kopia lustrzana https://github.com/villares/sketch-a-day
190510
rodzic
3935844b89
commit
122ef396ac
Plik binarny nie jest wyświetlany.
Po Szerokość: | Wysokość: | Rozmiar: 44 KiB |
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@ -0,0 +1,236 @@
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# -*- coding: utf-8 -*-
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ROTATION = {0: 0,
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BOTTOM: 0,
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DOWN: 0,
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1: HALF_PI,
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LEFT: HALF_PI,
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2: PI,
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TOP: PI,
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UP: PI,
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3: PI + HALF_PI,
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RIGHT: PI + HALF_PI,
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BOTTOM + RIGHT: 0,
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DOWN + RIGHT: 0,
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DOWN + LEFT: HALF_PI,
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BOTTOM + LEFT: HALF_PI,
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TOP + LEFT: PI,
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UP + LEFT: PI,
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TOP + RIGHT: PI + HALF_PI,
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UP + RIGHT: PI + HALF_PI,
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}
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def quarter_circle(x, y, radius, quadrant):
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circle_arc(x, y, radius, ROTATION[quadrant], HALF_PI)
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def half_circle(x, y, radius, quadrant):
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circle_arc(x, y, radius, ROTATION[quadrant], PI)
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def circle_arc(x, y, radius, start_ang, sweep_ang):
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arc(x, y, radius * 2, radius * 2, start_ang, start_ang + sweep_ang)
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def poly_arc(x, y, radius, start_ang, sweep_ang, num_points=2):
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angle = sweep_ang / int(num_points)
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a = start_ang
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with beginShape():
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while a <= start_ang + sweep_ang:
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sx = x + cos(a) * radius
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sy = y + sin(a) * radius
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vertex(sx, sy)
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a += angle
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def arc_poly(x, y, d, _, start_ang, end_ang, num_points=5):
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sweep_ang = end_ang - start_ang
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angle = sweep_ang / int(num_points)
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a = start_ang
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with beginShape():
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while a <= end_ang:
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sx = x + cos(a) * d / 2
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sy = y + sin(a) * d / 2
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vertex(sx, sy)
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a += angle
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def bar(x1, y1, x2, y2, thickness=None, shorter=0, ends=(1, 1)):
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"""
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O código para fazer as barras, dois pares (x, y),
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um parâmetro de encurtamento: shorter
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"""
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L = dist(x1, y1, x2, y2)
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if not thickness:
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thickness = 10
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with pushMatrix():
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translate(x1, y1)
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angle = atan2(x1 - x2, y2 - y1)
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rotate(angle)
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offset = shorter / 2
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line(thickness / 2, offset, thickness / 2, L - offset)
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line(-thickness / 2, offset, -thickness / 2, L - offset)
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if ends[0]:
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half_circle(0, offset, thickness / 2, UP)
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if ends[1]:
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half_circle(0, L - offset, thickness / 2, DOWN)
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def var_bar(p1x, p1y, p2x, p2y, r1, r2=None):
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"""
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Tangent/tangent shape on 2 circles of arbitrary radius
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"""
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if r2 is None:
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r2 = r1
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#line(p1x, p1y, p2x, p2y)
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d = dist(p1x, p1y, p2x, p2y)
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ri = r1 - r2
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if d > abs(ri):
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rid = (r1 - r2) / d
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if rid > 1:
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rid = 1
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if rid < -1:
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rid = -1
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beta = asin(rid) + HALF_PI
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with pushMatrix():
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translate(p1x, p1y)
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angle = atan2(p1x - p2x, p2y - p1y)
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rotate(angle + HALF_PI)
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x1 = cos(beta) * r1
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y1 = sin(beta) * r1
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x2 = cos(beta) * r2
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y2 = sin(beta) * r2
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#print((d, beta, ri, x1, y1, x2, y2))
