SVG - crescent shape in raphael - svg

I have a circle with a half circle in it which I'm going to use to create a shine effect - what I'd really like to do is make it a crescent shape
Does anybody know how to make the half circle a crescent shape so it looks a bit more 3d?
This is what I have so far
http://jsfiddle.net/Hf79W/3/
var paper = Raphael("holder", 550, 550/1.5);
var rad = Math.PI / 180;
function sector(cx, cy, r, startAngle, endAngle, params) {
var x1 = cx + r * Math.cos(-startAngle * rad),
x2 = cx + r * Math.cos(-endAngle * rad),
y1 = cy + r * Math.sin(-startAngle * rad),
y2 = cy + r * Math.sin(-endAngle * rad);
return paper.path(["M", cx, cy, "L", x1, y1, "A", r, r, 0, +(endAngle - startAngle > 180), 0, x2, y2, "z"]).attr(params);
}
var circle = paper.circle(100, 100, 50).attr({"fill":"brown"});
var fifty = sector(100,100,50,0,180,{"fill":"white","opacity":"0.4"});

I have modified the main function a bit to achieve the same.
function sector(cx, cy, r, startAngle, endAngle, params) {
var x1 = cx + r * Math.cos(-startAngle * rad),
x2 = cx + r * Math.cos(-endAngle * rad),
y1 = cy + r * Math.sin(-startAngle * rad),
y2 = cy + r * Math.sin(-endAngle * rad);
return paper.path(["M", x1, y1,
"A", r, r, 0, +(endAngle - startAngle > 180), 0, x2, y2,
"A", r*1.1, r*1.1, 0, +(endAngle - startAngle > 180), 1, x1, y1,
"z"]).attr(params);
}
In drawing the second curve, reverse the sense of drawing and increase the radius a bit. Hope that helps.

I solved this by drawing the cresecent in inkscape and then saving as SVG

Related

How to calculate coordinates of 6 point of intersection between a circle and a equilateral triangle?

I know of an equilateral triangle the center (cx,cy) and the radius (r) of a blue circle which circumscribed it.
If I draw a green circle of any radius (radius), assuming the circle is large enough to have this intersection, can I get the coordinates of the 6 intersection points (P1, P2, P3...)?
I'm looking for P5JS/processing but any other clue can help me...
Thank you in advance
Distance from the center to top point is r.
Distance from the center to the lowest triangle side is r/2 (median intersection point is center, they are divided in 1:2 ratio).
Horizontal distance from cx to p4 (and p5) is (Pythagoras' theorem)
dx = sqrt(radius^2 - r^2/4)
So coordinates of p4 and p5 are (relative to center)
p4x = dx
p4y = r/2
p5x = -dx
p5y = r/2
Other points might be calculated using rotation by 120 degrees
p2x = p4x*(-1/2) - p4y*(sqrt(3)/2)
p2y = p4x*(sqrt(3)/2) + p4y*(-1/2)
and so on.
And finally add cx,cy to get absolute coordinates
If you want to test... ;-)
function setup() {
createCanvas(500, 500);
const cx = width / 2;
const cy = height / 2;
const r = 250; // taille du triangle
const radius = 180; // externe
noFill();
strokeWeight(3);
stroke(0, 0, 0);
drawTriangle(cx, cy, r);
strokeWeight(1);
stroke(0, 0, 255);
circle(cx, cy, r * 2);
strokeWeight(2);
stroke(8, 115, 0);
circle(cx, cy, radius * 2);
noStroke();
fill(215, 0, 0);
// dx = sqrt(Math.pow(r / 2, 2) - Math.pow(r / 2, 2 / 4));
dx = sqrt(radius * radius - (r * r) / 4);
p4x = dx;
p4y = r / 2;
circle(cx + p4x, cy + p4y, 20);
text("p4", cx + p4x, cy + p4y + 30);
p5x = -dx;
p5y = r / 2;
circle(cx + p5x, cy + p5y, 20);
text("p5", cx + p5x - 10, cy + p5y + 30);
p6x = p4x * (-1 / 2) - p4y * (sqrt(3) / 2);
p6y = p4x * (sqrt(3) / 2) + p4y * (-1 / 2);
circle(cx + p6x, cy + p6y, 20);
text("p6", cx + p6x - 30, cy + p6y);
p2x = p6x * (-1 / 2) - p6y * (sqrt(3) / 2);
p2y = p6x * (sqrt(3) / 2) + p6y * (-1 / 2);
circle(cx + p2x, cy + p2y, 20);
text("p2", cx + p2x + 10, cy + p2y - 10);
p1x = p5x * (-1 / 2) - p5y * (sqrt(3) / 2);
p1y = p5x * (sqrt(3) / 2) + p5y * (-1 / 2);
circle(cx + p1x, cy + p1y, 20);
text("p1", cx + p1x - 20, cy + p1y - 10);
p3x = p1x * (-1 / 2) - p1y * (sqrt(3) / 2);
p3y = p1x * (sqrt(3) / 2) + p1y * (-1 / 2);
circle(cx + p3x, cy + p3y, 20);
text("p3", cx + p3x + 20, cy + p3y - 10);
noFill();
stroke(0, 255, 255);
triangle(cx + p2x, cx + p2y, cx + p4x, cx + p4y, cx + p6x, cx + p6y);
stroke(255, 0, 255);
// prettier-ignore
triangle(
cx + p1x, cx + p1y,
cx + p3x, cx + p3y,
cx + p5x, cx + p5y,
)
}
function drawTriangle(cx, cy, radius) {
noFill();
trianglePoints = [];
for (var i = 0; i < 3; i++) {
var x = cx + radius * cos((i * TWO_PI) / 3.0 - HALF_PI);
var y = cy + radius * sin((i * TWO_PI) / 3.0 - HALF_PI);
trianglePoints[i] = {
x,
y,
};
}
triangle(
trianglePoints[0].x,
trianglePoints[0].y,
trianglePoints[1].x,
trianglePoints[1].y,
trianglePoints[2].x,
trianglePoints[2].y
);
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/1.5.0/p5.min.js"></script>

