feat: create ellipses from geometry (#84)

* feat: create ellipses from geometry

* test: geometry test for ellipse

* feat: removed required angle and added tests

* test: completed tests for geometry

* chore: unused import

* Update lib/game/components/pathway.dart

Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com>

* refactor: renaming params

* chore: missed test saved

Co-authored-by: Allison Ryan <77211884+allisonryan0002@users.noreply.github.com>
pull/88/head
Rui Miguel Alonso 4 years ago committed by GitHub
parent 573e16d0d5
commit f1b35d3eb2
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@ -144,6 +144,46 @@ class Pathway extends BodyComponent with InitialPosition, Layered {
);
}
/// Creates an ellipse [Pathway].
///
/// Does so with two [ChainShape]s separated by a [width]. Can
/// be rotated by a given [rotation] in radians.
///
/// If [singleWall] is true, just one [ChainShape] is created.
factory Pathway.ellipse({
Color? color,
required Vector2 center,
required double width,
required double majorRadius,
required double minorRadius,
double rotation = 0,
bool singleWall = false,
}) {
final paths = <List<Vector2>>[];
// TODO(ruialonso): Refactor repetitive logic
final outerWall = calculateEllipse(
center: center,
majorRadius: majorRadius,
minorRadius: minorRadius,
).map((vector) => vector..rotate(rotation)).toList();
paths.add(outerWall);
if (!singleWall) {
final innerWall = calculateEllipse(
center: center,
majorRadius: majorRadius - width,
minorRadius: minorRadius - width,
).map((vector) => vector..rotate(rotation)).toList();
paths.add(innerWall);
}
return Pathway._(
color: color,
paths: paths,
);
}
final List<List<Vector2>> _paths;
/// Constructs different [ChainShape]s to form the [Pathway] shape.

@ -1,5 +1,4 @@
// ignore_for_file: public_member_api_docs
import 'dart:async';
import 'package:flame/extensions.dart';
import 'package:flame/input.dart';

@ -23,10 +23,45 @@ List<Vector2> calculateArc({
final points = <Vector2>[];
for (var i = 0; i < precision; i++) {
final xCoord = center.x + radius * math.cos((stepAngle * i) + offsetAngle);
final yCoord = center.y - radius * math.sin((stepAngle * i) + offsetAngle);
final x = center.x + radius * math.cos((stepAngle * i) + offsetAngle);
final y = center.y - radius * math.sin((stepAngle * i) + offsetAngle);
final point = Vector2(xCoord, yCoord);
final point = Vector2(x, y);
points.add(point);
}
return points;
}
/// Calculates all [Vector2]s of an ellipse.
///
/// An ellipse can be achieved by specifying a [center], a [majorRadius] and a
/// [minorRadius].
///
/// The higher the [precision], the more [Vector2]s will be calculated;
/// achieving a more rounded ellipse.
///
/// For more information read: https://en.wikipedia.org/wiki/Ellipse.
List<Vector2> calculateEllipse({
required Vector2 center,
required double majorRadius,
required double minorRadius,
int precision = 100,
}) {
assert(
0 < minorRadius && minorRadius <= majorRadius,
'smallRadius ($minorRadius) and bigRadius ($majorRadius) must be in '
'range 0 < smallRadius <= bigRadius',
);
final stepAngle = 2 * math.pi / (precision - 1);
final points = <Vector2>[];
for (var i = 0; i < precision; i++) {
final x = center.x + minorRadius * math.cos(stepAngle * i);
final y = center.y - majorRadius * math.sin(stepAngle * i);
final point = Vector2(x, y);
points.add(point);
}
@ -63,17 +98,15 @@ List<Vector2> calculateBezierCurve({
final points = <Vector2>[];
do {
var xCoord = 0.0;
var yCoord = 0.0;
var x = 0.0;
var y = 0.0;
for (var i = 0; i <= n; i++) {
final point = controlPoints[i];
xCoord +=
binomial(n, i) * math.pow(1 - t, n - i) * math.pow(t, i) * point.x;
yCoord +=
binomial(n, i) * math.pow(1 - t, n - i) * math.pow(t, i) * point.y;
x += binomial(n, i) * math.pow(1 - t, n - i) * math.pow(t, i) * point.x;
y += binomial(n, i) * math.pow(1 - t, n - i) * math.pow(t, i) * point.y;
}
points.add(Vector2(xCoord, yCoord));
points.add(Vector2(x, y));
t = t + step;
} while (t <= 1);

@ -33,6 +33,46 @@ void main() {
});
});
group('calculateEllipse', () {
test('returns by default 100 points as indicated by precision', () {
final points = calculateEllipse(
center: Vector2.zero(),
majorRadius: 100,
minorRadius: 50,
);
expect(points.length, 100);
});
test('returns as many points as indicated by precision', () {
final points = calculateEllipse(
center: Vector2.zero(),
majorRadius: 100,
minorRadius: 50,
precision: 50,
);
expect(points.length, 50);
});
test('fails if radius not in range', () {
expect(
() => calculateEllipse(
center: Vector2.zero(),
majorRadius: 100,
minorRadius: 150,
),
throwsA(isA<AssertionError>()),
);
expect(
() => calculateEllipse(
center: Vector2.zero(),
majorRadius: 100,
minorRadius: 0,
),
throwsA(isA<AssertionError>()),
);
});
});
group('calculateBezierCurve', () {
test('fails if step not in range', () {
expect(

@ -165,6 +165,42 @@ void main() {
});
});
group('ellipse', () {
flameTester.test(
'loads correctly',
(game) async {
final pathway = Pathway.ellipse(
center: Vector2.zero(),
width: width,
majorRadius: 150,
minorRadius: 70,
);
await game.ready();
await game.ensureAdd(pathway);
expect(game.contains(pathway), isTrue);
},
);
group('body', () {
flameTester.test(
'is static',
(game) async {
final pathway = Pathway.ellipse(
center: Vector2.zero(),
width: width,
majorRadius: 150,
minorRadius: 70,
);
await game.ready();
await game.ensureAdd(pathway);
expect(pathway.body.bodyType, equals(BodyType.static));
},
);
});
});
group('bezier curve', () {
final controlPoints = [
Vector2(0, 0),

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