_spline = cu.splines[-1]
act_spline.use_cyclic_u = spline['closed']
else:
act_spline.bezier_points.add(1)
bezt = act_spline.bezier_points[-1]
bezt.co = co
bezt.handle_left_type = point['handle_left_type']
if point['handle_left'] is not None:
handle = point['handle_left']
bezt.handle_left = self._transformCoord(handle)
bezt.handle_right_type = point['handle_right_type']
if point['handle_right'] is not None:
handle = point['handle_right']
bezt.handle_right = self._transformCoord(handle)
SVGFinishCurve()
class SVGGeometryDEFS(SVGGeometryContainer):
"""
Container for referenced elements
"""
def createGeom(self, instancing):
"""
Create real geometries
"""
pass
class SVGGeometrySYMBOL(SVGGeometryContainer):
"""
Referenced element
"""
def _doCreateGeom(self, instancing):
"""
Create real geometries
"""
self._pushMatrix(self.getNodeMatrix())
super()._doCreateGeom(False)
self._popMatrix()
def createGeom(self, instancing):
"""
Create real geometries
"""
if not instancing:
return
super().createGeom(instancing)
class SVGGeometryG(SVGGeometryContainer):
"""
Geometry group
"""
pass
class SVGGeometryUSE(SVGGeometry):
"""
User of referenced elements
"""
def _doCreateGeom(self, instancing):
"""
Create real geometries
"""
ref = self._node.getAttribute('xlink:href')
geom = self._context['defines'].get(ref)
if geom is not None:
rect = SVGRectFromNode(self._node, self._context)
self._pushRect(rect)
self._pushMatrix(self.getNodeMatrix())
geom.createGeom(True)
self._popMatrix()
self._popRect()
class SVGGeometryRECT(SVGGeometry):
"""
SVG rectangle
"""
__slots__ = ('_rect', # coordinate and dimensions of rectangle
'_radius', # Rounded corner radiuses
'_styles') # Styles, used for displaying
def __init__(self, node, context):
"""
Initialize new rectangle
"""
super().__init__(node, context)
self._rect = ('0', '0', '0', '0')
self._radius = ('0', '0')
self._styles = SVGEmptyStyles
def parse(self):
"""
Parse SVG rectangle node
"""
self._styles = SVGParseStyles(self._node, self._context)
rect = []
for attr in ['x', 'y', 'width', 'height']:
val = self._node.getAttribute(attr)
rect.append(val or '0')
self._rect = (rect)
rx = self._node.getAttribute('rx')
ry = self._node.getAttribute('ry')
self._radius = (rx, ry)
def _appendCorner(self, spline, coord, firstTime, rounded):
"""
Append new corner to rectangle
"""
handle = None
if len(coord) == 3:
handle = self._transformCoord(coord[2])
coord = (coord[0], coord[1])
co = self._transformCoord(coord)
if not firstTime:
spline.bezier_points.add(1)
bezt = spline.bezier_points[-1]
bezt.co = co
if rounded:
if handle:
bezt.handle_left_type = 'VECTOR'
bezt.handle_right_type = 'FREE'
bezt.handle_right = handle
else:
bezt.handle_left_type = 'FREE'
bezt.handle_right_type = 'VECTOR'
bezt.handle_left = co
else:
bezt.handle_left_type = 'VECTOR'
bezt.handle_right_type = 'VECTOR'
def _doCreateGeom(self, instancing):
"""
Create real geometries
"""
# Run-time parsing -- percents would be correct only if
# parsing them now
crect = self._context['rect']
rect = []
for i in range(4):
rect.append(SVGParseCoord(self._rect[i], crect[i % 2]))
r = self._radius
rx = ry = 0.0
if r[0] and r[1]:
rx = min(SVGParseCoord(r[0], rect[0]), rect[2] / 2)
ry = min(SVGParseCoord(r[1], rect[1]), rect[3] / 2)
elif r[0]:
rx = min(SVGParseCoord(r[0], rect[0]), rect[2] / 2)
ry = min(rx, rect[3] / 2)
rx = ry = min(rx, ry)
