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part_splitter.go
248 lines (219 loc) · 6.14 KB
/
part_splitter.go
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package dom
import (
"fmt"
"github.com/dustismo/heavyfishdesign/dynmap"
"github.com/dustismo/heavyfishdesign/path"
"github.com/dustismo/heavyfishdesign/transforms"
)
type PartSplitter struct {
mp *dynmap.DynMap
}
func (ps *PartSplitter) transformPart(part *RenderedPart, y float64, ctx RenderContext) ([]*RenderedPart, error) {
so := AppContext().SegmentOperators()
attr := part.Part.DmAttr(ps.mp)
// |----|
// |____| (split point). <-- plugEdge (faces down)
// | | <-- socketEdge (faces up)
// |____|
plugEdge, err := AppContext().MakeComponent(
ps.mp.MustDynMap("plug_edge", dynmap.New()),
FindDocumentContext(part.Part))
if err != nil {
return nil, err
}
socketEdge, err := AppContext().MakeComponent(
ps.mp.MustDynMap("socket_edge", dynmap.New()),
FindDocumentContext(part.Part))
if err != nil {
return nil, err
}
plugEdge.SetParent(part.Part)
socketEdge.SetParent(part.Part)
// first trim whitespace from this path.
originalPath, err := transforms.TrimWhitespaceTransform{
SegmentOperators: so,
}.PathTransform(part.Path)
if err != nil {
return nil, err
}
tl, br, err := path.BoundingBoxTrimWhitespace(originalPath, so)
if err != nil {
return nil, err
}
yPos := y + attr.MustFloat64("y_offset", 0)
// trying to split below the bounding box, just return
if yPos >= br.Y {
return []*RenderedPart{
&RenderedPart{
Part: part.Part,
Path: originalPath,
Width: br.X - tl.X,
Height: br.Y - tl.Y,
},
}, nil
}
// draw the plug edge
// we swap from and to, so that the edge faces downward
plugEdge.SetLocalVariable("from", path.NewPoint(br.X, yPos).ToDynMap())
plugEdge.SetLocalVariable("to", path.NewPoint(tl.X, yPos).ToDynMap())
plugEdgePath, _, err := plugEdge.Render(ctx)
if err != nil {
return nil, err
}
// Now calculate the bleed amount for the top piece
_, brPl, err := path.BoundingBoxTrimWhitespace(plugEdgePath, so)
if err != nil {
return nil, err
}
bleedTop := attr.MustFloat64("bleed_top", brPl.Y-yPos)
topPath, err := transforms.HSliceTransform{
Y: yPos + bleedTop,
SegmentOperators: so,
Precision: AppContext().Precision(),
}.PathTransform(originalPath)
if err != nil {
return nil, err
}
// combine the paths
topPath = transforms.SimpleJoin{}.JoinPaths(topPath, plugEdgePath)
// now do the other half...
// flip the path and slice
bottomY := br.Y - yPos
flipped, err := transforms.MirrorTransform{
Axis: transforms.Horizontal,
Handle: path.TopLeft,
SegmentOperators: so,
}.PathTransform(originalPath)
if err != nil {
return nil, err
}
// draw the socket edge
// we swap from and to, so that the edge faces downward
socketEdge.SetLocalVariable("from", path.NewPoint(br.X, bottomY).ToDynMap())
socketEdge.SetLocalVariable("to", path.NewPoint(tl.X, bottomY).ToDynMap())
socketEdgePath, _, err := socketEdge.Render(ctx)
if err != nil {
return nil, err
}
// Now calculate the bleed amount for the bottom piece
_, brSo, err := path.BoundingBoxTrimWhitespace(socketEdgePath, so)
if err != nil {
return nil, err
}
bleedBottom := attr.MustFloat64("bleed_bottom", brSo.Y-bottomY)
bottomPath, err := transforms.HSliceTransform{
Y: bottomY + bleedBottom,
SegmentOperators: so,
Precision: AppContext().Precision(),
}.PathTransform(flipped)
if err != nil {
return nil, err
}
// combine the paths
bottomPath = transforms.SimpleJoin{}.JoinPaths(bottomPath, socketEdgePath)
// flip the bottom path back
bp, err := transforms.MirrorTransform{
Axis: transforms.Horizontal,
Handle: path.TopLeft,
SegmentOperators: so,
}.PathTransform(bottomPath)
if err != nil {
return nil, err
}
bottomPath = bp
ttl, tbr, err := path.BoundingBoxTrimWhitespace(topPath, so)
if err != nil {
return nil, err
}
twidth := tbr.X - ttl.X
theight := tbr.Y - ttl.Y
btl, bbr, err := path.BoundingBoxTrimWhitespace(bottomPath, so)
if err != nil {
return nil, err
}
bwidth := bbr.X - btl.X
bheight := bbr.Y - btl.Y
return []*RenderedPart{
&RenderedPart{
Part: part.Part,
Path: topPath,
Width: twidth,
Height: theight,
},
&RenderedPart{
Part: part.Part,
Path: bottomPath,
Width: bwidth,
Height: bheight,
},
}, nil
}
func (ps *PartSplitter) TransformPart(part *RenderedPart, ctx RenderContext) ([]*RenderedPart, error) {
attr := part.Part.DmAttr(ps.mp)
so := AppContext().SegmentOperators()
autoSplit := attr.MustBool("auto_split", false)
yPos := 0.0
if autoSplit {
_, hasY := attr.Float64("y")
if hasY {
return nil, fmt.Errorf("param 'y' cannot be used with 'autosplit'")
}
// check if width of part > material height, or width
tl, br, err := path.BoundingBoxTrimWhitespace(part.Path, so)
if err != nil {
return nil, err
}
w := br.X - tl.X
h := br.Y - tl.Y
mH := attr.MustFloat64("max_height", attr.MustFloat64("material_height", 0))
mW := attr.MustFloat64("max_width", attr.MustFloat64("material_width", 0))
if mH == 0 || mW == 0 {
return nil, fmt.Errorf("for autosplit, material_height and material_width must be specified")
}
if (h >= mH && h >= mW) || (h >= mH && w >= mH) {
yPos = h / 2
} else if w >= mW && w >= mH {
// rotate and split
pth, err := transforms.RotateTransform{
Degrees: 90,
SegmentOperators: so,
}.PathTransform(part.Path)
if err != nil {
return nil, err
}
newPart := &RenderedPart{
Part: part.Part,
Path: pth,
Width: h, // swap h and w since we rotated
Height: w,
}
return ps.TransformPart(newPart, ctx)
} else {
// size fits, so don't do anything
return []*RenderedPart{part}, nil
}
} else {
y, ok := attr.Float64("y")
if !ok {
return nil, fmt.Errorf("Error in split transformer. 'y' must be specified")
}
yPos = y
}
if yPos == 0 {
// do nothing
return []*RenderedPart{part}, nil
}
parts, err := ps.transformPart(part, yPos, ctx)
if err != nil || len(parts) <= 1 || !autoSplit {
return parts, err
}
retParts := []*RenderedPart{}
for _, p := range parts {
pts, err := ps.TransformPart(p, ctx)
if err != nil {
return parts, err
}
retParts = append(retParts, pts...)
}
return retParts, nil
}