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* Fixes #7140 deprecates the old version and creates a new one in Chirality.h adds it to the python wrappers * changes in response to review * backup * support custom labels with templates
423 lines
14 KiB
C++
423 lines
14 KiB
C++
//
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// Copyright (C) 2015-2020 Greg Landrum
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//
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// @@ All Rights Reserved @@
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// This file is part of the RDKit.
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// The contents are covered by the terms of the BSD license
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// which is included in the file license.txt, found at the root
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// of the RDKit source tree.
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//
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#include <GraphMol/MolDraw2D/MolDraw2DDetails.h>
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#include <GraphMol/MolDraw2D/StringRect.h>
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#include <GraphMol/Chirality.h>
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#include <cmath>
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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// ****************************************************************************
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namespace RDKit {
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namespace MolDraw2D_detail {
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// implementation from $RDBASE/rdkit/sping/pid.py
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void arcPoints(const Point2D &cds1, const Point2D &cds2,
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std::vector<Point2D> &res, float startAng, float extent) {
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// Note: this implementation is simple and not particularly efficient.
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float xScale = (cds2.x - cds1.x) / 2.0;
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float yScale = (cds2.y - cds1.y) / 2.0;
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if (xScale < 0) {
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xScale *= -1;
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}
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if (yScale < 0) {
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yScale *= -1;
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}
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float x = std::min(cds1.x, cds2.x) + xScale;
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float y = std::min(cds1.y, cds2.y) + yScale;
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int steps = std::max(static_cast<int>(extent * 2), 5);
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float step = M_PI * extent / (180 * steps);
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float angle = M_PI * startAng / 180;
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for (int i = 0; i <= steps; ++i) {
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Point2D point(x + xScale * cos(angle), y - yScale * sin(angle));
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res.emplace_back(point);
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angle += step;
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}
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}
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namespace {
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// note, this is approximate since we're just using it for drawing
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bool lineSegmentsIntersect(const Point2D &s1, const Point2D &s2,
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const Point2D &s3, const Point2D &s4) {
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auto d1x = (s1.x - s2.x);
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auto d1y = (s1.y - s2.y);
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auto d2x = (s3.x - s4.x);
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auto d2y = (s3.y - s4.y);
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if (fabs(d1x) < 1e-4) {
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// fudge factor, since this isn't super critical
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d1x = 1e-4;
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}
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if (fabs(d2x) < 1e-4) {
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// fudge factor, since this isn't super critical
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d2x = 1e-4;
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}
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auto m1 = d1y / d1x;
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auto m2 = d2y / d2x;
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if (m1 == m2 || m1 == -m2) {
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// parallel
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return false;
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}
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auto b1 = (s1.x * s2.y - s2.x * s1.y) / d1x;
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auto b2 = (s3.x * s4.y - s4.x * s3.y) / d2x;
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auto intersectX = (b2 - b1) / (m1 - m2);
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return ((intersectX < s1.x) ^ (intersectX < s2.x)) &&
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((intersectX < s3.x) ^ (intersectX < s4.x));
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}
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} // namespace
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std::vector<Point2D> getBracketPoints(
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const Point2D &p1, const Point2D &p2, const Point2D &refPt,
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const std::vector<std::pair<Point2D, Point2D>> &bondSegments,
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double bracketFrac) {
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std::vector<Point2D> res;
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auto v = p2 - p1;
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Point2D bracketDir{v.y, -v.x};
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bracketDir *= bracketFrac;
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// we'll default to use the refPt
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auto refVect = p2 - refPt;
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// but check if we intersect any of the bonds:
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for (const auto &seg : bondSegments) {
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if (lineSegmentsIntersect(p1, p2, seg.first, seg.second)) {
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refVect = p2 - seg.first;
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}
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}
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if (bracketDir.dotProduct(refVect) > 0) {
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bracketDir *= -1;
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}
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auto p0 = p1 + bracketDir;
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auto p3 = p2 + bracketDir;
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return {p0, p1, p2, p3};
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}
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// there are a several empirically determined constants here.
