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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Copyright 2020 Leszek Koltunski //
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// //
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// This file is part of Magic Cube. //
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// //
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// Magic Cube is proprietary software licensed under an EULA which you should have received //
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// along with the code. If not, check https://distorted.org/magic/License-Magic-Cube.html //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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package org.distorted.objectlib.helpers;
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import static org.distorted.objectlib.main.TwistyObject.COLOR_STROKE;
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import android.graphics.Canvas;
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import android.graphics.Color;
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import android.graphics.Paint;
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import android.graphics.Path;
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import android.graphics.PorterDuff;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public class FactorySticker
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{
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private static FactorySticker mThis;
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private static final float PI = (float)Math.PI;
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private int mTexHeight;
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private FactorySticker()
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{
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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public static FactorySticker getInstance()
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{
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if( mThis==null ) mThis = new FactorySticker();
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return mThis;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// This agrees with startAngle and sweepAngle arguments to Canvas.drawArc(), i.e. it is 0 at the +x
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// axis, and grows clockwise to 2*PI.
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private float computeAngle(float dx, float dy)
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{
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float theta = (float)Math.atan2(-dy,dx);
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if( theta<0 ) theta += 2*PI;
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return theta;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float getAngle(float[] angles, int index)
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{
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return angles==null ? 0 : angles[index];
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[][] computeCircles(float[][] vertices, float[] angles)
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{
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int length = vertices.length;
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float[][] output = new float[length][3];
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for(int vert=0; vert<length; vert++)
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{
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int next = vert<length-1 ? vert+1 : 0;
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float[] cv = vertices[vert];
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float[] nv = vertices[next];
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float currX = cv[0];
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float currY = cv[1];
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float nextX = nv[0];
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float nextY = nv[1];
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float angle = getAngle(angles,vert);
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computeCircle(currX,currY,nextX,nextY,angle,output[vert]);
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}
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return output;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Input: circle segment from point C=(cx,cy) to point N=(nx,ny) ; if angle==0, then it is a
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// straight line. Otherwise it is a true circle segment. If O=(ox,oy) is the center of this circle
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// and R>0 is its radius, then |angle| is the angle CON (in radians); if angle>0, then O is to the
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// left of vector PC, otherwise it is to the right.
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//
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// Output: if angle!=0, output[0]=ox, output[1]=oy, output[2]=R.
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// Otherwise we have a straight line y=ax+b and output[0]=a, output[1]=b and output[2]=0.
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// [ special case when line is vertical, i.e. x=c: output=(c,0,-1) ]
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private void computeCircle(float cx, float cy, float nx, float ny, float angle, float[] output)
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{
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if( angle != 0 )
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{
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float ctg= 1.0f/((float)Math.tan(angle/2));
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float ox = 0.5f*(cx+nx) + ctg*0.5f*(cy-ny);
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float oy = 0.5f*(cy+ny) - ctg*0.5f*(cx-nx);
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float dx = ox-cx;
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float dy = oy-cy;
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float r = (float)Math.sqrt(dx*dx+dy*dy);
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output[0] = ox;
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output[1] = oy;
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output[2] = r;
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}
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else
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{
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float dx = nx-cx;
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float dy = ny-cy;
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if( dx*dx > 0.000001f )
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{
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output[0] = dy/dx;
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output[1] = (nx*cy-cx*ny)/dx;
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output[2] = 0;
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}
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else
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{
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output[0] = cx;
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output[1] = 0;
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output[2] = -1;
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private float[][][] computeInnerVertices(float[][] circles, float[][] vertices, float[] radii, float corners,
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float[] strokes, float borders, float[][] corner_circles)
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{
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int prev, next, length = circles.length;
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float[][][] output = new float[length][2][2];
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for(int curr=0; curr<length; curr++)
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{
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float[] currC = corner_circles[curr];
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prev = curr==0 ? length-1 : curr-1;
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next = curr==length-1 ? 0 : curr+1;
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float radius = radii[curr]*corners + strokes[curr]*borders/2;
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computeCornerCircle(circles[prev],circles[curr], vertices[prev], vertices[curr], vertices[next], radius, currC );
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computeInnerVertex(circles[prev],currC,output[curr][0]);
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computeInnerVertex(circles[curr],currC,output[curr][1]);
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}
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return output;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Return the angle the vector tangent to the circle at point T='tangent_point' makes with the
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// +x axis. (i.e. float from 0 to 2PI going clockwise, same format as in Canvas.drawArc).
