Processing fft crash - audio

Weird thing. I keep getting processing or java to crash with this code which is based on a sample code from the processing website.
On pc it doesn't work at all, on one mac it works for 5 seconds until it crushes and on another mac it just crust and gives me this:
libc++abi.dylib: terminating with uncaught exception of type std::runtime_error: RtApiCore::probeDeviceOpen: the device (2) does not support the requested channel count.
Could not run the sketch (Target VM failed to initialize).
Do you think it's a problem with the library or with the code?
If it's a problem with the library, could you recommend the best sound library to do something like this?
Thank you :)
import processing.sound.*;
FFT fft;
AudioIn in;
int bands = 512;
float[] spectrum = new float[bands];
void setup() {
size(900, 600);
background(255);
// Create an Input stream which is routed into the Amplitude analyzer
fft = new FFT(this, bands);
in = new AudioIn(this, 0);
// start the Audio Input
in.start();
// patch the AudioIn
fft.input(in);
}
void draw() {
background(255);
int midPointW = width/2;
int midPointH = height/2;
float angle = 1;
fft.analyze(spectrum);
//float radius = 200;
for(int i = 0; i < bands; i++){
// create the actions for placing points on a circle
float radius = spectrum[i]*height*10;
//float radius = 10;
float endX = midPointW+sin(angle) * radius*10;
float endY = midPointH+cos(angle) * radius*10;
float startX = midPointW+sin(angle) * radius*5;
float startY = midPointH+cos(angle) * radius*5;
// The result of the FFT is normalized
// draw the line for frequency band i scaling it up by 5 to get more amplitude.
line( startX, startY, endX, endY);
angle = angle + angle;
println(endX, "" ,endY);
// if(angle > 360){
// angle = 0;
// }
}
}

If you print the values you use like angle and start x,y you'll notice that:
start/end x,y values become NaN(not a number - invalid)
angle quickly goes to Infinity (but not beyond)
One of the main issues is this line:
angle = angle + angle;
You're exponentially increasing this value which you probably don't want.
Additionally, bare in mind trigonometric functions such as sin() and cos() use radians not degrees, so values tend to be small. You can constrain the values to 360 degrees or TWO_PI radians using the modulo operator(%) or the constrain() function:
angle = (angle + 0.01) % TWO_PI;
You were very close though as your angle > 360 check shows it. Not sure why you've left that commented out.
Here's your code with the tweak and comments
import processing.sound.*;
FFT fft;
AudioIn in;
int bands = 512;
float[] spectrum = new float[bands];
void setup() {
size(900, 600);
background(255);
// Create an Input stream which is routed into the Amplitude analyzer
fft = new FFT(this, bands);
in = new AudioIn(this, 0);
// start the Audio Input
in.start();
// patch the AudioIn
fft.input(in);
}
void draw() {
background(255);
int midPointW = width/2;
int midPointH = height/2;
float angle = 1;
fft.analyze(spectrum);
//float radius = 200;
for (int i = 0; i < bands; i++) {
// create the actions for placing points on a circle
float radius = spectrum[i] * height * 10;
//float radius = 10;
float endX = midPointW + (sin(angle) * radius * 10);
float endY = midPointH + (cos(angle) * radius * 10);
float startX = midPointW + (sin(angle) * radius * 5);
float startY = midPointH + (cos(angle) * radius * 5);
// The result of the FFT is normalized
// draw the line for frequency band i scaling it up by 5 to get more amplitude.
line( startX, startY, endX, endY);
//angle = angle + angle;
angle = (angle + 0.01) % TWO_PI;//linearly increase the angle and constrain it to a 360 degrees (2 * PI)
}
}
void exit() {
in.stop();//try to cleanly stop the audio input
super.exit();
}
The sketch ran for more than 5 minutes but when closing the sketch I still encountered JVM crashes on OSX.
I haven't used this sound library much and haven't looked into it's internals, but it might be a bug.
If this still is causing problems, for pragmatic reasons I'd recommend installing a different Processing library for FFT sound analysis via Contribution Manager.
Here are a couple of libraries:
Minim - provides some nice linear and logarithmic averaging functions that can help in visualisations
Beads - feature rich but more Java like syntax. There's also a free book on it: Sonifying Processing
Both libraries provide FFT examples.

