public static SVGElementArray line(string URL) { //attributes to look for from a line SVGElementArray lines = new SVGElementArray(); List <attributeArray> attributeValues = new List <attributeArray>(); readSVG.getElements(allElementAttributes.line, "line", URL, ref attributeValues); if (attributeValues.Count > 0) { //seporate the attributes that are more than the attribute list //these are the transformMatricieStrings for (int elementNum = 0; elementNum < attributeValues.Count; elementNum++) { string[] matricies = new string[0]; int numTransforms = attributeValues[elementNum].atributes.Count - allElementAttributes.line.Count(); //seporate the transform matricies from the other attributes for (int transformNum = 0; transformNum < numTransforms; transformNum++) { Array.Resize(ref matricies, matricies.Length + 1); matricies[transformNum] = attributeValues[elementNum].atributes [allElementAttributes.line.Count() + transformNum]; } //convert lineangle points to SVGline double lineX1 = double.Parse(attributeValues[elementNum].atributes[0]); double lineY1 = double.Parse(attributeValues[elementNum].atributes[1]); double lineX2 = double.Parse(attributeValues[elementNum].atributes[2]); double lineY2 = double.Parse(attributeValues[elementNum].atributes[3]); point start = new point(); point end = new point(); start.x = lineX1; start.y = lineY1; end.x = lineX2; end.y = lineY2; QuadCode quadCode = new QuadCode(); lines.SVGelement.Add(quadCode.addLine(start, end, matricies)); } return(lines); } else { return(new SVGElementArray()); } }
public static SVGElementArray polylineToQuadLine(point[] points, string[] matricies, bool closedFigure) { //add two lines for every two points var quadCode = new QuadCode(); SVGElementArray lines = new SVGElementArray(); for (int pointNum = 1; pointNum < points.Length; pointNum++) { lines.SVGelement.Add(quadCode.addLine(points[pointNum - 1], points[pointNum], matricies)); } //draw a line closing the start and end points if (closedFigure) { lines.SVGelement.Add(quadCode.addLine(points[0], points[points.Length - 1], matricies)); } return(lines); }
public static SVGElementArray circle(string URL) { //attributes to look for from a circle SVGElementArray circles = new SVGElementArray(); List <attributeArray> attributeValues = new List <attributeArray>(); readSVG.getElements(allElementAttributes.circle, "circle", URL, ref attributeValues); if (attributeValues.Count > 0) { //seporate the attributes that are more than the attribute list //these are the transformMatricieStrings for (int elementNum = 0; elementNum < attributeValues.Count; elementNum++) { string[] matricies = new string[0]; int numTransforms = attributeValues[elementNum].atributes.Count - allElementAttributes.circle.Count(); //seporate the transform matricies from the other attributes for (int transformNum = 0; transformNum < numTransforms; transformNum++) { Array.Resize(ref matricies, matricies.Length + 1); matricies[transformNum] = attributeValues[elementNum].atributes [allElementAttributes.circle.Count() + transformNum]; } //convert circle to SVGellipse point center = new point(); point radius = new point(); center.x = double.Parse(attributeValues[elementNum].atributes[0]); center.y = double.Parse(attributeValues[elementNum].atributes[1]); radius.x = double.Parse(attributeValues[elementNum].atributes[2]); radius.y = radius.x; QuadCode quadCode = new QuadCode(); circles.SVGelement.Add(quadCode.addEllipse(center, radius, matricies)); } return(circles); } else { return(new SVGElementArray()); } }
public static SVGElementArray path(attributeArray attributeValues) { //0 = d's : 1 = points //takes in d and points to make an SVGElementArray //!!ADD SUPPORT FOR POINTS TO POLYLINE CONVERSION!! SVGElementArray returnElements = new SVGElementArray(); List <char> allCMD = new List <char>(); //transforming string[] matricies = new string[0]; int numTransforms = attributeValues.atributes.Count - allElementAttributes.path.Count(); //seporate the transform matricies from the other attributes for (int transformNum = 0; transformNum < numTransforms; transformNum++) { Array.Resize(ref matricies, matricies.Length + 1); matricies[transformNum] = attributeValues.atributes [allElementAttributes.path.Count() + transformNum]; } transformMatrix finalMatrix = transform.combineMatricies(matricies); string dVal = attributeValues.atributes[0]; string[] seporateDVals = dVal.Split(new char[2] { ' ', ',' }); char CMD = ' '; point handle0 = new point(); point handle1 = new point(); point startPoint = new point(); point currentPoint = new point(); point previousPoint = new point(); QuadCode quadCode = new