number of turns in decimal and arc-angle implementation

This commit is contained in:
0SlowPoke0
2025-06-30 15:26:58 +05:30
parent e1a1b1101a
commit 2b819c11b9
2 changed files with 35 additions and 10 deletions
+32 -6
View File
@@ -293,14 +293,28 @@ impl<PointId: crate::Identifier> Subpath<PointId> {
(r * sqrt_term + b * b * ((r + sqrt_term).ln())) / (2.0 * b) (r * sqrt_term + b * b * ((r + sqrt_term).ln())) / (2.0 * b)
} }
pub fn generate_equal_arc_bezier_spiral2(a: f64, b: f64, turns: u32, delta_theta: f64, angle_offset: f64) -> Self { fn split_cubic_bezier(p0: DVec2, p1: DVec2, p2: DVec2, p3: DVec2, t: f64) -> (DVec2, DVec2, DVec2, DVec2) {
let p01 = p0.lerp(p1, t);
let p12 = p1.lerp(p2, t);
let p23 = p2.lerp(p3, t);
let p012 = p01.lerp(p12, t);
let p123 = p12.lerp(p23, t);
let p0123 = p012.lerp(p123, t); // final split point
(p0, p01, p012, p0123) // First half of the Bézier
}
pub fn generate_equal_arc_bezier_spiral2(a: f64, b: f64, turns: f64, delta_theta: f64) -> Self {
let mut manipulator_groups = Vec::new(); let mut manipulator_groups = Vec::new();
let mut prev_in_handle = None; let mut prev_in_handle = None;
let mut theta = 0.; let theta_end = turns * std::f64::consts::TAU;
let theta_end = angle_offset + turns as f64 * std::f64::consts::TAU;
let mut theta = 0.0;
while theta < theta_end { while theta < theta_end {
let theta_next = f64::min(theta + delta_theta, theta_end); let theta_next = theta + delta_theta;
let p0 = Self::spiral_point(theta, a, b); let p0 = Self::spiral_point(theta, a, b);
let p3 = Self::spiral_point(theta_next, a, b); let p3 = Self::spiral_point(theta_next, a, b);
let t0 = Self::spiral_tangent(theta, a, b); let t0 = Self::spiral_tangent(theta, a, b);
@@ -312,8 +326,20 @@ impl<PointId: crate::Identifier> Subpath<PointId> {
let p1 = p0 + d * t0; let p1 = p0 + d * t0;
let p2 = p3 - d * t1; let p2 = p3 - d * t1;
manipulator_groups.push(ManipulatorGroup::new(p0, prev_in_handle, Some(p1))); let is_last_segment = theta_next >= theta_end;
prev_in_handle = Some(p2); if is_last_segment {
let t = (theta_end - theta) / (theta_next - theta); // t in [0, 1]
let (trim_p0, trim_p1, trim_p2, trim_p3) = Self::split_cubic_bezier(p0, p1, p2, p3, t);
manipulator_groups.push(ManipulatorGroup::new(trim_p0, prev_in_handle, Some(trim_p1)));
prev_in_handle = Some(trim_p2);
manipulator_groups.push(ManipulatorGroup::new(trim_p3, prev_in_handle, None));
break;
} else {
manipulator_groups.push(ManipulatorGroup::new(p0, prev_in_handle, Some(p1)));
prev_in_handle = Some(p2);
}
theta = theta_next; theta = theta_next;
} }
@@ -75,16 +75,15 @@ fn spiral(
#[default(1.)] tightness: f64, #[default(1.)] tightness: f64,
#[default(6)] #[default(6)]
#[hard_min(1.)] #[hard_min(1.)]
turns: u32, turns: f64,
#[default(0.)] #[default(45.)]
#[range((0., 360.))] #[range((1., 180.))]
angle_offset: f64, angle_offset: f64,
) -> VectorDataTable { ) -> VectorDataTable {
VectorDataTable::new(VectorData::from_subpath(Subpath::generate_equal_arc_bezier_spiral2( VectorDataTable::new(VectorData::from_subpath(Subpath::generate_equal_arc_bezier_spiral2(
inner_radius, inner_radius,
tightness, tightness,
turns, turns,
FRAC_PI_4,
angle_offset.to_radians(), angle_offset.to_radians(),
))) )))
} }