kopia lustrzana https://github.com/villares/sketch-a-day
181 wiersze
5.7 KiB
Python
181 wiersze
5.7 KiB
Python
# -*- coding: utf-8 -*-
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def poly(p_list, closed=True):
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beginShape()
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for p in p_list:
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if p[2] == 0:
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vertex(p[0], p[1])
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else:
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vertex(*p)
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if closed:
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endShape(CLOSE)
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else:
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endShape()
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def poly_arc_augmented(p_list, r_list):
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a_list = []
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for i1 in range(len(p_list)):
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i2 = (i1 + 1) % len(p_list)
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p1, p2, r1, r2 = p_list[i1], p_list[i2], r_list[i1], r_list[i2]
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a = circ_circ_tangent(p1, p2, r1, r2)
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a_list.append(a)
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# ellipse(p1.x, p1.y, 2, 2)
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for i1 in range(len(a_list)):
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i2 = (i1 + 1) % len(a_list)
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p1, p2, r1, r2 = p_list[i1], p_list[i2], r_list[i1], r_list[i2]
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#ellipse(p1.x, p1.y, r1 * 2, r1 * 2)
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a1 = a_list[i1]
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a2 = a_list[i2]
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if a1 and a2:
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start = a1 if a1 < a2 else a1 - TWO_PI
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arc(p2.x, p2.y, r2 * 2, r2 * 2, start, a2)
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else:
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# println((a1, a2))
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ellipse(p1.x, p1.y, r1 * 2, r1 * 2)
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ellipse(p2.x, p2.y, r2 * 2, r2 * 2)
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def circ_circ_tangent(p1, p2, r1, r2):
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d = dist(p1.x, p1.y, p2.x, p2.y)
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ri = r1 - r2
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line_angle = atan2(p1.x - p2.x, p2.y - p1.y)
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if d > abs(ri):
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theta = asin(ri / float(d))
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x1 = cos(line_angle - theta) * r1
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y1 = sin(line_angle - theta) * r1
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x2 = cos(line_angle - theta) * r2
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y2 = sin(line_angle - theta) * r2
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# line(p1.x - x1, p1.y - y1, p2.x - x2, p2.y - y2)
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x1 = -cos(line_angle + theta) * r1
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y1 = -sin(line_angle + theta) * r1
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x2 = -cos(line_angle + theta) * r2
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y2 = -sin(line_angle + theta) * r2
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line(p1.x - x1, p1.y - y1, p2.x - x2, p2.y - y2)
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return (line_angle + theta)
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else:
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line(p1.x, p1.y, p2.x, p2.y)
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return None
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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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