Joe Neeman escreveu:
On 11/14/06, *Werner LEMBERG* <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>
wrote:
> Can Fontforge generate such outline information?
No. This should be entered `manually' within the MF code.
I don't know if this helps, but I made an algorithm to approximate
bezier curves with straight lines (and I have a prototype in Haskell).
If we want to turn generic stencils into skylines this is necessary
anyway, but maybe there's a way it can be fitted into the build system
so that we can embed that information into the fonts. It seems that the
output of potrace is entirely straight lines and bezier curves, so I've
been using the .eps files generated by potrace for testing.
I would probably start from the bitmaps, because that's a little easier.
The beziers are generated from bitmaps anyway.
Well, the viciny of note heads is always crowded, and the better we
trace the real outlines of accidentals and similar things the better
we can avoid collisions.
Apart from removing the hard-coding of accidental skylines, I thought it
could be useful for putting spanners above and below the staff (Graham
mentioned something like this before). The basic idea is that we define
an order in which dynamics, hairpins, textscripts, etc. are placed. Then we
1) generate a skyline of the staff
2) place the next spanner so there are no collisions
3) merge the skyline of the spanner
4) goto 1
There are some other points to be worked out such as what do we mean by
a "staff" (ie. which grobs go in the initial skyline), but I think these
can be worked out.
Yes, this sounds sensible. It will take some rework of how various
Y-offset callbacks interact, though, as the Y-placement of all staff
items will have to be centralized.
--
Han-Wen Nienhuys - [EMAIL PROTECTED] - http://www.xs4all.nl/~hanwen
LilyPond Software Design
-- Code for Music Notation
http://www.lilypond-design.com
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