Plotting data given from a serial port in ILNumerics - c#

I am currently working dearlessly making a Win32 (.net) program that plots data coming from the serial port. I have been able to get the data from the serial port, and set up the ilnumerics plot cube, etc. But what I can't do is convert the (x,y,z) to one ILAray to plot points.
public void serialPort1_DataReceived(object sender, SerialDataReceivedEventArgs e)
{
if (serialPort1.IsOpen == true)
{
Varriables.numberOfSerialBytes = serialPort1.BytesToRead;
if (Varriables.numberOfSerialBytes >= Varriables.numberOfSerialBytesPerLine) //change 13 to number of bytes, changes for number of stars (stars x3 x BytesPerInt)
{
string serialText = serialPort1.ReadExisting();
if (serialText != "") RecievedText(serialText);
else { }
}
}
}
public void RecievedText(string text)
{
if ( richTextBox1.InvokeRequired)
{
SetTextCallBack x = new SetTextCallBack(RecievedText);
this.Invoke(x, new object[] { text });
}
else
{
richTextBox1.Text = text;
try { CalculatePoints(text); }
catch { }
}
}
public void CalculatePoints(string positionsString)
{
string[] starpositionStringList = positionsString.Split(" ".ToCharArray());
List<float> starPositionFloatListX = new List<float>();
List<float> starPositionFloatListY = new List<float>();
List<float> starPositionFloatListZ = new List<float>();
System.Console.WriteLine(starpositionStringList.Count());
for (int i = 0; i < starpositionStringList.Count() / 3; i += 3)
{
int iy = i + 1;
int iz = i + 2;
float x = float.Parse(starpositionStringList[i]);
float y = float.Parse(starpositionStringList[iy]);
float z = float.Parse(starpositionStringList[iz]);
starPositionFloatListX.Add(x);
starPositionFloatListY.Add(y);
starPositionFloatListZ.Add(z);
}
float[] xArray = starPositionFloatListX.ToArray<float>();
float[] yArray = starPositionFloatListY.ToArray<float>();
float[] zArray = starPositionFloatListZ.ToArray<float>();
PlotPoints(xArray, yArray, zArray);
}
public void PlotPoints(float[] x, float[] y, float[] z)
{
//could send data through PlotPoints(x,y,z);
//or make a long array using a for loop and send that
//either way i still need to make an array to plot and use ilPlanel2.Scene = Scene to continue upadating the scene
ILArray<float> starPositionsX = x;
ILArray<float> starPositionsY = y;
ILArray<float> starPositionsZ = z;
ILArray<float> starPositions = ???????????????; //need to convert (x,y,z) to ILArray<float>
ilPanel2.Scene.First<ILPlotCube>().Animations.AsParallel();
if(Varriables.pointsPlotted == false)
{
//ilPanel2.Scene.First<ILPlotCube>(){ new ILPoints { Positions = starPositions, Colors } };
//Cube.Add(new ILPoints { Positions = starPositions });
ilPanel2.Scene.First<ILPlotCube>().Add<ILPoints>(new ILPoints{ Positions = starPositions });
Varriables.pointsPlotted = true;
}
else
{
ilPanel2.Scene.First<ILPoints>().Positions.Update(starPositions);
}
ilPanel2.Refresh();
}
is there a IL.Math function that I can use to do this?

Create an ILArray of the needed size and use the incoming float[] System.Arrays directly in order to fill the values:
public void PlotPoints(float[] x, float[] y, float[] z) {
using (ILScope.Enter()) {
ILArray<float> starPositions = ILMath.zeros<float>(3, x.Length);
starPositions["0;:"] = x;
starPositions["1;:"] = y;
starPositions["2;:"] = z;
ilPanel1.Scene.First<ILPlotCube>().Add<ILPoints>(new ILPoints { Positions = starPositions });
// (... or update accordingly, if the shape exists already)
// at the end of all modifications, call Configure()
ilPanel1.Scene.Configure();
ilPanel1.Refresh();
}
}
Don't forget to call Configure() on the modified shape (or any parent node on the path to the root) afterwards! Also, I usually wrap all ILArray related code in an using (ILScope.Enter()) { .. block. It helps to increase the performance for frequent updates significantly.

Related

Why does the array I pass to my multithreading job struct act as a reference type?

I'm working on a unity project involving deformable terrain based on marching-cubes. It works by generating a map of density over the 3-dimensional coordinates of a terrain chunk and using that data to create a mesh representing the surface of the terrain. It has been working, however the process is very slow. I'm attempting to introduce multithreading to improve performance, but I've run into a problem that's left me scratching my head.
When I run CreateMeshData() and try to pass my density map terrainMap into the MarchCubeJob struct, it recognizes it as a reference type, not a value type. I've seemed to whittle down the errors to this one, but I've tried to introduce the data in every way I know how and I'm stumped. I thought passing a reference like this was supposed to create a copy of the data disconnected from the reference, but my understanding must be flawed. My goal is to pass each marchingcube cube into a job and have them run concurrently.
I'm brand new to multithreading, so I've probably made some newbie mistakes here and I'd appreciate if someone would help me out with a second look. Cheers!
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Jobs;
using Unity.Collections;
using Unity.Burst;
public class Chunk
{
List<Vector3> vertices = new List<Vector3>();
List<int> triangles = new List<int>();
public GameObject chunkObject;
MeshFilter meshFilter;
MeshCollider meshCollider;
MeshRenderer meshRenderer;
Vector3Int chunkPosition;
public float[,,] terrainMap;
// Job system
NativeList<Vector3> marchVerts;
NativeList<Vector3> marchTris;
MarchCubeJob instanceMarchCube;
JobHandle instanceJobHandle;
int width { get { return Terrain_Data.chunkWidth;}}
int height { get { return Terrain_Data.chunkHeight;}}
static float terrainSurface { get { return Terrain_Data.terrainSurface;}}
public Chunk (Vector3Int _position){ // Constructor
chunkObject = new GameObject();
chunkObject.name = string.Format("Chunk x{0}, y{1}, z{2}", _position.x, _position.y, _position.z);
chunkPosition = _position;
chunkObject.transform.position = chunkPosition;
meshRenderer = chunkObject.AddComponent<MeshRenderer>();
meshFilter = chunkObject.AddComponent<MeshFilter>();
meshCollider = chunkObject.AddComponent<MeshCollider>();
chunkObject.transform.tag = "Terrain";
terrainMap = new float[width + 1, height + 1, width + 1]; // Weight of each point
meshRenderer.material = Resources.Load<Material>("Materials/Terrain");
// Generate chunk
PopulateTerrainMap();
CreateMeshData();
}
void PopulateTerrainMap(){
...
}
void CreateMeshData(){
ClearMeshData();
vertices = new List<Vector3>();
for (int x = 0; x < width; x++) {
for (int y = 0; y < height; y++) {
for (int z = 0; z < width; z++) {
Debug.Log(x + ", " + y + ", " + z + ", begin");
Vector3Int position = new Vector3Int(x, y, z);
// Set up memory pointers
NativeList<Vector3> marchVerts = new NativeList<Vector3>(Allocator.TempJob);
NativeList<int> marchTris = new NativeList<int>(Allocator.TempJob);
NativeList<float> mapSample = new NativeList<float>(Allocator.TempJob);
// Split marchcube into jobs by cube
instanceMarchCube = new MarchCubeJob(){
position = position,
marchVerts = marchVerts,
marchTris = marchTris,
mapSample = terrainMap
};
// Run job for each cube in a chunk
instanceJobHandle = instanceMarchCube.Schedule();
instanceJobHandle.Complete();
// Copy data from job to mesh data
//instanceMarchCube.marchVerts.CopyTo(vertices);
vertices.AddRange(marchVerts);
triangles.AddRange(marchTris);
// Dispose of memory pointers
marchVerts.Dispose();
marchTris.Dispose();
mapSample.Dispose();
Debug.Log(x + ", " + y + ", " + z + ", end");
}
}
}
BuildMesh();
}
public void PlaceTerrain (Vector3 pos, int radius, float speed){
...
