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reuleaux-selectors.js
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reuleaux-selectors.js
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function pointEqual(x, y, x2, y2) {
return (x >= x2 - 0.00005 && x <= x2 + 0.00005 &&
y >= y2 - 0.00005 && y <= y2 + 0.00005);
}
function reuleauxPointAtAngle(x, y, r, angle) {
r = r || 1;
var cir_r = 2*r*r*(1-Math.cos(2/3*Math.PI));
cir_r = Math.sqrt(cir_r);
var points = getPoints(x, y, r);
// Determine point from angle
var focal = 0;
var constrainedStartAngle = angle % (Math.PI*2);
if (constrainedStartAngle < 0) {
constrainedStartAngle += Math.PI*2;
}
if (constrainedStartAngle >= (Math.PI * 3 / 2) && constrainedStartAngle <= (Math.PI * 2)) {
focal = 1;
}
else if (constrainedStartAngle >= 0.0 && constrainedStartAngle <= (Math.PI / 6)) {
focal = 1;
}
else if (constrainedStartAngle >= (Math.PI / 6) && constrainedStartAngle <= (Math.PI * 5 / 6)) {
focal = 0;
}
else {
focal = 2;
}
return intersectCircle(points[focal], cir_r, x, y, x + cir_r * Math.cos(angle), y + cir_r * Math.sin(angle))[0];
}
function getAreaPoints(x, y, r, ir, areas, paper) {
var ret = Raphael.newPathBuilder();
// Reuleaux edge intersections
var intersections = new Array();
var innerPointsRejected = false;
var innerHasPoints = false;
var innerContained = false;
var outerPointsRejected = false;
var outerHasPoints = false;
var outerContained = false;
// Each circle has an array of intersections
for (var i = 0; i < areas.count; i++) {
var knob = areas[i];
knob.intersections = new Array();
knob.pointsRejected = false;
knob.rendered = false;
}
for (var i = 0; i < areas.count; i++) {
var knob = areas[i];
if (knob.area.next == undefined) {
continue;
}
var kx = knob.x + x;
var ky = knob.y + y;
var kr = knob.radius;
if (circleContainsReuleaux(kx, ky, kr, x, y, ir)) {
innerContained = true;
}
if (circleContainsReuleaux(kx, ky, kr, x, y, r)) {
outerContained = true;
}
var isPointGood = function(point, j) {
// It cannot be outside of the outer border
if (!reuleauxContains(x, y, r, point.x, point.y)) {
return false;
}
// It cannot be inside of the inner border
if (reuleauxContains(x, y, ir, point.x, point.y) && !point.inner) {
return false;
}
// Does it already exist?
for (key in knob.intersections) {
var intersection = knob.intersections[key];
if (pointEqual(intersection.x, intersection.y, point.x, point.y) && (intersection.circle == j || intersection.circle == i)) {
return false;
}
}
for (var k = 0; k < areas.count; k++) {
if (k == j || k == i) {
continue;
}
var knob3 = areas[k];
var kx3 = knob3.x + x;
var ky3 = knob3.y + y;
var r3 = knob3.radius;
if (circleContains(kx3, ky3, r3, point.x, point.y)) {
return false;
}
}
return true;
}
for (var j = 0; j < areas.count; j++) {
if (j == i) {
continue;
}
var knob2 = areas[j];
var kx2 = knob2.x + x;
var ky2 = knob2.y + y;
var r2 = knob2.radius;
if (circleContainsCircle(kx, ky, kr, kx2, ky2, r2)) {
knob2.pointsRejected = true;
}
var points = intersectCircleWithCircle(kx, ky, kr, kx2, ky2, r2);
if (points) {
for (key in points) {
var point = points[key];
// Reject points that are contained in other circles
if (isPointGood(point, j)) {
var intersection = {};
intersection.x = point.x;
intersection.y = point.y;
intersection.circle = j;
intersection.angle = getAngle(knob.x+x, knob.y+y, point.x, point.y);
knob.intersections.push(intersection);
var intersection2 = {};
intersection2.x = point.x;
intersection2.y = point.y;
intersection2.circle = i;
intersection2.angle = getAngle(knob2.x+x, knob2.y+y, point.x, point.y);
knob2.intersections.push(intersection2);