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// If the 'circle' is really a straight line, return the angle from O=other_point to T, two
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// points which lie on this line.
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// Otherwise, the direction of the vector points as we go from O to T (along the shorter arc).
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// What to do when the two points are opposite on the circle and two arcs are equal? Go CCW.
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//
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// If C (cx,cy) is the center of the circle, compute vector CT = (vx,vy), then the perpendicular
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// V'= (-vy,vx) and choose V' or -V' depending on which one forms angle of less than 90 degrees
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// with vector TO = (tx,ty).
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private float computeDir(float[] circle, float[] tangent_point, float[] other_point)
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{
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if( circle[2]<=0 )
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{
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float dx = tangent_point[0] - other_point[0];
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float dy = tangent_point[1] - other_point[1];
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return computeAngle(dx,dy);
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}
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else
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{
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float vx = tangent_point[0] - circle[0];
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float vy = tangent_point[1] - circle[1];
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float tx = tangent_point[0] - other_point[0];
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float ty = tangent_point[1] - other_point[1];
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return ( vx*ty >= vy*tx ) ? computeAngle(-vy,vx) : computeAngle(vy,-vx);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// circle1: center (x1,y1) radius r1; circle2: center (x2,y2) radius r2.
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// Guaranteed to intersect in two points. Find the intersection. Which one? the one that's closer
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// to (nearx,neary).
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private void findCircleIntersection(float x1,float y1, float r1, float x2, float y2, float r2,
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float nearx, float neary, float[] output )
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{
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float dx = x2-x1;
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float dy = y2-y1;
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float d = (float)Math.sqrt(dx*dx+dy*dy);
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if( d>0 )
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{
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float Dx = dx/d;
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float Dy = dy/d;
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float cos = (r1*r1+d*d-r2*r2)/(2*r1*d);
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float sin = (float)Math.sqrt(1-cos*cos);
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float ox1 = x1 + r1*cos*Dx + r1*sin*Dy;
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float oy1 = y1 + r1*cos*Dy - r1*sin*Dx;
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float ox2 = x1 + r1*cos*Dx - r1*sin*Dy;
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float oy2 = y1 + r1*cos*Dy + r1*sin*Dx;
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dx = nearx-ox1;
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dy = neary-oy1;
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float d1 = dx*dx+dy*dy;
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dx = nearx-ox2;
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dy = neary-oy2;
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float d2 = dx*dx+dy*dy;
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if( d1<d2 )
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{
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output[0] = ox1;
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output[1] = oy1;
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}
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else
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{
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output[0] = ox2;
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output[1] = oy2;
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}
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}
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else
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{
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output[0] = nearx;
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output[1] = neary;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// circle1: center (x,y) radius r; line: y=ax+b (if c==0) or x=a (otherwise)
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// Guaranteed to intersect in two points. Find the intersection. Which one? the one that's closer
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// to (nearx,neary).
