processing / processing/processing4

Add arcVertex() function to create circles arc using vertices.

Abierto
#310 16 comentarios 0 reacciones 0 asignados Ver en GitHub

Nadie ha tomado este issue todavía.

core enhancement
Lenguaje dominante
Java
Estrellas
494
Forks
183
Merge medio
4 h 39 min
PR fusionados (30 d)
3

Descripción

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);
 }
}

Guía de contribución

Abrir la guía de contribución

Primeros pasos

  1. Lee el issue completo y luego la guía de contribución del proyecto.
  2. Comenta en el issue que vas a ocuparte — evita que dos personas hagan lo mismo.
  3. Haz un fork del repositorio y trabaja en una rama.
  4. Abre un pull request que haga referencia al número del issue.

Línea de trabajo

El issue no menciona ningún archivo fuente ni ninguna prueba. Empieza comparando el comportamiento propuesto de arcVertex() con los puntos de entrada existentes arc() y bezierVertex(), y luego rastrea cómo se construyen los PShapes entre beginShape() y endShape(). Para darlo por terminado se requiere un diseño de API aprobado por un maintainer y una construcción de arco verificada para el caso de uso descrito.

Escrito por el modelo de indexación a partir del texto del issue.

Evaluación

Stack tecnológico
java
Área
computer-graphics
Tipo de issue
Nueva funcionalidad
Dificultad
5/5
Tiempo estimado
Más de una semana
Estado de actividad
Estancado
Claridad
Necesita aclaración
Aptitud para principiantes
25/100

Recibe los nuevos issues en tu correo

Un resumen breve de issues de GitHub para principiantes.