text: import math
  
  from meerk40t.core.units import Length
  from meerk40t.svgelements import Angle, Matrix, Point
  from meerk40t.tools.pathtools import EulerianFill, VectorMontonizer
  
  
  class Wobble:
      def __init__(self, algorithm, radius=50, speed=50, interval=10):
          self._total_count = 0
          self._total_distance = 0
          self._remainder = 0
          self.previous_angle = None
          self.radius = radius
          self.speed = speed
          self.interval = interval
          self._last_x = None
          self._last_y = None
          self._algorithm = algorithm
  
      def __call__(self, x0, y0, x1, y1):
          yield from self._algorithm(self, x0, y0, x1, y1)
  
      def wobble(self, x0, y0, x1, y1):
          distance_change = abs(complex(x0, y0) - complex(x1, y1))
          positions = 1 - self._remainder
          intervals = distance_change / self.interval
          while positions <= intervals:
              amount = positions / intervals
              tx = amount * (x1 - x0) + x0
              ty = amount * (y1 - y0) + y0
              self._total_distance += self.interval
              self._total_count += 1
              yield tx, ty
              positions += 1
          self._remainder += intervals
          self._remainder %= 1
  
  
  def split(points):
      pos = 0
      for i, pts in enumerate(points):
          if pts is None:
              yield points[pos : i - 1]
              pos = i + 1
      if pos != len(points):
          yield points[pos : len(points)]
  
  
  def eulerian_fill(settings, outlines, matrix, limit=None):
      """
      Applies optimized Eulerian fill
      @return:
      """
      if matrix is None:
          matrix = Matrix()
  
      settings = dict(settings)
      h_dist = settings.get("hatch_distance", "1mm")
      h_angle = settings.get("hatch_angle", "0deg")
      distance_y = float(Length(h_dist))
      if isinstance(h_angle, float):
          angle = Angle.degrees(h_angle)
      else:
          angle = Angle.parse(h_angle)
  
      rotate = Matrix.rotate(angle)
      counter_rotate = Matrix.rotate(-angle)
  
      def mx_rotate(pt):
          if pt is None:
              return None
          return (
              pt[0] * rotate.a + pt[1] * rotate.c + 1 * rotate.e,
              pt[0] * rotate.b + pt[1] * rotate.d + 1 * rotate.f,
          )
  
      def mx_counter(pt):
          if pt is None:
              return None
          return (
              pt[0] * counter_rotate.a + pt[1] * counter_rotate.c + 1 * counter_rotate.e,
              pt[0] * counter_rotate.b + pt[1] * counter_rotate.d + 1 * counter_rotate.f,
          )
  
      transformed_vector = matrix.transform_vector([0, distance_y])
      distance = abs(complex(transformed_vector[0], transformed_vector[1]))
      efill = EulerianFill(distance)
      for sp in outlines:
          sp = list(map(mx_rotate, sp))
          efill += sp
      if limit and efill.estimate() > limit:
          return []
      points = efill.get_fill()
  
      points = list(map(mx_counter, points))
      return points
  
  
  def scanline_fill(settings, outlines, matrix, limit=None):
      """
      Applies optimized scanline fill
      @return:
      """
      if matrix is None:
          matrix = Matrix()
  
      settings = dict(settings)
      h_dist = settings.get("hatch_distance", "1mm")
      h_angle = settings.get("hatch_angle", "0deg")
      distance_y = float(Length(h_dist))
      if isinstance(h_angle, float):
          angle = Angle.degrees(h_angle)
      else:
          angle = Angle.parse(h_angle)
  
      rotate = Matrix.rotate(angle)
      counter_rotate = Matrix.rotate(-angle)
  
      def mx_rotate(pt):
          if pt is None:
              return None
          return (
              pt[0] * rotate.a + pt[1] * rotate.c + 1 * rotate.e,
              pt[0] * rotate.b + pt[1] * rotate.d + 1 * rotate.f,
          )
  
      def mx_counter(pt):
          if pt is None:
              return None
          return (
              pt[0] * counter_rotate.a + pt[1] * counter_rotate.c + 1 * counter_rotate.e,
              pt[0] * counter_rotate.b + pt[1] * counter_rotate.d + 1 * counter_rotate.f,
          )
  
      transformed_vector = matrix.transform_vector([0, distance_y])
      distance = abs(complex(transformed_vector[0], transformed_vector[1]))
  
      vm = VectorMontonizer()
      for outline in outlines:
          pts = list(map(Point, map(mx_rotate, outline)))
          vm.add_cluster(pts)
      vm.sort_clusters()
      y_max = vm.clusters[-1][0]
      y_min = vm.clusters[0][0]
      height = y_max - y_min
      try:
          count = height / distance
      except ZeroDivisionError:
          return []
      if limit and count > limit:
          return []
      vm.valid_low_value = y_min - distance
      vm.valid_high_value = y_max + distance
      vm.scanline(y_min - distance)
      points = list()
      forward = True
      while vm.valid_range():
          vm.next_intercept(distance)
          vm.sort_actives()
          y = vm.current
          for i in (
              range(1, len(vm.actives), 2)
              if forward
              else range(len(vm.actives) - 1, 0, -2)
          ):
              left_segment = vm.actives[i - 1]
              right_segment = vm.actives[i]
              left_segment_x = vm.intercept(left_segment, y)
              right_segment_x = vm.intercept(right_segment, y)
              if forward:
                  points.append((left_segment_x, y))
                  points.append((right_segment_x, y))
              else:
                  points.append((right_segment_x, y))
                  points.append((left_segment_x, y))
              points.append(None)
          forward = not forward
      points = list(map(mx_counter, points))
      return points
  