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// (vx,vy) is the point of intersection of the (a,b,c) line and the line perpendicular to it
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// passing through (x,y)
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private void findCircleLineIntersection(float x,float y, float r, float a, float b, float c,
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float nearx, float neary, float[] output )
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{
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float vx,vy,m;
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float ox1,ox2,oy1,oy2;
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if( c==0 )
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{
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vx = (x + a*(y-b)) / (a*a + 1);
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vy = (a*x + a*a*y + b) / (a*a + 1);
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m = a;
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}
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else
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{
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vx = a;
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vy = y;
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m = 0;
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}
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float dx = x-vx;
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float dy = y-vy;
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float d = (float)Math.sqrt(dx*dx+dy*dy);
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float f = (float)Math.sqrt(r*r-d*d);
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float e = f / ((float)Math.sqrt(m*m+1));
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if( c==0 )
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{
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ox1 = vx - e;
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oy1 = vy - e*m;
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ox2 = vx + e;
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oy2 = vy + e*m;
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}
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else
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{
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ox1 = vx;
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oy1 = vy - f;
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ox2 = vx;
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oy2 = vy + f;
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}
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dx = nearx-ox1;
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dy = neary-oy1;
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float d1 = dx*dx+dy*dy;
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dx = nearx-ox2;
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dy = neary-oy2;
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float d2 = dx*dx+dy*dy;
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if( d1<d2 )
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{
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output[0] = ox1;
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output[1] = oy1;
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}
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else
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{
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output[0] = ox2;
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output[1] = oy2;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// line1: y=a1x+b1 (if c1==0) or x=a1 (otherwise)
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// line2: y=a2x+b2 (if c2==0) or x=a2 (otherwise)
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// Guaranteed to intersect. Find the intersection point.
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private void findLineIntersection(float a1,float b1, float c1, float a2, float b2, float c2, float[] output )
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{
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if( c1==0 && c2==0 )
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{
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if( a1==a2 ) android.util.Log.e("E", "1 error in findLineIntersection: lines parallel" );
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else
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{
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float x = (b2-b1)/(a1-a2);
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float y = a1*x+b1;
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output[0] = x;
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output[1] = y;
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}
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}
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else if( c1==0 )
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{
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output[0] = a2;
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output[1] = a1*a2 + b1;
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}
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else if( c2==0 )
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{
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output[0] = a1;
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output[1] = a2*a1 + b2;
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}
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else
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{
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android.util.Log.e("E", "2 error in findLineIntersection: lines parallel" );
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void computeIntersection(float[] circle1, float[] circle2, float[] point, float[] output)
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{
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float x1 = circle1[0];
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float y1 = circle1[1];
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float r1 = circle1[2];
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float x2 = circle2[0];
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float y2 = circle2[1];
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float r2 = circle2[2];
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if( r1>0 && r2>0 ) findCircleIntersection(x1,y1,r1,x2,y2,r2,point[0],point[1],output);
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else
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{
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if( r1>0 ) findCircleLineIntersection(x1,y1,r1,x2,y2,r2,point[0],point[1],output);
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else if( r2>0 ) findCircleLineIntersection(x2,y2,r2,x1,y1,r1,point[0],point[1],output);
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else findLineIntersection(x2,y2,r2,x1,y1,r1,output);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Input: a circle (true or line) in usual format and two points on it.
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//
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// If it is a straight line, return a straight line which is parallel to it and moved by either
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// |move| to the 'left' (if move<0) or |move| to the right (otherwise).
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// 'left' or 'right' are defined: we are looking from point1 towards point2.
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//
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// If it is a true circle, then return a true circle which has the same center and radius either
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// smaller by |move| or larger by |move| - depending on:
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// if we're looking from point1 towards point2 (along the shorter arc) - notice on which side, left
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// or right of the vector of movement anchored at point1, the outside of the circle is.
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//
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// Make the radius smaller iff:
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// it is on the left and move<0 or it is on the right and move>0.