CreateMeshData();
}
public void RemoveTerrain (Vector3 pos, int radius, float speed){
...
CreateMeshData();
}
void ClearMeshData(){
vertices.Clear();
triangles.Clear();
}
void BuildMesh(){
Mesh mesh = new Mesh();
mesh.vertices = vertices.ToArray();
mesh.triangles = triangles.ToArray();
mesh.RecalculateNormals();
meshFilter.mesh = mesh;
meshCollider.sharedMesh = mesh;
}
private void OnDestroy(){
marchVerts.Dispose();
marchTris.Dispose();
}
}
// Build a cube as a job
[BurstCompile]
public struct MarchCubeJob: IJob{
static float terrainSurface { get { return Terrain_Data.terrainSurface;}}
public Vector3Int position;
public NativeList<Vector3> marchVerts;
public NativeList<int> marchTris;
public float[,,] mapSample;
public void Execute(){
//Sample terrain values at each corner of cube
float[] cube = new float[8];
for (int i = 0; i < 8; i++){
cube[i] = SampleTerrain(position + Terrain_Data.CornerTable[i]);
}
int configIndex = GetCubeConfiguration(cube);
// If done (-1 means there are no more vertices)
if (configIndex == 0 || configIndex == 255){
return;
}
int edgeIndex = 0;
for (int i = 0; i < 5; i++){ // Triangles
for (int p = 0; p < 3; p++){ // Tri Vertices
int indice = Terrain_Data.TriangleTable[configIndex, edgeIndex];
if (indice == -1){
return;
}
// Get 2 points of edge
Vector3 vert1 = position + Terrain_Data.CornerTable[Terrain_Data.EdgeIndexes[indice, 0]];
Vector3 vert2 = position + Terrain_Data.CornerTable[Terrain_Data.EdgeIndexes[indice, 1]];
Vector3 vertPosition;
// Smooth terrain
// Sample terrain values at either end of current edge
float vert1Sample = cube[Terrain_Data.EdgeIndexes[indice, 0]];
float vert2Sample = cube[Terrain_Data.EdgeIndexes[indice, 1]];
// Calculate difference between terrain values
float difference = vert2Sample - vert1Sample;
if (difference == 0){
difference = terrainSurface;
}
else{
difference = (terrainSurface - vert1Sample) / difference;
}
vertPosition = vert1 + ((vert2 - vert1) * difference);
marchVerts.Add(vertPosition);
marchTris.Add(marchVerts.Length - 1);
edgeIndex++;
}
}
}
static int GetCubeConfiguration(float[] cube){
int configurationIndex = 0;
for (int i = 0; i < 8; i++){
if (cube[i] > terrainSurface){
configurationIndex |= 1 << i;
}
}
return configurationIndex;
}
public float SampleTerrain(Vector3Int point){
return mapSample[point.x, point.y, point.z];
}
}

Place 3 Objects Randomly In 3 Specified Positions in Unity3D

How do I place 3 gameobjects in random positions range without any of the object having same position as the other 2? How do I achieve this?
So far..
public GameObject[] sprites;
int[] Position = new int[3] { 0, 5, -5 };
int resultSprite1;
int resultSprite2;
int resultSprite3;
int y;
int z;
Vector3 pos;
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.R))
{
resultSprite1 = Position[Random.Range(0, Position.Length)];
y = 0;
z = 0;
pos = new Vector3(resultSprite1, y, z);
sprites[0].transform.position = pos;
resultSprite2 = Position[Random.Range(0, Position.Length)];
y = 0;
z = 0;
pos = new Vector3(resultSprite2, y, z);
sprites[1].transform.position = pos;
resultSprite3 = Position[Random.Range(0, Position.Length)];
y = 0;
z = 0;
pos = new Vector3(resultSprite3, y, z);
sprites[2].transform.position = pos;
}
}
How to achieve this so that no two objects share same positions. All of them should be independent of one another.
Thanks.
List<int> usedNumbers = new List<int> ();
void Update ()
{
if (Input.GetKeyDown (KeyCode.R))
{
//Since it works on update. You should clear the last list before creating a new one.
usedNumbers.Clear();
for (int i = 0; i < Position.Length; i++)
{
do
{
number = Random.Range (0, Position.Length);
} while (usedNumbers.Contains (number));
//You have your unique number here.
sprites[i].transform.position = new Vector3 (Position[number], 0f, 0f);
//Do not forget to store your number in usedNumbersList.
usedNumbers.Add (number);
}
}
}

From C# serverside, Is there anyway to generate a treemap and save as an image?

I have been using this javascript library to create treemap on webpages and it works great. The issue now is that I need to include this in a powerpoint presentation that I am generating on the server side (I am generating the powerpoint using aspose.slides for .net)
The easiest thing I thought of was to try to somehow build a treemap on the server and save as an image (as adding an image into the powerpoint presentation is quite simple) but after googling, I don't see any solution that from C# serverside can generate a treemap as an image.
Does something like this exist where I can create a treemap as an image from a server side C# app.
Given that algorithms are known, it's not hard to just draw a bitmap with a treemap. At the moment I don't have enough time to write code myself, but I have enough time to (almost) mindlessly port some existing code to C# :) Let's take this javascript implementation. It uses algorithm described in this paper. I found some problems in that implementation, which are fixed in C# version. Javascript version works with pure arrays (and arrays of arrays of arrays) of integers. We define some class instead:
public class TreemapItem {
private TreemapItem() {
FillBrush = Brushes.White;
BorderBrush = Brushes.Black;
TextBrush = Brushes.Black;
}
public TreemapItem(string label, int area, Brush fillBrush) : this() {
Label = label;
Area = area;
FillBrush = fillBrush;
Children = null;
}
public TreemapItem(params TreemapItem[] children) : this() {
// in this implementation if there are children - all other properies are ignored
// but this can be changed in future
Children = children;
}
// Label to write on rectangle
public string Label { get; set; }
// color to fill rectangle with
public Brush FillBrush { get; set; }
// color to fill rectangle border with
public Brush BorderBrush { get; set; }
// color of label
public Brush TextBrush { get; set; }
// area
public int Area { get; set; }
// children
public TreemapItem[] Children { get; set; }
}
Then starting to port. First Container class:
class Container {
public Container(int x, int y, int width, int height) {
X = x;
Y = y;
Width = width;
Height = height;
}
public int X { get; }
public int Y { get; }
public int Width { get; }
public int Height { get; }
public int ShortestEdge => Math.Min(Width, Height);
public IDictionary<TreemapItem, Rectangle> GetCoordinates(TreemapItem[] row) {
// getCoordinates - for a row of boxes which we've placed
// return an array of their cartesian coordinates
var coordinates = new Dictionary<TreemapItem, Rectangle>();
var subx = this.X;
var suby = this.Y;
var areaWidth = row.Select(c => c.Area).Sum()/(float) Height;
var areaHeight = row.Select(c => c.Area).Sum()/(float) Width;
if (Width >= Height) {
for (int i = 0; i < row.Length; i++) {
var rect = new Rectangle(subx, suby, (int) (areaWidth), (int) (row[i].Area/areaWidth));
coordinates.Add(row[i], rect);
suby += (int) (row[i].Area/areaWidth);
}
}
else {
for (int i = 0; i < row.Length; i++) {
var rect = new Rectangle(subx, suby, (int) (row[i].Area/areaHeight), (int) (areaHeight));
coordinates.Add(row[i], rect);
subx += (int) (row[i].Area/areaHeight);
}
}
return coordinates;
}
public Container CutArea(int area) {
