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lines2curves.pl
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lines2curves.pl
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#!/usr/bin/perl -w
#-----------------------------------------------------------------------------
#
# lines2curves.pl
#
# This script post-processes Osmarender output to change lines in ways
# into smooth bezier curves.
#
# This is what it does for each 'way' in the svg:
# For each pair of lines that make up the way it will replace the two
# straight lines with an appropriate bezier curve through the point where
# the lines meet. Appropriate means that the curve is more localised the
# sharper the angle, and if the angle is less than 90 degrees it will not
# introduce a bezier curve.
#
# If the point where the lines meet has other ways that meet it (at a 'T'
# junction for example), it leaves those segments untouched (i.e. it
# doesn't introduce curves for those segments).
#
# Call it as follows:
#
# lines2curves.pl YourSVGFile.svg >SVGFileWithCurves.svg
#
#-----------------------------------------------------------------------------
#
# Copyright 2007 by Barry Crabtree
#
# 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA
#
#-----------------------------------------------------------------------------
use strict;
use Carp;
use Math::Vec qw(:terse);
my $min_angle = 0.5;
my $min_scale = 0;
#
# transform linear paths to curves
#
# Globals...
my $line_position = 0; # current line position in the svg file
my @svg_lines = (); # the lines from the svg file
my %point_is_in; # lookup for 'what ways is this point in?'
my %to_transform; # ways that need transforming
# first pass, read in the svg lines, build the %point_is_in @svg_lines &
# %to_transform structures.
while (<>) {
my $line = $_;
$svg_lines[$line_position] = $line;
if ( $line =~ m{(<path \s id=\"(?:way|area)_[^\"]+\" \s d=\") # the prefix of the path
([^\"]+) # the core path itself
(.*/>)$ # the rest
}x ) { # found a path
my $path_prefix = $1;
my $path_statement = $2;
my $path_suffix = $3;
my $path_points_ref = path_points($path_statement);
foreach my $point (@$path_points_ref) {
my $point_index = $point->[0].$point->[1];
my $way_list_ref = $point_is_in{$point_index};
push @$way_list_ref, $path_prefix;
$point_is_in{$point_index} = $way_list_ref;
}
$to_transform{$path_prefix}
= [$line_position, $path_statement, $path_suffix, $path_points_ref];
}
$line_position++;
}
# Second pass, create the bezier curve versions of all the paths that have
# been found.
foreach my $path (keys %to_transform) {
# transform path_statment to curves
my $path_info_ref = $to_transform{$path};
my $line_index = $path_info_ref->[0];
my $path_statement = $path_info_ref->[1];
my $path_suffix = $path_info_ref->[2];
my $transformed_path = curvify_path($path_statement, $path);
$svg_lines[$line_index] = $path.$transformed_path.$path_suffix."\n";
}
# print out the transformed svg file.
foreach my $line (@svg_lines) {
print $line;
}
# Get all the points in a path, removing duplicates along the way...
sub path_points {
my $path_string = shift;
my $path_points_ref;
# there may be multiple moves in a path so get each one
my @move_segments = split /M\s*/, $path_string;
foreach my $move_segment (@move_segments) {
$move_segment =~ s/Z//g;
next if !$move_segment; # there is no pre-seg if there is only 1 'M'
# get all the points in the path
# in rare cases there is a space (' ') after the character 'L', e.g. L 1.13686837721616e-13 430.833460032803
# if you change the line below, you may need to change appropriate line in the sub curvify_path()
my $tmp_points_ref = [map [split /(?:\s|,)/, $_], split(/L[ ]*/, $move_segment)];
# stop those occasional divide by zero errors...
push @$path_points_ref, @$tmp_points_ref;
}
my $clean_points_ref = remove_duplicate_points($path_points_ref);
return $clean_points_ref;
}
sub remove_duplicate_points {
my $points_ref = shift;
my $clean_points_ref = [$points_ref->[0]];
shift @$points_ref;
foreach my $point_ref (@$points_ref) {
if ($point_ref->[0].$point_ref->[1] eq
$clean_points_ref->[-1][0].$clean_points_ref->[-1][1]) {
next;
}
push @$clean_points_ref, $point_ref;
}
if (scalar(@$points_ref)+1 != scalar(@$clean_points_ref)) {
}
return $clean_points_ref;
}
sub remove_spur_points {
my $points_ref = shift;
# spur points are when you get a way that goes A->B->A->C. The point 'B' is a
# spur point & we don't like 'em.
my $clean_points_ref = [$points_ref->[0]];
shift @$points_ref;
for(my $i=0; $i < scalar(@$points_ref)-1; $i++) {
if ($clean_points_ref->[-1][0].$clean_points_ref->[-1][1] ne
$points_ref->[$i+1][0].$points_ref->[$i+1][1]
) {
push @$clean_points_ref, $points_ref->[$i];
}
}
push @$clean_points_ref, $points_ref->[-1];
return $clean_points_ref;
}
sub dup_points {
my $points_ref = shift;
foreach my $p (@$points_ref) {
my $count = 0;
foreach my $q (@$points_ref) {
if (join('', @$p) eq join('', @$q)) {
$count++;
}
}
if ($count > 1) {
return 1;
}
}
return;