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std::vector<Point2D> handdrawnLine(Point2D cds1, Point2D cds2, double scale,
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bool shiftBegin, bool shiftEnd,
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unsigned nSteps, double deviation,
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double endShift) {
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// std::cout << " " << scale << " " << endShift / scale << std::endl;
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while (endShift / scale > 0.02) {
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endShift *= 0.75;
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}
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if (shiftBegin) {
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cds1.x += (std::rand() % 10 >= 5 ? endShift : -endShift) / scale;
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cds1.y += (std::rand() % 10 >= 5 ? endShift : -endShift) / scale;
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}
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if (shiftEnd) {
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cds2.x += (std::rand() % 10 >= 5 ? endShift : -endShift) / scale;
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cds2.y += (std::rand() % 10 >= 5 ? endShift : -endShift) / scale;
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}
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Point2D step = (cds2 - cds1) / nSteps;
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// make sure we aren't adding loads of wiggles to short lines
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while (step.length() < 0.2 && nSteps > 2) {
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--nSteps;
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step = (cds2 - cds1) / nSteps;
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}
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// make sure the wiggles aren't too big
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while (deviation / step.length() > 0.15 || deviation * scale > 0.70) {
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deviation *= 0.75;
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}
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Point2D perp{step.y, -step.x};
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perp.normalize();
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std::vector<Point2D> pts;
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pts.push_back(cds1);
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for (unsigned int i = 1; i < nSteps; ++i) {
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auto tgt = cds1 + step * i;
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tgt += perp * deviation * (std::rand() % 20 - 10) / 10.0;
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pts.push_back(tgt);
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}
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pts.push_back(cds2);
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return pts;
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}
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// ****************************************************************************
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bool doesLineIntersect(const StringRect &rect, const Point2D &end1,
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const Point2D &end2, double padding) {
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Point2D tl, tr, bl, br;
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rect.calcCorners(tl, tr, br, bl, padding);
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if (doLinesIntersect(end2, end1, tl, tr, nullptr)) {
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return true;
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}
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if (doLinesIntersect(end2, end1, tr, br, nullptr)) {
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return true;
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}
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if (doLinesIntersect(end2, end1, br, bl, nullptr)) {
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return true;
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}
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if (doLinesIntersect(end2, end1, bl, tl, nullptr)) {
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return true;
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}
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return false;
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}
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// ****************************************************************************
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bool doesTriangleIntersect(const StringRect &rect, const Point2D &pt1,
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const Point2D &pt2, const Point2D &pt3,
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double padding) {
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// the quick test is for any of the triangle points inside the rectangle.
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if (rect.isPointInside(pt1, padding) || rect.isPointInside(pt2, padding) ||
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rect.isPointInside(pt3, padding)) {
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return true;
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}
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// But if the rectangle is inside the triangle, that's not enough of a test.
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Point2D tl, tr, br, bl;
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rect.calcCorners(tl, tr, br, bl, padding);
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if (isPointInTriangle(tl, pt1, pt2, pt3) ||
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isPointInTriangle(tr, pt1, pt2, pt3) ||
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isPointInTriangle(br, pt1, pt2, pt3) ||
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isPointInTriangle(bl, pt1, pt2, pt3)) {
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return true;
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}
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// and finally all the points in the rectangle can be outside the triangle,
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// but the sides can cross it. And vice versa. So see if any of the sides
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// intersect.
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if (doLinesIntersect(tl, tr, pt1, pt2, nullptr) ||
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doLinesIntersect(tl, tr, pt2, pt3, nullptr) ||
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doLinesIntersect(tl, tr, pt3, pt1, nullptr) ||
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doLinesIntersect(tr, br, pt1, pt2, nullptr) ||
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doLinesIntersect(tr, br, pt2, pt3, nullptr) ||
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doLinesIntersect(tr, br, pt3, pt1, nullptr) ||
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doLinesIntersect(br, bl, pt1, pt2, nullptr) ||
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doLinesIntersect(br, bl, pt2, pt3, nullptr) ||
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doLinesIntersect(br, bl, pt3, pt1, nullptr) ||
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doLinesIntersect(bl, tl, pt1, pt2, nullptr) ||
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doLinesIntersect(bl, tl, pt2, pt3, nullptr) ||
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doLinesIntersect(bl, tl, pt3, pt1, nullptr)) {
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return true;
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}
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return false;
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}
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// ****************************************************************************
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bool doesLineIntersectEllipse(const Point2D ¢re, double xradius,
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double yradius, double padding,
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const Point2D &end1, const Point2D &end2) {
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// using
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// https://math.stackexchange.com/questions/76457/check-if-a-point-is-within-an-ellipse
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// to see if either end1 or end2 are inside the ellipse.