}
else {
knob.pointsRejected = true;
knob2.pointsRejected = true;
}
}
}
}
// Find intersections with this area and the outer reuleaux
var points = intersectReuleauxWithCircle(x, y, r, kx, ky, kr);
// And those with the inner reuleaux
var points_inner = intersectReuleauxWithCircle(x, y, ir, kx, ky, kr);
if (points_inner) {
if (!points) {
points = new Array();
}
for (key in points_inner) {
points_inner[key].inner = true;
points.push(points_inner[key]);
}
}
if (points) {
for (key in points) {
var point = points[key];
// Reject points that are contained in other circles
if (isPointGood(point, -1)) {
var intersection = {};
intersection.x = point.x;
intersection.y = point.y;
intersection.circle = -1; // Intersects reuleaux
intersection.angle = getAngle(knob.x+x, knob.y+y, point.x, point.y);
knob.intersections.push(intersection);
var intersection2 = {};
intersection2.x = point.x;
intersection2.y = point.y;
intersection2.circle = i;
intersection2.angle = getAngle(x, y, point.x, point.y);
intersection2.inner = point.inner;
intersections.push(intersection2);
if (point.inner) {
innerHasPoints = true;
}
else {
outerHasPoints = true;
}
}
else {
knob.pointsRejected = true;
if (point.inner) {
innerPointsRejected = true;
}
else {
outerPointsRejected = true;
}
}
}
}
else {
// Hmm, it doesn't intersect with the border, is it within the border?
if (!reuleauxContains(x, y, r, knob.x+x, knob.y+y)) {
// Don't render it, it is outside the border completely.
knob.pointsRejected = true;
}
if (reuleauxContains(x, y, ir, knob.x+x, knob.y+y) &&
!circleContainsReuleaux(knob.x+x, knob.y+y, knob.radius, x, y, ir)) {
// If the inner Reuleaux contains the center of the circle,
// and the circle does not contain the inner Reuleaux,
// but does not intersect, then it is contained within the
// inner Reuleaux... do not render
knob.pointsRejected = true;
}
}
}
// Define the area
var findNextRing = function() {
// Find a starting place
var startingArea = -1;
var startingPoint;
for (var i = 0; i < areas.count; i++) {
var knob = areas[i];
var hasIntersections = false;
for (key in knob.intersections) {
hasIntersections = true;
var point = knob.intersections[key];
if (point.used == undefined) {
knob.intersections[key].used = true;
startingArea = i;
startingPoint = point;
break;
}
}
if (!hasIntersections && !knob.pointsRejected && !knob.rendered) {
// It's just a single circle...
// Render the single circle
knob.rendered = true;
ret.moveTo(knob.x+x, knob.y+y-knob.radius);
ret.circleArcTo(knob.x+x, knob.y+y+knob.radius, knob.radius, 1, 1);
ret.circleArcTo(knob.x+x, knob.y+y-knob.radius, knob.radius, 1, 1);
ret.close();
}
if (startingArea != -1) {
break;
}
}
if (startingArea == -1) {
// Either entire area is covered, or none
return false;
}
// Finds the corresponding intersection point in the adjacent region.
var followPoint = function(point) {
var points;
if (point.circle == -1) {
// Coast down the reuleaux!
points = intersections;
}
else {
points = areas[point.circle].intersections;
}
for (key in points) {
var intersection = points[key];
if (pointEqual(intersection.x, intersection.y, point.x, point.y)) {
if (point.circle == -1) {
intersections[key].used = true;
}
else {
areas[point.circle].intersections[key].used = true;
}
point = intersection;
break;
}
}
return point;
}
var findNextPoint = function(point) {
var points;
if (point.circle == -1) {
// Coast down the reuleaux!
points = intersections;
}
else {
points = areas[point.circle].intersections;
}
var oldPoint = point;
point = followPoint(point);
var currentAngle = point.angle;
if (oldPoint.circle == point.circle) {
// wtf.
