static Vector2 NewAttachPointAnnotationVector(IAtom atom, IEnumerable <IBond> bonds, List <Vector2> auxVectors) { if (!bonds.Any()) { return(new Vector2(0, -1)); } else if (bonds.Count() > 1) { return(NewAtomAnnotationVector(atom, bonds, auxVectors)); } // only one bond (as expected) var bondVector = VecmathUtil.NewUnitVector(atom, bonds.First()); var perpVector = VecmathUtil.NewPerpendicularVector(bondVector); // want the annotation below if (perpVector.Y > 0) { perpVector = -perpVector; } var vector = new Vector2((bondVector.X + perpVector.X) / 2, (bondVector.Y + perpVector.Y) / 2); vector = Vector2.Normalize(vector); return(vector); }
public void TestNewUnitVector() { Vector2 unit = VecmathUtil.NewUnitVector(new Vector2(4, 2), new Vector2(6, 7)); Assert.AreEqual(0.371, unit.X, 0.01); Assert.AreEqual(0.928, unit.Y, 0.01); Assert.AreEqual(1, unit.Length(), 0.01); }
public void TestNewUnitVectorFromBond() { var mock_a1 = new Mock <IAtom>(); var a1 = mock_a1.Object; var mock_a2 = new Mock <IAtom>(); var a2 = mock_a2.Object; mock_a1.Setup(n => n.Point2D).Returns(new Vector2(0, 1)); mock_a2.Setup(n => n.Point2D).Returns(new Vector2(1, 0)); var mock_bond = new Mock <IBond>(); var bond = mock_bond.Object; mock_bond.Setup(n => n.GetOther(a1)).Returns(a2); mock_bond.Setup(n => n.GetOther(a2)).Returns(a1); Vector2 unit = VecmathUtil.NewUnitVector(a1, bond); Assert.AreEqual(0.707, unit.X, 0.01); Assert.AreEqual(-0.707, unit.Y, 0.01); Assert.AreEqual(1, unit.Length(), 0.01); }
private IRenderingElement GenerateSgroupBrackets(Sgroup sgroup, IList <SgroupBracket> brackets, IReadOnlyDictionary <IAtom, AtomSymbol> symbols, string subscriptSuffix, string superscriptSuffix) { // brackets are square by default (style:0) var style = (int?)sgroup.GetValue(SgroupKey.CtabBracketStyle); bool round = style != null && style == 1; var result = new ElementGroup(); var atoms = sgroup.Atoms; var crossingBonds = sgroup.Bonds; // easy to depict in correct orientation, we just // point each bracket at the atom of a crossing // bond that is 'in' the group - this scales // to more than two brackets // first we need to pair the brackets with the bonds var pairs = crossingBonds.Count == brackets.Count ? BracketBondPairs(brackets, crossingBonds) : Dictionaries.Empty <SgroupBracket, IBond>(); // override bracket layout around single atoms to bring them in closer if (atoms.Count == 1) { var atom = atoms.First(); // e.g. 2 HCL, 8 H2O etc. if (IsUnsignedInt(subscriptSuffix) && !crossingBonds.Any() && symbols.ContainsKey(atom)) { var prefix = new TextOutline('·' + subscriptSuffix, font, emSize).Resize(1 / scale, 1 / -scale); var prefixBounds = prefix.LogicalBounds; var symbol = symbols[atom]; var bounds = symbol.GetConvexHull().Outline.Bounds; // make slightly large bounds = new Rect(bounds.Bottom - 2 * stroke, bounds.Left - 2 * stroke, bounds.Width + 4 * stroke, bounds.Height + 4 * stroke); prefix = prefix.Translate(bounds.Bottom - prefixBounds.Top, symbol.GetAlignmentCenter().Y - prefixBounds.CenterY()); result.Add(GeneralPath.ShapeOf(prefix.GetOutline(), foreground)); } // e.g. CC(O)nCC else if (crossingBonds.Count > 0) { var scriptscale = labelScale; var leftBracket = new TextOutline("(", font, emSize).Resize(1 / scale, 1 / -scale); var rightBracket = new TextOutline(")", font, emSize).Resize(1 / scale, 1 / -scale); var leftCenter = leftBracket.GetCenter(); var rightCenter = rightBracket.GetCenter(); if (symbols.ContainsKey(atom)) { var symbol = symbols[atom]; var bounds = symbol.GetConvexHull().Outline.Bounds; // make slightly large bounds = new Rect(bounds.Left - 2 * stroke, bounds.Top - 2 * stroke, bounds.Width + 4 * stroke, bounds.Height + 4 * stroke); leftBracket = leftBracket.Translate(bounds.Left - 0.1 - leftCenter.X, symbol.GetAlignmentCenter().Y - leftCenter.Y); rightBracket = rightBracket.Translate(bounds.Right + 0.1 - rightCenter.X, symbol.GetAlignmentCenter().Y - rightCenter.Y); } else { var p = atoms.First().Point2D.Value; leftBracket = leftBracket.Translate(p.X - 0.2 - leftCenter.X, p.Y - leftCenter.Y); rightBracket = rightBracket.Translate(p.X + 0.2 - rightCenter.X, p.Y - rightCenter.Y); } result.Add(GeneralPath.ShapeOf(leftBracket.GetOutline(), foreground)); result.Add(GeneralPath.ShapeOf(rightBracket.GetOutline(), foreground)); var rightBracketBounds = rightBracket.GetBounds(); // subscript/superscript suffix annotation if (subscriptSuffix != null && subscriptSuffix.Any()) { TextOutline subscriptOutline = LeftAlign(MakeText(subscriptSuffix.ToLowerInvariant(), new Vector2(rightBracketBounds.Right, rightBracketBounds.Top - 0.1), new Vector2(-0.5 * rightBracketBounds.Width, 0), scriptscale)); result.Add(GeneralPath.ShapeOf(subscriptOutline.GetOutline(), foreground)); } if (superscriptSuffix != null && superscriptSuffix.Any()) { var superscriptOutline = LeftAlign(MakeText(superscriptSuffix.ToLowerInvariant(), new Vector2(rightBracketBounds.Right, rightBracketBounds.Bottom + 0.1), new Vector2(-rightBracketBounds.Width, 0), scriptscale)); result.Add(GeneralPath.ShapeOf(superscriptOutline.GetOutline(), foreground)); } } } else if (pairs.Any()) { SgroupBracket suffixBracket = null; Vector2? suffixBracketPerp = null; foreach (var e in pairs) { var bracket = e.Key; var bond = e.Value; var inGroupAtom = atoms.Contains(bond.Begin) ? bond.Begin : bond.End; var p1 = bracket.FirstPoint; var p2 = bracket.SecondPoint; var perp = VecmathUtil.NewPerpendicularVector(VecmathUtil.NewUnitVector(p1, p2)); // point the vector at the atom group var midpoint = VecmathUtil.Midpoint(p1, p2); if (Vector2.Dot(perp, VecmathUtil.NewUnitVector(midpoint, inGroupAtom.Point2D.Value)) < 0) { perp = Vector2.Negate(perp); } perp *= bracketDepth; if (round) { result.Add(CreateRoundBracket(p1, p2, perp, midpoint)); } else { result.Add(CreateSquareBracket(p1, p2, perp)); } if (suffixBracket == null) { suffixBracket = bracket; suffixBracketPerp = perp; } else { // is this bracket better as a suffix? var sp1 = suffixBracket.FirstPoint; var sp2 = suffixBracket.SecondPoint; var bestMaxX = Math.Max(sp1.X, sp2.X); var thisMaxX = Math.Max(p1.X, p2.X); var bestMaxY = Math.Max(sp1.Y, sp2.Y); var thisMaxY = Math.Max(p1.Y, p2.Y); // choose the most eastern or.. the most southern var xDiff = thisMaxX - bestMaxX; var yDiff = thisMaxY - bestMaxY; if (xDiff > EQUIV_THRESHOLD || (xDiff > -EQUIV_THRESHOLD && yDiff < -EQUIV_THRESHOLD)) { suffixBracket = bracket; suffixBracketPerp = perp; } } } // write the labels if (suffixBracket != null) { var subSufPnt = suffixBracket.FirstPoint; var supSufPnt = suffixBracket.SecondPoint; // try to put the subscript on the bottom var xDiff = subSufPnt.X - supSufPnt.X; var yDiff = subSufPnt.Y - supSufPnt.Y; if (yDiff > EQUIV_THRESHOLD || (yDiff > -EQUIV_THRESHOLD && xDiff > EQUIV_THRESHOLD)) { var tmpP = subSufPnt; subSufPnt = supSufPnt; supSufPnt = tmpP; } // subscript/superscript suffix annotation if (subscriptSuffix != null && subscriptSuffix.Any()) { var subscriptOutline = LeftAlign(MakeText(subscriptSuffix.ToLowerInvariant(), subSufPnt, suffixBracketPerp.Value, labelScale)); result.Add(GeneralPath.ShapeOf(subscriptOutline.GetOutline(), foreground)); } if (superscriptSuffix != null && superscriptSuffix.Any()) { var superscriptOutline = LeftAlign(MakeText(superscriptSuffix.ToLowerInvariant(), supSufPnt, suffixBracketPerp.Value, labelScale)); result.Add(GeneralPath.ShapeOf(superscriptOutline.GetOutline(), foreground)); } } } else if (brackets.Count == 2) { var b1p1 = brackets[0].FirstPoint; var b1p2 = brackets[0].SecondPoint; var