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double xr2 = (xradius + padding) * (xradius + padding);
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double yr2 = (yradius + padding) * (yradius + padding);
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double xdisc = (end1.x - centre.x) * (end1.x - centre.x) / xr2;
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double ydisc = (end1.y - centre.y) * (end1.y - centre.y) / yr2;
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if (xdisc + ydisc <= 1.0) {
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return true;
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}
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xdisc = (end2.x - centre.x) * (end2.x - centre.x) / xr2;
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ydisc = (end2.y - centre.y) * (end2.y - centre.y) / yr2;
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return xdisc + ydisc <= 1.0;
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}
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// ****************************************************************************
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bool doesLineIntersectArc(const Point2D ¢re, double xradius, double yradius,
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double start_ang, double stop_ang, double padding,
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const Point2D &end1, const Point2D &end2) {
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double xr = xradius + padding;
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double yr = yradius + padding;
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double xr2 = xr * xr;
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double yr2 = yr * yr;
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auto pointInArc = [&](const Point2D &p) -> bool {
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double xdisc = p.x * p.x / xr2;
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double ydisc = p.y * p.y / yr2;
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// start_ang can be more than stop_ang, if, for example, the arc goes from
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// 315 to 45.
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if (xdisc + ydisc <= 1.0) {
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// end1 is inside the whole ellipse. See if the angle it makes with the
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// x axis lies between start_and and stop_ang.
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double th = atan2(p.x, p.y) * 180.0 / M_PI;
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if (th < 0.0) {
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th += 360.0;
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}
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if (start_ang < stop_ang) {
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// it's pretty straightforward
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if (th >= start_ang && th <= stop_ang) {
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return true;
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}
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} else {
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// the arc crosses 0.
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if (th >= start_ang && th <= 360.0) {
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return true;
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}
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if (th >= 0.0 && th <= stop_ang) {
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return true;
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}
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}
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}
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return false;
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};
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Point2D p1 = end1 - centre;
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if (pointInArc(p1)) {
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return true;
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}
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Point2D p2 = end2 - centre;
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return pointInArc(p2);
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}
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// ****************************************************************************
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bool doLinesIntersect(const Point2D &l1s, const Point2D &l1f,
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const Point2D &l2s, const Point2D &l2f, Point2D *ip) {
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// using spell from answer 2 of
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// https://stackoverflow.com/questions/563198/how-do-you-detect-where-two-line-segments-intersect
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double s1_x = l1f.x - l1s.x;
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double s1_y = l1f.y - l1s.y;
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double s2_x = l2f.x - l2s.x;
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double s2_y = l2f.y - l2s.y;
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double d = (-s2_x * s1_y + s1_x * s2_y);
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if (d == 0.0) {
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// parallel lines.
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return false;
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}
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double s, t;
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s = (-s1_y * (l1s.x - l2s.x) + s1_x * (l1s.y - l2s.y)) / d;
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t = (s2_x * (l1s.y - l2s.y) - s2_y * (l1s.x - l2s.x)) / d;
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if (s >= 0 && s <= 1 && t >= 0 && t <= 1) {
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if (ip) {
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ip->x = l1s.x + t * s1_x;
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ip->y = l1s.y + t * s1_y;
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}
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return true;
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}
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return false;
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}
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// ****************************************************************************
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bool isPointInTriangle(const Point2D &pt, const Point2D &t1, const Point2D &t2,
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const Point2D &t3) {
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double d = ((t2.y - t3.y) * (t1.x - t3.x) + (t3.x - t2.x) * (t1.y - t3.y));
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double a =
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((t2.y - t3.y) * (pt.x - t3.x) + (t3.x - t2.x) * (pt.y - t3.y)) / d;
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double b =
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((t3.y - t1.y) * (pt.x - t3.x) + (t1.x - t3.x) * (pt.y - t3.y)) / d;
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double c = 1 - a - b;
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return 0 <= a && a <= 1 && 0 <= b && b <= 1 && 0 <= c && c <= 1;
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}
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std::vector<std::tuple<Point2D, Point2D, Point2D, Point2D>> getWavyLineSegments(
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const Point2D &p1, const Point2D &p2, unsigned int nSegments,
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double vertOffset) {
