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import os
from secrets import randbelow
import wx.propgrid
from .protocol import LayerProtocol, with_protocol
from ..stitch_layer_editor import Category, Property
from ....i18n import _
from ....svg import PIXELS_PER_MM
from ....utils import get_resource_dir, prng
editor_instance = None
class RandomSeedEditor(wx.propgrid.PGTextCtrlAndButtonEditor):
def CreateControls(self, property_grid, property, position, size):
if wx.SystemSettings().GetAppearance().IsDark():
randomize_icon_file = 'randomize_20x20_dark.png'
else:
randomize_icon_file = 'randomize_20x20.png'
randomize_icon = wx.Image(os.path.join(get_resource_dir("icons"), randomize_icon_file)).ConvertToBitmap()
# button = wx.Button(property_grid, wx.ID_ANY, _("Re-roll"))
# button.SetBitmap(randomize_icon)
window_list = super().CreateControls(property_grid, property, position, size)
button = window_list.GetSecondary()
button.SetBitmap(randomize_icon)
button.SetLabel("")
button.SetToolTip(_("Re-roll"))
return window_list
class RandomSeedProperty(wx.propgrid.IntProperty):
def DoGetEditorClass(self):
return wx.propgrid.PropertyGridInterface.GetEditorByName("RandomSeedEditor")
def OnEvent(self, propgrid, primaryEditor, event):
if event.GetEventType() == wx.wxEVT_COMMAND_BUTTON_CLICKED:
self.SetValueInEvent(randbelow(int(1e8)))
return True
return False
class RandomizationPropertiesMixin:
@classmethod
def randomization_properties(cls):
# We have to register the editor class once. We have to save a reference
# to the editor to avoid letting it get garbage collected.
global editor_instance
if editor_instance is None:
editor_instance = RandomSeedEditor()
wx.propgrid.PropertyGrid.DoRegisterEditorClass(editor_instance, "RandomSeedEditor")
return Category(_("Randomization")).children(
Property("random_seed", _("Random seed"), type=RandomSeedProperty,
# Wow, it's really hard to explain the concept of a random seed to non-programmers...
help=_("The random seed is used when handling randomization settings. " +
"Click the button to choose a new random seed, which will generate random features differently. " +
"Alternatively, you can enter your own random seed. If you reuse a random seed, random features " +
"will look the same.")),
Property("random_stitch_offset", _("Offset stitches"), unit="mm", prefix="±",
help=_("Move stitches randomly by up to this many millimeters in any direction.")),
Property("random_stitch_path_offset", _("Offset stitch path"), unit="mm", prefix="±",
help=_("Move stitches randomly by up to this many millimeters perpendicular to the stitch path.\n\n" +
"If <b>Offset stitches</b> is also specified, then this one is processed first.")),
)
class RandomizationMixin(with_protocol(LayerProtocol)):
@classmethod
def randomization_defaults(cls):
return dict(
random_seed=None,
random_stitch_offset=0.0,
random_stitch_path_offset=0.0,
)
def get_random_seed(self):
seed = self.config.get('random_seed')
if seed is None:
return self.element.get_default_random_seed()
else:
return seed
def offset_stitches(self, stitches):
"""Randomly move stitches by modifying a list of stitches in-place."""
if not stitches:
return
if 'random_stitch_path_offset' in self.config and self.config.random_stitch_path_offset:
offset = self.config.random_stitch_path_offset * PIXELS_PER_MM
rand_iter = iter(prng.iter_uniform_floats(self.get_random_seed(), "random_stitch_path_offset"))
last_stitch = stitches[0]
for stitch in stitches[1:]:
try:
direction = (stitch - last_stitch).unit().rotate_left()
except ZeroDivisionError:
continue
last_stitch = stitch
distance = next(rand_iter) * 2 * offset - offset
result = stitch + direction * distance
stitch.x = result.x
stitch.y = result.y
if 'random_stitch_offset' in self.config and self.config.random_stitch_offset:
offset = self.config.random_stitch_offset * PIXELS_PER_MM
rand_iter = iter(prng.iter_uniform_floats(self.get_random_seed(), "random_stitch_offset"))
for stitch in stitches:
stitch.x += next(rand_iter) * 2 * offset - offset
stitch.y += next(rand_iter) * 2 * offset - offset
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