Animate_SVG_v2 / src /postprocessing /postprocessing.py
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import pandas as pd
import numpy as np
import random
import os
import sys
from xml.dom import minidom
from collections import defaultdict
sys.path.append(os.getcwd())
from src.postprocessing.get_svg_size_pos import get_svg_bbox, get_path_bbox, get_midpoint_of_path_bbox
from src.postprocessing.get_style_attributes import get_style_attributes_path
random.seed(0)
filter_id = 0
def animate_logo(model_output: pd.DataFrame, logo_path: str):
# Add animation id
document = minidom.parse(logo_path)
paths = document.getElementsByTagName('path')
for i in range(len(paths)):
paths[i].setAttribute('animation_id', str(i))
with open(logo_path, 'wb') as svg_file:
svg_file.write(document.toxml(encoding='iso-8859-1'))
logo_xmin, logo_xmax, logo_ymin, logo_ymax = get_svg_bbox(logo_path)
# ---- Normalize model output ----
animations_by_id = defaultdict(list)
for row in model_output.iterrows():
# Structure animations by animation id
animation_id = row[1]['animation_id']
output = row[1]['model_output']
animations_by_id[animation_id].append(output)
total_animations = []
for animation_id in animations_by_id.keys():
print(animation_id)
try:
path_xmin, path_xmax, path_ymin, path_ymax = get_path_bbox(logo_path, animation_id)
except:
path_xmin, path_xmax, path_ymin, path_ymax = 0, 0, 0, 0
xmin = logo_xmin - path_xmin
xmax = logo_xmax - path_xmax
ymin = logo_ymin - path_ymin
ymax = logo_ymax - path_ymax
# Structure animations by type (check first 10 parameters)
animations_by_type = defaultdict(list)
for animation in animations_by_id[animation_id]:
if animation[0] == 1:
# EOS
continue
try:
animation_type = animation[1:10].index(1)
animations_by_type[animation_type].append(animation)
except:
# No value found
print('Model output invalid: no animation type found')
return
for animation_type in animations_by_type.keys():
# Set up list of animations for later distribution
current_animations = []
# Sort animations by begin
animations_by_type[animation_type].sort(key=lambda l : l[10]) # Sort by begin
# For every animation, check consistency of begin and duration, then set parameters
for i in range(len(animations_by_type[animation_type])):
# Check if begin is equal to next animation's begin - in this case, set second begin to average of first and third animation
# Get next animation with different begin time
if len(animations_by_type[animation_type]) > 1:
j = 1
next_animation = animations_by_type[animation_type][j]
while (i + j) < len(animations_by_type[animation_type]) and animations_by_type[animation_type][i][10] == next_animation[10]:
j += 1
next_animation = animations_by_type[animation_type][j]
if j != 1:
# Get difference
difference = animations_by_type[animation_type][j][10] - animations_by_type[animation_type][i][10]
interval = difference / (j - i)
factor = 0
for a in range(i, j):
animations_by_type[animation_type][a][10] = animations_by_type[animation_type][i][10] + interval * factor
factor += 1
# Check if duration and begin of next animation are consistent - if not, shorten duration
if i < len(animations_by_type[animation_type]) - 1:
max_duration = animations_by_type[animation_type][i+1][10] - animations_by_type[animation_type][i][10]
if animations_by_type[animation_type][i][11] > max_duration:
animations_by_type[animation_type][i][11] = max_duration
# Get general parameters
begin = animations_by_type[animation_type][i][10]
dur = animations_by_type[animation_type][i][10]
if dur < 1:
dur = 1
# Check type and call method
if animation_type == 1:
# animation: translate
from_x = animations_by_type[animation_type][i][12]
from_y = animations_by_type[animation_type][i][13]
# Check if there is a next translate animation
if i < len(animations_by_type[animation_type]) - 1:
