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Core components for WebLaf
/*
* This file is part of WebLookAndFeel library.
*
* WebLookAndFeel library is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* WebLookAndFeel library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with WebLookAndFeel library. If not, see .
*/
package com.alee.graphics.shapes;
import java.awt.*;
/**
* @author Mikle Garin
*/
public class StarPolygon extends Polygon
{
public StarPolygon ( final int x, final int y, final int r, final int innerR, final int vertexCount )
{
this ( x, y, r, innerR, vertexCount, 0 );
}
public StarPolygon ( final int x, final int y, final int r, final int innerR, final int vertexCount, final double startAngle )
{
super ( getXCoordinates ( x, y, r, innerR, vertexCount, startAngle ), getYCoordinates ( x, y, r, innerR, vertexCount, startAngle ),
vertexCount * 2 );
}
protected static int[] getXCoordinates ( final int x, final int y, final int r, final int innerR, final int vertexCount,
final double startAngle )
{
final int[] res = new int[ vertexCount * 2 ];
final double addAngle = 2 * Math.PI / vertexCount;
double angle = startAngle;
double innerAngle = startAngle + Math.PI / vertexCount;
for ( int i = 0; i < vertexCount; i++ )
{
res[ i * 2 ] = ( int ) Math.round ( r * Math.cos ( angle ) ) + x;
angle += addAngle;
res[ i * 2 + 1 ] = ( int ) Math.round ( innerR * Math.cos ( innerAngle ) ) + x;
innerAngle += addAngle;
}
return res;
}
protected static int[] getYCoordinates ( final int x, final int y, final int r, final int innerR, final int vertexCount,
final double startAngle )
{
final int[] res = new int[ vertexCount * 2 ];
final double addAngle = 2 * Math.PI / vertexCount;
double angle = startAngle;
double innerAngle = startAngle + Math.PI / vertexCount;
for ( int i = 0; i < vertexCount; i++ )
{
res[ i * 2 ] = ( int ) Math.round ( r * Math.sin ( angle ) ) + y;
angle += addAngle;
res[ i * 2 + 1 ] = ( int ) Math.round ( innerR * Math.sin ( innerAngle ) ) + y;
innerAngle += addAngle;
}
return res;
}
}
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