b2p1 = brackets[1].FirstPoint; var b2p2 = brackets[1].SecondPoint; var b1vec = VecmathUtil.NewUnitVector(b1p1, b1p2); var b2vec = VecmathUtil.NewUnitVector(b2p1, b2p2); var b1pvec = VecmathUtil.NewPerpendicularVector(b1vec); var b2pvec = VecmathUtil.NewPerpendicularVector(b2vec); // Point the vectors at each other if (Vector2.Dot(b1pvec, VecmathUtil.NewUnitVector(b1p1, b2p1)) < 0) { b1pvec = Vector2.Negate(b1pvec); } if (Vector2.Dot(b2pvec, VecmathUtil.NewUnitVector(b2p1, b1p1)) < 0) { b2pvec = Vector2.Negate(b2pvec); } // scale perpendicular vectors by how deep the brackets need to be b1pvec *= bracketDepth; b2pvec *= bracketDepth; // bad brackets if (double.IsNaN(b1pvec.X) || double.IsNaN(b1pvec.Y) || double.IsNaN(b2pvec.X) || double.IsNaN(b2pvec.Y)) { return(result); } { var path = new PathGeometry(); if (round) { { // bracket 1 (cp: control point) var pf = new PathFigure { StartPoint = new Point(b1p1.X + b1pvec.X, b1p1.Y + b1pvec.Y) }; Vector2 cpb1 = VecmathUtil.Midpoint(b1p1, b1p2); cpb1 += VecmathUtil.Negate(b1pvec); var seg = new QuadraticBezierSegment { Point1 = new Point(cpb1.X, cpb1.Y), Point2 = new Point(b1p2.X + b1pvec.X, b1p2.Y + b1pvec.Y) }; pf.Segments.Add(seg); path.Figures.Add(pf); } { // bracket 2 (cp: control point) var pf = new PathFigure { StartPoint = new Point(b2p1.X + b2pvec.X, b2p1.Y + b2pvec.Y) }; var cpb2 = VecmathUtil.Midpoint(b2p1, b2p2); cpb2 += VecmathUtil.Negate(b2pvec); var seg = new QuadraticBezierSegment { Point1 = new Point(cpb2.X, cpb2.Y), Point2 = new Point(b2p2.X + b2pvec.X, b2p2.Y + b2pvec.Y) }; pf.Segments.Add(seg); path.Figures.Add(pf); } } else { { // bracket 1 var pf = new PathFigure { StartPoint = new Point(b1p1.X + b1pvec.X, b1p1.Y + b1pvec.Y) }; var seg = new PolyLineSegment(); seg.Points.Add(new Point(b1p1.X, b1p1.Y)); seg.Points.Add(new Point(b1p2.X, b1p2.Y)); seg.Points.Add(new Point(b1p2.X + b1pvec.X, b1p2.Y + b1pvec.Y)); pf.Segments.Add(seg); path.Figures.Add(pf); } { // bracket 2 var pf = new PathFigure { StartPoint = new Point(b2p1.X + b2pvec.X, b2p1.Y + b2pvec.Y) }; var seg = new PolyLineSegment(); seg.Points.Add(new Point(b2p1.X, b2p1.Y)); seg.Points.Add(new Point(b2p2.X, b2p2.Y)); seg.Points.Add(new Point(b2p2.X + b2pvec.X, b2p2.Y + b2pvec.Y)); pf.Segments.Add(seg); path.Figures.Add(pf); } } result.Add(GeneralPath.OutlineOf(path, stroke, foreground)); } // work out where to put the suffix labels (e.g. ht/hh/eu) superscript // and (e.g. n, xl, c, mix) subscript // TODO: could be improved var b1MaxX = Math.Max(b1p1.X, b1p2.X); var b2MaxX = Math.Max(b2p1.X, b2p2.X); var b1MaxY = Math.Max(b1p1.Y, b1p2.Y); var b2MaxY = Math.Max(b2p1.Y, b2p2.Y); var subSufPnt = b2p2; var supSufPnt = b2p1; var subpvec = b2pvec; var bXDiff = b1MaxX - b2MaxX; var bYDiff = b1MaxY - b2MaxY; if (bXDiff > EQUIV_THRESHOLD || (bXDiff > -EQUIV_THRESHOLD && bYDiff < -EQUIV_THRESHOLD)) { subSufPnt = b1p2; supSufPnt = b1p1; subpvec = b1pvec; } var xDiff = subSufPnt.X - supSufPnt.X; var yDiff = subSufPnt.Y - supSufPnt.Y; if (yDiff > EQUIV_THRESHOLD || (yDiff > -EQUIV_THRESHOLD && xDiff > EQUIV_THRESHOLD)) { var tmpP = subSufPnt; subSufPnt = supSufPnt; supSufPnt = tmpP; } // subscript/superscript suffix annotation if (subscriptSuffix != null && subscriptSuffix.Any()) { var subscriptOutline = LeftAlign(MakeText(subscriptSuffix.ToLowerInvariant(), subSufPnt, subpvec, labelScale)); result.Add(GeneralPath.ShapeOf(subscriptOutline.GetOutline(), foreground)); } if (superscriptSuffix != null && superscriptSuffix.Any()) { var superscriptOutline = LeftAlign(MakeText(superscriptSuffix.ToLowerInvariant(), supSufPnt, subpvec, labelScale)); result.Add(GeneralPath.ShapeOf(superscriptOutline.GetOutline(), foreground)); } } return(result); }