point = oldPoint;
}
// Find next highest
var next = point;
var best = Math.PI * 2;
var prev = point;
var worst = 0;
for (key in points) {
var intersection = points[key];
if (intersection.inner != point.inner) {
continue;
}
var angle = intersection.angle;
angle -= currentAngle;
if (angle <= 0.00005) {
angle += Math.PI * 2;
}
if (angle < best) {
next = intersection;
best = angle;
}
if (angle > worst && angle < (Math.PI*2 - 0.00005)) {
prev = intersection;
worst = angle;
}
}
prev.angle_diff = worst;
next.angle_diff = best;
if (point.inner) {
prev.used = true;
return prev;
}
next.used = true;
return next;
}
// Determine starting direction by choosing the correct circle
// So, it could produce an arc in one of two directions
// The arc should not be contained within the circle next to it
var area = areas[startingArea];
var cur_point = followPoint(startingPoint);
var next_point = findNextPoint(startingPoint);
var angle = cur_point.angle + 0.01;
if (startingPoint.circle == -1) {
var rr = r;
if (cur_point.inner) {
rr = ir;
angle = cur_point.angle - 0.01;
}
var p = reuleauxPointAtAngle(x, y, rr, angle);
// Running along the reuleaux should cut through the circle.
// If it doesn't, then we shouldn't go that direction!
if (!circleContains(area.x+x, area.y+y, area.radius, p.x, p.y)) {
// No! Swap starting point
startingPoint = cur_point;
}
}
else {
var circle = areas[startingPoint.circle];
var mx = circle.x + x + circle.radius * Math.cos(angle);
var my = circle.y + y + circle.radius * Math.sin(angle);
if (circleContains(area.x+x, area.y+y, area.radius, mx, my)) {
// No! Swap starting point
startingPoint = cur_point;
}
}
var ringPoints = new Array();
ringPoints.push({x: startingPoint.x, y: startingPoint.y});
var currentPoint = startingPoint;
var last_circle = startingArea;
do {
last_circle = currentPoint.circle;
currentPoint = findNextPoint(currentPoint);
if (last_circle == -1) {
var rr = r;
if (currentPoint.inner) {
rr = ir;
}
ringPoints.push({type: "reuleaux", x: currentPoint.x, y: currentPoint.y, rx: x, ry: y, r: rr});
}
else {
// We are filling this circle in as a part of this ring.
var area = areas[last_circle];
var largearc = 0;
if (currentPoint.angle_diff >= Math.PI - 0.00005) {
largearc = 1;
}
ringPoints.push({type: "arc", x: currentPoint.x, y: currentPoint.y, r: area.radius, l: largearc});
}
} while (!pointEqual(currentPoint.x, currentPoint.y, startingPoint.x, startingPoint.y));
return ringPoints;
}
while(true) {
var ring = findNextRing();
if (!ring) {
break;
}
var renderRing = function(ring) {
for (var index in ring) {
var point = ring[index];
/*ret.moveTo(point.x, point.y-index);
ret.circleArcTo(point.x, point.y+index, index, 0, 1);
ret.circleArcTo(point.x, point.y-index, index, 0, 1);
ret.close();//*/
}
for (var index in ring) {
var point = ring[index];
if (index == 0) {
ret.moveTo(point.x, point.y);
}
else if (point.type == "reuleaux") {
ret.reuleauxArcTo(point.rx, point.ry, point.x, point.y, point.r, point.r == r);
}
else {
ret.circleArcTo(point.x, point.y, point.r, 1, point.l);
}
}
ret.close();
}
renderRing(ring);
}
if (outerContained || (outerPointsRejected && !outerHasPoints)) {
ret.pathstr = getReuleauxPathString(x, y, r, true);
}
// Did the inner Reuleaux get consumed?
if (innerContained || (innerPointsRejected && !innerHasPoints)) {
ret.pathstr += getReuleauxPathString(x, y, ir, false);
}
return ret;
}
function circleContains(x, y, r, px, py) {
var d = computeDistance(x, y, px, py);
return (d <= r + 0.00005);
}
function circleContainsReuleaux(x, y, r, rx, ry, rr) {
// A circle contains a Reuleaux when the three endpoints
// of the Reuleaux are within the circle and the circle
// does not intersect the Reuleaux.
var points = getPoints(rx, ry, rr);
var contains = true;
for (var key in points) {
if (!circleContains(x, y, r, points[key].x, points[key].y)) {
contains = false;
}
}
// If the circle doesn't contain the endpoints, then it must not
// be able to contain the whole Reuleaux.
if (contains == false) {
return false;
}
// Does it intersect at all?
return !intersectReuleauxWithCircle(rx, ry, rr, x, y, r);
}
function circleContainsCircle(x, y, r, cx, cy, cr) {
var d = computeDistance(x, y, cx, cy);
return (d < r-cr);
}
function intersectReuleauxWithCircle(x, y, r, cx, cy, cr) {
var points = getPoints(x, y, r);
// Determine if line intersects any of the circles that make
// up the Reuleaux.