# animation endpoint is next translate animation's starting point
to_x = animations_by_type[animation_type][i+1][12]
to_y = animations_by_type[animation_type][i+1][13]
else:
# animation endpoint is final position of object
to_x = 0
to_y = 0
# Check if parameters are within boundary
if from_x < xmin:
from_x = xmin
elif from_x > xmax:
from_x = xmax
if from_y < ymin:
from_y = ymin
elif from_y > ymax:
from_y = ymax
if to_x < xmin:
to_x = xmin
elif to_x > xmax:
to_x = xmax
if to_y < ymin:
to_y = ymin
elif to_y > ymax:
to_y = ymax
# Append animation to list
current_animations.append(_animation_translate(animation_id, begin, dur, from_x, from_y, to_x, to_y))
elif animation_type == 2:
print('curve')
from_x = animations_by_type[animation_type][i][12]
from_y = animations_by_type[animation_type][i][13]
via_x = animations_by_type[animation_type][i][14]
via_y = animations_by_type[animation_type][i][15]
# Check if there is a next curve animation
if i < len(animations_by_type[animation_type]) - 1:
# animation endpoint is next curve animation's starting point
to_x = animations_by_type[animation_type][i+1][12]
to_y = animations_by_type[animation_type][i+1][13]
else:
# animation endpoint is final position of object
to_x = 0
to_y = 0
# Check if parameters are within boundary
if from_x < xmin:
from_x = xmin
elif from_x > xmax:
from_x = xmax
if from_y < ymin:
from_y = ymin
elif from_y > ymax:
from_y = ymax
if via_x < xmin:
via_x = xmin
elif via_x > xmax:
via_x = xmax
if via_y < ymin:
via_y = ymin
elif via_y > ymax:
via_y = ymax
if to_x < xmin:
to_x = xmin
elif to_x > xmax:
to_x = xmax
if to_y < ymin:
to_y = ymin
elif to_y > ymax:
to_y = ymax
# Append animation to list
current_animations.append(_animation_curve(animation_id, begin, dur, from_x, from_y, via_x, via_y, to_x, to_y))
elif animation_type == 3:
# animation: scale
from_f = animations_by_type[animation_type][i][16]
if from_f <= 0:
from_f = 0.0000001
# Check if there is a next scale animation
if i < len(animations_by_type[animation_type]) - 1:
# animation endpoint is next scale animation's starting point
to_f = animations_by_type[animation_type][i+1][16]
else:
# animation endpoint is final position of object
to_f = 1
current_animations.append(_animation_scale(animation_id, begin, dur, from_f, to_f))
elif animation_type == 4:
# animation: rotate
from_degree = animations_by_type[animation_type][i][17]
if from_degree < 0:
from_degree = 0
elif from_degree > 360:
from_degree = 360
# Get midpoints
midpoints = get_midpoint_of_path_bbox(logo_path, animation_id)
# Check if there is a next scale animation
if i < len(animations_by_type[animation_type]) - 1:
# animation endpoint is next scale animation's starting point
to_degree = animations_by_type[animation_type][i+1][17]
else:
# animation endpoint is final position of object
to_degree = 360
current_animations.append(_animation_rotate(animation_id, begin, dur, from_degree, to_degree, midpoints))
elif animation_type == 5:
# animation: skewX
from_x = animations_by_type[animation_type][i][18]
# Check if there is a next skewX animation
if i < len(animations_by_type[animation_type]) - 1:
# animation endpoint is next skewX animation's starting point
to_x = animations_by_type[animation_type][i+1][18]
else:
# animation endpoint is final position of object
to_x = 1
# Check if parameters are within boundary
if from_x < xmin:
from_x = xmin
elif from_x > xmax:
from_x = xmax
if to_x < xmin:
to_x = xmin
elif to_x > xmax:
to_x = xmax
current_animations.append(_animation_skewX(animation_id, begin, dur, from_x, to_x))
elif animation_type == 6:
# animation: skewY
from_y = animations_by_type[animation_type][i][19]
# Check if there is a next skewY animation
if i < len(animations_by_type[animation_type]) - 1:
# animation endpoint is next skewY animation's starting point
to_y = animations_by_type[animation_type][i+1][19]