// cutArea - once we've placed some boxes into an row we then need to identify the remaining area,
// this function takes the area of the boxes we've placed and calculates the location and
// dimensions of the remaining space and returns a container box defined by the remaining area
if (Width >= Height) {
var areaWidth = area/(float) Height;
var newWidth = Width - areaWidth;
return new Container((int) (X + areaWidth), Y, (int) newWidth, Height);
}
else {
var areaHeight = area/(float) Width;
var newHeight = Height - areaHeight;
return new Container(X, (int) (Y + areaHeight), Width, (int) newHeight);
}
}
}
Then Treemap class which builds actual Bitmap
public class Treemap {
public Bitmap Build(TreemapItem[] items, int width, int height) {
var map = BuildMultidimensional(items, width, height, 0, 0);
var bmp = new Bitmap(width, height);
var g = Graphics.FromImage(bmp);
g.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAliasGridFit;
foreach (var kv in map) {
var item = kv.Key;
var rect = kv.Value;
// fill rectangle
g.FillRectangle(item.FillBrush, rect);
// draw border
g.DrawRectangle(new Pen(item.BorderBrush, 1), rect);
if (!String.IsNullOrWhiteSpace(item.Label)) {
// draw text
var format = new StringFormat();
format.Alignment = StringAlignment.Center;
format.LineAlignment = StringAlignment.Center;
var font = new Font("Arial", 16);
g.DrawString(item.Label, font, item.TextBrush, new RectangleF(rect.X, rect.Y, rect.Width, rect.Height), format);
}
}
return bmp;
}
private Dictionary<TreemapItem, Rectangle> BuildMultidimensional(TreemapItem[] items, int width, int height, int x, int y) {
var results = new Dictionary<TreemapItem, Rectangle>();
var mergedData = new TreemapItem[items.Length];
for (int i = 0; i < items.Length; i++) {
// calculate total area of children - current item's area is ignored
mergedData[i] = SumChildren(items[i]);
}
// build a map for this merged items (merged because their area is sum of areas of their children)
var mergedMap = BuildFlat(mergedData, width, height, x, y);
for (int i = 0; i < items.Length; i++) {
var mergedChild = mergedMap[mergedData[i]];
// inspect children of children in the same way
if (items[i].Children != null) {
var headerRect = new Rectangle(mergedChild.X, mergedChild.Y, mergedChild.Width, 20);
results.Add(mergedData[i], headerRect);
// reserve 20 pixels of height for header
foreach (var kv in BuildMultidimensional(items[i].Children, mergedChild.Width, mergedChild.Height - 20, mergedChild.X, mergedChild.Y + 20)) {
results.Add(kv.Key, kv.Value);
}
}
else {
results.Add(mergedData[i], mergedChild);
}
}
return results;
}
private Dictionary<TreemapItem, Rectangle> BuildFlat(TreemapItem[] items, int width, int height, int x, int y) {
// normalize all area values for given width and height
Normalize(items, width*height);
var result = new Dictionary<TreemapItem, Rectangle>();
Squarify(items, new TreemapItem[0], new Container(x, y, width, height), result);
return result;
}
private void Normalize(TreemapItem[] data, int area) {
var sum = data.Select(c => c.Area).Sum();
var multi = area/(float) sum;
foreach (var item in data) {
item.Area = (int) (item.Area*multi);
}
}
private void Squarify(TreemapItem[] data, TreemapItem[] currentRow, Container container, Dictionary<TreemapItem, Rectangle> stack) {
if (data.Length == 0) {
foreach (var kv in container.GetCoordinates(currentRow)) {
stack.Add(kv.Key, kv.Value);
}
return;
}
var length = container.ShortestEdge;
var nextPoint = data[0];
if (ImprovesRatio(currentRow, nextPoint, length)) {
currentRow = currentRow.Concat(new[] {nextPoint}).ToArray();
Squarify(data.Skip(1).ToArray(), currentRow, container, stack);
}
else {
var newContainer = container.CutArea(currentRow.Select(c => c.Area).Sum());
foreach (var kv in container.GetCoordinates(currentRow)) {
stack.Add(kv.Key, kv.Value);
}
Squarify(data, new TreemapItem[0], newContainer, stack);
}
}
private bool ImprovesRatio(TreemapItem[] currentRow, TreemapItem nextNode, int length) {
// if adding nextNode
if (currentRow.Length == 0)
return true;
var newRow = currentRow.Concat(new[] {nextNode}).ToArray();
var currentRatio = CalculateRatio(currentRow, length);
var newRatio = CalculateRatio(newRow, length);
return currentRatio >= newRatio;
}
private int CalculateRatio(TreemapItem[] row, int length) {
var min = row.Select(c => c.Area).Min();
var max = row.Select(c => c.Area).Max();
var sum = row.Select(c => c.Area).Sum();
return (int) Math.Max(Math.Pow(length, 2)*max/Math.Pow(sum, 2), Math.Pow(sum, 2)/(Math.Pow(length, 2)*min));
}
private TreemapItem SumChildren(TreemapItem item) {
int total = 0;
if (item.Children?.Length > 0) {
total += item.Children.Sum(c => c.Area);
foreach (var child in item.Children) {
total += SumChildren(child).Area;
}
}
else {
total = item.Area;
}
return new TreemapItem(item.Label, total, item.FillBrush);
}
}
Now let's try to use and see how it goes:
var map = new[] {
new TreemapItem("ItemA", 0, Brushes.DarkGray) {
Children = new[] {
new TreemapItem("ItemA-1", 200, Brushes.White),
new TreemapItem("ItemA-2", 500, Brushes.BurlyWood),
new TreemapItem("ItemA-3", 600, Brushes.Purple),
}
},
new TreemapItem("ItemB", 1000, Brushes.Yellow) {
},
new TreemapItem("ItemC", 0, Brushes.Red) {
Children = new[] {
new TreemapItem("ItemC-1", 200, Brushes.White),
new TreemapItem("ItemC-2", 500, Brushes.BurlyWood),
new TreemapItem("ItemC-3", 600, Brushes.Purple),
}
},
new TreemapItem("ItemD", 2400, Brushes.Blue) {
},
new TreemapItem("ItemE", 0, Brushes.Cyan) {
Children = new[] {
new TreemapItem("ItemE-1", 200, Brushes.White),
new TreemapItem("ItemE-2", 500, Brushes.BurlyWood),
new TreemapItem("ItemE-3", 600, Brushes.Purple),
}
},
};
using (var bmp = new Treemap().Build(map, 1024, 1024)) {
bmp.Save("output.bmp", ImageFormat.Bmp);
}
Output:
This can be extended in multiple ways, and code quality can certainly be improved significantly. But if you would go this way, it can at least give you a good start. Benefit is that it's fast and no external dependencies involved.
If you would want to use it and find some issues or it does not match some of your requirements - feel free to ask and I will improve it when will have more time.
Using the GDI+ api may be your only choice, with good support cross platform. However, there are several potential issues you need to be aware of when doing anything with GDI+ on the server side. It's worth reading this as it explains the current state of drawing Graphics in DotNet and has a point on Server-side processing:
https://github.com/imazen/Graphics-vNext
Having said that; there's this article that deals with what you're asking for:
OutOfMemory Exception when recursively drawing rectangles in GDI+ (It's specifically talking about generating a TreeMap with GDI+ and if you read the comments and answer you'll avoid a lot of the pitfalls)
Once you've generated your image, it's a trivial process to save it to disk somewhere and then, hopefully, embed it within your presentation; you have options to write to streams as well, so it may be possible to directly embed it in the powerpoint file without first saving it to disk.
You can use WPF rendering: http://lordzoltan.blogspot.co.uk/2010/09/using-wpf-to-render-bitmaps.html but it's not without its drawbacks.