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private float[] moveCircle(float[] circle, float[] point1, float[] point2, float move)
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{
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float radius = circle[2];
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if( radius>0 )
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{
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float vx = point2[0]-point1[0];
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float vy = point2[1]-point1[1];
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float wx = circle[0]-point1[0];
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float wy = circle[1]-point1[1];
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boolean left = (wx*vy <= wy*vx);
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float m = left ? move : -move;
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return new float[] {circle[0],circle[1],radius+m};
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}
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else
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{
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if( radius==0 )
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{
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float a = circle[0];
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float m = point2[0]>point1[0] ? -move : move;
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float f = m*((float)Math.sqrt(a*a+1));
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return new float[] {circle[0],circle[1]+f,0};
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}
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else
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{
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float m = point2[1]>point1[1] ? move : -move;
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return new float[] {circle[0]+m,0,-1};
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}
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// Compute the 3-tuple describing a 'corner_circle' (i.e. the one which actually makes the corner
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// of the sticker round). Format similar to the one in computeCircle() but:
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// 1. here if radius=0 then it is a 'nothing', empty circle of radius 0 and not a line
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// 2. there is the 4th float: 0 means 'this corner circle's center is inside the sticker (so outside
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// of the circle is outside of the sticker), 1 - otherwise. We need this knowledge later on when
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// blacking out the outsides of the round corners.
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private void computeCornerCircle(float[] prev_edge_circle, float[] curr_edge_circle,
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float[] pvert, float[] cvert, float[] nvert, float radius, float[] output)
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{
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if( radius<=0 )
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{
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output[0] = cvert[0];
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output[1] = cvert[1];
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output[2] = 0;
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output[3] = 0; // ??
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}
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else
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{
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float pdir = computeDir(prev_edge_circle,cvert,pvert);
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float cdir = computeDir(curr_edge_circle,cvert,nvert);
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421
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float tmp = Math.abs(pdir-cdir);
|
422
|
float diff= Math.abs(PI-tmp);
|
423
|
|
424
|
if( diff > (17*PI/18) ) // the two consecutive edges are 'almost' parallel, do not round the corner
|
425
|
{
|
426
|
output[0] = cvert[0];
|
427
|
output[1] = cvert[1];
|
428
|
output[2] = 0;
|
429
|
output[3] = 0;
|
430
|
}
|
431
|
else
|
432
|
{
|
433
|
boolean pleft = (cdir<pdir-PI || (cdir>pdir && cdir<pdir+PI));
|
434
|
boolean cleft = (pdir<cdir-PI || (pdir>cdir && pdir<cdir+PI));
|
435
|
|
436
|
float[] moved_prev_edge = moveCircle(prev_edge_circle, cvert, pvert, pleft ? radius : -radius);
|
437
|
float[] moved_curr_edge = moveCircle(curr_edge_circle, cvert, nvert, cleft ? radius : -radius);
|
438
|
|
439
|
computeIntersection(moved_curr_edge,moved_prev_edge,cvert,output);
|
440
|
output[2] = radius;
|
441
|
output[3] = pleft ? 0:1;
|
442
|
}
|
443
|
}
|
444
|
}
|
445
|
|
446
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
447
|
// input:
|
448
|
// 1) a 3-tuple representing circles (or possibly a degenerate circle, i.e. straight line)
|
449
|
// in the same format as described in the output of 'computeCircle()'
|
450
|
// 2) another 3-tuple describing the connecting 'corner_circle'. This time if its radius>0, then
|
451
|
// it is a proper corner_circle which makes the respecting corner round. Otherwise the circle is
|
452
|
// not there and the corner stays sharp.
|
453
|
//
|
454
|
// Compute the tangent point (vx,vy) where circle and corner circle touch.
|
455
|
// Output: output[0]=vx, output[1]=vy.
|
456
|
|
457
|
private void computeInnerVertex(float[] edge_circle, float[] corner_circle, float[] output)
|
458
|
{
|
459
|
float cx = corner_circle[0];
|
460
|
float cy = corner_circle[1];
|
461
|
float cr = corner_circle[2];
|
462
|
float ex = edge_circle[0];
|
463
|
float ey = edge_circle[1];
|
464
|
float er = edge_circle[2];
|
465
|
|
466
|
if( er>0 ) // the edge is curved, i.e. edge_circle is a true circle segment and not a line.