Related

How do I make a PGraphics filled with points (grade of white is based on the amplitude) and texture that to the ever evolving arc?

I'm working on an audio visualisation that's basically supposed to be a circular spectrogram. I have a graph that shows the frequency already and an arc, that evolves based on the time passed. Now I would like to fill the arc with white points based on the amplitude of each frequency, much like here: https://vimeo.com/27135957. Apparently, I need to make a PGraphics that is filled with points, which change from white to black based on the amplitude. Then I need to texture the arc with this graphic. Does anyone know how to do this?
import ddf.minim.*;
import ddf.minim.analysis.*;
import ddf.minim.effects.*;
import ddf.minim.signals.*;
import ddf.minim.spi.*;
import ddf.minim.ugens.*;
Minim minim;
AudioPlayer song;
FFT fft;
PGraphics pg;
PShape arc;
float deg = 90;
float rad = radians(deg);
void setup()
{
size(1000, 1000);
minim = new Minim(this);
song = minim.loadFile("Anthology.mp3");
song.play();
fft = new FFT(song.bufferSize(), song.sampleRate());
pg = createGraphics(width, height);
}
void draw()
{
background(0);
fft.forward(song.mix);
for (int i = 0; i < fft.specSize(); i++)
{
pushMatrix();
stroke(255);
line(i, height, i, height - fft.getBand(i)*0.5);
popMatrix();
println(fft.getBand(i));
//Map Amplitude to 0 → 255, fill with points and color them
float brightness = map(fft.getBand(i), -1, 1, 0, 255);
pg.beginDraw();
pg.endDraw();
fill(255, 255, 255,);
noStroke();
float evolution = radians(map(song.position(), 0, song.length(), 90, 450));
//texture(pg);
arc(height/2, height/2, height-100, height-100, rad, evolution, PIE);
}
}
There are few concepts that appear unclear based on your code:
If you plan to render the arc within the pg PGraphics instance access pg with . notation and call drawing functions in between beginDraw()/endDraw() calls. At the moment there is nothing rendered in pg and pg isn't rendered anywhere using image(). For more details see the createGraphics() reference, run the sample code/ tweak it/ break it/fix it/understand it
Similarly PShape arc is created but is not used
There is a commented attempt to use pg as a texture however the texture mapping is unclear
If using both PGraphics and PShape is confusing you can achieve a similar effect with PGraphics alone: simply render some larger gray dots instead of arcs. It won't be an identical effect but it will have a very similar look with less effort.
Here's a variant based on your code:
import ddf.minim.*;
import ddf.minim.analysis.*;
import ddf.minim.effects.*;
import ddf.minim.signals.*;
import ddf.minim.spi.*;
import ddf.minim.ugens.*;
Minim minim;
AudioPlayer song;
FFT fft;
PGraphics pg;
void setup()
{
size(600, 600, P2D);
minim = new Minim(this);
song = minim.loadFile("jingle.mp3", 1024);
song.loop();
fft = new FFT(song.bufferSize(), song.sampleRate());
// optional: use logarithmic averages: clover to how we perceive sound
fft.logAverages( 30, 6 );
// setup pg graphics layer disable fill, make points stroke thick
pg = createGraphics(width, height);
pg.beginDraw();
pg.strokeWeight(3);
pg.noFill();
pg.endDraw();
}
void draw()
{
background(0);
image(pg, 0, 0);
// perform FFT on stereo mix
fft.forward(song.mix);
// center coordinates
float cx = width * 0.5;
float cy = height * 0.5;
// count FFT bins
int fftSpecSize = fft.specSize();
// calculate the visual size for representing an FFT bin
float sizePerSpec = (height * 0.5 ) / fftSpecSize;
stroke(255);
noFill();
// start #editing# the pg layer (once
pg.beginDraw();
// start the FFT graph shape
beginShape();
// for each FFT bin
for (int i = 0; i < fftSpecSize; i++)
{
// get the vands in reverse order (low frequencies last)
float fftBand = fft.getBand(fftSpecSize - i - 1);
// scale FFT bin value to pixel/render size
float xOffset = fftBand * 10;
// map FFT bins to 0-255 brightness levels (note 35 may differ
float brightness = map(fftBand, 0, 35, 0, 255);
// draw the line graph vertex
vertex(cx + xOffset, cy + sizePerSpec * i);
// map song position (millis played) to 360 degrees in radians (2 * PI)
// add HALF_PI (90 degrees) because 0 degrees points to the right and drawing should start pointing down (not right)
//float angle = map(song.position(), 0, song.length(), 0, TWO_PI) + HALF_PI;
// as a test map it to a lower value
float angle = (frameCount * 0.0025) + HALF_PI;
// map radius from FFT index
float radius = map(i, 0, fftSpecSize - 1, 0, width * 0.5);
// use mapped brightness as point stroke
pg.stroke(brightness);
// use polar coordinates mapped from the centre
pg.pushMatrix();
pg.translate(cx,cy);
pg.rotate(angle);
pg.point(radius,0);
pg.popMatrix();
// alternatively use polar to cartesian coordinate conversion
// x = cos(angle) * radius
// y = sin((angle) * radius
// cx, cy are added to offset from center
//pg.point(cx + (cos(angle) * radius),
// cy + (sin(angle) * radius));
}
// finish FFT graph line
endShape();
// fnish pg layer
pg.endDraw();
}
Note
you may want to change jingle.mp3 to your audio file name
for the sake of a test with a short track I used an arbitrary mapping of the angle (same as evolution in your code): there is a commented version that takes the track duration into account
the grayscale point position is rendered using coordinate transformations. Be sure to go through the 2D Transformations tutorial and bare in mind the order of transformations is important. Alternatively there is a versioon that does the same using the polar (angle/radius) to cartesian (x,y) coordinate system transformation formula instead.
P.S. I also wondered how to get nice visuals based on FFT data and with a few filtering tricks results can be nice. I recommend also checking out wakjah's answer here.

