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29b82486
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Leszek Koltunski
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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 free software: you can redistribute it and/or modify //
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// it under the terms of the GNU General Public License as published by //
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// the Free Software Foundation, either version 2 of the License, or //
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// (at your option) any later version. //
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// //
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// Magic Cube is distributed in the hope that it will be useful, //
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// but WITHOUT ANY WARRANTY; without even the implied warranty of //
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the //
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// GNU General Public License for more details. //
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// //
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// You should have received a copy of the GNU General Public License //
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// along with Magic Cube. If not, see <http://www.gnu.org/licenses/>. //
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///////////////////////////////////////////////////////////////////////////////////////////////////
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198c5bf0
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Leszek Koltunski
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package org.distorted.objectlib.helpers;
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29b82486
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Leszek Koltunski
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import static org.distorted.objectlib.main.TwistyObject.COLOR_BLACK;
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import static org.distorted.objectlib.main.TwistyObject.TEXTURE_HEIGHT;
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import android.graphics.Canvas;
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import android.graphics.Paint;
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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 float mOX, mOY, mR;
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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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private float computeAngle(float dx, float dy)
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{
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float PI = (float)Math.PI;
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double angle = Math.atan2(dy,dx);
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float ret = (float)(3*PI/2-angle);
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if( ret>2*PI ) ret-= 2*PI;
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return ret;
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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 void computeCircleCoords(float lX,float lY, float rX, float rY, float alpha)
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{
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float ctg= 1.0f/((float)Math.tan(alpha));
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mOX = 0.5f*(lX+rX) + ctg*0.5f*(lY-rY);
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mOY = 0.5f*(lY+rY) - ctg*0.5f*(lX-rX);
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float dx = mOX-lX;
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float dy = mOY-lY;
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mR = (float)Math.sqrt(dx*dx+dy*dy);
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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, float nearx, float neary )
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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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mOX = ox1;
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mOY = oy1;
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}
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else
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{
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mOX = ox2;
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mOY = oy2;
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}
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}
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else
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{
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mOX = x1;
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mOY = y1;
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void drawCurrCurveV(Canvas canvas, Paint paint, int left, int top, float r, float stroke, float pX, float pY, float cX, float cY, float nX, float nY, float pA, float cA)
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{
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pX = (0.5f+pX)*TEXTURE_HEIGHT;
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pY = (0.5f-pY)*TEXTURE_HEIGHT;
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cX = (0.5f+cX)*TEXTURE_HEIGHT;
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cY = (0.5f-cY)*TEXTURE_HEIGHT;
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nX = (0.5f+nX)*TEXTURE_HEIGHT;
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nY = (0.5f-nY)*TEXTURE_HEIGHT;
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computeCircleCoords(pX,pY,cX,cY,pA);
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float o1x = mOX;
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float o1y = mOY;
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float r1 = mR;
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computeCircleCoords(cX,cY,nX,nY,cA);
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float o2x = mOX;
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float o2y = mOY;
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float r2 = mR;
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float dx = o1x-pX;
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float dy = o1y-pY;
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float startA = computeAngle(dy,dx);
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float sweepA = 2*pA;
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startA *= 180/(Math.PI);
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sweepA *= 180/(Math.PI);
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canvas.drawArc( left+o1x-r1, top+o1y-r1, left+o1x+r1, top+o1y+r1, startA, sweepA, false, paint);
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float r3 = r*TEXTURE_HEIGHT + stroke/2;
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float R1 = r1 + (pA < 0 ? r3:-r3);
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float R2 = r2 + (cA < 0 ? r3:-r3);
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findCircleIntersection(o1x,o1y,R1,o2x,o2y,R2,cX,cY);
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float o3x = mOX;
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float o3y = mOY;
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dx = pA<0 ? o3x-o1x : o1x-o3x;
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dy = pA<0 ? o3y-o1y : o1y-o3y;
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startA = computeAngle(dy,dx);
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dx = cA<0 ? o3x-o2x : o2x-o3x;
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dy = cA<0 ? o3y-o2y : o2y-o3y;
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float endA = computeAngle(dy,dx);
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sweepA = endA-startA;
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if( sweepA<0 ) sweepA += 2*Math.PI;
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startA *= 180/(Math.PI);
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sweepA *= 180/(Math.PI);