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with pushStyle():
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noStroke()
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beginShape()
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vertex(-x1, -y1)
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vertex(d - x2, -y2)
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vertex(d, 0)
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vertex(d - x2, +y2)
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vertex(-x1, +y1)
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vertex(0, 0)
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endShape(CLOSE)
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line(-x1, -y1, d - x2, -y2)
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line(-x1, +y1, d - x2, +y2)
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arc(0, 0, r1 * 2, r1 * 2,
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-beta - PI, beta - PI)
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arc(d, 0, r2 * 2, r2 * 2,
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beta - PI, PI - beta)
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else:
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ellipse(p1x, p1y, r1 * 2, r1 * 2)
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ellipse(p2x, p2y, r2 * 2, r2 * 2)
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def poly_filleted(p_list, r_list=None, open_poly=False):
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"""
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draws a 'filleted' polygon with variable radius
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dependent on roundedCorner()
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"""
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if not r_list:
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r_list = [0] * len(p_list)
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if not open_poly:
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with pushStyle():
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noStroke()
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beginShape()
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for p0, p1 in zip(p_list, [p_list[-1]] + p_list[:-1]):
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m = (PVector(p0.x, p0.y) + PVector(p1.x, p1.y)) / 2
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vertex(m.x, m.y)
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endShape(CLOSE)
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for p0, p1, p2, r in zip(p_list,
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[p_list[-1]] + p_list[:-1],
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[p_list[-2]] + [p_list[-1]] + p_list[:-2],
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[r_list[-1]] + r_list[:-1]
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):
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m1 = (PVector(p0.x, p0.y) + PVector(p1.x, p1.y)) / 2
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m2 = (PVector(p2.x, p2.y) + PVector(p1.x, p1.y)) / 2
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roundedCorner(p1, m1, m2, r)
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else:
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for p0, p1, p2, r in zip(p_list[:-1],
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[p_list[-1]] + p_list[:-2],
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[p_list[-2]] + [p_list[-1]] + p_list[:-3],
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[r_list[-1]] + r_list[:-2]
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):
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m1 = (PVector(p0.x, p0.y) + PVector(p1.x, p1.y)) / 2
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m2 = (PVector(p2.x, p2.y) + PVector(p1.x, p1.y)) / 2
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roundedCorner(p1, m1, m2, r)
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def roundedCorner(pc, p1, p2, r):
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"""
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Based on Stackoverflow C# rounded corner post
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https://stackoverflow.com/questions/24771828/algorithm-for-creating-rounded-corners-in-a-polygon
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"""
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def GetProportionPoint(pt, segment, L, dx, dy):
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factor = float(segment) / L if L != 0 else segment
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return PVector((pt.x - dx * factor), (pt.y - dy * factor))
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# Vector 1
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dx1 = pc.x - p1.x
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dy1 = pc.y - p1.y
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# Vector 2
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dx2 = pc.x - p2.x
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dy2 = pc.y - p2.y
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# Angle between vector 1 and vector 2 divided by 2
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angle = (atan2(dy1, dx1) - atan2(dy2, dx2)) / 2
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# The length of segment between angular point and the
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# points of intersection with the circle of a given radius
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tng = abs(tan(angle))
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segment = r / tng if tng != 0 else r
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# Check the segment
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length1 = sqrt(dx1 * dx1 + dy1 * dy1)
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length2 = sqrt(dx2 * dx2 + dy2 * dy2)
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min_len = min(length1, length2)
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if segment > min_len:
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segment = min_len
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max_r = min_len * abs(tan(angle))
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else:
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max_r = r
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# Points of intersection are calculated by the proportion between
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# length of vector and the length of the segment.
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p1Cross = GetProportionPoint(pc, segment, length1, dx1, dy1)
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p2Cross = GetProportionPoint(pc, segment, length2, dx2, dy2)
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# Calculation of the coordinates of the circle
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# center by the addition of angular vectors.
