processing / processing/processing4
Add arcVertex() function to create circles arc using vertices.
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Description
Created by: jb4xx
I feel like processing could use a function that easily generate arc circles to construct PShapes.
My proposal would be to use a bezier approximation of a circle and use the already existing bezierVertex() function to create an arc.
The argument list of the function could be similar to the one use for the arc() function to keep the same logic.
Here is what the function could look like:
/**
* Use bezierVertex to approximate an arc
* The expected parameters are similar to the one found in the arc() function
* Since it uses bezierVertex to approximate an arc, it must be prefaced with a call to vertex() to set the first anchor point of the arc.
*
* @param cx x-coordinate of the center of the arc
* @param cy y-coordinate of the center of the arc
* @param r radius of the arc
* @param a1 angle to start the arc, specified in radians
* @param a2 angle to stop the arc, specified in radians
* @param rotation the direction in which to draw the arc. 1 for clockwise. -1 for counterclockwise
*/
void arcVertex(float cx, float cy, float r, float a1, float a2, int rotation) {
a1 = a1 % TWO_PI;
a2 = a2 % TWO_PI;
float angleSpan;
if (rotation == 1) {
angleSpan = ((a2 - a1) % TWO_PI + TWO_PI) % TWO_PI;
} else {
rotation = -1;
angleSpan = ((a1 - a2) % TWO_PI + TWO_PI) % TWO_PI;
}
int nbOfExtraPts = (int)(angleSpan / HALF_PI);
float angleStep = angleSpan / (nbOfExtraPts + 1);
ArrayList<PVector> anchorPts = new ArrayList<PVector>();
anchorPts.add(new PVector(cx + r * cos(a1), cy + r * sin(a1)));
for (int i = 0; i < nbOfExtraPts; i++) {
anchorPts.add(new PVector(cx + r * cos(a1 + rotation * (i + 1) * angleStep), cy + r * sin(a1 + rotation * (i + 1) * angleStep)));
}
anchorPts.add(new PVector(cx + r * cos(a2), cy + r * sin(a2)));
for (int i = 0; i < anchorPts.size() - 1; i++) {
PVector start = anchorPts.get(i);
PVector end = anchorPts.get(i + 1);
float ax = start.x - cx;
float ay = start.y - cy;
float bx = end.x - cx;
float by = end.y - cy;
float q1 = ax * ax + ay * ay;
float q2 = q1 + ax * bx + ay * by;
float k2 = (4/3.0) * (sqrt(2 * q1 * q2) - q2) / (ax * by - ay * bx);
float x2 = cx + ax - k2 * ay;
float y2 = cy + ay + k2 * ax;
float x3 = cx + bx + k2 * by;
float y3 = cy + by - k2 * bx;
bezierVertex(x2, y2, x3, y3, end.x, end.y);
}
}
And here is a possible use case:
final float cx = 300; // x-coordinate of the center of the arc
final float cy = 300; // y-coordinate of the center of the arc
final float r1 = 150; // 1st radius
final float r2 = 250; // 2nd radius
final float startAngle = QUARTER_PI; // Angle at which to start drawing the arc
final float stopAngle = 3 * QUARTER_PI; // Angle at which to stop drawing the arc
void setup() {
size(600, 600);
background(20);
// Define style
noFill();
stroke(230);
strokeWeight(4);
// Draw the shape
beginShape();
vertex(cx + r1 * cos(startAngle), cy + r1 * sin(startAngle));
arcVertex(cx, cy, r1, startAngle, stopAngle, 1);
vertex(cx + r2 * cos(stopAngle), cy + r2 * sin(stopAngle));
arcVertex(cx, cy, r2, stopAngle, startAngle, -1);
vertex(cx + r1 * cos(startAngle), cy + r1 * sin(startAngle));
endShape();
}
/**
* Use bezierVertex to approximate an arc
* The expected parameters are similar to the one found in the arc() function
* Since it uses bezierVertex to approximate an arc, it must be prefaced with a call to vertex() to set the first anchor point of the arc.
*
* @param cx x-coordinate of the center of the arc
* @param cy y-coordinate of the center of the arc
* @param r radius of the arc
* @param a1 angle to start the arc, specified in radians
* @param a2 angle to stop the arc, specified in radians
* @param rotation the direction in which to draw the arc. 1 for clockwise. -1 for counterclockwise
*/
void arcVertex(float cx, float cy, float r, float a1, float a2, int rotation) {
a1 = a1 % TWO_PI;
a2 = a2 % TWO_PI;
float angleSpan;
if (rotation == 1) {
angleSpan = ((a2 - a1) % TWO_PI + TWO_PI) % TWO_PI;
} else {
rotation = -1;
angleSpan = ((a1 - a2) % TWO_PI + TWO_PI) % TWO_PI;
}
int nbOfExtraPts = (int)(angleSpan / HALF_PI);
float angleStep = angleSpan / (nbOfExtraPts + 1);
ArrayList<PVector> anchorPts = new ArrayList<PVector>();
anchorPts.add(new PVector(cx + r * cos(a1), cy + r * sin(a1)));
for (int i = 0; i < nbOfExtraPts; i++) {
anchorPts.add(new PVector(cx + r * cos(a1 + rotation * (i + 1) * angleStep), cy + r * sin(a1 + rotation * (i + 1) * angleStep)));
}
anchorPts.add(new PVector(cx + r * cos(a2), cy + r * sin(a2)));
for (int i = 0; i < anchorPts.size() - 1; i++) {
PVector start = anchorPts.get(i);
PVector end = anchorPts.get(i + 1);
float ax = start.x - cx;
float ay = start.y - cy;
float bx = end.x - cx;
float by = end.y - cy;
float q1 = ax * ax + ay * ay;
float q2 = q1 + ax * bx + ay * by;
float k2 = (4/3.0) * (sqrt(2 * q1 * q2) - q2) / (ax * by - ay * bx);
float x2 = cx + ax - k2 * ay;
float y2 = cy + ay + k2 * ax;
float x3 = cx + bx + k2 * by;
float y3 = cy + by - k2 * bx;
bezierVertex(x2, y2, x3, y3, end.x, end.y);
}
}
Contributor guide
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
The issue names no source file or test. Start by comparing the proposed arcVertex() behavior with the existing arc() and bezierVertex() entry points, then trace how PShapes are built between beginShape() and endShape(). Done requires a maintainer-approved API design and verified arc construction for the described use case.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- java
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100