(That's a link to my own old blog - but if you search for 'using wpf to generate images' you'll get lots of other examples - many of which are better than mine!)
Generating a tree in WPF is going to be, well, challenging, though - although it can be done, since the WPF drawing primitives are hierarchical in nature.
It might not be suitable, bou could also consider GraphViz - https://github.com/JamieDixon/GraphViz-C-Sharp-Wrapper however I don't know how much luck you'll have executing the command line in a web server.
There are - I expect - bound to be paid-for libraries to do this, as well, as it's a common need.
The Eindhoven University of Technology has published a paper on the algorithm of squarified treemaps. Pascal Laurin has turned this into C#. There is also a Code Project article that has a section about treemaps.
Of course there are also commercial solutions like the one from .NET Charting, Infragistics or Telerik. The downside of those is probably that they are designed as Controls which need to be painted, so you might need some sort of UI thread.
There is also a question here on Stack Overflow that already asked for treemap implementations in C#. Just in case you don't remember.
Since you are already generating the JS and the HTML version of everything, one thing you might want to check out is :
http://www.nrecosite.com/html_to_image_generator_net.aspx
I use this to generate high res-graphic reports straight from my generated pages. It used WKHTML to render it and you can pass a ton of parameters to it to really fine tune it. Its free to most things and it works great. Multi-threading is kind of a pain in the butt with it but I haven't run into to many issues. If you use the NRECO PDf library you can even do batches of stuff also.
With this all you would have to do is render the page like you already are, pipe it through the library and insert into your PPT and all should be good.
Since all you need to do is to extract a screenshot of the web page, it would be more convenient to capture the web page as an Image.
This free library is capable of extracting screenshot from your web page, and it supports Javascript / CSS.
I'm basing the following solution in this project about treemaps in WPF.
Using the data in your link, you can define your model (only with necesary data) like this:
class Data
{
[JsonProperty("$area")]
public float Area { get; set; }
[JsonProperty("$color")]
public Color Color { get; set; }
}
class Item
{
public string Name { get; set; }
public Data Data { get; set; }
public IEnumerable<Item> Children { get; set; }
internal TreeMapData TMData { get; set; }
internal int GetDepth()
{
return Children.Select(c => c.GetDepth()).DefaultIfEmpty().Max() + 1;
}
}
Adding an extra property TreeMapData with some values used in the solution:
class TreeMapData
{
public float Area { get; set; }
public SizeF Size { get; set; }
public PointF Location { get; set; }
}
Now, defining a TreeMap class with the following public members:
class TreeMap
{
public IEnumerable<Item> Items { get; private set; }
public TreeMap(params Item[] items) :
this(items.AsEnumerable()) { }
public TreeMap(IEnumerable<Item> items)
{
Items = items.OrderByDescending(t => t.Data.Area).ThenByDescending(t => t.Children.Count());
}
public Bitmap Draw(int width, int height)
{
var bmp = new Bitmap(width + 1, height + 1);
using (var g = Graphics.FromImage(bmp))
{
DrawIn(g, 0, 0, width, height);
g.Flush();
}
return bmp;
}
//Private members
}
So, you can use it like this:
var treeMap = new TreeMap(items);
var bmp = treeMap.Draw(1366, 768);
And the private/helper members:
private RectangleF emptyArea;
private void DrawIn(Graphics g, float x, float y, float width, float height)
{
Measure(width, height);
foreach (var item in Items)
{
var sFormat = new StringFormat
{
Alignment = StringAlignment.Center,
LineAlignment = StringAlignment.Center
};
if (item.Children.Count() > 0)
{
g.FillRectangle(Brushes.DimGray, x + item.TMData.Location.X, y + item.TMData.Location.Y, item.TMData.Size.Width, 15);
g.DrawString(item.Name, SystemFonts.DefaultFont, Brushes.LightGray, new RectangleF(x + item.TMData.Location.X, y + item.TMData.Location.Y, item.TMData.Size.Width, 15), sFormat);
var treeMap = new TreeMap(item.Children);
treeMap.DrawIn(g, x + item.TMData.Location.X, y + item.TMData.Location.Y + 15, item.TMData.Size.Width, item.TMData.Size.Height - 15);
}
else
{
g.FillRectangle(new SolidBrush(item.Data.Color), x + item.TMData.Location.X, y + item.TMData.Location.Y, item.TMData.Size.Width, item.TMData.Size.Height);
g.DrawString(item.Name, SystemFonts.DefaultFont, Brushes.Black, new RectangleF(x + item.TMData.Location.X, y + item.TMData.Location.Y, item.TMData.Size.Width, item.TMData.Size.Height), sFormat);
}
var pen = new Pen(Color.Black, item.GetDepth() * 1.5f);
g.DrawRectangle(pen, x + item.TMData.Location.X, y + item.TMData.Location.Y, item.TMData.Size.Width, item.TMData.Size.Height);
}
g.Flush();
}
private void Measure(float width, float height)
{
emptyArea = new RectangleF(0, 0, width, height);
var area = width * height;
var sum = Items.Sum(t => t.Data.Area + 1);
foreach (var item in Items)
{
item.TMData = new TreeMapData();
item.TMData.Area = area * (item.Data.Area + 1) / sum;
}
Squarify(Items, new List<Item>(), ShortestSide());
foreach (var child in Items)
if (!IsValidSize(child.TMData.Size))
child.TMData.Size = new Size(0, 0);
}
private void Squarify(IEnumerable<Item> items, IEnumerable<Item> row, float sideLength)
{
if (items.Count() == 0)
{
ComputeTreeMaps(row);
return;
}
var item = items.First();
List<Item> row2 = new List<Item>(row);
row2.Add(item);
List<Item> items2 = new List<Item>(items);
items2.RemoveAt(0);
float worst1 = Worst(row, sideLength);
float worst2 = Worst(row2, sideLength);
if (row.Count() == 0 || worst1 > worst2)
Squarify(items2, row2, sideLength);
else
{
ComputeTreeMaps(row);
Squarify(items, new List<Item>(), ShortestSide());
}
}
private void ComputeTreeMaps(IEnumerable<Item> items)
{
var orientation = this.GetOrientation();
float areaSum = 0;
foreach (var item in items)
areaSum += item.TMData.Area;
RectangleF currentRow;
if (orientation == RowOrientation.Horizontal)
{
currentRow = new RectangleF(emptyArea.X, emptyArea.Y, areaSum / emptyArea.Height, emptyArea.Height);
emptyArea = new RectangleF(emptyArea.X + currentRow.Width, emptyArea.Y, Math.Max(0, emptyArea.Width - currentRow.Width), emptyArea.Height);
}
else
{
currentRow = new RectangleF(emptyArea.X, emptyArea.Y, emptyArea.Width, areaSum / emptyArea.Width);
emptyArea = new RectangleF(emptyArea.X, emptyArea.Y + currentRow.Height, emptyArea.Width, Math.Max(0, emptyArea.Height - currentRow.Height));
}
float prevX = currentRow.X;
float prevY = currentRow.Y;
foreach (var item in items)
{
var rect = GetRectangle(orientation, item, prevX, prevY, currentRow.Width, currentRow.Height);
item.TMData.Size = rect.Size;
item.TMData.Location = rect.Location;
ComputeNextPosition(orientation, ref prevX, ref prevY, rect.Width, rect.Height);
}
}
private RectangleF GetRectangle(RowOrientation orientation, Item item, float x, float y, float width, float height)
{
if (orientation == RowOrientation.Horizontal)
return new RectangleF(x, y, width, item.TMData.Area / width);
else
return new RectangleF(x, y, item.TMData.Area / height, height);
}
private void ComputeNextPosition(RowOrientation orientation, ref float xPos, ref float yPos, float width, float height)
{
if (orientation == RowOrientation.Horizontal)
yPos += height;
else
xPos += width;
}
private RowOrientation GetOrientation()
{
return emptyArea.Width > emptyArea.Height ? RowOrientation.Horizontal : RowOrientation.Vertical;
}
private float Worst(IEnumerable<Item> row, float sideLength)
{
if (row.Count() == 0) return 0;
float maxArea = 0;
float minArea = float.MaxValue;
float totalArea = 0;
foreach (var item in row)
{
maxArea = Math.Max(maxArea, item.TMData.Area);
minArea = Math.Min(minArea, item.TMData.Area);
totalArea += item.TMData.Area;
}
if (minArea == float.MaxValue) minArea = 0;
float val1 = (sideLength * sideLength * maxArea) / (totalArea * totalArea);
float val2 = (totalArea * totalArea) / (sideLength * sideLength * minArea);
return Math.Max(val1, val2);
}
private float ShortestSide()
{
return Math.Min(emptyArea.Width, emptyArea.Height);
}
private bool IsValidSize(SizeF size)
{
return (!size.IsEmpty && size.Width > 0 && size.Width != float.NaN && size.Height > 0 && size.Height != float.NaN);
}
private enum RowOrientation
{
Horizontal,
Vertical
}
Finally, to parse and draw the json in the example I'm doing this:
var json = File.ReadAllText(#"treemap.json");
var items = JsonConvert.DeserializeObject<Item>(json);
var treeMap = new TreeMap(items);
var bmp = treeMap.Draw(1366, 768);
bmp.Save("treemap.png", ImageFormat.Png);
And the resulting image:
Actually I don't know if the following can help you or not since you aren't using vsto, AND AS SAID IN THE COMMENTS PROBABLY IS A BAD IDEA.