else:
# animation endpoint is final position of object
to_y = 1
# Check if parameters are within boundary
if from_y < ymin:
from_y = ymin
elif from_y > ymax:
from_y = ymax
if to_y < ymin:
to_y = ymin
elif to_y > ymax:
to_y = ymax
current_animations.append(_animation_skewY(animation_id, begin, dur, from_y, to_y))
elif animation_type == 7:
# animation: fill
from_rgb = '#' + _convert_to_hex_str(animations_by_type[animation_type][i][20]) + _convert_to_hex_str(animations_by_type[animation_type][i][21]) + _convert_to_hex_str(animations_by_type[animation_type][i][22])
# Check if there is a next fill animation
if i < len(animations_by_type[animation_type]) - 1:
# animation endpoint is next fill animation's starting point
to_rgb = '#' + _convert_to_hex_str(animations_by_type[animation_type][i+1][20]) + _convert_to_hex_str(animations_by_type[animation_type][i+1][21]) + _convert_to_hex_str(animations_by_type[animation_type][i+1][22])
else:
fill_style = get_style_attributes_path(logo_path, animation_id, "fill")
stroke_style = get_style_attributes_path(logo_path, animation_id, "stroke")
if fill_style == "none" and stroke_style != "none":
color_hex = stroke_style
else:
color_hex = fill_style
to_rgb = color_hex
current_animations.append(_animation_fill(animation_id, begin, dur, from_rgb, to_rgb))
elif animation_type == 8:
# animation: opacity
from_f = animations_by_type[animation_type][i][23] / 100 # percent
if from_f < 0:
from_f = 0
elif from_f > 1:
from_f = 1
# Check if there is a next opacity animation
if i < len(animations_by_type[animation_type]) - 1:
# animation endpoint is next opacity animation's starting point
to_f = animations_by_type[animation_type][i+1][23] / 100 # percent
else:
# animation endpoint is final position of object
to_f = 1
current_animations.append(_animation_opacity(animation_id, begin, dur, from_f, to_f))
elif animation_type == 9:
# animation: blur
from_f = animations_by_type[animation_type][i][24]
if from_f <= 0:
from_f = 1
# Check if there is a next blur animation
if i < len(animations_by_type[animation_type]) - 1:
# animation endpoint is next blur animation's starting point
to_f = animations_by_type[animation_type][i+1][24]
else:
# animation endpoint is final position of object
to_f = 1
current_animations.append(_animation_blur(animation_id, begin, dur, from_f, to_f))
total_animations += current_animations
# Shift begin - TODO test
min_b = np.inf
for animation in total_animations:
print(animation["begin"], min_b)
if float(animation["begin"]) < float(min_b):
min_b = animation["begin"]
for animation in total_animations:
animation["begin"] = float(animation["begin"]) - float(min_b)
_insert_animations(total_animations, logo_path, logo_path)
def _convert_to_hex_str(i: int):
h = str(hex(int(i)))[2:]
if i < 16:
h = '0' + h
return h
def _animation_translate(animation_id: int, begin: float, dur: float, from_x: int, from_y: int, to_x: int, to_y: int):
print('animation: translate')
animation_dict = {}
animation_dict['animation_id'] = animation_id
animation_dict['animation_type'] = 'animate_transform'
animation_dict['attributeName'] = 'transform'
animation_dict['attributeType'] = 'XML'
animation_dict['type'] = 'translate'
animation_dict['begin'] = str(begin)
animation_dict['dur'] = str(dur)
animation_dict['fill'] = 'freeze'
animation_dict['from'] = f'{from_x} {from_y}'
animation_dict['to'] = f'{to_x} {to_y}'
return animation_dict
def _animation_curve(animation_id: int, begin: float, dur: float, from_x: int, from_y: int, via_x: int, via_y: int, to_x: int, to_y: int):
print('animation: curve')
animation_dict = {}
animation_dict['animation_id'] = animation_id
animation_dict['animation_type'] = 'animate_motion'
animation_dict['begin'] = str(begin)
animation_dict['dur'] = str(dur)
animation_dict['fill'] = 'freeze'
animation_dict['from'] = f'{from_x} {from_y}'