elif r[1]:
ry = min(SVGParseCoord(r[1], rect[1]), rect[3] / 2)
rx = min(ry, rect[2] / 2)
rx = ry = min(rx, ry)
radius = (rx, ry)
# Geometry creation
ob = SVGCreateCurve(self._context)
cu = ob.data
if self._styles['useFill']:
cu.dimensions = '2D'
cu.materials.append(self._styles['fill'])
else:
cu.dimensions = '3D'
cu.splines.new('BEZIER')
spline = cu.splines[-1]
spline.use_cyclic_u = True
x, y = rect[0], rect[1]
w, h = rect[2], rect[3]
rx, ry = radius[0], radius[1]
rounded = False
if rx or ry:
#
# 0 _______ 1
# / \
# / \
# 7 2
# | |
# | |
# 6 3
# \ /
# \ /
# 5 _______ 4
#
# Optional third component -- right handle coord
coords = [(x + rx, y),
(x + w - rx, y, (x + w, y)),
(x + w, y + ry),
(x + w, y + h - ry, (x + w, y + h)),
(x + w - rx, y + h),
(x + rx, y + h, (x, y + h)),
(x, y + h - ry),
(x, y + ry, (x, y))]
rounded = True
else:
coords = [(x, y), (x + w, y), (x + w, y + h), (x, y + h)]
firstTime = True
for coord in coords:
self._appendCorner(spline, coord, firstTime, rounded)
firstTime = False
SVGFinishCurve()
class SVGGeometryELLIPSE(SVGGeometry):
"""
SVG ellipse
"""
__slots__ = ('_cx', # X-coordinate of center
'_cy', # Y-coordinate of center
'_rx', # X-axis radius of circle
'_ry', # Y-axis radius of circle
'_styles') # Styles, used for displaying
def __init__(self, node, context):
"""
Initialize new ellipse
"""
super().__init__(node, context)
self._cx = '0.0'
self._cy = '0.0'
self._rx = '0.0'
self._ry = '0.0'
self._styles = SVGEmptyStyles
def parse(self):
"""
Parse SVG ellipse node
"""
self._styles = SVGParseStyles(self._node, self._context)
self._cx = self._node.getAttribute('cx') or '0'
self._cy = self._node.getAttribute('cy') or '0'
self._rx = self._node.getAttribute('rx') or '0'
self._ry = self._node.getAttribute('ry') or '0'
def _doCreateGeom(self, instancing):
"""
Create real geometries
"""
# Run-time parsing -- percents would be correct only if
# parsing them now
crect = self._context['rect']
cx = SVGParseCoord(self._cx, crect[0])
cy = SVGParseCoord(self._cy, crect[1])
rx = SVGParseCoord(self._rx, crect[0])
ry = SVGParseCoord(self._ry, crect[1])
if not rx or not ry:
# Automaic handles will work incorrect in this case
return
# Create circle
ob = SVGCreateCurve(self._context)
cu = ob.data
if self._node.getAttribute('id'):
cu.name = self._node.getAttribute('id')
if self._styles['useFill']:
cu.dimensions = '2D'
cu.materials.append(self._styles['fill'])
else:
cu.dimensions = '3D'
coords = [((cx - rx, cy),
(cx - rx, cy + ry * 0.552),
(cx - rx, cy - ry * 0.552)),
((cx, cy - ry),
(cx - rx * 0.552, cy - ry),
(cx + rx * 0.552, cy - ry)),
((cx + rx, cy),
(cx + rx, cy - ry * 0.552),
(cx + rx, cy + ry * 0.552)),
((cx, cy + ry),
(cx + rx * 0.552, cy + ry),
(cx - rx * 0.552, cy + ry))]
spline = None
for coord in coords:
co = self._transformCoord(coord[0])
handle_left = self._transformCoord(coord[1])
handle_right = self._transformCoord(coord[2])
if spline is None:
cu.splines.new('BEZIER')
spline = cu.splines[-1]
spline.use_cyclic_u = True
else:
spline.bezier_points.add(1)
bezt = spline.bezier_points[-1]
bezt.co = co
bezt.handle_left_type = 'FREE'
bezt.handle_right_type = 'FREE'
bezt.handle_left = handle_left
bezt.handle_right = handle_right
SVGFinishCurve()
class SVGGeometryCIRCLE(SVGGeometryELLIPSE):
"""
SVG circle
"""
def parse(self):
"""
Parse SVG circle node
"""