Find circle center by 3 points on perimeter - convert C# code into G-CODE

I am new to G-code -
Trying to convert the c# code to G-code syntax -
Finding the center of a circle by 3 points on the perimeter to find the center of a circle.
Trying to convert the c# code to G-code syntax -
Finding the center of a circle by 3 points on the perimeter to find the center of a circle.
using System;
using System.Globalization;
namespace ConsoleApp1
{
class Program
{
static void Main()
{
double x1 = 2, y1 = 3;
double x2 = 2, y2 = 4;
double x3 = 5, y3 = -3;
findCircle(x1, y1, x2, y2, x3, y3);
Console.ReadKey();
}
static void findCircle(double x1, double y1,
double x2, double y2,
double x3, double y3)
{
NumberFormatInfo setPrecision = new NumberFormatInfo();
setPrecision.NumberDecimalDigits = 3; // 3 digits after the double point
double x12 = x1 - x2;
double x13 = x1 - x3;
double y12 = y1 - y2;
double y13 = y1 - y3;
double y31 = y3 - y1;
double y21 = y2 - y1;
double x31 = x3 - x1;
double x21 = x2 - x1;
double sx13 = (double)(Math.Pow(x1, 2) -
Math.Pow(x3, 2));
double sy13 = (double)(Math.Pow(y1, 2) -
Math.Pow(y3, 2));
double sx21 = (double)(Math.Pow(x2, 2) -
Math.Pow(x1, 2));
double sy21 = (double)(Math.Pow(y2, 2) -
Math.Pow(y1, 2));
double f = ((sx13) * (x12)
+ (sy13) * (x12)
+ (sx21) * (x13)
+ (sy21) * (x13))
/ (2 * ((y31) * (x12) - (y21) * (x13)));
double g = ((sx13) * (y12)
+ (sy13) * (y12)
+ (sx21) * (y13)
+ (sy21) * (y13))
/ (2 * ((x31) * (y12) - (x21) * (y13)));
double c = -(double)Math.Pow(x1, 2) - (double)Math.Pow(y1, 2) -
2 * g * x1 - 2 * f * y1;
double h = -g;
double k = -f;
double sqr_of_r = h * h + k * k - c;
// r is the radius
double r = Math.Round(Math.Sqrt(sqr_of_r), 5);
Console.WriteLine("Center of a circle: x = " + h.ToString("N", setPrecision) +
", y = " + k.ToString("N", setPrecision));
Console.WriteLine("Radius: " + r.ToString("N", setPrecision));
}
}
}

Circle Rasterization Algorithm - center between pixels

I have a problem where I have to select all squares (think pixels) that are partially within a circle (even if the circle only cuts through a small corner of the square, but not if it goes through one of the corner vertices). The radius is an integer multiple of the pixel size.
The problem is that the center of the circle is between pixels, i.e. on the corner vertices of four pixels.
I want to visit each pixel only once.
For example, I would like to select all white pixels in the following images:
R = 8 px
R = 10 px
For a circle with the center in the center of a pixel, this wouldn't be a problem, and I could use the usual form of the Bresenham algorithm:
public void checkCircle(int x0, int y0, int radius) {
int x = radius;
int y = 0;
int err = -x;
while (x > 0) {
while (err <= 0) {
y++;
err += 2 * y + 1;
}
checkVLine(x0 + x, y0 - y, y0 + y);
checkVLine(x0 - x, y0 - y, y0 + y);
x--;
err -= 2 * x + 1;
}
checkVLine(x0, y0 - radius, y0 + radius);
}
public void checkVLine(int x, int y0, int y1) {
assert(y0 <= y1);
for (int y = y0; y <= y1; y++)
checkPixel(x, y);
}
Sadly, I don't see how to adapt it to support inter-pixel circles.
For the first quadrant - cell should be marked if its left bottom corner lies inside circle, so you can rasterize with simple loops
for dy = 0 to R-1
dx = 0
sq = R * R - dy * dy
while dx * dx < sq
mark (dx, dy)
mark (dx, -dy-1)
mark (-dx-1, dy)
mark (-dx-1, -dy-1)
To fill whole horizontal lines, you can calculate max value for dx
for dy = 0 to R-1
mdx = Floor(Sqrt(R * R - dy * dy))
fill line (-mdx-1,dy)-(mdx,dy)
fill line (-mdx-1,-dy-1)-(mdx,-dy-1)

