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# File 'lib/rubyvis/scene/svg_wedge.rb', line 3
def self.wedge(scenes)
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)
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
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