self._styles = SVGParseStyles(self._node, self._context)
self._cx = self._node.getAttribute('cx') or '0'
self._cy = self._node.getAttribute('cy') or '0'
r = self._node.getAttribute('r') or '0'
self._rx = self._ry = r
class SVGGeometryLINE(SVGGeometry):
"""
SVG line
"""
__slots__ = ('_x1', # X-coordinate of beginning
'_y1', # Y-coordinate of beginning
'_x2', # X-coordinate of ending
'_y2') # Y-coordinate of ending
def __init__(self, node, context):
"""
Initialize new line
"""
super().__init__(node, context)
self._x1 = '0.0'
self._y1 = '0.0'
self._x2 = '0.0'
self._y2 = '0.0'
def parse(self):
"""
Parse SVG line node
"""
self._x1 = self._node.getAttribute('x1') or '0'
self._y1 = self._node.getAttribute('y1') or '0'
self._x2 = self._node.getAttribute('x2') or '0'
self._y2 = self._node.getAttribute('y2') or '0'
def _doCreateGeom(self, instancing):
"""
Create real geometries
"""
# Run-time parsing -- percents would be correct only if
# parsing them now
crect = self._context['rect']
x1 = SVGParseCoord(self._x1, crect[0])
y1 = SVGParseCoord(self._y1, crect[1])
x2 = SVGParseCoord(self._x2, crect[0])
y2 = SVGParseCoord(self._y2, crect[1])
# Create cline
ob = SVGCreateCurve(self._context)
cu = ob.data
coords = [(x1, y1), (x2, y2)]
spline = None
for coord in coords:
co = self._transformCoord(coord)
if spline is None:
cu.splines.new('BEZIER')
spline = cu.splines[-1]
spline.use_cyclic_u = True
else:
spline.bezier_points.add(1)
bezt = spline.bezier_points[-1]
bezt.co = co
bezt.handle_left_type = 'VECTOR'
bezt.handle_right_type = 'VECTOR'
SVGFinishCurve()
class SVGGeometryPOLY(SVGGeometry):
"""
Abstract class for handling poly-geometries
(polylines and polygons)
"""
__slots__ = ('_points', # Array of points for poly geometry
'_styles', # Styles, used for displaying
'_closed') # Should generated curve be closed?
def __init__(self, node, context):
"""
Initialize new poly geometry
"""
super().__init__(node, context)
self._points = []
self._styles = SVGEmptyStyles
self._closed = False
def parse(self):
"""
Parse poly node
"""
self._styles = SVGParseStyles(self._node, self._context)
points = parse_array_of_floats(self._node.getAttribute('points'))
prev = None
self._points = []
for p in points:
if prev is None:
prev = p
else:
self._points.append((prev, p))
prev = None
def _doCreateGeom(self, instancing):
"""
Create real geometries
"""
ob = SVGCreateCurve(self._context)
cu = ob.data
if self._closed and self._styles['useFill']:
cu.dimensions = '2D'
cu.materials.append(self._styles['fill'])
else:
cu.dimensions = '3D'
spline = None
for point in self._points:
co = self._transformCoord(point)
if spline is None:
cu.splines.new('BEZIER')
spline = cu.splines[-1]
spline.use_cyclic_u = self._closed
else:
spline.bezier_points.add(1)
bezt = spline.bezier_points[-1]
bezt.co = co
bezt.handle_left_type = 'VECTOR'
bezt.handle_right_type = 'VECTOR'
SVGFinishCurve()
class SVGGeometryPOLYLINE(SVGGeometryPOLY):
"""
SVG polyline geometry
"""
pass
class SVGGeometryPOLYGON(SVGGeometryPOLY):
"""
SVG polygon geometry
"""
def __init__(self, node, context):
"""
Initialize new polygon geometry
"""
super().__init__(node, context)
self._closed = True
class SVGGeometrySVG(SVGGeometryContainer):
"""
Main geometry holder
"""
def _doCreateGeom(self, instancing):
"""
Create real geometries
"""
rect = SVGRectFromNode(self._node, self._context)
matrix = self.getNodeMatrix()