}
# splits up the path string and calls 'from_lines_to_curves' appropriately to
# build up a modified path string.
sub curvify_path {
my $path_string = shift;
my $way_id = shift;
my $tmp_string = $path_string;
$tmp_string =~ s/[^L]//g;
#
if (length($tmp_string) < 1) { # cant do much with a single line segment
return $path_string;
}
my $bezier_path_string = q{};
# there may be multiple moves in a path so get each one
my @move_segments = split /M\s*/, $path_string;
foreach my $move_segment (@move_segments) {
my $closed = 0;
if ($move_segment =~ m{(.*)Z}) {
$move_segment = $1;
$closed = 1;
}
next if !$move_segment; # there is no pre-seg if there is only 1 'M'
# get all the points in the path
# in rare cases there is a space (' ') after the character 'L', e.g. L 1.13686837721616e-13 430.833460032803
# if you change the line below, you may need to change appropriate line in the sub path_points()
my @path_points = map [split /(?:\s|,)/, $_], split(/L[ ]*/, $move_segment);
if (0 && $way_id =~ /way_/ && dup_points(\@path_points)) { # *Martin*: why paths with dup point(s) are skipped?
$bezier_path_string .= $path_string;
} else {
$bezier_path_string .= 'M'.from_lines_to_curves(\@path_points, $way_id);
}
if ($closed) {
$bezier_path_string .= "Z";
}
}
return $bezier_path_string;
}
# When two ways meet at their ends, we need the second point in the 'other'
# way to get good control points in the bezier curve. This just returns the
# second point.
sub get_second_point {
my ($start_point, $way_id) = @_;
# uncomment the line below if you don't want the last segment in a way to be
# curved when it meets another way.
#
# return undef;
my $ways_ref = $point_is_in{$start_point};
if ($way_id =~ /area_/) { # areas are easier...
my $way_points = $to_transform{$way_id}->[3];
if ($way_points->[0][0].$way_points->[0][1] eq $start_point) {
return $way_points->[-1];
} else {
return $way_points->[0];
}
}
# now do normal ways...
# more than two ways meet - dont curve these.
return undef if @$ways_ref != 2;
my $otherway = ($ways_ref->[0] eq $way_id && $ways_ref->[1] ne $way_id)? $ways_ref->[1]: $ways_ref->[0];
# maybe there wasn't another way.
return undef if !$otherway;
# maybe this way has a loop in it.
#return undef if $otherway eq $way_id;
my $way_points = $to_transform{$otherway}->[3];
if ($start_point eq $way_points->[0][0].$way_points->[0][1]) {
return $way_points->[1];
} elsif ($start_point eq $way_points->[-1][0].$way_points->[-1][1]) {
return $way_points->[-2];
}
return undef;
}
# heavy work here. Takes the set of points in a path and generates a bezier
# version where appropriate.
sub from_lines_to_curves {
my $points_ref = shift;
my $way_id = shift;
my $cp_range = 0.5;
my $incremental_string = q{};
# Add a point at either end of the set of points to make it easy to
# generate the correct control points. If this way is standalone, then the
# ends of the way are extended straight back from the start/end
# points. If it joins another way, then use the second point in the
# other way as the end point. This will make ways that join connect
# smoothly - a point that Jochn Topf noticed.
#
my $start_point = $points_ref->[0][0].$points_ref->[0][1];
my $start_point2 = $points_ref->[1][0].$points_ref->[1][1];
my $end_point = $points_ref->[-1][0].$points_ref->[-1][1];
my $end_point2 = $points_ref->[-2][0].$points_ref->[-2][1];
my $penultimate_point_ref;
my $second_point_ref;
if ($start_point eq $end_point && $way_id =~ /area_/) {
$penultimate_point_ref = $points_ref->[-2];
} else {
$penultimate_point_ref = get_second_point($start_point, $way_id);
}
if ($start_point eq $end_point && $way_id =~ /area_/) {
$second_point_ref = $points_ref->[1];
} else {
$second_point_ref = get_second_point($end_point, $way_id);
}
if ($penultimate_point_ref && $penultimate_point_ref->[0].$penultimate_point_ref->[1] ne $start_point2) {
unshift @$points_ref, $penultimate_point_ref;
} else { # make a dummy point
unshift @$points_ref, [ $points_ref->[0][0]
-$points_ref->[1][0] + $points_ref->[0][0],
$points_ref->[0][1]
-$points_ref->[1][1] + $points_ref->[0][1] ];
}
if ($second_point_ref && $second_point_ref->[0].$second_point_ref->[1] ne $end_point2) {
push @$points_ref, $second_point_ref;
} else { # make a dummy point
push @$points_ref, [ $points_ref->[-1][0]
+$points_ref->[-1][0] - $points_ref->[-2][0],
$points_ref->[-1][1]
+$points_ref->[-1][1] - $points_ref->[-2][1] ];
}
$points_ref = remove_duplicate_points(remove_spur_points($points_ref));
my $points_in_line = scalar(@$points_ref);
my $current_point = 0;
my $path_start_ref = shift @$points_ref;
my $path_mid_ref = $points_ref->[0];
my $path_end_ref = $points_ref->[1];
my ($start_v, $mid_v, $end_v, $mid_start_v, $mid_end_v );
my ($start_mid_nv, $mid_start_nv, $mid_end_nv);
my $control_v;
my $control_scale;
my $pl;
foreach my $p (@$points_ref) {
$pl .= "\n\t".join(':', @$p);
}
# print "$way_id: $pl\n";
# go round each set of 3 points to generate the bezier points
while (@$points_ref >= 3) {
if (!$incremental_string) {
$incremental_string = q{ }.$path_mid_ref->[0].q{ }.$path_mid_ref->[1];