QuadCode(); List <point> moveTos = new List <point>(); //going through the loop for (int dValIndex = 0; dValIndex < seporateDVals.Length - 1; dValIndex++) { //look for a cmd char firstChar = seporateDVals[dValIndex][0]; if (char.IsLetter(firstChar) == true) { CMD = firstChar; if (seporateDVals[dValIndex].Length > 1) { seporateDVals[dValIndex] = seporateDVals[dValIndex].Substring(1); } else { dValIndex++; } allCMD.Add(CMD); } double firstVal = double.Parse(seporateDVals[dValIndex]); switch (CMD) { case 'M': //move to point absolute startPoint.x = firstVal; dValIndex++; startPoint.y = double.Parse(seporateDVals[dValIndex]); currentPoint = startPoint; moveTos.Add(startPoint); break; case 'm': //move to point relative startPoint.x = currentPoint.x + firstVal; dValIndex++; startPoint.y = currentPoint.y + double.Parse(seporateDVals[dValIndex]); currentPoint = startPoint; moveTos.Add(startPoint); break; case 'L': //line to point absolute currentPoint.x = firstVal; dValIndex++; currentPoint.y = double.Parse(seporateDVals[dValIndex]); returnElements.SVGelement.Add(quadCode.addLine(previousPoint, currentPoint, matricies)); break; case 'l': //line to point relative currentPoint.x += firstVal; dValIndex++; currentPoint.y += double.Parse(seporateDVals[dValIndex]); returnElements.SVGelement.Add(quadCode.addLine(previousPoint, currentPoint, matricies)); break; case 'H': //horizontal line absolute currentPoint.x = firstVal; currentPoint.y = 0; returnElements.SVGelement.Add(quadCode.addLine(previousPoint, currentPoint, matricies)); break; case 'h': //horizontal line relative currentPoint.x += firstVal; returnElements.SVGelement.Add(quadCode.addLine(previousPoint, currentPoint, matricies)); break; case 'V': //vertical line absolute currentPoint.x = 0; currentPoint.y = firstVal; returnElements.SVGelement.Add(quadCode.addLine(previousPoint, currentPoint, matricies)); break; case 'v': //vertical line relative currentPoint.y += firstVal; returnElements.SVGelement.Add(quadCode.addLine(previousPoint, currentPoint, matricies)); break; case 'C': // Cubic bezier curve absolute case 'S': handle0.x = firstVal; dValIndex++; handle0.y = double.Parse(seporateDVals[dValIndex]); dValIndex++; handle1.x = double.Parse(seporateDVals[dValIndex]); dValIndex++; handle1.y = double.Parse(seporateDVals[dValIndex]); dValIndex++; currentPoint.x = double.Parse(seporateDVals[dValIndex]); dValIndex++; currentPoint.y = double.Parse(seporateDVals[dValIndex]); returnElements.SVGelement.Add(quadCode.addCurve(previousPoint, handle0, handle1, currentPoint, matricies)); break; case 'c': // Cubic bezier curve relative case 's': handle0.x = previousPoint.x + firstVal; dValIndex++; handle0.y = previousPoint.y + double.Parse(seporateDVals[dValIndex]); dValIndex++; handle1.x = previousPoint.x + double.Parse(seporateDVals[dValIndex]); dValIndex++; handle1.y = previousPoint.y + double.Parse(seporateDVals[dValIndex]); dValIndex++; currentPoint.x += double.Parse(seporateDVals[dValIndex]); dValIndex++; currentPoint.y += double.Parse(seporateDVals[dValIndex]); returnElements.SVGelement.Add(quadCode.addCurve(previousPoint, handle0, handle1, currentPoint, matricies)); break; case 'Q': // Cubic bezier curve absolute case 'T': handle0.x = firstVal; dValIndex++; handle0.y = double.Parse(seporateDVals[dValIndex]); dValIndex++; currentPoint.x = double.Parse(seporateDVals[dValIndex]); dValIndex++; currentPoint.y = double.Parse(seporateDVals[dValIndex]); returnElements.SVGelement.Add(quadCode.addCurve(previousPoint, handle0, handle0, currentPoint, matricies)); break; case 'q': // Cubic bezier curve relative case 't': handle0.x = previousPoint.x + firstVal; dValIndex++; handle0.y = previousPoint.y + double.Parse(seporateDVals[dValIndex]); dValIndex++; currentPoint.x += double.Parse(seporateDVals[dValIndex]); dValIndex++; currentPoint.y += double.Parse(seporateDVals[dValIndex]); returnElements.SVGelement.Add(quadCode.addCurve(previousPoint, handle0, handle0, currentPoint, matricies)); break; case 'A': //Arcto absolute //???????????????????? break; case 'a': //Arcto relative //???????????????????? break; case 'Z': //closing line to start point case 'z': returnElements.SVGelement.Add(quadCode.addLine(startPoint, currentPoint, matricies)); break; } previousPoint = currentPoint; } if (allCMD.Count == 2) { if (allCMD[0].ToString().ToUpper() == "M" & allCMD[1].ToString().ToUpper() == "Z") { return(Quadify.polylineToQuadLine(moveTos.ToArray(), matricies, true)); } } else if (allCMD.Count == 1) { if (allCMD[0].ToString().ToUpper() == "M") { return(Quadify.polylineToQuadLine(moveTos.ToArray(), matricies, true)); } } return(returnElements); }