Method: Rubyvis::SvgScene.wedge

Defined in:
lib/rubyvis/scene/svg_wedge.rb

.wedge(scenes) ⇒ Object



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# File 'lib/rubyvis/scene/svg_wedge.rb', line 3

def self.wedge(scenes)
  #e=scenes._g.elements[1]
  e=scenes._g.get_element(1)
  scenes.each_with_index do |s,i|
    next unless s.visible
    fill=s.fill_style
    stroke=s.stroke_style
    next if(fill.opacity==0.0 and stroke.opacity==0.0)
    # /* points */
    
    r1 = s.inner_radius
    r2 = s.outer_radius

    a = (s.angle).abs
    _p=nil
    
    if (a >= 2 * Math::PI) 
      if (r1!=0) 
        _p = "M0,#{r2 }A#{r2},#{r2} 0 1,1 0,#{-r2}A#{r2 },#{r2 } 0 1,1 0,#{r2}M0,#{r1}A#{r1},#{r1} 0 1,1 0,#{-r1}A#{r1},#{r1} 0 1,1 0,#{r1 }Z"
      else 
        _p = "M0,#{r2}A#{r2},#{r2} 0 1,1 0,#{-r2}A#{r2},#{r2} 0 1,1 0,#{r2 }Z"
      end
    else 
      sa = [s.start_angle, s.end_angle].min
      ea = [s.start_angle, s.end_angle].max
      c1 = Math.cos(sa)
      c2 = Math.cos(ea)
      s1 = Math.sin(sa)
      s2 = Math.sin(ea)
      if (r1!=0)
        _p = "M#{r2 * c1},#{r2 * s1}A#{r2},#{r2} 0 #{((a < Math::PI) ? "0" : "1")},1 #{r2 * c2},#{r2 * s2}L#{r1 * c2},#{r1 * s2}A#{r1},#{r1} 0 #{((a < Math::PI) ? "0" : "1")},0 #{r1 * c1},#{r1 * s1}Z"
      else 
        _p = "M#{r2 * c1},#{r2 * s1}A#{r2},#{r2} 0 #{((a < Math::PI) ? "0" : "1")},1 #{r2 * c2},#{r2 * s2}L0,0Z"
      end
    end
    
    e = self.expect(e, "path", {
      "shape-rendering"=> s.antialias ? nil : "crispEdges",
      "pointer-events"=> s.events,
      "cursor"=> s.cursor,
      "transform"=> "translate(#{s.left},#{s.top})",
      "d"=> _p,
      "fill"=> fill.color,
      "fill-rule"=> "evenodd",
      "fill-opacity"=>  (fill.opacity==0) ? nil : fill.opacity,
      "stroke"=> stroke.color,
      "stroke-opacity"=> (stroke.opacity==0) ? nil : stroke.opacity,
      "stroke-width"=> stroke.opacity>0 ? s.line_width / self.scale.to_f : nil
    });
    e=SvgScene.append(e,scenes,i)

  end
  e
end