}
# decide to use real control points or not. We only use real control
# points if this node is only referenced in one 'way' or we are at the
# beginning/end of a way that only joins with one other way. This makes ways
# that 'T' sharp on the join.
if ( $way_id =~ /area_/
|| @{$point_is_in{$path_mid_ref->[0].$path_mid_ref->[1]}} == 1
|| ( $current_point == 0
&& @{$point_is_in{$path_mid_ref->[0].$path_mid_ref->[1]}} == 2)
|| ( $current_point == $points_in_line-3
&& @{$point_is_in{$path_mid_ref->[0].$path_mid_ref->[1]}} == 2)
) {
# print "\n\t->".join(':', @$path_start_ref)." ".join(':',
# @$path_mid_ref)." ".join(':',@$path_end_ref)."\n";
$incremental_string .= ' C ';
# work out control point 1 from $path_start, $path_mid & $path_end
$start_v = V($path_start_ref->[0], $path_start_ref->[1]);
$mid_v = V($path_mid_ref->[0], $path_mid_ref->[1]);
$end_v = V($path_end_ref->[0], $path_end_ref->[1]);
$start_mid_nv = U( ($mid_v-$start_v) + ($end_v-$mid_v) );
$mid_start_v = V($start_v->[0]-$mid_v->[0], $start_v->[1]-$mid_v->[1]);
$mid_end_v = V($end_v->[0]-$mid_v->[0], $end_v->[1]-$mid_v->[1]);
$control_scale = normalise_cp($mid_start_v, $mid_end_v);
$control_v = $mid_v + V($start_mid_nv->ScalarMult($control_scale*abs($end_v-$mid_v)*$cp_range));
$incremental_string .= $control_v->[0].','.$control_v->[1].q{ };
# move on a segment
$path_start_ref = $path_mid_ref;
$path_mid_ref = $path_end_ref;
$path_end_ref = $points_ref->[2];
shift @$points_ref;
# work out control point 2 from new $path_start, $path_mid & path_end
$start_v = V($path_start_ref->[0], $path_start_ref->[1]);
$mid_v = V($path_mid_ref->[0], $path_mid_ref->[1]);
$end_v = V($path_end_ref->[0], $path_end_ref->[1]);
$start_mid_nv = U( ($start_v-$mid_v) + ($mid_v-$end_v) );
$mid_start_v = V($start_v->[0]-$mid_v->[0], $start_v->[1]-$mid_v->[1]);
$mid_end_v = V($end_v->[0]-$mid_v->[0], $end_v->[1]-$mid_v->[1]);
$control_scale = normalise_cp($mid_start_v, $mid_end_v);
$control_v = $mid_v + V($start_mid_nv->ScalarMult($control_scale * abs($mid_v-$start_v)*$cp_range));
$incremental_string .= $control_v->[0].','.$control_v->[1].q{ };
$incremental_string .= $path_mid_ref->[0].q{ }.$path_mid_ref->[1].q{ };
} else { # make a straight line segment
$incremental_string .= 'L'.$path_end_ref->[0].','.$path_end_ref->[1].q{};
# move on a segment
$path_start_ref = $path_mid_ref;
$path_mid_ref = $path_end_ref;
$path_end_ref = $points_ref->[2];
shift @$points_ref;
}
}
return $incremental_string;
}
# if the angle of the control point is less than 90 degrees return 0
# between 90 & 180 degrees return a number between 0 & 1.
sub normalise_cp {
my ($start_v, $end_v) = @_;
my $PI = 3.1415926;
my $max_angle = $PI/2; # 90degrees
my $angle = $start_v->InnerAngle($end_v);
if ($angle < $PI*$min_angle) { # too small, so
return 0;
}
# angle is between $PI/4 and $PI/2
$angle = $angle - $PI*$min_angle;
return $angle / ($PI*$min_angle);
}