/// <summary> /// 線対称の位置を計算 /// </summary> /// <param name="v"></param> /// <param name="start">線対称の線の始点</param> /// <param name="end">線対称の線の終点</param> /// <returns></returns> Vector2 CalcSymmetricPoint(Vector2 v, Vector2 start, Vector2 end) { var v0 = end - start; var a0 = MathF.Atan2(v0.Y, v0.X); var v1 = v - start; var a1 = MathF.Atan2(v1.Y, v1.X); var a = a0 - (a1 - a0); var l = CmUtils.Length(v, start); Vector2 vn = new Vector2(l * MathF.Cos(a), l * MathF.Sin(a)); vn += start; return(vn); }
/// <summary> /// 直線をベジェに変換、コントロールポイントは直線上に1/3の長さで設定 /// </summary> /// <returns></returns> internal bool ConvertToCurve() { var p0 = befor.GetPoint(); var p1 = GetPoint(); var l = CmUtils.Length(p0, p1) / 3; var rad = MathF.Atan2(p1.Y - p0.Y, p1.X - p0.X); points.Insert(0, CmUtils.Coordinate(p0, l, rad)); points.Insert(1, CmUtils.Coordinate(p1, l, rad + MathF.PI)); Command = 'C'; return(true); }
bool RoundSub(Vector2 pc, Vector2 pb, Vector2 pn, ref Vector2 pb2, ref Vector2 pn2, float step) { var a1 = MathF.Atan2(pc.Y - pb.Y, pc.X - pb.X); //傾き var a2 = MathF.Atan2(pn.Y - pc.Y, pn.X - pc.X); //次の線の傾き var a = (a1 + a2) / 2; a = MathF.Abs(a); if (a > MathF.PI) { a -= MathF.PI; } // a は中線の傾き float lb2 = CmUtils.Length(pc, pb2); float ln2 = CmUtils.Length(pc, pn2); float l = MathF.Min(lb2, ln2); var ac2 = MathF.Abs((a1 - a2) / 2); if (ac2 > MathF.PI) { ac2 -= MathF.PI; } float r = l * MathF.Tan(ac2); r = MathF.Round(r, 1); if (step > 0) { if (r < 2) { step = 0.1f; } else if (r < 2.4) { step = 2.4f - r; } else { step = 0.1f; } } else { if (r <= 2.0f) { step = -0.1f; } else if (r < 2.5) { step = 2.0f - r; } else { step = -0.5f; } } r += step; /// float v = 0; v = r / MathF.Tan(a); // 半径r円の接点の頂点からの距離 float l1 = CmUtils.Length(pb, pc); // 自分の線の長さ float l2 = CmUtils.Length(pc, pn); // 次の線の長さ if (l1 < v || l2 < v) { return(false); } var x = MathF.Cos(a1) * v; var y = MathF.Sin(a1) * v; var p1 = new Vector2(pc.X - x, pc.Y - y); x = MathF.Cos(a2) * v; y = MathF.Sin(a2) * v; var p2 = new Vector2(pc.X + x, pc.Y + y); var c = r * 0.5522847f; // 半径rの円弧に近似するためのコントロールポイントの長さ x = MathF.Cos(a1) * c; y = MathF.Sin(a1) * c; var c1 = new Vector2(p1.X + x, p1.Y + y); x = MathF.Cos(a2) * c; y = MathF.Sin(a2) * c; var c2 = new Vector2(p2.X - x, p2.Y - y); // points[0] = c1; points[1] = c2; points[2] = p2; pb2 = p1; pn2 = p2; // this.points[0] = p1; CmUtils.DebugWriteLine(string.Format("a1:{0:0.00},a2:{1:0.00},ac:{2:0.00},r:{3:0.00}", CmUtils.ToAngle(a1), CmUtils.ToAngle(a2), CmUtils.ToAngle(ac2), r)); return(true); }
/// <summary> /// /// </summary> /// <param name="pn"></param> /// <returns></returns> internal SvgPathItem CreateRoundCorner(Vector2 pn) { var pc = GetPoint(); var pb = befor.GetPoint(); var a1 = MathF.Atan2(pc.Y - pb.Y, pc.X - pb.X); //傾き var a2 = MathF.Atan2(pn.Y - pc.Y, pn.X - pc.X); //次の線の傾き var a = (a1 + a2) / 2; a = MathF.Abs(a); if (a > MathF.PI) { a -= MathF.PI; } float r = 2; float v = 0; v = r / MathF.Tan(a); // 半径r円の接点の頂点からの距離 float l1 = CmUtils.Length(pb, pc); // 自分の線の長さ float l2 = CmUtils.Length(pc, pn); // 次の線の長さ if (l1 < v || l2 < v) { return(null); } var citem = new SvgPathItem('C', this); var x = MathF.Cos(a1) * v; var y = MathF.Sin(a1) * v; var p1 = new Vector2(pc.X - x, pc.Y - y); x = MathF.Cos(a2) * v; y = MathF.Sin(a2) * v; var p2 = new Vector2(pc.X + x, pc.Y + y); var c = r * 0.5522847f; // 半径rの円弧に近似するためのコントロールポイントの長さ x = MathF.Cos(a1) * c; y = MathF.Sin(a1) * c; var c1 = new Vector2(p1.X + x, p1.Y + y); x = MathF.Cos(a2) * c; y = MathF.Sin(a2) * c; var c2 = new Vector2(p2.X - x, p2.Y - y); var points = new List <Vector2>(); points.Add(c1); points.Add(c2); points.Add(p2); citem.SetPoints(points); this.points[0] = p1; CmUtils.DebugWriteLine(string.Format("a1:{0:0.00},a2:{1:0.00},vl:{2:0.00},cl:{3:0.00}", CmUtils.ToAngle(a1), CmUtils.ToAngle(a2), v, c)); return(citem); }