# -*- coding: utf-8 -*- ROTATION = {0: 0, BOTTOM: 0, DOWN: 0, 1: HALF_PI, LEFT: HALF_PI, 2: PI, TOP: PI, UP: PI, 3: PI + HALF_PI, RIGHT: PI + HALF_PI, BOTTOM + RIGHT: 0, DOWN + RIGHT: 0, DOWN + LEFT: HALF_PI, BOTTOM + LEFT: HALF_PI, TOP + LEFT: PI, UP + LEFT: PI, TOP + RIGHT: PI + HALF_PI, UP + RIGHT: PI + HALF_PI, } def quarter_circle(x, y, radius, quadrant): circle_arc(x, y, radius, ROTATION[quadrant], HALF_PI) def half_circle(x, y, radius, quadrant): circle_arc(x, y, radius, ROTATION[quadrant], PI) def circle_arc(x, y, radius, start_ang, sweep_ang): arc(x, y, radius * 2, radius * 2, start_ang, start_ang + sweep_ang) def poly_arc(x, y, radius, start_ang, sweep_ang, num_points=2): angle = sweep_ang / int(num_points) a = start_ang with beginShape(): while a <= start_ang + sweep_ang: sx = x + cos(a) * radius sy = y + sin(a) * radius vertex(sx, sy) a += angle def arc_poly(x, y, d, _, start_ang, end_ang, num_points=5): sweep_ang = end_ang - start_ang angle = sweep_ang / int(num_points) a = start_ang with beginShape(): while a <= end_ang: sx = x + cos(a) * d / 2 sy = y + sin(a) * d / 2 vertex(sx, sy) a += angle def bar(x1, y1, x2, y2, thickness=None, shorter=0, ends=(1, 1)): """ O código para fazer as barras, dois pares (x, y), um parâmetro de encurtamento: shorter """ L = dist(x1, y1, x2, y2) if not thickness: thickness = 10 with pushMatrix(): translate(x1, y1) angle = atan2(x1 - x2, y2 - y1) rotate(angle) offset = shorter / 2 line(thickness / 2, offset, thickness / 2, L - offset) line(-thickness / 2, offset, -thickness / 2, L - offset) if ends[0]: half_circle(0, offset, thickness / 2, UP) if ends[1]: half_circle(0, L - offset, thickness / 2, DOWN) def var_bar(p1x, p1y, p2x, p2y, r1, r2=None): if r2 is None: r2 = r1 d = dist(p1x, p1y, p2x, p2y) if d > 0: with pushMatrix(): translate(p1x, p1y) angle = atan2(p1x - p2x, p2y - p1y) rotate(angle + HALF_PI) ri = r1 - r2 beta = asin(ri / d) + HALF_PI x1 = cos(beta) * r1 y1 = sin(beta) * r1 x2 = cos(beta) * r2 y2 = sin(beta) * r2 # with pushStyle(): # noStroke() # beginShape() # vertex(-x1, -y1) # vertex(d - x2, -y2) # vertex(d, 0) # #vertex(d - x2, +y2, 0) # #vertex(-x1, +y1, 0) # #vertex(0, 0, 0) # endShape() line(-x1, -y1, d - x2, -y2) line(-x1, +y1, d - x2, +y2) arc(0, 0, r1 * 2, r1 * 2, -beta - PI, beta - PI) arc(d, 0, r2 * 2, r2 * 2, beta - PI, PI - beta) else: ellipse(p1x, p1y, r1 * 2, r1 * 2) ellipse(p2y, p2x, r2 * 2, r2 * 2) def poly_rounded(P, r0, r1=None, r2=None): r1 = r0 if not r1 else r1 r2 = r0 if not r2 else r2 a = [0] * 3 d, d1, d2 = 2 * r0, 2 * r1, 2 * r2 a[0] = atan2(P[1].y - P[0].y, P[1].x - P[0].x) - HALF_PI a[1] = atan2(P[2].y - P[1].y, P[2].x - P[1].x) - HALF_PI a[2] = atan2(P[0].y - P[2].y, P[0].x - P[2].x) - HALF_PI start = a[2] if a[2] < a[0] else a[2] - TWO_PI arc(P[0].x, P[0].y, d, d, start, a[0]) start = a[0] if a[0] < a[1] else a[0] - TWO_PI arc(P[1].x, P[1].y, d1, d1, start, a[1]) start = a[1] if a[1] < a[2] else a[1] - TWO_PI arc(P[2].x, P[2].y, d2, d2, start, a[2]) p01 = PVector(P[0].x + r0 * cos(a[0]), P[0].y + r0 * sin(a[0])) p10 = PVector(P[1].x + r1 * cos(a[0]), P[1].y + r1 * sin(a[0])) p12 = PVector(P[1].x + r1 * cos(a[1]), P[1].y + r1 * sin(a[1])) p21 = PVector(P[2].x + r2 * cos(a[1]), P[2].y + r2 * sin(a[1])) p20 = PVector(P[2].x + r2 * cos(a[2]), P[2].y + r2 * sin(a[2])) p02 = PVector(P[0].x + r0 * cos(a[2]), P[0].y + r0 * sin(a[2])) with pushStyle(): noStroke() with beginClosedShape(): vertex(P[0].x, P[0].y) vertex(p02.x, p02.y) vertex(p20.x, p20.y) vertex(P[2].x, P[2].y) vertex(p21.x, p21.y) vertex(p12.x, p12.y) vertex(P[1].x, P[1].y) vertex(p10.x, p10.y) vertex(p01.x, p01.y) line(p01.x, p01.y, p10.x, p10.y) line(p12.x, p12.y, p21.x, p21.y) line(p20.x, p20.y, p02.x, p02.y)