import "../core/functor"; import "../core/zero"; import "../math/trigonometry"; import "../geom/polygon"; import "svg"; d3.svg.arc = function() { var innerRadius = d3_svg_arcInnerRadius, outerRadius = d3_svg_arcOuterRadius, cornerRadius = d3_zero, padRadius = d3_svg_arcAuto, startAngle = d3_svg_arcStartAngle, endAngle = d3_svg_arcEndAngle, padAngle = d3_svg_arcPadAngle; function arc() { var r0 = Math.max(0, +innerRadius.apply(this, arguments)), r1 = Math.max(0, +outerRadius.apply(this, arguments)), a0 = startAngle.apply(this, arguments) - halfπ, a1 = endAngle.apply(this, arguments) - halfπ, da = Math.abs(a1 - a0), cw = a0 > a1 ? 0 : 1; // Ensure that the outer radius is always larger than the inner radius. if (r1 < r0) rc = r1, r1 = r0, r0 = rc; // Special case for an arc that spans the full circle. if (da >= τε) return circleSegment(r1, cw) + (r0 ? circleSegment(r0, 1 - cw) : "") + "Z"; var rc, cr, rp, ap, p0 = 0, p1 = 0, x0, y0, x1, y1, x2, y2, x3, y3, path = []; // The recommended minimum inner radius when using padding is outerRadius * // padAngle / sin(θ), where θ is the angle of the smallest arc (without // padding). For example, if the outerRadius is 200 pixels and the padAngle // is 0.02 radians, a reasonable θ is 0.04 radians, and a reasonable // innerRadius is 100 pixels. if (ap = (+padAngle.apply(this, arguments) || 0) / 2) { rp = padRadius === d3_svg_arcAuto ? Math.sqrt(r0 * r0 + r1 * r1) : +padRadius.apply(this, arguments); if (!cw) p1 *= -1; if (r1) p1 = d3_asin(rp / r1 * Math.sin(ap)); if (r0) p0 = d3_asin(rp / r0 * Math.sin(ap)); } // Compute the two outer corners. if (r1) { x0 = r1 * Math.cos(a0 + p1); y0 = r1 * Math.sin(a0 + p1); x1 = r1 * Math.cos(a1 - p1); y1 = r1 * Math.sin(a1 - p1); // Detect whether the outer corners are collapsed. var l1 = Math.abs(a1 - a0 - 2 * p1) <= π ? 0 : 1; if (p1 && d3_svg_arcSweep(x0, y0, x1, y1) === cw ^ l1) { var h1 = (a0 + a1) / 2; x0 = r1 * Math.cos(h1); y0 = r1 * Math.sin(h1); x1 = y1 = null; } } else { x0 = y0 = 0; } // Compute the two inner corners. if (r0) { x2 = r0 * Math.cos(a1 - p0); y2 = r0 * Math.sin(a1 - p0); x3 = r0 * Math.cos(a0 + p0); y3 = r0 * Math.sin(a0 + p0); // Detect whether the inner corners are collapsed. var l0 = Math.abs(a0 - a1 + 2 * p0) <= π ? 0 : 1; if (p0 && d3_svg_arcSweep(x2, y2, x3, y3) === (1 - cw) ^ l0) { var h0 = (a0 + a1) / 2; x2 = r0 * Math.cos(h0); y2 = r0 * Math.sin(h0); x3 = y3 = null; } } else { x2 = y2 = 0; } // Compute the rounded corners. if (da > ε && (rc = Math.min(Math.abs(r1 - r0) / 2, +cornerRadius.apply(this, arguments))) > 1e-3) { cr = r0 < r1 ^ cw ? 0 : 1; var rc1 = rc, rc0 = rc; // Compute the angle of the sector formed by the two sides of the arc. if (da < π) { var oc = x3 == null ? [x2, y2] : x1 == null ? [x0, y0] : d3_geom_polygonIntersect([x0, y0], [x3, y3], [x1, y1], [x2, y2]), ax = x0 - oc[0], ay = y0 - oc[1], bx = x1 - oc[0], by = y1 - oc[1], kc = 1 / Math.sin(Math.acos((ax * bx + ay * by) / (Math.sqrt(ax * ax + ay * ay) * Math.sqrt(bx * bx + by * by))) / 2), lc = Math.sqrt(oc[0] * oc[0] + oc[1] * oc[1]); rc0 = Math.min(rc, (r0 - lc) / (kc - 1)); rc1 = Math.min(rc, (r1 - lc) / (kc + 1)); } // Compute the outer corners. if (x1 != null) { var t30 = d3_svg_arcCornerTangents(x3 == null ? [x2, y2] : [x3, y3], [x0, y0], r1, rc1, cw), t12 = d3_svg_arcCornerTangents([x1, y1], [x2, y2], r1, rc1, cw); // Detect whether the outer edge is fully circular. if (rc === rc1) { path.push( "M", t30[0], "A", rc1, ",", rc1, " 0 0,", cr, " ", t30[1], "A", r1, ",", r1, " 0 ", (1 - cw) ^ d3_svg_arcSweep(t30[1][0], t30[1][1], t12[1][0], t12[1][1]), ",", cw, " ", t12[1], "A", rc1, ",", rc1, " 0 0,", cr, " ", t12[0]); } else { path.push( "M", t30[0], "A", rc1, ",", rc1, " 0 1,", cr, " ", t12[0]); } } else { path.push("M", x0, ",", y0); } // Compute the inner corners. if (x3 != null) { var t03 = d3_svg_arcCornerTangents([x0, y0], [x3, y3], r0, -rc0, cw), t21 = d3_svg_arcCornerTangents([x2, y2], x1 == null ? [x0, y0] : [x1, y1], r0, -rc0, cw); // Detect whether the inner edge is fully circular. if (rc === rc0) { path.push( "L", t21[0], "A", rc0, ",", rc0, " 0 0,", cr, " ", t21[1], "A", r0, ",", r0, " 0 ", cw ^ d3_svg_arcSweep(t21[1][0], t21[1][1], t03[1][0], t03[1][1]), ",", 1 - cw, " ", t03[1], "A", rc0, ",", rc0, " 0 0,", cr, " ", t03[0]); } else { path.push( "L", t21[0], "A", rc0, ",", rc0, " 0 0,", cr, " ", t03[0]); } } else { path.push("L", x2, ",", y2); } } // Compute straight corners. else { path.push("M", x0, ",", y0); if (x1 != null) path.push("A", r1, ",", r1, " 0 ", l1, ",", cw, " ", x1, ",", y1); path.push("L", x2, ",", y2); if (x3 != null) path.push("A", r0, ",", r0, " 0 ", l0, ",", 1 - cw, " ", x3, ",", y3); } path.push("Z"); return path.join(""); } function circleSegment(r1, cw) { return "M0," + r1 + "A" + r1 + "," + r1 + " 0 1," + cw + " 0," + -r1 + "A" + r1 + "," + r1 + " 0 1," + cw + " 0," + r1; } arc.innerRadius = function(v) { if (!arguments.length) return innerRadius; innerRadius = d3_functor(v); return arc; }; arc.outerRadius = function(v) { if (!arguments.length) return outerRadius; outerRadius = d3_functor(v); return arc; }; arc.cornerRadius = function(v) { if (!arguments.length) return cornerRadius; cornerRadius = d3_functor(v); return arc; }; arc.padRadius = function(v) { if (!arguments.length) return padRadius; padRadius = v == d3_svg_arcAuto ? d3_svg_arcAuto : d3_functor(v); return arc; }; arc.startAngle = function(v) { if (!arguments.length) return startAngle; startAngle = d3_functor(v); return arc; }; arc.endAngle = function(v) { if (!arguments.length) return endAngle; endAngle = d3_functor(v); return arc; }; arc.padAngle = function(v) { if (!arguments.length) return padAngle; padAngle = d3_functor(v); return arc; }; arc.centroid = function() { var r = (+innerRadius.apply(this, arguments) + +outerRadius.apply(this, arguments)) / 2, a = (+startAngle.apply(this, arguments) + +endAngle.apply(this, arguments)) / 2 - halfπ; return [Math.cos(a) * r, Math.sin(a) * r]; }; return arc; }; var d3_svg_arcAuto = "auto"; function d3_svg_arcInnerRadius(d) { return d.innerRadius; } function d3_svg_arcOuterRadius(d) { return d.outerRadius; } function d3_svg_arcStartAngle(d) { return d.startAngle; } function d3_svg_arcEndAngle(d) { return d.endAngle; } function d3_svg_arcPadAngle(d) { return d && d.padAngle; } // Note: similar to d3_cross2d, d3_geom_polygonInside function d3_svg_arcSweep(x0, y0, x1, y1) { return (x0 - x1) * y0 - (y0 - y1) * x0 > 0 ? 0 : 1; } // Compute perpendicular offset line of length rc. // http://mathworld.wolfram.com/Circle-LineIntersection.html function d3_svg_arcCornerTangents(p0, p1, r1, rc, cw) { var x01 = p0[0] - p1[0], y01 = p0[1] - p1[1], lo = (cw ? rc : -rc) / Math.sqrt(x01 * x01 + y01 * y01), ox = lo * y01, oy = -lo * x01, x1 = p0[0] + ox, y1 = p0[1] + oy, x2 = p1[0] + ox, y2 = p1[1] + oy, x3 = (x1 + x2) / 2, y3 = (y1 + y2) / 2, dx = x2 - x1, dy = y2 - y1, d2 = dx * dx + dy * dy, r = r1 - rc, D = x1 * y2 - x2 * y1, d = (dy < 0 ? -1 : 1) * Math.sqrt(Math.max(0, r * r * d2 - D * D)), cx0 = (D * dy - dx * d) / d2, cy0 = (-D * dx - dy * d) / d2, cx1 = (D * dy + dx * d) / d2, cy1 = (-D * dx + dy * d) / d2, dx0 = cx0 - x3, dy0 = cy0 - y3, dx1 = cx1 - x3, dy1 = cy1 - y3; // Pick the closer of the two intersection points. // TODO Is there a faster way to determine which intersection to use? if (dx0 * dx0 + dy0 * dy0 > dx1 * dx1 + dy1 * dy1) cx0 = cx1, cy0 = cy1; return [ [cx0 - ox, cy0 - oy], [cx0 * r1 / r, cy0 * r1 / r] ]; }