// Find the radius of the outer circles
var cir_r = 2 * r * r * (1 - Math.cos((2/3) * Math.PI));
cir_r = Math.sqrt(cir_r);
// Clip line with every circle that makes up the Reuleaux
var intersectionPoints = new Array();
for (var i = 0; i < 3; i++) {
var tmpline = intersectCircleWithCircle(points[i].x, points[i].y, cir_r, cx, cy, cr);
if (tmpline) {
for (index in tmpline) {
intersectionPoints.push(tmpline[index]);
}
}
}
// Check to see that all points are within the reuleaux
var ret = new Array();
var hasPoints = false;
for (index in intersectionPoints) {
if (reuleauxContains(x, y, r, intersectionPoints[index].x, intersectionPoints[index].y)) {
hasPoints = true;
ret.push(intersectionPoints[index]);
}
}
if (!hasPoints) {
return false;
}
return ret;
}
function intersectCircleWithCircle(x1, y1, r1, x2, y2, r2) {
var d = computeDistance(x1, y1, x2, y2);
if (d > (r1+r2) || d < Math.abs(r1-r2) || (d == 0 && r1 == r2)) {
// Either the circles do not overlap, or one is contained within the other.
return false;
}
var points = new Array();
// The distance from the first circle and the midpoint (cx, cy)
var a = ((r1*r1) - (r2*r2) + (d*d)) / (2*d);
// Midpoint between two circles, the normal of this line contains both points
var cx = x1 + (a * (x2 - x1) / d);
var cy = y1 + (a * (y2 - y1) / d);
if (d > (r1+r2-0.00005) && d < (r1+r2+0.00005)) {
// One point: the midpoint is the point which both circles touch
var point = {x: cx, y: cy};
points.push(point);
return points;
}
// Two points
// The distance between the midpoint (cx, cy) and the intersection points
var h = Math.sqrt((r1*r1) - (a*a));
// Each intersection point
var p1 = {x: cx + (h * (y2 - y1) / d), y: cy - (h * (x2 - x1) / d)};
var p2 = {x: cx - (h * (y2 - y1) / d), y: cy + (h * (x2 - x1) / d)};
points.push(p1);
points.push(p2);
return points;
}
function computeDistance(x, y, x2, y2) {
var dx = x - x2;
var dy = y - y2;
var n = dx * dx + dy * dy;
return Math.sqrt(n);
}
function PathBuilder() {
this.pathstr = "";
this.x = 0;
this.y = 0;
this.close = function() {
this.pathstr += "z";
}
this.moveTo = function(x, y) {
this.pathstr += "M" + x + " " + y;
this.x = x;
this.y = y;
}
this.lineTo = function(x, y) {
this.pathstr += "L" + x + " " + y;
this.x = x;
this.y = y;
}
this.reuleauxArcTo = function(x, y, px, py, r, reverse) {
r = r || 1;
var startAngle = getAngle(x, y, this.x, this.y);
var endAngle = getAngle(x, y, px, py);
// Make endAngle relative to startAngle
endAngle = startAngle - endAngle;
if (endAngle < 0) {
endAngle += Math.PI * 2;
}
var points = getPoints(x,y,r);
var angles = new Array();
for (var index in points) {
angles[index] = getAngle(x, y, points[index].x, points[index].y);
}
// Determine start point from angle
var start_focal = 0;
var constrainedStartAngle = startAngle % (Math.PI*2);
if (constrainedStartAngle < 0) {
constrainedStartAngle += Math.PI*2;
}
for (var index in points) {
if (constrainedStartAngle <= angles[index]) {
start_focal = (index + 1) % 3;
}
}
if (reverse) {
start_focal = (start_focal + 3 - 1) % 3;
}
// Get angle to focal
var amountToFocal = startAngle - angles[start_focal];
if (amountToFocal < 0) {