Smoothing pixel-by-pixel drawing in Processing

I picked up Processing today, and wrote a program to generate a double slit interference pattern. After tweaking with the values a little, it works, but the pattern generated is fuzzier than what is possible in some other programs. Here's a screenshot:
As you can see, the fringes are not as smooth at the edges as I believe is possible. I expect them to look like this or this.
This is my code:
// All quantities in mm
float slit_separation = 0.005;
float screen_dist = 50;
float wavelength = 5e-4f;
PVector slit1, slit2;
float scale = 1e+1f;
void setup() {
size(500, 500);
colorMode(HSB, 360, 100, 1);
noLoop();
background(255);
slit_separation *= scale;
screen_dist *= scale;
wavelength *= scale;
slit1 = new PVector(-slit_separation / 2, 0, -screen_dist);
slit2 = new PVector(slit_separation / 2, 0, -screen_dist);
}
void draw() {
translate(width / 2, height / 2);
for (float x = -width / 2; x < width / 2; x++) {
for (float y = -height / 2; y < height / 2; y++) {
PVector pos = new PVector(x, y, 0);
float path_diff = abs(PVector.sub(slit1, pos).mag() - PVector.sub(slit2, pos).mag());
float parameter = map(path_diff % wavelength, 0, wavelength, 0, 2 * PI);
stroke(100, 100, pow(cos(parameter), 2));
point(x, y);
}
}
}
My code is mathematically correct, so I am wondering if there's something wrong I am doing in transforming the physical values to pixels on screen.
I'm not totally sure what you're asking- what exactly do you expect it to look like? Would it be possible to narrow this down to a single line that's misbehaving instead of the nested for loop?
But just taking a guess at what you're talking about: keep in mind that Processing enables anti-aliasing by default. To disable it, you have to call the noSmooth() function. You can call it in your setup() function:
void setup() {
size(500, 500);
noSmooth();
//rest of your code
It's pretty obvious if you compare them side-by-side:
If that's not what you're talking about, please post an MCVE of just one or two lines instead of a nested for loop. It would also be helpful to include a mockup of what you'd expect versus what you're getting. Good luck!