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std::vector<std::tuple<Point2D, Point2D, Point2D, Point2D>> res;
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PRECONDITION(nSegments > 1, "too few segments");
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if (nSegments % 2) {
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++nSegments; // we're going to assume an even number of segments
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}
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Point2D delta = (p2 - p1);
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Point2D perp(delta.y, -delta.x);
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perp.normalize();
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perp *= vertOffset;
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delta /= nSegments;
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for (unsigned int i = 0; i < nSegments; ++i) {
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Point2D startpt = p1 + delta * i;
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Point2D segpt = startpt + delta;
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Point2D cpt1 = startpt + perp * (i % 2 ? -1 : 1);
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Point2D cpt2 = segpt + perp * (i % 2 ? -1 : 1);
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res.emplace_back(startpt, cpt1, cpt2, segpt);
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}
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return res;
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}
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RDKIT_MOLDRAW2D_EXPORT void calcArrowHead(Point2D &arrowEnd, Point2D &arrow1,
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Point2D &arrow2,
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const Point2D &arrowBegin,
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bool asPolygon, double frac,
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double angle) {
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auto delta = arrowBegin - arrowEnd;
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double cos_angle = std::cos(angle), sin_angle = std::sin(angle);
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// to have the arrowhead a consistent fraction of the line length, we need
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// the hypotenuse
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frac /= cos_angle;
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if (asPolygon) {
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// allow for the mitring, using an empirically derived guess.
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arrowEnd += delta * 0.1;
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}
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arrow1 = arrowEnd;
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arrow1.x += frac * (delta.x * cos_angle + delta.y * sin_angle);
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arrow1.y += frac * (delta.y * cos_angle - delta.x * sin_angle);
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arrow2 = arrowEnd;
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arrow2.x += frac * (delta.x * cos_angle - delta.y * sin_angle);
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arrow2.y += frac * (delta.y * cos_angle + delta.x * sin_angle);
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}
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// ****************************************************************************
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void adjustLineEndForEllipse(const Point2D ¢re, double xradius,
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double yradius, Point2D p1, Point2D &p2) {
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// move everything so the ellipse is centred on the origin.
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p1 -= centre;
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p2 -= centre;
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double a2 = xradius * xradius;
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double b2 = yradius * yradius;
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double A =
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(p2.x - p1.x) * (p2.x - p1.x) / a2 + (p2.y - p1.y) * (p2.y - p1.y) / b2;
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double B = 2.0 * p1.x * (p2.x - p1.x) / a2 + 2.0 * p1.y * (p2.y - p1.y) / b2;
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double C = p1.x * p1.x / a2 + p1.y * p1.y / b2 - 1.0;
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auto t_to_point = [&](double t) -> Point2D {
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Point2D ret_val;
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ret_val.x = p1.x + (p2.x - p1.x) * t + centre.x;
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ret_val.y = p1.y + (p2.y - p1.y) * t + centre.y;
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return ret_val;
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};
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double disc = B * B - 4.0 * A * C;
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if (disc < 0.0) {
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// no solutions, leave things as they are. Bit crap, though.
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p2 += centre;
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return;
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} else if (fabs(disc) < 1.0e-6) {
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// 1 solution
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double t = -B / (2.0 * A);
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p2 = t_to_point(t);
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} else {
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// 2 solutions - take the one nearest p1.
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double disc_rt = sqrt(disc);
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double t1 = (-B + disc_rt) / (2.0 * A);
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double t2 = (-B - disc_rt) / (2.0 * A);
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double t;
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// prefer the t between 0 and 1, as that must be between the original
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// points. If both are, prefer the lower, as that will be nearest p1,
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// so on the bit of the ellipse the line comes to first.
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bool t1_ok = (t1 >= 0.0 && t1 <= 1.0);
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bool t2_ok = (t2 >= 0.0 && t2 <= 1.0);
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if (t1_ok && !t2_ok) {
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t = t1;
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} else if (t2_ok && !t1_ok) {
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t = t2;
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} else if (t1_ok && t2_ok) {
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t = std::min(t1, t2);
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} else {
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// the intersections are both outside the line between p1 and p2
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// so don't do anything.
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p2 += centre;
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return;
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}
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p2 = t_to_point(t);
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}
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}
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} // namespace MolDraw2D_detail
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} // namespace RDKit
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