Processing: Distance of intersection between line and circle

Now, I know similar questions have been asked. But none of the answers has helped me to find the result I need.
Following situation:
We have a line with a point-of-origin (PO), given as lx, ly. We also have an angle for the line in that it exits PO, where 0° means horizontally to the right, positive degrees mean clockwise. The angle is in [0;360[. Additionally we have the length of the line, since it is not infinitely long, as len.
There is also a circle with the given center-point (CP), given as cx, cy. The radius is given as cr.
I now need a function that takes these numbers as parameters and returns the distance of the closest intersection between line and circle to the PO, or -1 if no intersection occures.
My current approach is a follows:
float getDistance(float lx, float ly, float angle, float len, float cx, float cy, float cr) {
float nlx = lx - cx;
float nly = ly - cy;
float m = tan(angle);
float b = (-lx) * m;
// a = m^2 + 1
// b = 2 * m * b
// c = b^2 - cr^2
float[] x_12 = quadraticFormula(sq(m) + 1, 2*m*b, sq(b) - sq(cr));
// if no intersections
if (Float.isNaN(x_12[0]) && Float.isNaN(x_12[1]))
return -1;
float distance;
if (Float.isNaN(x_12[0])) {
distance = (x_12[1] - nlx) / cos(angle);
} else {
distance = (x_12[0] - nlx) / cos(angle);
}
if (distance <= len) {
return distance;
}
return -1;
}
// solves for x
float[] quadraticFormula(float a, float b, float c) {
float[] results = new float[2];
results[0] = (-b + sqrt(sq(b) - 4 * a * c)) / (2*a);
results[1] = (-b - sqrt(sq(b) - 4 * a * c)) / (2*a);
return results;
}
But the result is not as wished. Sometimes I do get a distance returned, but that is rarely correct, there often isn't even an intersection occuring. Most of the time no intersection is returned though, although there should be one.
Any help would be much appreciated.
EDIT:
I managed to find the solution thanks to MBo's answer. Here is the content of my finished getDistance(...)-function - maybe somebody can be helped by it:
float nlx = lx - cx;
float nly = ly - cy;
float dx = cos(angle);
float dy = sin(angle);
float[] results = quadraticFormula(1, 2*(nlx*dx + nly*dy), sq(nlx)+sq(nly)-sq(cr));
float dist = -1;
if (results[0] >= 0 && results[0] <= len)
dist = results[0];
if (results[1] >= 0 && results[1] <= len && results[1] < results[0])
dist = results[1];
return dist;
Using your nlx, nly, we can build parametric equation of line segment
dx = Cos(angle)
dy = Sin(Angle)
x = nlx + t * dx
y = nly + t * dy
Condition of intersection with circumference:
(nlx + t * dx)^2 + (nly + t * dy)^2 = cr^2
t^2 * (dx^2 + dy^2) + t * (2*nlx*dx + 2*nly*dy) + nlx^2+nly^2-cr^2 = 0
so we have quadratic equation for unknown parameter t with
a = 1
b = 2*(nlx*dx + nly*dy)
c = nlx^2+nly^2-cr^2
solve quadratic equation, find whether t lies in range 0..len.
// https://openprocessing.org/sketch/8009#
// by https://openprocessing.org/user/54?view=sketches
float circleX = 200;
float circleY = 200;
float circleRadius = 100;
float lineX1 = 350;
float lineY1 = 350;
float lineX2, lineY2;
void setup() {
size(400, 400);
ellipseMode(RADIUS);
smooth();
}
void draw() {
background(204);
lineX2 = mouseX;
lineY2 = mouseY;
if (circleLineIntersect(lineX1, lineY1, lineX2, lineY2, circleX, circleY, circleRadius) == true) {
noFill();
}
else {
fill(255);
}
ellipse(circleX, circleY, circleRadius, circleRadius);
line(lineX1, lineY1, lineX2, lineY2);
}
// Code adapted from Paul Bourke:
// http://local.wasp.uwa.edu.au/~pbourke/geometry/sphereline/raysphere.c
boolean circleLineIntersect(float x1, float y1, float x2, float y2, float cx, float cy, float cr ) {
float dx = x2 - x1;
float dy = y2 - y1;
float a = dx * dx + dy * dy;
float b = 2 * (dx * (x1 - cx) + dy * (y1 - cy));
float c = cx * cx + cy * cy;
c += x1 * x1 + y1 * y1;
c -= 2 * (cx * x1 + cy * y1);
c -= cr * cr;
float bb4ac = b * b - 4 * a * c;
//println(bb4ac);
if (bb4ac < 0) { // Not intersecting
return false;
}
else {
float mu = (-b + sqrt( b*b - 4*a*c )) / (2*a);
float ix1 = x1 + mu*(dx);
float iy1 = y1 + mu*(dy);
mu = (-b - sqrt(b*b - 4*a*c )) / (2*a);
float ix2 = x1 + mu*(dx);
float iy2 = y1 + mu*(dy);
// The intersection points
ellipse(ix1, iy1, 10, 10);
ellipse(ix2, iy2, 10, 10);
float testX;
float testY;
// Figure out which point is closer to the circle
if (dist(x1, y1, cx, cy) < dist(x2, y2, cx, cy)) {
testX = x2;
testY = y2;
} else {
testX = x1;
testY = y1;
}
if (dist(testX, testY, ix1, iy1) < dist(x1, y1, x2, y2) || dist(testX, testY, ix2, iy2) < dist(x1, y1, x2, y2)) {
return true;
} else {
return false;
}
}
}