How can I handle drawing a circle, having that circle break, and begin drawing elsewhere?

Working in Processing, I am trying to build my first generative patch. What I want to have happen is start drawing a circle somewhere on screen (a point following the path of a circle), but after a random amount of time, the circle breaks, the line goes in a random direction for a random amount of time, and begins drawing a new circle elsewhere.
Right now I have the circle being drawn, and I have a toggle mechanism that turns on and off after a random period of time. I can't figure out how to get it "break" from that original circle, let alone get it to start a new circle elsewhere. Would anybody have some advice on how to accomplish this? I think it might have an interesting visual effect.
Rotor r;
float timer = 0;
boolean freeze = false;
void setup() {
size(1000,600);
smooth();
noFill();
frameRate(60);
background(255);
timeLimit();
r = new Rotor(random(width),random(height),random(40,100));
}
void draw() {
float t = frameCount / 100.0;
timer = timer + frameRate/1000;
r.drawRotor(t);
if(timer > timeLimit()){
timer = 0;
timeLimit();
if(freeze == true){
freeze = false;
}else{
freeze = true;
}
background(255);
}
}
float timeLimit(){
float timeLimit = random(200);
return timeLimit;
}
Rotor Class:
class Rotor {
color c;
int thickness;
float xPoint;
float yPoint;
float radius;
float angle = 0;
float centerX;
float centerY;
Rotor(float cX, float cY, float rad) {
c = color(0);
thickness = 1;
centerX = cX;
centerY = cY;
radius = rad;
}
void drawRotor(float t) {
stroke(c);
strokeWeight(thickness);
angle = angle + frameRate/1000;
xPoint = centerX + cos(angle) * radius;
yPoint = centerY + sin(angle) * radius;
ellipse(xPoint, yPoint,thickness,thickness);
}
}
First to answer your question about "breaking" circle: you need to create new rotor instance or just change its properties like center and radius. If I got your idea right you just need one instance of rotor so just change this values:
r.centerX = newX;
r.centerY = newY
r.radius = random(40,100) //as you have in setup
But how you can calculate new position? It could be random but you want to create path so you need to calculate it. And here comes the tricky part. So how to make connecting line and start new circle?
First you will need two mode. First will draw circle second will draw line. Simplest way to achieve that is by updating rotor draw method [You can pass mode variable as parameter of drawRotor function or as global variable]:
if(mode == 1){
angle += frameRate/1000;
}else{
radius += 2;
}
As you can see I just differ between increasing angle to draw circle and increasing radius to draw line (not in random direction but in way from center). Then we will need to calculate new position of circle's center. To do this we simple calculate how it would continue according to angle and substitute new radiusso whole part will looks like this:
if(mode != 1){
float newR = random(40,100);
float newX = r.centerX + cos(r.angle) * (r.radius - newR);
float newY = r.centerY + sin(r.angle) * (r.radius - newR);
r.newPos(newX, newY);
r.radius = newR; //we cant change it earlier because we need also old value
}
This will happen inside your "time handler" function only when you change mode back to drawing circle. Mode can be simple changed within handler
mode *= -1; //but need to be init to 1 inside setup()
If you want to have path always visible just delete background() function but if you want some cool effect add this at the begging of draw()
noStroke(); //No stroke needed and you turn it on again in drawRotor()
fill( 255,255,255, 10 ); //This will set transparency to 10%
rect(0,0,width,height); //You put layer after each "point" you draw
noFill(); //This will restore fill settings as you have before
Here I paste whole code just for demonstration and you should modify it according your own purpose. Better to code own version.
The call to background()usually comes as first thing in draw. That's because the draw only renders at the end of each loop (frame). So calling bg at the beginning will clear all stuff drawn in last frame. If you need to persist the draws trough frames can either remove the call to background() or draw your stuff every frame. Or yet draw stuff in a PGraphics and display it.
The other thing is each time the 'Rotor' stops you should give it new random coordinates.
If you go for removing the background() call this will do the trick:
Rotor r;
float timer = 0;
boolean freeze = false;
void setup() {
size(1000,600);
smooth();
noFill();
frameRate(60);
background(255);
timeLimit();
r = new Rotor(random(width),random(height),random(40,100));
}
void draw() {
float t = frameCount / 100.0;
timer = timer + frameRate/1000;
r.drawRotor(t);
if(timer > timeLimit()){
timer = 0;
timeLimit();
//***** here new coordinates!!
r = new Rotor(random(width),random(height),random(40,100));
//*****
if(freeze == true){
freeze = false;
}else{
freeze = true;
}
//***** no background()
// background(255);
}
}
float timeLimit(){
float timeLimit = random(200);
return timeLimit;
}
class Rotor {
color c;
int thickness;
float xPoint;
float yPoint;
float radius;
float angle = 0;
float centerX;
float centerY;
Rotor(float cX, float cY, float rad) {
c = color(0);
thickness = 1;
centerX = cX;
centerY = cY;
radius = rad;
}
void drawRotor(float t) {
stroke(c);
strokeWeight(thickness);
angle = angle + frameRate/1000;
xPoint = centerX + cos(angle) * radius;
yPoint = centerY + sin(angle) * radius;
ellipse(xPoint, yPoint,thickness,thickness);
}
}
now, if you need to clear the screen, You can make a List (ArrayList?) and add a new Rotor to it when the previous is done. But you need to manage the Rotor to be able to display it self without animating as well. So new created Rotor would animate, and old ones would just display its arc without animating. Or make a PGraphis with no call to bg and display it in main canvas that can have a bg call...
A side note, be aware that relying in frameRate to times stuff makes it dependable on the system performance. You can do the same thing using millis()to avoid that. Not an issue so far, as this is very light yet, but may become an issue if the project grows further.