Starting in Office 2016, treemaps are incorporated as charts. You can read this to see how create treemaps from datasets in Excel.
So, you can generate the chart in Excel and pass it to PowerPoint:
//Start an hidden excel application
var appExcel = new Excel.Application { Visible = false };
var workbook = appExcel.Workbooks.Add();
var sheet = workbook.ActiveSheet;
//Generate some random data
Random r = new Random();
for (int i = 1; i <= 10; i++)
{
sheet.Cells[i, 1].Value2 = ((char)('A' + i - 1)).ToString();
sheet.Cells[i, 2].Value2 = r.Next(1, 20);
}
//Select the data to use in the treemap
var range = sheet.Cells.Range["A1", "B10"];
range.Select();
range.Activate();
//Generate the chart
var shape = sheet.Shapes.AddChart2(-1, (Office.XlChartType)117, 200, 25, 300, 300, null);
shape.Chart.ChartTitle.Caption = "Generated TreeMap Chart";
//Copy the chart
shape.Copy();
appExcel.Quit();
//Start a Powerpoint application
var appPpoint = new Point.Application { Visible = Office.MsoTriState.msoTrue };
var presentation = appPpoint.Presentations.Add();
//Add a blank slide
var master = presentation.SlideMaster;
var slide = presentation.Slides.AddSlide(1, master.CustomLayouts[7]);
//Paste the treemap
slide.Shapes.Paste();
Treemap chart in the slide:
Probably you can generate the treemap using the first part (Excel part) and paste the chart using the tool you said, or save the Powerpoint file with the chart generated in VSTO and open it with the tool.
The benefits are that these objects are real charts not just images, so you can change or add colors, styles, effects easily.

PictureBox updates only on resize

Trying to display a graph on a Form application.
Created a PictureBox control and initialized this class with its value.
On resize, graph always updates; on mouse scroll, it hardly does.
It's GraphBox , PictureBox control, inside a GraphBoxPanel, Panel control.
This the class:
public struct DLT_measure_item
{
public DateTime ts;
public float value;
public int id;
public int X;
public int Y;
}
[StructLayout(LayoutKind.Sequential, Pack = 1)]
public struct dlt_ser_meas
{
public byte msg_id; // 'D'
public byte meas_count; // Number of measures
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 16)]
public byte[] port; // Module ID (4b) + Port ID (4b)
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 16)]
public float[] meas; // measure
[MarshalAs(UnmanagedType.ByValArray, SizeConst = 3)]
public byte[] msg_end;
}
public class manageGraph
{
private PictureBox box;
public bool displayGrid = true;
private int horAxisMin_p = 0;
private int horAxisMax_p = 300;
private float verAxisMin_p = 0;
private float verAxisMax_p = 40;
public int horAxisMin
{
get { return this.horAxisMin_p; }
set
{
if (value < horAxisMax_p)
{
this.horAxisMin_p = value;
reDraw();
}
}
}
public int horAxisMax
{
get { return this.horAxisMax_p; }
set
{
if (value > horAxisMin_p)
{
this.horAxisMax_p = value;
reDraw();
}
}
}
public float verAxisMin
{
get { return this.verAxisMin_p; }
set
{
if (value < verAxisMax_p)
{
this.verAxisMin_p = value;
verPointPerUnit = graphArea.Height / (verAxisMax_p - this.verAxisMin_p);
}
}
}
public float verAxisMax
{
get { return this.verAxisMax_p; }
set
{
if (value > verAxisMin_p)
{
this.verAxisMax_p = value;
verPointPerUnit = graphArea.Height / (this.verAxisMax_p - verAxisMin_p);
}
}
}
Pen axes = new Pen(Color.Black, (float)1.5);
public int horAxisSpacing = 30;
public int verAxisSpacing = 20;
public int horAxis = 20;
public int verAxis = 20;
private float horPointPerUnit = 1;
private float verPointPerUnit = 1;
public int horAxisTickLen = 5;
public int verAxisTickLen = 5;
public bool horAxisShowTime = false;
private Rectangle graphArea = new Rectangle();
public void reDraw()
{
box.Image.Dispose();
Bitmap GraphBlankImage = new Bitmap(box.Width, box.Height);
box.Image = GraphBlankImage;
updatePointPerUnit();
drawGrid();
box.Refresh();
}
public manageGraph(PictureBox targetImageBoxbox)
{
box = targetImageBoxbox;
horAxisMin_p = 0;
horAxisMax_p = 300;
verAxisMin_p = 0F;
verAxisMax_p = 50F;
updatePointPerUnit();
}
private Point measToPoint(DLT_measure_item measure) {
Point coords = new Point();
coords.X = graphArea.Width - (int)(
((DateTime.Now - measure.ts).TotalSeconds + horAxisMin_p) * horPointPerUnit ) ;
coords.Y = graphArea.Height - (int)(
((measure.value - verAxisMin_p) * verPointPerUnit));
return coords;
}
public manageGraph(PictureBox targetImageBoxbox,
int xmin, int xmax, float ymin, float ymax)
{
box = targetImageBoxbox;
horAxisMin_p = xmin;
horAxisMax_p = xmax;
verAxisMin_p = ymin;
verAxisMax_p = ymax;
updatePointPerUnit();
}
private void updateGraphArea()
{
graphArea = new Rectangle(0, 0, box.Width - horAxis, box.Height - verAxis);
}
private void updatePointPerUnit()
{
updateGraphArea();
horPointPerUnit = graphArea.Width / (horAxisMax_p - horAxisMin_p);
verPointPerUnit = graphArea.Height / (verAxisMax_p - verAxisMin_p);
}
public void drawGrid()
{
//updatePointPerUnit();
using (Graphics g = Graphics.FromImage(box.Image))
{
// X axis
g.DrawLine(axes, graphArea.Left, graphArea.Bottom, box.Width, graphArea.Bottom);
// Y axis
g.DrawLine(axes, graphArea.Right + 1, graphArea.Top, graphArea.Right +1, graphArea.Bottom);
using (Font ArialFont = new Font("Arial", 10))
{
g.TextRenderingHint = System.Drawing.Text.TextRenderingHint.AntiAlias;
// Put x labels
for (int i = 1; i <= (graphArea.Width / horPointPerUnit); i = i + (int)(horAxisSpacing / horPointPerUnit ) + 1)
{
g.DrawString((i).ToString(), ArialFont, Brushes.Black, graphArea.Width - ( i * horPointPerUnit) - 5, graphArea.Bottom +5);
g.DrawLine(axes, graphArea.Width - (i * horPointPerUnit), graphArea.Bottom + (horAxisTickLen / 2), graphArea.Width - (i * horPointPerUnit), graphArea.Bottom - (horAxisTickLen / 2));
