public override void AddToPath(IGraphicsPath graphicsPath) { graphicsPath.AddBezier(Start, FirstControlPoint, SecondControlPoint, End); }
public override void AddToPath(IGraphicsPath graphicsPath) { if (Start == End) { return; } if (RadiusX == 0.0f && RadiusY == 0.0f) { graphicsPath.AddLine(Start, End); return; } var sinPhi = Math.Sin(Angle * RadiansPerDegree); var cosPhi = Math.Cos(Angle * RadiansPerDegree); var x1dash = cosPhi * (Start.X - End.X) / 2.0 + sinPhi * (Start.Y - End.Y) / 2.0; var y1dash = -sinPhi * (Start.X - End.X) / 2.0 + cosPhi * (Start.Y - End.Y) / 2.0; Double root; var numerator = RadiusX * RadiusX * RadiusY * RadiusY - RadiusX * RadiusX * y1dash * y1dash - RadiusY * RadiusY * x1dash * x1dash; var rx = RadiusX; var ry = RadiusY; if (numerator < 0.0) { var s = (Single)Math.Sqrt(1.0 - numerator / (RadiusX * RadiusX * RadiusY * RadiusY)); rx *= s; ry *= s; root = 0.0; } else { root = (Size == SvgArcSize.Large && Sweep == SvgArcSweep.Positive || Size == SvgArcSize.Small && Sweep == SvgArcSweep.Negative ? -1.0 : 1.0) * Math.Sqrt(numerator / (RadiusX * RadiusX * y1dash * y1dash + RadiusY * RadiusY * x1dash * x1dash)); } var cxdash = root * rx * y1dash / ry; var cydash = -root * ry * x1dash / rx; var cx = cosPhi * cxdash - sinPhi * cydash + (Start.X + End.X) / 2.0; var cy = sinPhi * cxdash + cosPhi * cydash + (Start.Y + End.Y) / 2.0; var theta1 = CalculateVectorAngle(1.0, 0.0, (x1dash - cxdash) / rx, (y1dash - cydash) / ry); var dtheta = CalculateVectorAngle((x1dash - cxdash) / rx, (y1dash - cydash) / ry, (-x1dash - cxdash) / rx, (-y1dash - cydash) / ry); if (Sweep == SvgArcSweep.Negative && dtheta > 0) { dtheta -= 2.0 * Math.PI; } else if (Sweep == SvgArcSweep.Positive && dtheta < 0) { dtheta += 2.0 * Math.PI; } var segments = (Int32)Math.Ceiling(Math.Abs(dtheta / (Math.PI / 2.0))); var delta = dtheta / segments; var t = 8.0 / 3.0 * Math.Sin(delta / 4.0) * Math.Sin(delta / 4.0) / Math.Sin(delta / 2.0); var startX = Start.X; var startY = Start.Y; for (var i = 0; i < segments; ++i) { var cosTheta1 = Math.Cos(theta1); var sinTheta1 = Math.Sin(theta1); var theta2 = theta1 + delta; var cosTheta2 = Math.Cos(theta2); var sinTheta2 = Math.Sin(theta2); var endpointX = cosPhi * rx * cosTheta2 - sinPhi * ry * sinTheta2 + cx; var endpointY = sinPhi * rx * cosTheta2 + cosPhi * ry * sinTheta2 + cy; var dx1 = t * (-cosPhi * rx * sinTheta1 - sinPhi * ry * cosTheta1); var dy1 = t * (-sinPhi * rx * sinTheta1 + cosPhi * ry * cosTheta1); var dxe = t * (cosPhi * rx * sinTheta2 + sinPhi * ry * cosTheta2); var dye = t * (sinPhi * rx * sinTheta2 - cosPhi * ry * cosTheta2); graphicsPath.AddBezier(startX, startY, (Single)(startX + dx1), (Single)(startY + dy1), (Single)(endpointX + dxe), (Single)(endpointY + dye), (Single)endpointX, (Single)endpointY); theta1 = theta2; startX = (Single)endpointX; startY = (Single)endpointY; } }