Determining a spheres vertices via polar coordinates, and rendering it

I am working with OpenGL ES 2.0 on an Android device.
I am trying to get a sphere up and running and drawing. Currentley, I almost have a sphere, but clearly it's being done very, very wrong.
In my app, I hold a list of Vector3's, which I convert to a ByteBuffer along the way, and pass to OpenGL.
I know my code is okay, since I have a Cube and Tetrahedron drawing nicley.
What two parts I changed were:
Determing the vertices
Drawing the vertices.
Here are the code snippits in question. What am I doing wrong?
Determining the polar coordinates:
private void ConstructPositionVertices()
{
for (float latitutde = 0.0f; latitutde < (float)(Math.PI * 2.0f); latitutde += 0.1f)
{
for (float longitude = 0.0f; longitude < (float)(2.0f * Math.PI); longitude += 0.1f)
{
mPositionVertices.add(ConvertFromSphericalToCartesian(1.0f, latitutde, longitude));
}
}
}
Converting from Polar to Cartesian:
public static Vector3 ConvertFromSphericalToCartesian(float inLength, float inPhi, float inTheta)
{
float x = inLength * (float)(Math.sin(inPhi) * Math.cos(inTheta));
float y = inLength * (float)(Math.sin(inPhi) * Math.sin(inTheta));
float z = inLength * (float)Math.cos(inTheta);
Vector3 convertedVector = new Vector3(x, y, z);
return convertedVector;
}
Drawing the circle:
inGL.glDrawArrays(GL10.GL_TRIANGLES, 0, numVertices);
Obviously I omitted some code, but I am positive my mistake lies in these snippits somewhere.
I do nothing more with the points than pass them to OpenGL, then call Triangles, which should connect the points for me.. right?
EDIT:
A picture might be nice!
your z must be calculated using phi. float z = inLength * (float)Math.cos(inPhi);
Also,the points generated are not triangles so it would be better to use GL_LINE_STRIP
Using triangle strip on Polar sphere is as easy as drawing points in pairs, for example:
const float GL_PI = 3.141592f;
GLfloat x, y, z, alpha, beta; // Storage for coordinates and angles
GLfloat radius = 60.0f;
const int gradation = 20;
for (alpha = 0.0; alpha < GL_PI; alpha += GL_PI/gradation)
{
glBegin(GL_TRIANGLE_STRIP);
for (beta = 0.0; beta < 2.01*GL_PI; beta += GL_PI/gradation)
{
x = radius*cos(beta)*sin(alpha);
y = radius*sin(beta)*sin(alpha);
z = radius*cos(alpha);
glVertex3f(x, y, z);
x = radius*cos(beta)*sin(alpha + GL_PI/gradation);
y = radius*sin(beta)*sin(alpha + GL_PI/gradation);
z = radius*cos(alpha + GL_PI/gradation);
glVertex3f(x, y, z);
}
glEnd();
}
First point entered is as follows the formula, and the second one is shifted by the single step of alpha angle (from the next parallel).

How to draw partial-ellipse in CF? (Graphics.DrawArc in full framework)

