diff --git a/java/libraries/opengl/src/processing/opengl/PGraphicsOpenGL.java b/java/libraries/opengl/src/processing/opengl/PGraphicsOpenGL.java index 8bedd8e9e..2ae612fca 100644 --- a/java/libraries/opengl/src/processing/opengl/PGraphicsOpenGL.java +++ b/java/libraries/opengl/src/processing/opengl/PGraphicsOpenGL.java @@ -3711,8 +3711,70 @@ return width * (1 + ox) / 2.0f; // public void arc(float a, float b, float c, float d, // float start, float stop) - // protected void arcImpl(float x, float y, float w, float h, - // float start, float stop) + ////////////////////////////////////////////////////////////// + + // ARC + + protected void arcImpl(float x, float y, float w, float h, + float start, float stop) { + float hr = w / 2f; + float vr = h / 2f; + + float centerX = x + hr; + float centerY = y + vr; + + if (fill) { + // shut off stroke for a minute + boolean savedStroke = stroke; + stroke = false; + + int startLUT = (int) (0.5f + (start / TWO_PI) * SINCOS_LENGTH); + int stopLUT = (int) (0.5f + (stop / TWO_PI) * SINCOS_LENGTH); + + beginShape(TRIANGLE_FAN); + vertex(centerX, centerY); + int increment = 1; // what's a good algorithm? stopLUT - startLUT; + for (int i = startLUT; i < stopLUT; i += increment) { + int ii = i % SINCOS_LENGTH; + // modulo won't make the value positive + if (ii < 0) ii += SINCOS_LENGTH; + vertex(centerX + cosLUT[ii] * hr, + centerY + sinLUT[ii] * vr); + } + // draw last point explicitly for accuracy + vertex(centerX + cosLUT[stopLUT % SINCOS_LENGTH] * hr, + centerY + sinLUT[stopLUT % SINCOS_LENGTH] * vr); + endShape(); + + stroke = savedStroke; + } + + if (stroke) { + // Almost identical to above, but this uses a LINE_STRIP + // and doesn't include the first (center) vertex. + + boolean savedFill = fill; + fill = false; + + int startLUT = (int) (0.5f + (start / TWO_PI) * SINCOS_LENGTH); + int stopLUT = (int) (0.5f + (stop / TWO_PI) * SINCOS_LENGTH); + + beginShape(); //LINE_STRIP); + int increment = 1; // what's a good algorithm? stopLUT - startLUT; + for (int i = startLUT; i < stopLUT; i += increment) { + int ii = i % SINCOS_LENGTH; + if (ii < 0) ii += SINCOS_LENGTH; + vertex(centerX + cosLUT[ii] * hr, + centerY + sinLUT[ii] * vr); + } + // draw last point explicitly for accuracy + vertex(centerX + cosLUT[stopLUT % SINCOS_LENGTH] * hr, + centerY + sinLUT[stopLUT % SINCOS_LENGTH] * vr); + endShape(); + + fill = savedFill; + } + } //////////////////////////////////////////////////////////////