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canvas.drawArc( left+o3x-r3, top+o3y-r3, left+o3x+r3, top+o3y+r3, startA, sweepA, false, paint);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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private void drawCurrVertex(Canvas canvas, Paint paint, int left, int top, float r, float stroke, float pX, float pY, float cX, float cY, float nX, float nY)
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{
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pX = (0.5f+pX)*TEXTURE_HEIGHT;
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pY = (0.5f-pY)*TEXTURE_HEIGHT;
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cX = (0.5f+cX)*TEXTURE_HEIGHT;
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cY = (0.5f-cY)*TEXTURE_HEIGHT;
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nX = (0.5f+nX)*TEXTURE_HEIGHT;
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nY = (0.5f-nY)*TEXTURE_HEIGHT;
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canvas.drawLine(left+pX,top+pY,left+cX,top+cY,paint);
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float aX = pX-cX;
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float aY = pY-cY;
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float bX = cX-nX;
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float bY = cY-nY;
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float aLen = (float)Math.sqrt(aX*aX+aY*aY);
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float bLen = (float)Math.sqrt(bX*bX+bY*bY);
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aX /= aLen;
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aY /= aLen;
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bX /= bLen;
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bY /= bLen;
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float sX = (aX-bX)/2;
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float sY = (aY-bY)/2;
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float sLen = (float)Math.sqrt(sX*sX+sY*sY);
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sX /= sLen;
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sY /= sLen;
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float startAngle = computeAngle(bX,-bY);
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float endAngle = computeAngle(aX,-aY);
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float sweepAngle = endAngle-startAngle;
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if( sweepAngle<0 ) sweepAngle += 2*Math.PI;
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float R = r*TEXTURE_HEIGHT+stroke/2;
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float C = (float)Math.cos(sweepAngle/2);
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float A = R/C;
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left += (cX+A*sX);
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top += (cY+A*sY);
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if( C< (2*R-stroke)/(2*R+stroke) )
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{
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float alpha = startAngle + sweepAngle/2;
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float B = (R-stroke/2)/C;
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float sx = (float)Math.cos(alpha);
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float sy = (float)Math.sin(alpha);
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float startX = left + R*sx;
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float startY = top + R*sy;
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float stopX = left + B*sx;
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float stopY = top + B*sy;
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canvas.drawLine(startX,startY,stopX,stopY,paint);
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}
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startAngle *= 180/(Math.PI);
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sweepAngle *= 180/(Math.PI);
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canvas.drawArc( left-R, top-R, left+R, top+R, startAngle, sweepAngle, false, paint);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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// PUBLIC
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public void drawRoundedPolygon(Canvas canvas, Paint paint, int left, int top, int color, ObjectSticker sticker)
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{
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float stroke = sticker.getStroke();
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float[] vertices = sticker.getCoords();
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float[] angles = sticker.getCurvature();
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float[] radii = sticker.getRadii();
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stroke *= TEXTURE_HEIGHT;
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paint.setAntiAlias(true);
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paint.setStrokeWidth(stroke);
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paint.setColor(color);
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paint.setStyle(Paint.Style.FILL);
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canvas.drawRect(left,top,left+TEXTURE_HEIGHT,top+TEXTURE_HEIGHT,paint);
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paint.setColor(COLOR_BLACK);
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paint.setStyle(Paint.Style.STROKE);
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int length = vertices.length;
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int numVertices = length/2;
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float prevX = vertices[length-2];
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float prevY = vertices[length-1];
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float currX = vertices[0];
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float currY = vertices[1];
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float nextX = vertices[2];
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float nextY = vertices[3];
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float prevA = getAngle(angles,numVertices-1);
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float currA = getAngle(angles,0);
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for(int vert=0; vert<numVertices; vert++)
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{
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if( prevA==0 )
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{
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drawCurrVertex(canvas, paint, left, top, radii[vert], stroke, prevX,prevY,currX,currY,nextX,nextY);
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}
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else
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{
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drawCurrCurveV(canvas, paint, left, top, radii[vert], stroke, prevX,prevY,currX,currY,nextX,nextY,prevA,currA);
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}
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prevX = currX;
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prevY = currY;
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currX = nextX;
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currY = nextY;
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prevA = currA;
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currA = getAngle(angles, vert==numVertices-1 ? 0 : vert+1);
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if( 2*(vert+2)+1 < length )
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{
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nextX = vertices[2*(vert+2) ];
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nextY = vertices[2*(vert+2)+1];
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}
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else
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{
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nextX = vertices[0];
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nextY = vertices[1];
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}
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}
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}
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}
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