/// <summary> /// Generate a new annotation vector for an atom using the connected bonds and any other occupied /// space (auxiliary vectors). The fall back method is to use the largest available space but /// some common cases are handled differently. For example, when the number of bonds is two /// the annotation is placed in the acute angle of the bonds (providing there is space). This /// improves labelling of atoms saturated rings. When there are three bonds and two are 'plain' /// the label is again placed in the acute section of the plain bonds. /// </summary> /// <param name="atom">the atom having an annotation</param> /// <param name="bonds">the bonds connected to the atom</param> /// <param name="auxVectors">additional vectors to avoid (filled spaced)</param> /// <returns>unit vector along which the annotation should be placed.</returns> /// <seealso cref="IsPlainBond(IBond)"/> /// <seealso cref="VecmathUtil.NewVectorInLargestGap(IList{Vector2})"/> internal static Vector2 NewAtomAnnotationVector(IAtom atom, IEnumerable <IBond> bonds, List <Vector2> auxVectors) { var vectors = new List <Vector2>(); foreach (var bond in bonds) { vectors.Add(VecmathUtil.NewUnitVector(atom, bond)); } if (vectors.Count == 0) { // no bonds, place below if (auxVectors.Count == 0) { return(new Vector2(0, -1)); } if (auxVectors.Count == 1) { return(VecmathUtil.Negate(auxVectors[0])); } return(VecmathUtil.NewVectorInLargestGap(auxVectors)); } else if (vectors.Count == 1) { // 1 bond connected // H0, then label simply appears on the opposite side if (auxVectors.Count == 0) { return(VecmathUtil.Negate(vectors[0])); } // !H0, then place it in the largest gap vectors.AddRange(auxVectors); return(VecmathUtil.NewVectorInLargestGap(vectors)); } else if (vectors.Count == 2 && auxVectors.Count == 0) { // 2 bonds connected to an atom with no hydrogen labels // sum the vectors such that the label appears in the acute/nook of the two bonds var combined = VecmathUtil.Sum(vectors[0], vectors[1]); // shallow angle (< 30 deg) means the label probably won't fit if (Vectors.Angle(vectors[0], vectors[1]) < Vectors.DegreeToRadian(65)) { combined = Vector2.Negate(combined); } else { // flip vector if either bond is a non-single bond or a wedge, this will // place the label in the largest space. // However - when both bonds are wedged (consider a bridging system) to // keep the label in the nook of the wedges var bonds_ = bonds.ToList(); if ((!IsPlainBond(bonds_[0]) || !IsPlainBond(bonds_[1])) && !(IsWedged(bonds_[0]) && IsWedged(bonds_[1]))) { combined = Vector2.Negate(combined); } } combined = Vector2.Normalize(combined); // did we divide by 0? whoops - this happens when the bonds are collinear if (double.IsNaN(combined.Length())) { return(VecmathUtil.NewVectorInLargestGap(vectors)); } return(combined); } else { if (vectors.Count == 3 && auxVectors.Count == 0) { // 3 bonds connected to an atom with no hydrogen label // the easy and common case is to check when two bonds are plain // (i.e. non-stereo sigma bonds) and use those. This gives good // placement for fused conjugated rings var plainVectors = new List <Vector2>(); var wedgeVectors = new List <Vector2>(); foreach (var bond in bonds) { if (IsPlainBond(bond)) { plainVectors.Add(VecmathUtil.NewUnitVector(atom, bond)); } if (IsWedged(bond)) { wedgeVectors.Add(VecmathUtil.NewUnitVector(atom, bond)); } } if (plainVectors.Count == 2) { return(VecmathUtil.Sum(plainVectors[0], plainVectors[1])); } else if (plainVectors.Count + wedgeVectors.Count == 2) { plainVectors.AddRange(wedgeVectors); return(VecmathUtil.Sum(plainVectors[0], plainVectors[1])); } } // the default option is to find the largest gap if (auxVectors.Count > 0) { vectors.AddRange(auxVectors); } return(VecmathUtil.NewVectorInLargestGap(vectors)); } }