animation_dict['via'] = f'{via_x} {via_y}'
animation_dict['to'] = f'{to_x} {to_y}'
return animation_dict
def _animation_scale(animation_id: int, begin: float, dur: float, from_f: float, to_f: float):
print('animation: scale')
animation_dict = {}
animation_dict['animation_id'] = animation_id
animation_dict['animation_type'] = 'animate_transform'
animation_dict['attributeName'] = 'transform'
animation_dict['attributeType'] = 'XML'
animation_dict['type'] = 'scale'
animation_dict['begin'] = str(begin)
animation_dict['dur'] = str(dur)
animation_dict['fill'] = 'freeze'
animation_dict['from'] = str(from_f)
animation_dict['to'] = str(to_f)
return animation_dict
def _animation_rotate(animation_id: int, begin: float, dur: float, from_degree: int, to_degree: int, midpoints: list):
print('animation: rotate')
animation_dict = {}
animation_dict['animation_id'] = animation_id
animation_dict['animation_type'] = 'animate_transform'
animation_dict['attributeName'] = 'transform'
animation_dict['attributeType'] = 'XML'
animation_dict['type'] = 'rotate'
animation_dict['begin'] = str(begin)
animation_dict['dur'] = str(dur)
animation_dict['fill'] = 'freeze'
animation_dict['from'] = f'{from_degree} {midpoints[0]} {midpoints[1]}'
animation_dict['to'] = f'{to_degree} {midpoints[0]} {midpoints[1]}'
return animation_dict
def _animation_skewX(animation_id: int, begin: float, dur: float, from_i: int, to_i: int):
print('animation: skew')
animation_dict = {}
animation_dict['animation_id'] = animation_id
animation_dict['animation_type'] = 'animate_transform'
animation_dict['attributeName'] = 'transform'
animation_dict['attributeType'] = 'XML'
animation_dict['type'] = 'skewX'
animation_dict['begin'] = str(begin)
animation_dict['dur'] = str(dur)
animation_dict['fill'] = 'freeze'
animation_dict['from'] = f'{from_i}'
animation_dict['to'] = f'{to_i}'
return animation_dict
def _animation_skewY(animation_id: int, begin: float, dur: float, from_i: int, to_i: int):
print('animation: skew')
animation_dict = {}
animation_dict['animation_id'] = animation_id
animation_dict['animation_type'] = 'animate_transform'
animation_dict['attributeName'] = 'transform'
animation_dict['attributeType'] = 'XML'
animation_dict['type'] = 'skewY'
animation_dict['begin'] = str(begin)
animation_dict['dur'] = str(dur)
animation_dict['fill'] = 'freeze'
animation_dict['from'] = f'{from_i}'
animation_dict['to'] = f'{to_i}'
return animation_dict
def _animation_fill(animation_id: int, begin: float, dur: float, from_rgb: str, to_rgb: str):
print('animation: fill')
animation_dict = {}
animation_dict['animation_id'] = animation_id
animation_dict['animation_type'] = 'animate'
animation_dict['attributeName'] = 'fill'
animation_dict['attributeType'] = 'XML'
animation_dict['type'] = 'fill'
animation_dict['begin'] = str(begin)
animation_dict['dur'] = str(dur)
animation_dict['fill'] = 'freeze'
animation_dict['from'] = from_rgb
animation_dict['to'] = to_rgb
return animation_dict
def _animation_opacity(animation_id: int, begin: float, dur: float, from_f: float, to_f: float):
print('animation: opacity')
animation_dict = {}
animation_dict['animation_id'] = animation_id
animation_dict['animation_type'] = 'animate'
animation_dict['attributeName'] = 'opacity'
animation_dict['attributeType'] = 'XML'
animation_dict['type'] = 'opacity'
animation_dict['begin'] = str(begin)
animation_dict['dur'] = str(dur)
animation_dict['fill'] = 'freeze'
animation_dict['from'] = str(from_f)
animation_dict['to'] = str(to_f)
return animation_dict
def _animation_blur(animation_id: int, begin: float, dur: float, from_f: float, to_f: float):
print('animation: blur')
animation_dict = {}
animation_dict['animation_id'] = animation_id
animation_dict['animation_type'] = 'animate_filter'
animation_dict['attributeName'] = 'transform'
animation_dict['attributeType'] = 'XML'
