Rewrites Circle drawing tool to behave better with large pen sizes.
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1 changed files with 28 additions and 18 deletions
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@ -20,35 +20,45 @@
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* @override
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*/
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ns.Circle.prototype.draw = function (col, row, color, targetFrame, penSize) {
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var circlePixels = this.getCirclePixels_(this.startCol, this.startRow, col, row);
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pskl.PixelUtils.resizePixels(circlePixels, penSize).forEach(function (point) {
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this.getCirclePixels_(this.startCol, this.startRow, col, row, penSize).forEach(function (point) {
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targetFrame.setPixel(point[0], point[1], color);
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});
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};
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ns.Circle.prototype.getCirclePixels_ = function (x0, y0, x1, y1) {
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ns.Circle.prototype.getCirclePixels_ = function (x0, y0, x1, y1, penSize) {
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var coords = pskl.PixelUtils.getOrderedRectangleCoordinates(x0, y0, x1, y1);
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var xC = (coords.x0 + coords.x1) / 2;
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var yC = (coords.y0 + coords.y1) / 2;
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var xC = Math.round((coords.x0 + coords.x1) / 2);
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var yC = Math.round((coords.y0 + coords.y1) / 2);
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var rX = coords.x1 - xC;
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var rY = coords.y1 - yC;
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var iX = rX - penSize;
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var iY = rY - penSize;
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if (iX < 0) {
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iX = 0;
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}
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if (iY < 0) {
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iY = 0;
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}
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var pixels = [];
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var x, y, angle;
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for (x = coords.x0 ; x < coords.x1 ; x++) {
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angle = Math.acos((x - xC) / rX);
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y = Math.round(rY * Math.sin(angle) + yC);
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pixels.push({'col': x, 'row': y});
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pixels.push({'col': 2 * xC - x, 'row': 2 * yC - y});
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}
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for (y = coords.y0 ; y < coords.y1 ; y++) {
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angle = Math.asin((y - yC) / rY);
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x = Math.round(rX * Math.cos(angle) + xC);
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pixels.push({'col': x, 'row': y});
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pixels.push({'col': 2 * xC - x, 'row': 2 * yC - y});
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var x, y, angle, r;
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for (x = 0 ; x <= rX ; x++) {
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for (y = 0 ; y <= rY ; y++) {
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angle = Math.atan(y / x);
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r = Math.sqrt(x * x + y * y);
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if ((rX <= penSize || rY <= penSize ||
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r > iX * iY / Math.sqrt(iY * iY * Math.pow(Math.cos(angle), 2) + iX * iX * Math.pow(Math.sin(angle), 2)) +
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0.5) &&
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r < rX * rY / Math.sqrt(rY * rY * Math.pow(Math.cos(angle), 2) + rX * rX * Math.pow(Math.sin(angle), 2)) +
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0.5) {
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pixels.push([xC + x, yC + y]);
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pixels.push([xC - x, yC + y]);
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pixels.push([xC + x, yC - y]);
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pixels.push([xC - x, yC - y]);
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}
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}
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}
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return pixels;
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