### Fixed star and starburst objects so that they render properly within… (#79)

```* Fixed star and starburst objects so that they render properly withing the selection bounding box. Lots of math. Still to do is to handle situations when the bounding box is very small and the stroke width of the star[burst] makes the interior corners overlap.  Currently causes weird rendering.

* Fixed some minor typos and formatting errors in the comments.  No changes to executable code.```
parent 6e4685e5
 ... ... @@ -121,33 +121,100 @@ function render_vector_drawing(a, padding) { } function render_vector_star(edges,xradius,yradius,offset) { function render_vector_star(tips,width,height,stroke) { //A 5-pointed (5 tips) regular star of radius from center to tip of 1 has a box around it of width = 2 cos(pi/10) and height = 1 + cos(pi/5) // assuming the star is oriented with one point directly above the center. // So the center of the star is at width * 1/2 and height * 0.552786 which is 1 / (1 + cos(pi/5)) (also assuming the y-axis is inverted). // The inner points are at radius 0.381966 = sin(pi/10)/cos(pi/5). // Fortunately with simple transformations with matrices, we can do rotations and scales easily. // See https://en.wikipedia.org/wiki/Rotation_matrix for details. // But because the stroke is done after scaling (it's not scaled), we have to adjust the points after the rotation and scaling happens. //A 10-pointed regular star is simpler because it is vertically symmetrical. //NOTE: for very thick stroke widths, and small stars, the star might render very strangely! var xcenter = width/2; var ycenter = 0; var inner_radius = 0; if (tips == 5) { ycenter = height * 0.552786; inner_radius = 0.381966; //scale compared to outer_radius of 1.0 } else { //tips == 10 ycenter = height/2; inner_radius = 0.7; //scale compared to outer_radius of 1.0 } edges *= 2; // Coordinates of the first tip, and the first inner corner var xtip = 1; // radius 1 var ytip = 0; var xinner = inner_radius * Math.cos(Math.PI/(tips==5?5:10)); var yinner = inner_radius * Math.sin(Math.PI/(tips==5?5:10)); var points = []; var degrees = 360 / edges; for (var i=0; i < edges; i++) { var a = i * degrees - 90; var xr = xradius; var yr = yradius; if (i%2) { if (edges==20) { xr/=1.5; yr/=1.5; } else { xr/=2.8; yr/=2.8; } } // var tmp_outside_points = []; // uncomment to see the calculated edge of the star (outside the stroke width) var angle = 2*Math.PI / tips; // generate points without offset from stroke width first for (var i=0; i < tips; i++) { var a = i * angle - Math.PI/2; // Tip first... // Rotate the outer tip around the origin: var x = xtip * Math.cos(a); // because ytip = 0 we don't include: - ytip * Math.sin(a); var y = xtip * Math.sin(a); // because ytip = 0 we don't include: + ytip * Math.cos(a); // Scale for the bounding box: x = x * width / (2 * Math.cos(Math.PI/10)); y = y * height / (tips==5?(1 + Math.cos(Math.PI/5)):2); points.push([x,y]); // tmp_outside_points.push(x+" "+y); // uncomment to see the calculated edge of the star (outside the stroke width) // Now the inner corner... // Rotate the inner corner around the origin: x = xinner * Math.cos(a) - yinner * Math.sin(a); y = xinner * Math.sin(a) + yinner * Math.cos(a); // Scale for the bounding box: x = x * width / (2 * Math.cos(Math.PI/10)); y = y * height / (tips==5?(1 + Math.cos(Math.PI/5)):2); points.push([x,y]); // tmp_outside_points.push(x+" "+y); // uncomment to see the calculated edge of the star (outside the stroke width) } var x = offset + xradius + xr * Math.cos(a * Math.PI / 180); var y = offset + yradius + yr * Math.sin(a * Math.PI / 180); points.push(x+","+y); var inset_points = []; for (var i=0; i < points.length; i++) { var pA = points[(((i-1)%points.length)+points.length)%points.length]; // Javascript modulus "bug" var p0 = points[i]; var pB = points[(i+1)%points.length]; var dAx = p0 - pA; var dAy = p0 - pA; var dBx = p0 - pB; var dBy = p0 - pB; var dBLength = Math.sqrt(dBx**2 + dBy**2); // The trig here is a bit hairy. Basically, finding the inset points is done by finding the angle (theta) // between the tips and the neighboring inner corners (or vice versa). Then, that angle is used to // calculate vector scaling factors for half the thickness of the stroked path. Which then is used to find // the actual inset points for the tips and inner corners. var theta = Math.atan2(dAx*dBy-dAy*dBx, dAx*dBx + dAy*dBy); // angle between the vectors var theta = (i%2? Math.PI * 2 - theta : theta); var stroke_prime = dBLength * Math.tan(theta/2); // this is really a scaling factor var xprime = p0 + (i%2?-1:1)*((stroke/2)/stroke_prime)*dBx + dBy*(stroke/2)/dBLength; var yprime = p0 + (i%2?-1:1)*((stroke/2)/stroke_prime)*dBy + -1 * dBx*(stroke/2)/dBLength;; inset_points.push(xprime+","+yprime); } return ""; // NOTE: use svg transformations to center the thing return ""; // Append these if you want to see what is being calculated. // The cyan dashed line is the outside of the star including the stroke width. // The red dashed line is just the star polygon points themselves. // "" + // ""; } function transform_vector_template(cmds, xr, yr, offset) { ... ... @@ -251,8 +318,8 @@ function render_vector_shape(a) { diamond: function() { return render_vector_ngon(4, xr, yr, offset); }, square: function() { return "" }, triangle: function() { return render_vector_ngon(3, xr, yr, offset); }, star: function() { return render_vector_star(5, xr, yr, offset); }, burst: function() { return render_vector_star(10, xr, yr, offset); }, star: function() { return render_vector_star(5, a.w, a.h, a.stroke); }, burst: function() { return render_vector_star(10, a.w, a.h, a.stroke); }, speechbubble: function() { return render_vector_speechbubble(xr, yr, offset); }, heart: function() { return render_vector_heart(xr, yr, offset); }, cloud: function() { return render_vector_cloud(xr, yr, offset); }, ... ...
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