  
  def circle(wobble, x0, y0, x1, y1):
      if x1 is None or y1 is None:
          yield x0, y0
          return
      for tx, ty in wobble.wobble(x0, y0, x1, y1):
          t = wobble._total_distance / (math.tau * wobble.radius)
          dx = wobble.radius * math.cos(t * wobble.speed)
          dy = wobble.radius * math.sin(t * wobble.speed)
          yield tx + dx, ty + dy
  
  
  def circle_right(wobble, x0, y0, x1, y1):
      if x1 is None or y1 is None:
          yield x0, y0
          return
      for tx, ty in wobble.wobble(x0, y0, x1, y1):
          angle = math.atan2(y1 - y0, x1 - x0) + math.tau / 4.0
          dx = wobble.radius * math.cos(angle)
          dy = wobble.radius * math.sin(angle)
          t = wobble._total_distance / (math.tau * wobble.radius)
          dx += wobble.radius * math.cos(t * wobble.speed)
          dy += wobble.radius * math.sin(t * wobble.speed)
          yield tx + dx, ty + dy
  
  
  def circle_left(wobble, x0, y0, x1, y1):
      if x1 is None or y1 is None:
          yield x0, y0
          return
      for tx, ty in wobble.wobble(x0, y0, x1, y1):
          angle = math.atan2(y1 - y0, x1 - x0) + math.tau / 4.0
          dx = -wobble.radius * math.cos(angle)
          dy = -wobble.radius * math.sin(angle)
          t = wobble._total_distance / (math.tau * wobble.radius)
          dx += wobble.radius * math.cos(t * wobble.speed)
          dy += wobble.radius * math.sin(t * wobble.speed)
          yield tx + dx, ty + dy
  
  
  def sinewave(wobble, x0, y0, x1, y1):
      if x1 is None or y1 is None:
          yield x0, y0
          return
      for tx, ty in wobble.wobble(x0, y0, x1, y1):
          angle = math.atan2(y1 - y0, x1 - x0) + math.tau / 4.0
          d = math.sin(wobble._total_distance / wobble.speed)
          dx = wobble.radius * d * math.cos(angle)
          dy = wobble.radius * d * math.sin(angle)
          yield tx + dx, ty + dy
  
  
  def sawtooth(wobble, x0, y0, x1, y1):
      if x1 is None or y1 is None:
          yield x0, y0
          return
      for tx, ty in wobble.wobble(x0, y0, x1, y1):
          angle = math.atan2(y1 - y0, x1 - x0) + math.tau / 4.0
          d = -1 if wobble._total_count % 2 else 1
          dx = wobble.radius * d * math.cos(angle)
          dy = wobble.radius * d * math.sin(angle)
          yield tx + dx, ty + dy
  
  
  def jigsaw(wobble, x0, y0, x1, y1):
      if x1 is None or y1 is None:
          yield x0, y0
          return
      for tx, ty in wobble.wobble(x0, y0, x1, y1):
          angle = math.atan2(y1 - y0, x1 - x0)
          angle_perp = angle + math.tau / 4.0
          d = math.sin(wobble._total_distance / wobble.speed)
          dx = wobble.radius * d * math.cos(angle_perp)
          dy = wobble.radius * d * math.sin(angle_perp)
  
          d = -1 if wobble._total_count % 2 else 1
          dx += wobble.radius * d * math.cos(angle)
          dy += wobble.radius * d * math.sin(angle)
          yield tx + dx, ty + dy
  
  
  def gear(wobble, x0, y0, x1, y1):
      if x1 is None or y1 is None:
          yield x0, y0
          return
      for tx, ty in wobble.wobble(x0, y0, x1, y1):
          angle = math.atan2(y1 - y0, x1 - x0) + math.tau / 4.0
          d = -1 if (wobble._total_count // 2) % 2 else 1
          dx = wobble.radius * d * math.cos(angle)
          dy = wobble.radius * d * math.sin(angle)
          yield tx + dx, ty + dy
  
  
  def slowtooth(wobble, x0, y0, x1, y1):
      if x1 is None or y1 is None:
          yield x0, y0
          return
      for tx, ty in wobble.wobble(x0, y0, x1, y1):
          angle = math.atan2(y1 - y0, x1 - x0) + math.tau / 4.0
          if wobble.previous_angle is None:
              wobble.previous_angle = angle
          amount = 1.0 / wobble.speed
          angle = amount * (angle - wobble.previous_angle) + wobble.previous_angle
          d = -1 if wobble._total_count % 2 else 1
          dx = wobble.radius * d * math.cos(angle)
          dy = wobble.radius * d * math.sin(angle)
          wobble.previous_angle = angle
          yield tx + dx, ty + dy
  
  
  def plugin(kernel, lifecycle):
      if lifecycle == "register":
          _ = kernel.translation
          context = kernel.root
          context.register("hatch/scanline", scanline_fill)
          context.register("hatch/eulerian", eulerian_fill)
          context.register("wobble/circle", circle)
          context.register("wobble/circle_right", circle_right)
          context.register("wobble/circle_left", circle_left)
          context.register("wobble/sinewave", sinewave)
          context.register("wobble/sawtooth", sawtooth)
          context.register("wobble/jigsaw", jigsaw)
          context.register("wobble/gear", gear)
          context.register("wobble/slowtooth", slowtooth)
  