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dx = pc.x * 2 - p1Cross.x - p2Cross.x
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dy = pc.y * 2 - p1Cross.y - p2Cross.y
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L = sqrt(dx * dx + dy * dy)
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d = sqrt(segment * segment + max_r * max_r)
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circlePoint = GetProportionPoint(pc, d, L, dx, dy)
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# StartAngle and EndAngle of arc
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startAngle = atan2(p1Cross.y - circlePoint.y, p1Cross.x - circlePoint.x)
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endAngle = atan2(p2Cross.y - circlePoint.y, p2Cross.x - circlePoint.x)
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# Sweep angle
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sweepAngle = endAngle - startAngle
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# Some additional checks
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if sweepAngle < 0:
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startAngle, endAngle = endAngle, startAngle
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sweepAngle = -sweepAngle
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if sweepAngle > PI:
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startAngle, endAngle = endAngle, startAngle
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sweepAngle = TWO_PI - sweepAngle
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# Draw result using graphics
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# noStroke()
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with pushStyle():
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noStroke()
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beginShape()
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vertex(p1.x, p1.y)
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vertex(p1Cross.x, p1Cross.y)
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vertex(p2Cross.x, p2Cross.y)
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vertex(p2.x, p2.y)
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endShape(CLOSE)
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line(p1.x, p1.y, p1Cross.x, p1Cross.y)
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line(p2.x, p2.y, p2Cross.x, p2Cross.y)
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arc(circlePoint.x, circlePoint.y, 2 * max_r, 2 * max_r,
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startAngle, startAngle + sweepAngle, OPEN)
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Plik binarny nie jest wyświetlany.
Po Szerokość: | Wysokość: | Rozmiar: 66 KiB |
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@ -0,0 +1,104 @@
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# Alexandre B A Villares - https://abav.lugaralgum.com/sketch-a-day
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# Quaternary combinations
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from __future__ import division
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from arcs import var_bar
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order = 16 # for a grid with 256 positions
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alt = False
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def setup():
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size(720, 720)
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noFill() # fill(0)
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textAlign(CENTER, CENTER)
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strokeWeight(2)
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#blendMode(MULTIPLY)
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# noSmooth()
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def draw():
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background(200)
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siz = width / order
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if alt:
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grid(siz, draw_quatB)
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else:
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grid(siz, draw_quatA)
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def grid(siz, func):
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i = 0
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for x in range(order):
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for y in range(order):
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with pushMatrix():
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translate(siz / 2 + x * siz,
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siz / 2 + y * siz)
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#text(quat(i, pad=4), 0, 0)
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func(quat(i))
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i += 1
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def draw_quatA(quats):
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a, b, c, d = quats
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siz = 8
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ra = int(a) * siz / 4
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rb = int(b) * siz / 4
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rc = int(c) * siz / 4
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rd = int(d) * siz / 4
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noFill()
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stroke(255)
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var_bar(0, -siz, 0, +siz, ra, rb)
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stroke(0)
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var_bar(-siz, 0, +siz, 0, rc, rd)
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def draw_quatB(quats):
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a, b, c, d = quats
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siz = 8
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ra = int(a) * siz / 4
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rb = int(b) * siz / 4
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rc = int(c) * siz / 4
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rd = int(d) * siz / 4
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noStroke()
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fill(255)
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var_bar(0, -siz, 0, +siz, ra, rb)
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fill(0)
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var_bar(-siz, 0, +siz, 0, rc, rd)
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def to_base(num, base):
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# inverse of int(str, base)
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BS = "0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZ"
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result = ""
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while num:
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result += BS[num % base]
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num //= base
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return result[::-1] or "0"
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def quat(n, pad=4):
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s = to_base(n, 4)
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while len(s) < pad:
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s = "0" + s
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return s[::-1]
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def keyPressed():
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global alt, p
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if key == "s":
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saveFrame("###.png")
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if key == "a":
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alt = not alt
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def settings():
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from os import path
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global SKETCH_NAME
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SKETCH_NAME = path.basename(sketchPath())
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OUTPUT = ".png"
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println(
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"""
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[{0}](https://github.com/villares/sketch-a-day/tree/master/2019/{0}) [[Py.Processing](https://villares.github.io/como-instalar-o-processing-modo-python/index-EN)]
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""".format(SKETCH_NAME, OUTPUT)
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)
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@ -22,6 +22,13 @@ Get updates from my sort-of-weekly newsletter: [[sketch-mail](https://villares.o
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## 2019
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---
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[sketch_190510a](https://github.com/villares/sketch-a-day/tree/master/2019/sketch_190510a) [[Py.Processing](https://villares.github.io/como-instalar-o-processing-modo-python/index-EN)]
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---
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