Line Segment Circle Intersection

I am trying to determine the point at which a line segment intersect a circle. For example, given any point between P0 and P3 (And also assuming that you know the radius), what is the easiest method to determine P3?
Generally,
find the angle between P0 and P1
draw a line at that angle from P0 at a distance r, which will give you P3
In pseudocode,
theta = atan2(P1.y-P0.y, P1.x-P0.x)
P3.x = P0.x + r * cos(theta)
P3.y = P0.y + r * sin(theta)
From the center of the circle and the radius you can write the equation describing the circle.
From the two points P0 and P1 you can write the equation describing the line.
So you have 2 equations in 2 unknowns, which you can solved through substitution.
Let (x0,y0) = coordinates of the point P0
And (x1,y1) = coordinates of the point P1
And r = the radius of the circle.
The equation for the circle is:
(x-x0)^2 + (y-y0)^2 = r^2
The equation for the line is:
(y-y0) = M(x-x0) // where M = (y1-y0)/(x1-x0)
Plugging the 2nd equation into the first gives:
(x-x0)^2*(1 + M^2) = r^2
x - x0 = r/sqrt(1+M^2)
Similarly you can find that
y - y0 = r/sqrt(1+1/M^2)
The point (x,y) is the intersection point between the line and the circle, (x,y) is your answer.
P3 = (x0 + r/sqrt(1+M^2), y0 + r/sqrt(1+1/M^2))
Go for this code..its save the time
private boolean circleLineIntersect(float x1, float y1, float x2, float y2, float cx, float cy, float cr ) {
float dx = x2 - x1;
float dy = y2 - y1;
float a = dx * dx + dy * dy;
float b = 2 * (dx * (x1 - cx) + dy * (y1 - cy));
float c = cx * cx + cy * cy;
c += x1 * x1 + y1 * y1;
c -= 2 * (cx * x1 + cy * y1);
c -= cr * cr;
float bb4ac = b * b - 4 * a * c;
// return false No collision
// return true Collision
return bb4ac >= 0;
}
You have a system of equations. The circle is defined by: x^2 + y^2 = r^2. The line is defined by y = y0 + [(y1 - y0) / (x1 - x0)]·(x - x0). Substitute the second into the first, you get x^2 + (y0 + [(y1 - y0) / (x1 - x0)]·(x - x0))^2 = r^2. Solve this and you'll get 0-2 values for x. Plug them back into either equation to get your values for y.
MATLAB CODE
function [ flag] = circleLineSegmentIntersection2(Ax, Ay, Bx, By, Cx, Cy, R)
% A and B are two end points of a line segment and C is the center of
the circle, % R is the radius of the circle. THis function compute
the closest point fron C to the segment % If the distance to the
closest point > R return 0 else 1
Dx = Bx-Ax;
Dy = By-Ay;
LAB = (Dx^2 + Dy^2);
t = ((Cx - Ax) * Dx + (Cy - Ay) * Dy) / LAB;
if t > 1
t=1;
elseif t<0
t=0;
end;
nearestX = Ax + t * Dx;
nearestY = Ay + t * Dy;
dist = sqrt( (nearestX-Cx)^2 + (nearestY-Cy)^2 );
if (dist > R )
flag=0;
else
flag=1;
end
end

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