I hope there will be an easy answer, as often times, something stripped out of Compact Framework has a way of being performed in a seemingly roundabout manner, but works just as well as the full framework (or can be made more efficient).
Simply put, I wish to be able to do a function similar to System.Drawing.Graphics.DrawArc(...) in Compact Framework 2.0.
It is for a UserControl's OnPaint override, where an arc is being drawn inside an ellipse I already filled.
Essentially (close pseudo code, please ignore imperfections in parameters):
FillEllipse(ellipseFillBrush, largeEllipseRegion);
DrawArc(arcPen, innerEllipseRegion, startAngle, endAngle); //not available in CF
I am only drawing arcs in 90 degree spaces, so the bottom right corner of the ellipse's arc, or the top left. If the answer for ANY angle is really roundabout, difficult, or inefficient, while there's an easy solution for just doing just a corner of an ellipse, I'm fine with the latter, though the former would help anyone else who has a similar question.
I use this code, then use FillPolygon or DrawPolygon with the output points:
private Point[] CreateArc(float StartAngle, float SweepAngle, int PointsInArc, int Radius, int xOffset, int yOffset, int LineWidth)
{
if(PointsInArc < 0)
PointsInArc = 0;
if(PointsInArc > 360)
PointsInArc = 360;
Point[] points = new Point[PointsInArc * 2];
int xo;
int yo;
int xi;
int yi;
float degs;
double rads;
for(int p = 0 ; p < PointsInArc ; p++)
{
degs = StartAngle + ((SweepAngle / PointsInArc) * p);
rads = (degs * (Math.PI / 180));
xo = (int)(Radius * Math.Sin(rads));
yo = (int)(Radius * Math.Cos(rads));
xi = (int)((Radius - LineWidth) * Math.Sin(rads));
yi = (int)((Radius - LineWidth) * Math.Cos(rads));
xo += (Radius + xOffset);
yo = Radius - yo + yOffset;
xi += (Radius + xOffset);
yi = Radius - yi + yOffset;
points[p] = new Point(xo, yo);
points[(PointsInArc * 2) - (p + 1)] = new Point(xi, yi);
}
return points;
}
I had this exactly this problem and me and my team solved that creating a extension method for compact framework graphics class;
I hope I could help someone, cuz I spent a lot of work to get this nice solution
Mauricio de Sousa Coelho
Embedded Software Engineer
public static class GraphicsExtension
{
// Implements the native Graphics.DrawArc as an extension
public static void DrawArc(this Graphics g, Pen pen, float x, float y, float width, float height, float startAngle, float sweepAngle)
{
//Configures the number of degrees for each line in the arc
int degreesForNewLine = 5;
//Calculates the number of points in the arc based on the degrees for new line configuration
int pointsInArc = Convert.ToInt32(Math.Ceiling(sweepAngle / degreesForNewLine)) + 1;
//Minimum points for an arc is 3
pointsInArc = pointsInArc < 3 ? 3 : pointsInArc;
float centerX = (x + width) / 2;
float centerY = (y + height) / 2;
Point previousPoint = GetEllipsePoint(x, y, width, height, startAngle);
