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New node: Arc (#2470)
* init * add closed and slice options * Make it work beyond -360 to 360 degrees * Switch "closed" and "slice" to ArcType enum * Update default ranges --------- Co-authored-by: Keavon Chambers <keavon@keavon.com>
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@@ -293,6 +293,66 @@ impl<PointId: crate::Identifier> Subpath<PointId> {
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Self::new(manipulator_groups, true)
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}
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/// Constructs an arc by a `radius`, `angle_start` and `angle_size`. Angles must be in radians. Slice option makes it look like pie or pacman.
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pub fn new_arc(radius: f64, start_angle: f64, sweep_angle: f64, arc_type: ArcType) -> Self {
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// Prevents glitches from numerical imprecision that have been observed during animation playback after about a minute
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let start_angle = start_angle % (std::f64::consts::TAU * 2.);
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let sweep_angle = sweep_angle % (std::f64::consts::TAU * 2.);
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let original_start_angle = start_angle;
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let sweep_angle_sign = sweep_angle.signum();
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let mut start_angle = 0.;
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let mut sweep_angle = sweep_angle.abs();
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if (sweep_angle / std::f64::consts::TAU).floor() as u32 % 2 == 0 {
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sweep_angle %= std::f64::consts::TAU;
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} else {
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start_angle = sweep_angle % std::f64::consts::TAU;
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sweep_angle = std::f64::consts::TAU - start_angle;
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}
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sweep_angle *= sweep_angle_sign;
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start_angle *= sweep_angle_sign;
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start_angle += original_start_angle;
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let closed = arc_type == ArcType::Closed;
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let slice = arc_type == ArcType::PieSlice;
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let center = DVec2::new(0., 0.);
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let segments = (sweep_angle.abs() / (std::f64::consts::PI / 4.)).ceil().max(1.) as usize;
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let step = sweep_angle / segments as f64;
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let factor = 4. / 3. * (step / 2.).sin() / (1. + (step / 2.).cos());
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let mut manipulator_groups = Vec::with_capacity(segments);
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let mut prev_in_handle = None;
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let mut prev_end = DVec2::new(0., 0.);
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for i in 0..segments {
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let start_angle = start_angle + step * i as f64;
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let end_angle = start_angle + step;
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let start_vec = DVec2::from_angle(start_angle);
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let end_vec = DVec2::from_angle(end_angle);
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let start = center + radius * start_vec;
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let end = center + radius * end_vec;
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let handle_start = start + start_vec.perp() * radius * factor;
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let handle_end = end - end_vec.perp() * radius * factor;
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manipulator_groups.push(ManipulatorGroup::new(start, prev_in_handle, Some(handle_start)));
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prev_in_handle = Some(handle_end);
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prev_end = end;
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}
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manipulator_groups.push(ManipulatorGroup::new(prev_end, prev_in_handle, None));
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if slice {
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manipulator_groups.push(ManipulatorGroup::new(center, None, None));
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}
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Self::new(manipulator_groups, closed || slice)
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}
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/// Constructs a regular polygon (ngon). Based on `sides` and `radius`, which is the distance from the center to any vertex.
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pub fn new_regular_polygon(center: DVec2, sides: u64, radius: f64) -> Self {
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let sides = sides.max(3);
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@@ -137,3 +137,10 @@ pub enum AppendType {
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IgnoreStart,
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SmoothJoin(f64),
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}
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#[derive(Copy, Clone, Eq, PartialEq, Hash)]
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pub enum ArcType {
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Open,
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Closed,
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PieSlice,
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}
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