# Better Inkscape compatibility: match document origin with
# 3D space origin.
if self._node.getAttribute('inkscape:version'):
raw_height = self._node.getAttribute('height')
document_height = SVGParseCoord(raw_height, 1.0)
matrix = matrix @ matrix.Translation([0.0, -document_height , 0.0])
self._pushMatrix(matrix)
self._pushRect(rect)
super()._doCreateGeom(False)
self._popRect()
self._popMatrix()
class SVGLoader(SVGGeometryContainer):
"""
SVG file loader
"""
def getTransformMatrix(self):
"""
Get matrix created from "transform" attribute
"""
# SVG document doesn't support transform specification
# it can't even hold attributes
return None
def __init__(self, context, filepath, do_colormanage):
"""
Initialize SVG loader
"""
import os
svg_name = os.path.basename(filepath)
scene = context.scene
collection = bpy.data.collections.new(name=svg_name)
scene.collection.children.link(collection)
node = xml.dom.minidom.parse(filepath)
m = Matrix()
m = m @ Matrix.Scale(1.0 / 90.0 * 0.3048 / 12.0, 4, Vector((1.0, 0.0, 0.0)))
m = m @ Matrix.Scale(-1.0 / 90.0 * 0.3048 / 12.0, 4, Vector((0.0, 1.0, 0.0)))
rect = (0, 0)
self._context = {'defines': {},
'transform': [],
'rects': [rect],
'rect': rect,
'matrix': m,
'materials': {},
'styles': [None],
'style': None,
'do_colormanage': do_colormanage,
'collection': collection}
super().__init__(node, self._context)
svgGeometryClasses = {
'svg': SVGGeometrySVG,
'path': SVGGeometryPATH,
'defs': SVGGeometryDEFS,
'symbol': SVGGeometrySYMBOL,
'use': SVGGeometryUSE,
'rect': SVGGeometryRECT,
'ellipse': SVGGeometryELLIPSE,
'circle': SVGGeometryCIRCLE,
'line': SVGGeometryLINE,
'polyline': SVGGeometryPOLYLINE,
'polygon': SVGGeometryPOLYGON,
'g': SVGGeometryG}
def parseAbstractNode(node, context):
name = node.tagName.lower()
if name.startswith('svg:'):
name = name[4:]
geomClass = svgGeometryClasses.get(name)
if geomClass is not None:
ob = geomClass(node, context)
ob.parse()
return ob
return None
def load_svg(context, filepath, do_colormanage):
"""
Load specified SVG file
"""
if bpy.ops.object.mode_set.poll():
bpy.ops.object.mode_set(mode='OBJECT')
loader = SVGLoader(context, filepath, do_colormanage)
loader.parse()
loader.createGeom(False)
def load(operator, context, filepath=""):
# error in code should raise exceptions but loading
# non SVG files can give useful messages.
do_colormanage = context.scene.display_settings.display_device != 'NONE'
try:
load_svg(context, filepath, do_colormanage)
except (xml.parsers.expat.ExpatError, UnicodeEncodeError) as e:
import traceback
traceback.print_exc()
operator.report({'WARNING'}, "Unable to parse XML, %s:%s for file %r" % (type(e).__name__, e, filepath))
return {'CANCELLED'}
return {'FINISHED'}