|
467
|
{
|
468
|
float dx = ex-cx;
|
469
|
float dy = ey-cy;
|
470
|
float len = (float)Math.sqrt(dx*dx + dy*dy);
|
471
|
|
472
|
if( len>0 )
|
473
|
{
|
474
|
float b = cr/len;
|
475
|
if( len<er ) b = -b; // the corner circle can be inside the edge circle,
|
476
|
// then we need to subtract, or outside - then add.
|
477
|
|
478
|
output[0] = cx + b*dx;
|
479
|
output[1] = cy + b*dy;
|
480
|
}
|
481
|
else
|
482
|
{
|
483
|
android.util.Log.e("D", "error in computeInnerVertex: len=0");
|
484
|
}
|
485
|
}
|
486
|
else if( er==0 ) // non-vertical line
|
487
|
{
|
488
|
float tmp = ex*ex+1;
|
489
|
output[0] = (ex*(cy-ey)+cx)/tmp;
|
490
|
output[1] = (ex*(cx+ex*cy)+ey)/tmp;
|
491
|
}
|
492
|
else // vertical line
|
493
|
{
|
494
|
output[0] = ex;
|
495
|
output[1] = cy;
|
496
|
}
|
497
|
}
|
498
|
|
499
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
500
|
// black out the outside of the round corner. It is guaranteed to be outside of the sticker.
|
501
|
|
502
|
private void blackOutCorner(Canvas canvas, Paint paint, int left, int bott, float[] vert1,
|
503
|
float[] vert2, float[] vert, float[] circle)
|
504
|
{
|
505
|
float v1x = left+(0.5f+vert1[0])*mTexHeight;
|
506
|
float v1y = bott-(0.5f-vert1[1])*mTexHeight;
|
507
|
float v2x = left+(0.5f+vert2[0])*mTexHeight;
|
508
|
float v2y = bott-(0.5f-vert2[1])*mTexHeight;
|
509
|
float vx = left+(0.5f+vert[0])*mTexHeight;
|
510
|
float vy = bott-(0.5f-vert[1])*mTexHeight;
|
511
|
float ox = left+(0.5f+circle[0])*mTexHeight;
|
512
|
float oy = bott-(0.5f-circle[1])*mTexHeight;
|
513
|
float or = circle[2]*mTexHeight;
|
514
|
|
515
|
float dx = vx-ox;
|
516
|
float dy = vy-oy;
|
517
|
float d = (float)Math.sqrt(dx*dx+dy*dy);
|
518
|
float v3x = ox + or*dx/d;
|
519
|
float v3y = oy + or*dy/d;
|
520
|
|
521
|
Path path = new Path();
|
522
|
path.moveTo(v1x,v1y);
|
523
|
path.lineTo(v3x,v3y);
|
524
|
path.lineTo(v2x,v2y);
|
525
|
path.lineTo(vx,vy);
|
526
|
path.close();
|
527
|
|
528
|
canvas.drawLine(v1x,v1y,vx,vy,paint);
|
529
|
canvas.drawLine(v2x,v2y,vx,vy,paint);
|
530
|
|
531
|
paint.setStrokeWidth(1);
|
532
|
paint.setStyle(Paint.Style.FILL_AND_STROKE);
|
533
|
canvas.drawPath(path, paint);
|
534
|
paint.setStyle(Paint.Style.STROKE);
|
535
|
}
|
536
|
|
537
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
538
|
// draw a circle segment from vert1 to vert2. 'circle' describes the center and radius of the segment.