amountToFocal += Math.PI * 2;
}
if (reverse) {
amountToFocal = Math.PI * 2 - amountToFocal;
endAngle = Math.PI * 2 - endAngle;
}
// Draw arcs
var cir_r = 2*r*r*(1-Math.cos(2/3*Math.PI));
cir_r = Math.sqrt(cir_r);
var curAngle = 0;
var i = start_focal;
var diffAngle = amountToFocal;
if (reverse) {
curAngle = endAngle;
while (curAngle - diffAngle > 0) {
var focal = points[i];
this.circleArcTo(focal.x, focal.y, cir_r, 1);
curAngle -= diffAngle;
diffAngle = (Math.PI * 2) / 3;
i = (i + 3 - 1) % 3;
}
this.circleArcTo(px, py, cir_r, 1);
}
else {
while (curAngle + diffAngle < endAngle) {
var focal = points[i];
this.circleArcTo(focal.x, focal.y, cir_r, 0);
curAngle += diffAngle;
diffAngle = (Math.PI * 2) / 3;
i = (i + 1) % 3;
}
this.circleArcTo(px, py, cir_r, 0);
}
this.x = x;
this.y = y;
}
this.circleArcTo = function(x, y, r, sweep, largearc) {
if (r == undefined) {
r = 1;
}
if (sweep == undefined) {
sweep = 0;
}
if (largearc == undefined) {
largearc = 0;
}
this.pathstr += "A" + [r, r, 0, largearc, sweep, x, y].join(',');
this.x = x;
this.y = y;
}
this.ellipseArcTo = function(x, y, rx, ry, sweep) {
if (rx == undefined) {
rx = 1;
}
if (ry == undefined) {
ry = 1;
}
if (sweep == undefined) {
sweep = 0;
}
this.pathstr += "A" + [rx, ry, 0, 0, sweep, x, y].join(',');
this.x = x;
this.y = y;
}
}
Raphael.newPathBuilder = function() {
return new PathBuilder();
}
Raphael.fn.pathFromBuilder = function(builder) {
return this.path(builder.pathstr);
}
function getReuleauxArcPathStringPoints(x, y, r, px, py, tx, ty) {
// Get angles of px, py
start = getAngle(x, y, px, py);
end = getAngle(x, y, tx, ty);
return getReuleauxArcPathString(x, y, r, start, end);
}
function getReuleauxArcPathString(x, y, r, startAngle, endAngle) {
r = r || 1;
var cir_r = 2*r*r*(1-Math.cos(2/3*Math.PI));
cir_r = Math.sqrt(cir_r);
var points = getPoints(x,y,r);
// Determine start point from angle
var start_focal = 0;
var constrainedStartAngle = startAngle % (Math.PI*2);
if (constrainedStartAngle < 0) {
constrainedStartAngle += Math.PI*2;
}
if (constrainedStartAngle >= (Math.PI * 3 / 2) && constrainedStartAngle <= (Math.PI * 2)) {
start_focal = 1;
}
else if (constrainedStartAngle >= 0.0 && constrainedStartAngle <= (Math.PI / 6)) {
start_focal = 1;
}
else if (constrainedStartAngle >= (Math.PI / 6) && constrainedStartAngle <= (Math.PI * 5 / 6)) {
start_focal = 0;
}
else {
start_focal = 2;
}
var startPoint = intersectCircle(points[start_focal], cir_r, x, y, x + cir_r * Math.cos(startAngle), y + cir_r * Math.sin(startAngle))[0];
var end_focal = 0;
var constrainedEndAngle = endAngle % (Math.PI*2);
if (constrainedEndAngle < 0) {
constrainedEndAngle += Math.PI*2;
}
if (constrainedEndAngle >= (Math.PI * 3 / 2) && constrainedEndAngle <= (Math.PI * 2)) {
end_focal = 1;
}
else if (constrainedEndAngle >= 0.0 && constrainedEndAngle <= (Math.PI / 6)) {
end_focal = 1;
}
else if (constrainedEndAngle >= (Math.PI / 6) && constrainedEndAngle <= (Math.PI * 5 / 6)) {
end_focal = 0;
}
else {
end_focal = 2;
}
var endPoint = intersectCircle(points[end_focal], cir_r, x, y, x + cir_r * Math.cos(endAngle), y + cir_r * Math.sin(endAngle))[0];
var pathstr = "";