}
// Put y labels
for (int i = 1; i <= (graphArea.Height / verPointPerUnit); i = i + (int)(verAxisSpacing / verPointPerUnit) +1)
{
g.DrawString((i).ToString(), ArialFont, Brushes.Black, graphArea.Right + 1 , graphArea.Height - (i * verPointPerUnit) - 8);
g.DrawLine(axes, graphArea.Width - (verAxisTickLen / 2), (i * verPointPerUnit), graphArea.Width + (verAxisTickLen / 2), (i * verPointPerUnit));
}
}
/*Put some random data*/
DLT_measure_item testmeas = new DLT_measure_item();
Point testGraphPoint = new Point();
testmeas.ts = DateTime.Now;
testmeas.value = 0;
testGraphPoint = measToPoint(testmeas);
g.FillEllipse(Brushes.Blue, testGraphPoint.X, testGraphPoint.Y, 4, 4);
for (double i = 0; i < 300; i++)
{
double x = i;
double freq = 10;
double y = 30 - (i/10);
testmeas.value = (float)y;
testmeas.ts = DateTime.Now.AddSeconds(-1 * i);
testGraphPoint = measToPoint(testmeas);
g.FillEllipse(Brushes.Red, testGraphPoint.X, testGraphPoint.Y, 2,2);
}
}
}
}
The initialization:
public DLThermalogMainForm()
{
InitializeComponent();
Bitmap GraphBlankImage = new Bitmap(GraphBox.Width, GraphBox.Height);
GraphBox.Image = GraphBlankImage;
myGraph = new manageGraph(GraphBox);
myGraph.drawGrid();
}
Those the handlers:
private void Form1_ResizeEnd(object sender, EventArgs e)
{
myGraph.reDraw();
OutputTextBox.AppendText("Resize." + Environment.NewLine);
}
private void GraphBox_MouseMove(object sender, MouseEventArgs e)
{
//Get the focus to have the wheel working
GraphBoxPanel.Focus();
}
private void GraphBoxPanel_MouseWheel(object sender, MouseEventArgs e)
{
// Change x axis max value to zoom in/out the graph
myGraph.horAxisMax += e.Delta/ 120;
myGraph.reDraw();
}
On resize event, it always redraws; on mouse wheel, it does quickly only with small horAxisMax values (does it makes sense???), but for larger, it takes many seconds to update, or doesn't at all.
Thank you very much
Change reDraw like this:
public void reDraw()
{
box.Image.Dispose();
Bitmap GraphBlankImage = new Bitmap(box.ClientSize.Width, box.ClientSize.Height);
updatePointPerUnit();
drawGrid(GraphBlankImage);
box.Image = GraphBlankImage;
}
and drawGrid like this:
public void drawGrid(Bitmap bmp)
{
//updatePointPerUnit(); //??
using (Graphics g = Graphics.FromImage(bmp))
{
...
...
...
}
}
Now the Bitmap with the grid should immediately show up in the PictureBox.
As mentioned a Graphics object is a tool to change an associated Bitmap. To pick it up the Bitmap should be assigned to the PictureBoxe's Image.
Also note, that unless your PictureBox has no Border, there is a small difference between the outer size (aka Bounds) and the inner size, the ClientRectangle / ClientSize. The Image should have the ClientSize
You may wonder why your original code doesn't work? After all an Image is a reference type, so changing it, as you did should be enough..
But looking deeper into the source code we find the reason:
The PictureBox's Image is a property and in its setter there is a call to InstallNewImage:
public Image Image {
get {
return image;
}
set {
InstallNewImage(value, ImageInstallationType.DirectlySpecified);
}
}
The same call is also in a few other places like Load or in the setter of ImageLocation. But changing the Image behind the scene alone will not force the PictureBox to make that call. A Refresh() should also do it.. And, as you found out, resizing it will also cause the PictureBox to pick up the changed data in the Image Bitmap..
The easiest way to force updating is simply to invalidate the control.
timer = new Timer();
timer.Interval = 200; //refreshes every 200 ms
timer.Tick += (sender,e) => targetImageBoxbox.Invalidate();
timer.Start();

How To Remove Whitespace on Merge

I have some code that takes 3 different PDF byte arrays and merges them. This code works great. The issue (some people) are having is that each PDF is considered to be a full page (if printed) even if there is only say 4 inches of content on it, thus leaving 7 inches of white space vertically. Then the middle document gets put in and may or may not have vertical white space at the end of it. Then the footer gets put on its own page as well.
Here is the code:
byte[] Bytes = rv.LocalReport.Render("PDF", null, out MimeType, out Encoding, out Extension, out StreamIDs, out Warnings);
List<byte[]> MergeSets = // This is filled prior to this code
// Append any other pages to this primary letter
if (MergeSets.Count > 0) {
MemoryStream ms = new MemoryStream();
Document document = new Document();
PdfCopy copy = new PdfCopy(document, ms);
document.Open();
PdfImportedPage page;
PdfReader reader = new PdfReader(Bytes); // read the generated primary Letter
int pages = reader.NumberOfPages;
for (int i = 0; i < pages; ) {
page = copy.GetImportedPage(reader, ++i);
copy.AddPage(page);
} // foreach of the pages in the Cover Letter
// Now append the merge sets
foreach (byte[] ba in MergeSets) {
reader = new PdfReader(ba);
pages = reader.NumberOfPages;
for (int i = 0; i < pages; ) {
page = copy.GetImportedPage(reader, ++i);
copy.AddPage(page);
} // foreach of the pages in the current merge set
} // foreach of the sets of data
document.Close();
ServerSaved = SaveGeneratedLetter(ms.GetBuffer(), DateTime.Now.Year, hl.LetterName, SaveName);
} // if there is anything to merge
Is there a way when I am merging each page to clip/remove/erase the vertical white space at the end of each pdf so it appears as one seamless document?
UPDATE:
Here are some sample .pdf files I am trying to merge.
header, body, footer
UPDATE 2: USING THE ANSWER:
I have converted #mkl's code to C# and here it is.
