public static VertexStore TransformToVxs(ref AffineMat aff, VertexStore src, VertexStore outputVxs)
        {
            int       count = src.Count;
            VertexCmd cmd;
            double    x, y;

            for (int i = 0; i < count; ++i)
            {
                cmd = src.GetVertex(i, out x, out y);
                aff.Transform(ref x, ref y);
                outputVxs.AddVertex(x, y, cmd);
            }
            //outputVxs.HasMoreThanOnePart = src.HasMoreThanOnePart;
            return(outputVxs);
        }
Exemple #2
0
        //--------------------------------------------------------------------
        public void init(double x0, double y0,
                         double rx, double ry,
                         double angle,
                         bool large_arc_flag,
                         bool sweep_flag,
                         double x2, double y2)
        {
            m_radii_ok = true;

            if (rx < 0.0)
            {
                rx = -rx;
            }
            if (ry < 0.0)
            {
                ry = -rx;
            }

            // Calculate the middle point between
            // the current and the final points
            //------------------------
            double dx2 = (x0 - x2) / 2.0;
            double dy2 = (y0 - y2) / 2.0;

            double cos_a = Math.Cos(angle);
            double sin_a = Math.Sin(angle);

            // Calculate (x1, y1)
            //------------------------
            double x1 = cos_a * dx2 + sin_a * dy2;
            double y1 = -sin_a * dx2 + cos_a * dy2;

            // Ensure radii are large enough
            //------------------------
            double prx = rx * rx;
            double pry = ry * ry;
            double px1 = x1 * x1;
            double py1 = y1 * y1;

            // Check that radii are large enough
            //------------------------
            double radii_check = px1 / prx + py1 / pry;

            if (radii_check > 1.0)
            {
                rx  = Math.Sqrt(radii_check) * rx;
                ry  = Math.Sqrt(radii_check) * ry;
                prx = rx * rx;
                pry = ry * ry;
                if (radii_check > 10.0)
                {
                    m_radii_ok = false;
                }
            }

            // Calculate (cx1, cy1)
            //------------------------
            double sign = (large_arc_flag == sweep_flag) ? -1.0 : 1.0;
            double sq   = (prx * pry - prx * py1 - pry * px1) / (prx * py1 + pry * px1);
            double coef = sign * Math.Sqrt((sq < 0) ? 0 : sq);
            double cx1  = coef * ((rx * y1) / ry);
            double cy1  = coef * -((ry * x1) / rx);

            //
            // Calculate (cx, cy) from (cx1, cy1)
            //------------------------
            double sx2 = (x0 + x2) / 2.0;
            double sy2 = (y0 + y2) / 2.0;
            double cx  = sx2 + (cos_a * cx1 - sin_a * cy1);
            double cy  = sy2 + (sin_a * cx1 + cos_a * cy1);

            // Calculate the start_angle (angle1) and the sweep_angle (dangle)
            //------------------------
            double ux = (x1 - cx1) / rx;
            double uy = (y1 - cy1) / ry;
            double vx = (-x1 - cx1) / rx;
            double vy = (-y1 - cy1) / ry;
            double p, n;

            // Calculate the angle start
            //------------------------
            n    = Math.Sqrt(ux * ux + uy * uy);
            p    = ux; // (1 * ux) + (0 * uy)
            sign = (uy < 0) ? -1.0 : 1.0;
            double v = p / n;

            if (v < -1.0)
            {
                v = -1.0;
            }
            if (v > 1.0)
            {
                v = 1.0;
            }
            double start_angle = sign * Math.Acos(v);

            // Calculate the sweep angle
            //------------------------
            n    = Math.Sqrt((ux * ux + uy * uy) * (vx * vx + vy * vy));
            p    = ux * vx + uy * vy;
            sign = (ux * vy - uy * vx < 0) ? -1.0 : 1.0;
            v    = p / n;
            if (v < -1.0)
            {
                v = -1.0;
            }
            if (v > 1.0)
            {
                v = 1.0;
            }
            double sweep_angle = sign * Math.Acos(v);

            if (!sweep_flag && sweep_angle > 0)
            {
                sweep_angle -= Math.PI * 2.0;
            }
            else
            if (sweep_flag && sweep_angle < 0)
            {
                sweep_angle += Math.PI * 2.0;
            }

            // We can now build and transform the resulting arc
            //------------------------
            m_arc.init(0.0, 0.0, rx, ry, start_angle, sweep_angle);

            AffineMat mtx = AffineMat.Iden();

            mtx.Rotate(angle);
            mtx.Translate(cx, cy);

            //Affine mtx = Affine.New(
            //    AffinePlan.Rotate(angle),
            //    AffinePlan.Translate(cx, cy)
            //    );

            for (int i = 2; i < m_arc.m_num_vertices - 2; i += 2)
            {
                mtx.Transform(ref m_arc.m_vertices[i], ref m_arc.m_vertices[i + 1]);
            }

            // We must make sure that the starting and ending points
            // exactly coincide with the initial (x0,y0) and (x2,y2)
            m_arc.m_vertices[0] = x0;
            m_arc.m_vertices[1] = y0;
            if (m_arc.m_num_vertices > 2)
            {
                m_arc.m_vertices[m_arc.m_num_vertices - 2] = x2;
                m_arc.m_vertices[m_arc.m_num_vertices - 1] = y2;
            }
        }