var builder = Raphael.newPathBuilder();
if (endAngle < startAngle) {
builder.moveTo(endPoint.x, endPoint.y);
var sweep = 1;
var i = end_focal;
while (((i+3) % 3) != start_focal) {
var focal = points[(i+1)%3];
builder.circleArcTo(focal.x, focal.y, cir_r, sweep);
i--;
}
builder.circleArcTo(startPoint.x, startPoint.y, cir_r, sweep);
}
else {
builder.moveTo(startPoint.x, startPoint.y);
var sweep = 0;
var i = start_focal;
while (((i+3) % 3) != end_focal) {
var focal = points[(i-1+3)%3];
builder.circleArcTo(focal.x, focal.y, cir_r, sweep);
i++;
}
builder.circleArcTo(endPoint.x, endPoint.y, cir_r, sweep);
}
return builder;
}
function getReuleauxPathString(x, y, r, reverse) {
r = r || 1;
if (reverse == undefined) {
reverse = false;
}
var cir_r = 2*r*r*(1-Math.cos(2/3*Math.PI));
cir_r = Math.sqrt(cir_r);
var points = getPoints(x,y,r);
var pathstr = "M" + points[0].x + " " + points[0].y;
var sweep = 0;
if (reverse) {
sweep = 1;
}
for (var i = 0; i < 3; i++) {
var point_index = (i + 1) % 3;
if (reverse) {
point_index = (3 - i - 1);
}
var next_point = points[point_index];
pathstr += "A" + [cir_r, cir_r, 0, 0, sweep, next_point.x, next_point.y].join(',');
}
pathstr += "z";
return pathstr;
}
function agenderSymbol(x, y, r) {
r = r || 1;
var symbol = Raphael.newPathBuilder();
var points = getPoints(x, y, r);
var px = x;
var py = y;
var radius = 4;
symbol.moveTo(px, py+radius);
symbol.circleArcTo(px, py-radius, radius);
symbol.circleArcTo(px, py+radius, radius);
symbol.close();
return symbol;
}
function polySymbol(x, y, r) {
r = r || 1;
var symbol = Raphael.newPathBuilder();
var points = getPoints(x, y, r);
var px = points[0].x;
var py = points[0].y + 17;
var radius = 3;
var crossl = 6;
var arrowl = 5;
symbol.moveTo(px, py+radius);
symbol.circleArcTo(px, py-radius, radius);
symbol.circleArcTo(px, py+radius, radius);
symbol.close();
// Bottom Female Cross
symbol.moveTo(px + radius * Math.cos(Math.PI / 2),
py + radius * Math.sin(Math.PI / 2));
symbol.lineTo(px + (radius + crossl) * Math.cos(Math.PI / 2),
py + (radius + crossl) * Math.sin(Math.PI / 2));
symbol.moveTo(px - (crossl / 2) + radius * Math.cos(Math.PI / 2),
py + (crossl / 2) + radius * Math.sin(Math.PI / 2));
symbol.lineTo(px + (crossl / 2) + radius * Math.cos(Math.PI / 2),
py + (crossl / 2) + radius * Math.sin(Math.PI / 2));
// Top-left Trigender Arrow
symbol.moveTo(px + radius * Math.cos(5 * Math.PI / 4),
py + radius * Math.sin(5 * Math.PI / 4));
symbol.lineTo(px + (crossl + radius) * Math.cos(5 * Math.PI / 4),
py + (crossl + radius) * Math.sin(5 * Math.PI / 4));
symbol.moveTo(symbol.x + arrowl * Math.cos(0),
symbol.y + arrowl * Math.sin(0));
symbol.lineTo(px + (crossl + radius) * Math.cos(5 * Math.PI / 4),
py + (crossl + radius) * Math.sin(5 * Math.PI / 4));
symbol.lineTo(symbol.x + arrowl * Math.cos( Math.PI / 2),
symbol.y + arrowl * Math.sin( Math.PI / 2));
symbol.moveTo(px + (crossl/3 + radius) * Math.cos(5 * Math.PI / 4),
py + (crossl/3 + radius) * Math.sin(5 * Math.PI / 4));
symbol.moveTo(symbol.x + (crossl/2) * Math.cos(3 * Math.PI / 4),
symbol.y + (crossl/2) * Math.sin(3 * Math.PI / 4));
symbol.lineTo(symbol.x + crossl * Math.cos(7 * Math.PI / 4),