animation_dict['type'] = 'blur'
animation_dict['begin'] = str(begin)
animation_dict['dur'] = str(dur)
animation_dict['fill'] = 'freeze'
animation_dict['from'] = str(from_f)
animation_dict['to'] = str(to_f)
return animation_dict
def _insert_animations(animations: list, path: str, target_path: str):
print('Insert animations')
# Load XML
document = minidom.parse(path)
# Collect all elements
elements = document.getElementsByTagName('path') + document.getElementsByTagName('circle') + document.getElementsByTagName(
'ellipse') + document.getElementsByTagName('line') + document.getElementsByTagName(
'polygon') + document.getElementsByTagName('polyline') + document.getElementsByTagName(
'rect') + document.getElementsByTagName('text')
# Create statement
for animation in animations:
# Search for element
current_element = None
for element in elements:
if element.getAttribute('animation_id') == str(animation['animation_id']):
current_element = element
if current_element == None:
# Animation id not found - take next animation
continue
if animation['animation_type'] == 'animate_transform':
animate_statement = _create_animate_transform_statement(animation)
current_element.appendChild(document.createElement(animate_statement))
elif animation['animation_type'] == 'animate_motion':
animate_statement = _create_animate_motion_statement(animation)
current_element.appendChild(document.createElement(animate_statement))
elif animation['animation_type'] == 'animate':
animate_statement = _create_animate_statement(animation)
current_element.appendChild(document.createElement(animate_statement))
elif animation['animation_type'] == 'animate_filter':
filter_element, fe_element, animate_statement = _create_animate_filter_statement(animation, document)
defs = document.getElementsByTagName('defs')
current_defs = None
# Check if defs tag exists; create otherwise
if len(defs) == 0:
svg = document.getElementsByTagName('svg')[0]
current_defs = document.createElement('defs')
svg.appendChild(current_defs)
else:
current_defs = defs[0]
# Check if filter to be appended
if filter_element != None:
# Create filter
print('append filter')
current_defs.appendChild(filter_element)
# Check if FE to be created
if fe_element != None:
print('create fe statement')
# Check if filter set; else search
if filter_element == None:
# Search for filter
id = 'filter_' + str(animation['animation_id'])
for f in document.getElementsByTagName('filter'):
if f.getAttribute('id') == id:
filter_element = f
# Create FE
filter_element.appendChild(fe_element)
current_defs.appendChild(document.createElement(animate_statement))
current_element.setAttribute('filter', f'url(#filter_{animation["animation_id"]})')
# Save XML to target path
with open(target_path, 'wb') as f:
f.write(document.toprettyxml(encoding="iso-8859-1"))
def _create_animate_transform_statement(animation_dict: dict):
""" Set up animation statement from model output for ANIMATETRANSFORM animations
(Adapted from AnimateSVG)
"""
animation = f'animateTransform attributeName="transform" attributeType="XML" ' \
f'type="{animation_dict["type"]}" ' \
f'begin="{str(animation_dict["begin"])}" ' \
f'dur="{str(animation_dict["dur"])}" ' \
f'from="{str(animation_dict["from"])}" ' \
f'to="{str(animation_dict["to"])}" ' \
f'fill="{str(animation_dict["fill"])}" ' \
'additive="sum"'
return animation
def _create_animate_statement(animation_dict: dict):
""" Set up animation statement from model output for ANIMATE animations
(adapted from AnimateSVG)
"""
animation = f'animate attributeName="{animation_dict["type"]}" ' \
f'begin="{str(animation_dict["begin"])}" ' \
f'dur="{str(animation_dict["dur"])}" ' \
f'from="{str(animation_dict["from"])}" ' \
f'to="{str(animation_dict["to"])}" ' \
f'fill="{str(animation_dict["fill"])}" '\
'additive="sum"'
return animation
def _create_animate_motion_statement(animation_dict: dict):