|
539
|
|
540
|
private void drawCircleSegment(Canvas canvas, Paint paint, int left, int bottom, float[] vert1, float[] vert2, float[] circle)
|
541
|
{
|
542
|
float v1x = (0.5f+vert1[0])*mTexHeight;
|
543
|
float v1y = (0.5f-vert1[1])*mTexHeight;
|
544
|
float v2x = (0.5f+vert2[0])*mTexHeight;
|
545
|
float v2y = (0.5f-vert2[1])*mTexHeight;
|
546
|
|
547
|
float R = circle[2]*mTexHeight;
|
548
|
|
549
|
if( R>0 )
|
550
|
{
|
551
|
float oX = (0.5f+circle[0])*mTexHeight;
|
552
|
float oY = (0.5f-circle[1])*mTexHeight;
|
553
|
|
554
|
float startA = computeAngle(oX-v1x, oY-v1y) + PI;
|
555
|
float stopA = computeAngle(oX-v2x, oY-v2y) + PI;
|
556
|
|
557
|
float sweepA = stopA-startA;
|
558
|
while( sweepA<-PI ) sweepA += 2*PI;
|
559
|
while( sweepA> PI ) sweepA -= 2*PI;
|
560
|
|
561
|
startA *= 180/PI;
|
562
|
sweepA *= 180/PI;
|
563
|
|
564
|
//android.util.Log.e("D", "drawing arc ox="+oX+" oy="+oY+" R="+R+" startA="+startA+" sweepA="+sweepA+" stopA="+(stopA*(180/PI)));
|
565
|
//android.util.Log.e("D", "drawing arc v1="+v1x+" , "+v1y+" v2="+v2x+" , "+v2y+" tex: "+mTexHeight);
|
566
|
|
567
|
canvas.drawArc( left+oX-R, bottom-oY-R, left+oX+R, bottom-oY+R, startA, sweepA, false, paint);
|
568
|
}
|
569
|
else
|
570
|
{
|
571
|
//android.util.Log.e("D", "drawing line from "+v1x+" , "+v1y+" to "+v2x+" , "+v2y);
|
572
|
|
573
|
canvas.drawLine( left+v1x, bottom-v1y, left+v2x, bottom-v2y, paint);
|
574
|
}
|
575
|
}
|
576
|
/*
|
577
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
578
|
|
579
|
private void printCircle(float[] circle, String marker)
|
580
|
{
|
581
|
String str = "";
|
582
|
|
583
|
if( circle[2]>0 ) str=" true circle "+circle[0]+" "+circle[1]+" "+circle[2];
|
584
|
else str=" line "+circle[0]+" "+circle[1]+" "+circle[2];
|
585
|
|
586
|
if( circle.length>3 ) str+= (circle[3]==0 ? " INSIDE" : " OUTSIDE");
|
587
|
|
588
|
android.util.Log.e("D", marker+" "+str);
|
589
|
}
|
590
|
|
591
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
592
|
|
593
|
private void printVertices(float[][] v, String marker)
|
594
|
{
|
595
|
String str = (v[0][0]+","+v[0][1]+" "+v[1][0]+","+v[1][1]);
|
596
|
android.util.Log.e("D", marker+" "+str);
|
597
|
}
|
598
|
*/
|
599
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
600
|
|
601
|
private void drawEdge(Canvas canvas, Paint paint, int left, int bottom, float[] strokes,
|
602
|
float[][] vertices, float[] angles, float[] radii, float borders, float corners )
|
603
|
{
|
604
|
int length = vertices.length;
|
605
|
|
606
|
float[][] edge_circles = computeCircles(vertices,angles);
|
607
|
float[][] corner_circles = new float[length][4];
|
608
|
float[][][] inner_vertices = computeInnerVertices(edge_circles,vertices,radii,corners,strokes,borders,corner_circles);
|
609
|
|
610
|
//for(int c=0; c<edge_circles.length; c++) printCircle(edge_circles[c], "EDGE "+c);
|
611
|
//for(int c=0; c<corner_circles.length; c++) printCircle(corner_circles[c], "CORNER "+c);
|
612
|
//for(int c=0; c<inner_vertices.length; c++) printVertices(inner_vertices[c], "VERTICES "+c);