symbol.y + crossl * Math.sin(7 * Math.PI / 4));
// Top-right male arrow
symbol.moveTo(px + radius * Math.cos(7 * Math.PI / 4),
py + radius * Math.sin(7 * Math.PI / 4));
symbol.lineTo(px + (crossl + radius) * Math.cos(7 * Math.PI / 4),
py + (crossl + radius) * Math.sin(7 * Math.PI / 4));
symbol.moveTo(symbol.x + arrowl * Math.cos(Math.PI),
symbol.y + arrowl * Math.sin(Math.PI));
symbol.lineTo(px + (crossl + radius) * Math.cos(7 * Math.PI / 4),
py + (crossl + radius) * Math.sin(7 * Math.PI / 4));
symbol.lineTo(symbol.x + arrowl * Math.cos( Math.PI / 2),
symbol.y + arrowl * Math.sin( Math.PI / 2));
return symbol;
}
function femaleSymbol(x, y, r) {
r = r || 1;
var symbol = Raphael.newPathBuilder();
var points = getPoints(x, y, r);
var px = points[2].x - 15;
var py = points[2].y - 11;
var radius = 4;
var crossl = 8;
symbol.moveTo(px, py+radius);
symbol.circleArcTo(px, py-radius, radius);
symbol.circleArcTo(px, py+radius, radius);
symbol.close();
symbol.moveTo(px + radius * Math.cos(Math.PI / 2),
py + radius * Math.sin(Math.PI / 2));
symbol.lineTo(px + (radius + crossl) * Math.cos(Math.PI / 2),
py + (radius + crossl) * Math.sin(Math.PI / 2));
symbol.moveTo(px - (crossl / 2) + radius * Math.cos(Math.PI / 2),
py + (crossl / 2) + radius * Math.sin(Math.PI / 2));
symbol.lineTo(px + (crossl / 2) + radius * Math.cos(Math.PI / 2),
py + (crossl / 2) + radius * Math.sin(Math.PI / 2));
return symbol;
}
function maleSymbol(x, y, r) {
r = r || 1;
var symbol = Raphael.newPathBuilder();
var points = getPoints(x, y, r);
var px = points[1].x + 15;
var py = points[1].y - 7;
var radius = 4;
var length = 11;
var arrowl = 5.5;
symbol.moveTo(px, py+radius);
symbol.circleArcTo(px, py-radius, radius);
symbol.circleArcTo(px, py+radius, radius);
symbol.close();
symbol.moveTo(px + radius * Math.cos(13 * Math.PI / 8),
py + radius * Math.sin(13 * Math.PI / 8));
symbol.lineTo(px + length * Math.cos(13 * Math.PI / 8),
py + length * Math.sin(13 * Math.PI / 8));
symbol.moveTo(symbol.x + arrowl * Math.cos(13.5 * Math.PI / 16),
symbol.y + arrowl * Math.sin(13.5 * Math.PI / 16));
symbol.lineTo(px + length * Math.cos(13 * Math.PI / 8),
py + length * Math.sin(13 * Math.PI / 8));
symbol.lineTo(symbol.x + arrowl * Math.cos( 6.5 * Math.PI / 16),
symbol.y + arrowl * Math.sin( 6.5 * Math.PI / 16));
return symbol;
}
Raphael.fn.prettyReuleauxRing = function(x, y, r, ir, caption, labels) {
r = r || 1;
ir = ir || 1;
var outer_pathstr = getReuleauxPathString(x, y, r);
var inner_pathstr = getReuleauxPathString(x, y, ir);
var fill_pathstr = outer_pathstr + getReuleauxPathString(x, y, ir, true);
var ret = {};
ret.center = {x: x, y: y};
ret.reuleaux = this.path(fill_pathstr);
var stripe_height = 18;
var offset = 15;
var lines = new Array();
var line_count = 0;
for (var i = -6; i < 7; i++) {
lines.push({x1: x + r, y1: y - r + (i * stripe_height) + offset,
x2: x - r, y2: y + r + (i * stripe_height) + offset});
line_count++;
}
var points = getPoints(x, y, r);
var stripes = new Array();
var stripe_count = 0;
for (var i = 0; i < line_count; i+=2) {
var line1 = lines[i];
var line2 = {};
if ((i + 1) < line_count) {
line2 = lines[i+1];