The tool class:
public class PdfVeryDenseMergeTool {
private Rectangle PageSize;
private float TopMargin;
private float BottomMargin;
private float Gap;
private Document Document = null;
private PdfWriter Writer = null;
private float YPosition = 0;
public PdfVeryDenseMergeTool(Rectangle size, float top, float bottom, float gap) {
this.PageSize = size;
this.TopMargin = top;
this.BottomMargin = bottom;
this.Gap = gap;
} // PdfVeryDenseMergeTool
public void Merge(MemoryStream outputStream, List<PdfReader> inputs) {
try {
this.OpenDocument(outputStream);
foreach (PdfReader reader in inputs) {
this.Merge(reader);
} // foreach of the PDF files to merge
} finally {
this.CloseDocument();
} // try-catch-finally
} // Merge
public void OpenDocument(MemoryStream outputStream) {
this.Document = new Document(PageSize, 36, 36, this.TopMargin, this.BottomMargin);
this.Writer = PdfWriter.GetInstance(Document, outputStream);
this.Document.Open();
this.NewPage();
} // OpenDocument
public void CloseDocument() {
try {
this.Document.Close();
} finally {
this.Document = null;
this.Writer = null;
this.YPosition = 0;
} // try-finally
} // CloseDocument
public void NewPage() {
this.Document.NewPage();
this.YPosition = PageSize.GetTop(this.TopMargin);
} // Merge
public void Merge(PdfReader reader) {
PdfReaderContentParser parser = new PdfReaderContentParser(reader);
for (int pageIndex = 1; pageIndex <= reader.NumberOfPages; pageIndex++) {
this.Merge(reader, parser, pageIndex);
} // foreach of the pages of the current PDF
} // Merge
public void Merge(PdfReader reader, PdfReaderContentParser parser, int pageIndex) {
PdfImportedPage importedPage = Writer.GetImportedPage(reader, pageIndex);
PdfContentByte directContent = Writer.DirectContent;
PageVerticalAnalyzer finder = parser.ProcessContent(pageIndex, new PageVerticalAnalyzer());
if (finder.VerticalFlips.Count < 2)
return;
Rectangle pageSizeToImport = reader.GetPageSize(pageIndex);
int startFlip = finder.VerticalFlips.Count - 1;
bool first = true;
while (startFlip > 0) {
if (!first)
this.NewPage();
float freeSpace = this.YPosition - PageSize.GetBottom(BottomMargin);
int endFlip = startFlip + 1;
while ((endFlip > 1) && (finder.VerticalFlips[startFlip] - finder.VerticalFlips[endFlip - 2] < freeSpace))
endFlip -= 2;
if (endFlip < startFlip) {
float height = finder.VerticalFlips[startFlip] - finder.VerticalFlips[endFlip];
directContent.SaveState();
directContent.Rectangle(0, this.YPosition - height, pageSizeToImport.Width, height);
directContent.Clip();
directContent.NewPath();
this.Writer.DirectContent.AddTemplate(importedPage, 0, this.YPosition - (finder.VerticalFlips[startFlip] - pageSizeToImport.Bottom));
directContent.RestoreState();
this.YPosition -= height + this.Gap;
startFlip = endFlip - 1;
} else if (!first) {
throw new ArgumentException(string.Format("Page {0} content too large", pageIndex));
} // if
first = false;
} // while
} // Merge
} // PdfVeryDenseMergeTool
The RenderListener class:
UPDATE 3: FIXED 1 LINE OF CODE AND IT WORKS: See comment in code
public class PageVerticalAnalyzer : IRenderListener {
public PageVerticalAnalyzer() { }
public List<float> VerticalFlips = new List<float>();
public void AddVerticalUseSection(float from, float to) {
if (to < from) {
float temp = to;
to = from;
from = temp;
}
int i = 0;
int j = 0;
for (i = 0; i < VerticalFlips.Count; i++) {
float flip = VerticalFlips[i];
if (flip < from)
continue;
for (j = i; j < VerticalFlips.Count; j++) {
flip = VerticalFlips[j];
if (flip < to)
continue;
break;
}
break;
} // foreach of the vertical flips
bool fromOutsideInterval = i % 2 == 0;
bool toOutsideInterval = j % 2 == 0;
while (j-- > i)
VerticalFlips.RemoveAt(j); // This was the problem line with just .Remove(j)
if (toOutsideInterval)
VerticalFlips.Insert(i, to);
if (fromOutsideInterval)
VerticalFlips.Insert(i, from);
} // AddVerticalUseSection
public void BeginTextBlock() { /* Do nothing */ }
public void EndTextBlock() { /* Do nothing */ }
public void RenderImage(ImageRenderInfo renderInfo) {
Matrix ctm = renderInfo.GetImageCTM();
List<float> YCoords = new List<float>(4) { 0, 0, 0, 0 };
for (int x = 0; x < 2; x++) {
for (int y = 0; y < 2; y++) {
Vector corner = new Vector(x, y, 1).Cross(ctm);
YCoords[2 * x + y] = corner[Vector.I2];
}
}
YCoords.Sort();
AddVerticalUseSection(YCoords[0], YCoords[3]);
} // RenderImage
public void RenderText(TextRenderInfo renderInfo) {
LineSegment ascentLine = renderInfo.GetAscentLine();
LineSegment descentLine = renderInfo.GetDescentLine();
List<float> YCoords = new List<float>(4) {
ascentLine.GetStartPoint()[Vector.I2],
ascentLine.GetEndPoint()[Vector.I2],
descentLine.GetStartPoint()[Vector.I2],
descentLine.GetEndPoint()[Vector.I2],
};
YCoords.Sort();
AddVerticalUseSection(YCoords[0], YCoords[3]);
} // RenderText
} // PageVericalAnalyzer
Code to gather files and run the tool:
public void TestMergeDocuments() {
PdfVeryDenseMergeTool tool = new PdfVeryDenseMergeTool(iTextSharp.text.PageSize.A4, 18, 18, 10);
List<byte[]> Files = new List<byte[]>();
// Code to load each of the 3 files I need into this byte array list
using (MemoryStream ms = new MemoryStream()) {
List<PdfReader> files = new List<PdfReader>();
foreach (byte[] ba in Files) {
files.Add(new PdfReader(ba));
} // foreach of the sets of data
tool.Merge(ms, files);
// Save the file using: ms.GetBuffer()
} // using the memory stream
} // TestMergeDocuments
The following sample tool has been implemented along the ideas of the tool PdfDenseMergeTool from this answer which the OP has commented to be SO close to what [he] NEEDs. Just like PdfDenseMergeTool this tool here is implemented in Java/iText which I'm more at home with than C#/iTextSharp. As the OP has already translated PdfDenseMergeTool to C#/iTextSharp, translating this tool here also should not be too great a problem.
PdfVeryDenseMergeTool
This tool similarly to PdfDenseMergeTool takes the page contents of pages from a number of PdfReader instances and tries to merge them densely, i.e. putting contents of multiple source pages onto a single target page if there is enough free space to do so. In contrast to that earlier tool, this tool even splits source page contents to allow for an even denser merge.
Just like that other tool the PdfVeryDenseMergeTool does not take vector graphics into account because the iText(Sharp) parsing API does only forward text and bitmap images
The PdfVeryDenseMergeTool splits source pages which do not completely fit onto a target page at a horizontal line which is not intersected by the bounding boxes of text glyphs or bitmap graphics.