|
613
|
|
614
|
for(int curr=0; curr<length; curr++)
|
615
|
{
|
616
|
int next = curr==length-1 ? 0 : curr+1;
|
617
|
float currStroke = borders*strokes[curr]*mTexHeight;
|
618
|
float radius = corner_circles[next][2]*mTexHeight;
|
619
|
|
620
|
if( currStroke>0 )
|
621
|
{
|
622
|
paint.setStrokeWidth(currStroke);
|
623
|
drawCircleSegment( canvas, paint, left, bottom, inner_vertices[curr][1], inner_vertices[next][0], edge_circles[curr]);
|
624
|
}
|
625
|
|
626
|
if( radius>0 )
|
627
|
{
|
628
|
float nextStroke = borders*strokes[next]*mTexHeight;
|
629
|
if( nextStroke<currStroke ) paint.setStrokeWidth(nextStroke);
|
630
|
drawCircleSegment( canvas, paint, left, bottom, inner_vertices[next][0], inner_vertices[next][1], corner_circles[next]);
|
631
|
|
632
|
if( corner_circles[next][3]==0 )
|
633
|
blackOutCorner( canvas, paint, left, bottom, inner_vertices[next][0], inner_vertices[next][1], vertices[next], corner_circles[next] );
|
634
|
}
|
635
|
}
|
636
|
}
|
637
|
|
638
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
639
|
// PUBLIC
|
640
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
641
|
|
642
|
public void drawRoundedPolygons(Canvas canvas, Paint paint, int left, int bottom, int color,
|
643
|
int height, ObjectSticker sticker, float borders, float corners)
|
644
|
{
|
645
|
//android.util.Log.d("D", "DRAW ROUNDED POLYGONS");
|
646
|
|
647
|
mTexHeight = height;
|
648
|
|
649
|
float[][] strokes = sticker.getStrokes();
|
650
|
float[][][] vertices = sticker.getCoords();
|
651
|
float[][] angles = sticker.getCurvature();
|
652
|
float[][] radii = sticker.getRadii();
|
653
|
|
654
|
paint.setAntiAlias(true);
|
655
|
paint.setColor(color);
|
656
|
paint.setStyle(Paint.Style.FILL);
|
657
|
|
658
|
canvas.save();
|
659
|
canvas.clipRect(left,bottom-mTexHeight,left+mTexHeight,bottom);
|
660
|
canvas.drawRect(left,bottom-mTexHeight,left+mTexHeight,bottom,paint);
|
661
|
|
662
|
paint.setColor(COLOR_STROKE);
|
663
|
paint.setStyle(Paint.Style.STROKE);
|
664
|
|
665
|
int numLoops = vertices.length;
|
666
|
|
667
|
for(int l=0; l<numLoops; l++)
|
668
|
{
|
669
|
float[] ang = (angles==null? null : angles[l]);
|
670
|
drawEdge(canvas, paint, left, bottom, strokes[l], vertices[l], ang, radii[l], borders, corners);
|
671
|
}
|
672
|
|
673
|
canvas.restore();
|
674
|
}
|
675
|
|
676
|
///////////////////////////////////////////////////////////////////////////////////////////////////
|
677
|
|
678
|
public void drawSolidColor(Canvas canvas, Paint paint, int left, int bottom, int color, int height)
|
679
|
{
|
680
|
mTexHeight = height;
|
681
|
|
682
|
canvas.save();
|
683
|
canvas.clipRect(left,bottom-mTexHeight,left+mTexHeight,bottom);
|
684
|
|
685
|
if( (color>>24) != 0 )
|
686
|
{
|
687
|
paint.setStyle(Paint.Style.FILL);
|
688
|
paint.setColor(color);
|
689
|
canvas.drawRect(left,bottom-mTexHeight,left+mTexHeight,bottom,paint);
|
690
|
}
|
691
|
else
|
692
|
{
|
693
|
canvas.drawColor(Color.TRANSPARENT, PorterDuff.Mode.CLEAR);
|
694
|
}
|
695
|
|
696
|
canvas.restore();
|
697
|
}
|
698
|
}
|