//Floating point precision error occurs here
double angleStep = sweepAngle / pointsInArc;
Point nextPoint;
for (int i = 1; i < pointsInArc; i++)
{
//Increments angle and gets the ellipsis associated to the incremented angle
nextPoint = GetEllipsePoint(x, y, width, height, (float)(startAngle + angleStep * i));
//Connects the two points with a straight line
g.DrawLine(pen, previousPoint.X, previousPoint.Y, nextPoint.X, nextPoint.Y);
previousPoint = nextPoint;
}
//Garantees connection with the last point so that acumulated errors cannot
//cause discontinuities on the drawing
nextPoint = GetEllipsePoint(x, y, width, height, startAngle + sweepAngle);
g.DrawLine(pen, previousPoint.X, previousPoint.Y, nextPoint.X, nextPoint.Y);
}
// Retrieves a point of an ellipse with equation:
private static Point GetEllipsePoint(float x, float y, float width, float height, float angle)
{
return new Point(Convert.ToInt32(((Math.Cos(ToRadians(angle)) * width + 2 * x + width) / 2)), Convert.ToInt32(((Math.Sin(ToRadians(angle)) * height + 2 * y + height) / 2)));
}
// Converts an angle in degrees to the same angle in radians.
private static float ToRadians(float angleInDegrees)
{
return (float)(angleInDegrees * Math.PI / 180);
}
}
Following up from #ctacke's response, which created an arc-shaped polygon for a circle (height == width), I edited it further and created a function for creating a Point array for a curved line, as opposed to a polygon, and for any ellipse.
Note: StartAngle here is NOON position, 90 degrees is the 3 o'clock position, so StartAngle=0 and SweepAngle=90 makes an arc from noon to 3 o'clock position.
The original DrawArc method has the 3 o'clock as 0 degrees, and 90 degrees is the 6 o'clock position. Just a note in replacing DrawArc with CreateArc followed by DrawLines with the resulting Point[] array.
I'd play with this further to change that, but why break something that's working?
private Point[] CreateArc(float StartAngle, float SweepAngle, int PointsInArc, int ellipseWidth, int ellipseHeight, int xOffset, int yOffset)
{
if (PointsInArc < 0)
PointsInArc = 0;
if (PointsInArc > 360)
PointsInArc = 360;
Point[] points = new Point[PointsInArc];
int xo;
int yo;
float degs;
double rads;
//could have WidthRadius and HeightRadius be parameters, but easier
// for maintenance to have the diameters sent in instead, matching closer
// to DrawEllipse and similar methods
double radiusW = (double)ellipseWidth / 2.0;
double radiusH = (double)ellipseHeight / 2.0;
for (int p = 0; p < PointsInArc; p++)
{
degs = StartAngle + ((SweepAngle / PointsInArc) * p);
rads = (degs * (Math.PI / 180));
xo = (int)Math.Round(radiusW * Math.Sin(rads), 0);
yo = (int)Math.Round(radiusH * Math.Cos(rads), 0);
xo += (int)Math.Round(radiusW, 0) + xOffset;
yo = (int)Math.Round(radiusH, 0) - yo + yOffset;
points[p] = new Point(xo, yo);
}
return points;
}

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