The tool class:
public class PdfVeryDenseMergeTool
{
public PdfVeryDenseMergeTool(Rectangle size, float top, float bottom, float gap)
{
this.pageSize = size;
this.topMargin = top;
this.bottomMargin = bottom;
this.gap = gap;
}
public void merge(OutputStream outputStream, Iterable<PdfReader> inputs) throws DocumentException, IOException
{
try
{
openDocument(outputStream);
for (PdfReader reader: inputs)
{
merge(reader);
}
}
finally
{
closeDocument();
}
}
void openDocument(OutputStream outputStream) throws DocumentException
{
final Document document = new Document(pageSize, 36, 36, topMargin, bottomMargin);
final PdfWriter writer = PdfWriter.getInstance(document, outputStream);
document.open();
this.document = document;
this.writer = writer;
newPage();
}
void closeDocument()
{
try
{
document.close();
}
finally
{
this.document = null;
this.writer = null;
this.yPosition = 0;
}
}
void newPage()
{
document.newPage();
yPosition = pageSize.getTop(topMargin);
}
void merge(PdfReader reader) throws IOException
{
PdfReaderContentParser parser = new PdfReaderContentParser(reader);
for (int page = 1; page <= reader.getNumberOfPages(); page++)
{
merge(reader, parser, page);
}
}
void merge(PdfReader reader, PdfReaderContentParser parser, int page) throws IOException
{
PdfImportedPage importedPage = writer.getImportedPage(reader, page);
PdfContentByte directContent = writer.getDirectContent();
PageVerticalAnalyzer finder = parser.processContent(page, new PageVerticalAnalyzer());
if (finder.verticalFlips.size() < 2)
return;
Rectangle pageSizeToImport = reader.getPageSize(page);
int startFlip = finder.verticalFlips.size() - 1;
boolean first = true;
while (startFlip > 0)
{
if (!first)
newPage();
float freeSpace = yPosition - pageSize.getBottom(bottomMargin);
int endFlip = startFlip + 1;
while ((endFlip > 1) && (finder.verticalFlips.get(startFlip) - finder.verticalFlips.get(endFlip - 2) < freeSpace))
endFlip -=2;
if (endFlip < startFlip)
{
float height = finder.verticalFlips.get(startFlip) - finder.verticalFlips.get(endFlip);
directContent.saveState();
directContent.rectangle(0, yPosition - height, pageSizeToImport.getWidth(), height);
directContent.clip();
directContent.newPath();
writer.getDirectContent().addTemplate(importedPage, 0, yPosition - (finder.verticalFlips.get(startFlip) - pageSizeToImport.getBottom()));
directContent.restoreState();
yPosition -= height + gap;
startFlip = endFlip - 1;
}
else if (!first)
throw new IllegalArgumentException(String.format("Page %s content sections too large.", page));
first = false;
}
}
Document document = null;
PdfWriter writer = null;
float yPosition = 0;
final Rectangle pageSize;
final float topMargin;
final float bottomMargin;
final float gap;
}
(PdfVeryDenseMergeTool.java)
This tool makes use of a custom RenderListener for use with the iText parser API:
public class PageVerticalAnalyzer implements RenderListener
{
#Override
public void beginTextBlock() { }
#Override
public void endTextBlock() { }
/*
* #see RenderListener#renderText(TextRenderInfo)
*/
#Override
public void renderText(TextRenderInfo renderInfo)
{
LineSegment ascentLine = renderInfo.getAscentLine();
LineSegment descentLine = renderInfo.getDescentLine();
float[] yCoords = new float[]{
ascentLine.getStartPoint().get(Vector.I2),
ascentLine.getEndPoint().get(Vector.I2),
descentLine.getStartPoint().get(Vector.I2),
descentLine.getEndPoint().get(Vector.I2)
};
Arrays.sort(yCoords);
addVerticalUseSection(yCoords[0], yCoords[3]);
}
/*
* #see RenderListener#renderImage(ImageRenderInfo)
*/
#Override
public void renderImage(ImageRenderInfo renderInfo)
{
Matrix ctm = renderInfo.getImageCTM();
float[] yCoords = new float[4];
for (int x=0; x < 2; x++)
for (int y=0; y < 2; y++)
{
Vector corner = new Vector(x, y, 1).cross(ctm);
yCoords[2*x+y] = corner.get(Vector.I2);
}
Arrays.sort(yCoords);
addVerticalUseSection(yCoords[0], yCoords[3]);
}
/**
* This method marks the given interval as used.
*/
void addVerticalUseSection(float from, float to)
{
if (to < from)
{
float temp = to;
to = from;
from = temp;
}
int i=0, j=0;
for (; i<verticalFlips.size(); i++)
{
float flip = verticalFlips.get(i);
if (flip < from)
continue;
for (j=i; j<verticalFlips.size(); j++)
{
flip = verticalFlips.get(j);
if (flip < to)
continue;
break;
}
break;
}
boolean fromOutsideInterval = i%2==0;
boolean toOutsideInterval = j%2==0;
while (j-- > i)
verticalFlips.remove(j);
if (toOutsideInterval)
verticalFlips.add(i, to);
if (fromOutsideInterval)
verticalFlips.add(i, from);
}
final List<Float> verticalFlips = new ArrayList<Float>();
}
(PageVerticalAnalyzer.java)
It is used like this:
PdfVeryDenseMergeTool tool = new PdfVeryDenseMergeTool(PageSize.A4, 18, 18, 5);
tool.merge(output, inputs);
(VeryDenseMerging.java)
Applied to the OP's sample documents
Header.pdf
Body.pdf
Footer.pdf
it generates
If one defines the target document page size to be A5 landscape:
PdfVeryDenseMergeTool tool = new PdfVeryDenseMergeTool(new RectangleReadOnly(595,421), 18, 18, 5);
tool.merge(output, inputs);
(VeryDenseMerging.java)
it generates this:
Beware! This is only a proof of concept and it does not consider all possibilities. E.g. the case of source or target pages with a non-trivial Rotate value is not properly handled. Thus, it is not ready for production use yet.
Improvement in current (5.5.6 SNAPSHOT) iText version
The current iText development version towards 5.5.6 enhances the parser functionality to also signal vector graphics. Thus, I extended the PageVerticalAnalyzer to make use of this:
public class PageVerticalAnalyzer implements ExtRenderListener
{
#Override
public void beginTextBlock() { }
#Override
public void endTextBlock() { }
#Override
public void clipPath(int rule) { }
...
static class SubPathSection
{
public SubPathSection(float x, float y, Matrix m)
{
float effectiveY = getTransformedY(x, y, m);
pathFromY = effectiveY;
pathToY = effectiveY;
}
void extendTo(float x, float y, Matrix m)
{
float effectiveY = getTransformedY(x, y, m);
if (effectiveY < pathFromY)
pathFromY = effectiveY;
else if (effectiveY > pathToY)
pathToY = effectiveY;
}
float getTransformedY(float x, float y, Matrix m)
{
return new Vector(x, y, 1).cross(m).get(Vector.I2);
}
float getFromY()
{
return pathFromY;
}
float getToY()
{
return pathToY;
}
private float pathFromY;
private float pathToY;
}
/*
* Beware: The implementation is not correct as it includes the control points of curves
* which may be far outside the actual curve.
*
* #see ExtRenderListener#modifyPath(PathConstructionRenderInfo)
*/
#Override
public void modifyPath(PathConstructionRenderInfo renderInfo)
{
Matrix ctm = renderInfo.getCtm();
List<Float> segmentData = renderInfo.getSegmentData();
switch (renderInfo.getOperation())
{
case PathConstructionRenderInfo.MOVETO:
subPath = null;
case PathConstructionRenderInfo.LINETO:
case PathConstructionRenderInfo.CURVE_123:
case PathConstructionRenderInfo.CURVE_13:
case PathConstructionRenderInfo.CURVE_23:
for (int i = 0; i < segmentData.size()-1; i+=2)
{
if (subPath == null)
{
subPath = new SubPathSection(segmentData.get(i), segmentData.get(i+1), ctm);
path.add(subPath);
}
else
subPath.extendTo(segmentData.get(i), segmentData.get(i+1), ctm);
}
break;
case PathConstructionRenderInfo.RECT:
float x = segmentData.get(0);
float y = segmentData.get(1);
float w = segmentData.get(2);
float h = segmentData.get(3);
SubPathSection section = new SubPathSection(x, y, ctm);
section.extendTo(x+w, y, ctm);
section.extendTo(x, y+h, ctm);
section.extendTo(x+w, y+h, ctm);
path.add(section);
case PathConstructionRenderInfo.CLOSE:
subPath = null;
break;
default:
}
}
/*
* #see ExtRenderListener#renderPath(PathPaintingRenderInfo)
*/
#Override
public Path renderPath(PathPaintingRenderInfo renderInfo)
{
if (renderInfo.getOperation() != PathPaintingRenderInfo.NO_OP)
{
for (SubPathSection section : path)
addVerticalUseSection(section.getFromY(), section.getToY());
}
path.clear();
subPath = null;
return null;
}
List<SubPathSection> path = new ArrayList<SubPathSection>();
SubPathSection subPath = null;
...
}
(PageVerticalAnalyzer.java)
A simple test (VeryDenseMerging.java method testMergeOnlyGraphics) merges these files
into this:
But once again beware: this is a mere proof of concept. Especially modifyPath() needs to be improved, the implementation is not correct as it includes the control points of curves which may be far outside the actual curve.

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