""" Set up animatie motion statement from model output for ANIMATE_MOTION animations
"""
animation = f'animateMotion ' \
f'begin="{str(animation_dict["begin"])}" ' \
f'dur="{str(animation_dict["dur"])}" ' \
f'path="M{animation_dict["from"]}" Q{animation_dict["via"]} {animation_dict["to"]}' \
f'fill="{str(animation_dict["fill"])}" '\
'additive="sum"'
return animation
def _create_animate_filter_statement(animation_dict: dict, document: minidom.Document):
global filter_id
filter_id += 1
filter_element = None
fe_element = None
animate_statement = None
if animation_dict['type'] == 'blur':
# Check if filter already exists
filters = document.getElementsByTagName('filter')
current_filter = None
current_fe = None
for f in filters:
#print(f.getAttribute('id') == f'filter_{str(animation_dict["animation_id"])}')
if f.getAttribute('id') == f'filter_{str(animation_dict["animation_id"])}':
current_filter = f
fe_elements = document.getElementsByTagName('feGaussianBlur')
for fe in fe_elements:
if fe.getAttribute('id') == f'filter_blur_{str(animation_dict["animation_id"])}':
current_fe = fe
if current_filter == None:
filter_element = document.createElement('filter')
filter_element.setAttribute('id', f'filter_{str(animation_dict["animation_id"])}')
if current_fe == None:
fe_element = document.createElement('feGaussianBlur')
fe_element.setAttribute('id', f'filter_blur_{str(animation_dict["animation_id"])}')
fe_element.setAttribute('stdDeviation', '0')
animate_statement = f'animate href="#filter_blur_{str(animation_dict["animation_id"])}" ' \
f'attributeName="stdDeviation" ' \
f'begin="{str(animation_dict["begin"])}" ' \
f'dur="{str(animation_dict["dur"])}" ' \
f'from="{str(animation_dict["from"])}" ' \
f'to="{str(animation_dict["to"])}" ' \
f'fill="{str(animation_dict["fill"])}"'\
'additive="sum"'
return filter_element, fe_element, animate_statement
def randomly_animate_logo(logo_path: str, target_path: str, number_of_animations: int, previously_generated: pd.DataFrame = None):
# Creates model output equal to defined number of animations. They are then randomly distributed over the paths.
# Assign animation id to every path - TODO this changes the original logo!
document = minidom.parse(logo_path)
paths = document.getElementsByTagName('path') + document.getElementsByTagName('circle') + document.getElementsByTagName(
'ellipse') + document.getElementsByTagName('line') + document.getElementsByTagName(
'polygon') + document.getElementsByTagName('polyline') + document.getElementsByTagName(
'rect') + document.getElementsByTagName('text')
for i in range(len(paths)):
paths[i].setAttribute('animation_id', str(i))
with open(target_path, 'wb') as svg_file:
svg_file.write(document.toxml(encoding='iso-8859-1'))
# Create random animations
for i in range(0, number_of_animations):
animation_type = random.randint(0, 8) # Determine animation type (as of now only primitive animation types)
model_output = np.zeros(18)
model_output[animation_type] = 1 # Set animation type
# Set animation parameters
# model_output = [
# {
# 'animation_id': 1,
# 'model_output': [0, 0, 0, 0, 0, 0, 0, 1, 1, 10, 3, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 10]
# },
# {
# 'animation_id': 1,
# 'model_output': [0, 0, 0, 0, 0, 0, 0, 1, 5, 3, 4, 5, 2, 1, 2, 3, 4, 5, 6, 7, 1000, 20]
# }
# ]
# model_output = pd.DataFrame(model_output)
# #print(model_output)
# path = 'src/postprocessing/logo_0.svg'
# # Assign animation id to every path - TODO this changes the original logo!
# document = minidom.parse(path)
# paths = document.getElementsByTagName('path')
# for i in range(len(paths)):
# paths[i].setAttribute('animation_id', str(i))
# with open(path, 'wb') as svg_file:
# svg_file.write(document.toxml(encoding='iso-8859-1'))
# #print('Inserted animation id')
# animate_logo(model_output, path)