I have the following code to draw an arbitrary arc:
void CenteredArc::drawPolygonArc(float radius, float thickness, float startAngle, float arcAngle) {
float num_segments = 360.0;
float radiusOuter = radius + thickness / 2;
float radiusInner = radius - thickness / 2;
float theta = arcAngle / num_segments;
float tangetial_factor = tanf(theta);//calculate the tangential factor
float radial_factor = cosf(theta);//calculate the radial factor
float xxOuter = radiusOuter * cosf(startAngle);
float yyOuter = radiusOuter * sinf(startAngle);
float xxInner = radiusInner * cosf(startAngle);
float yyInner = radiusInner * sinf(startAngle);
float prevXXOuter = -1;
float prevYYOuter = -1;
float prevXXInner = -1;
float prevYYInner = -1;
glPolygonMode(GL_FRONT, GL_FILL);
for(int ii = 0; ii < num_segments; ii++)
{
if (prevXXOuter != -1) {
glBegin(GL_POLYGON);
glVertex2f(prevXXOuter, prevYYOuter);
glVertex2f(xxOuter, yyOuter);
glVertex2f(xxInner, yyInner);
glVertex2f(prevXXInner, prevYYInner);
glEnd();
}
//calculate the tangential vector
//remember, the radial vector is (x, y)
//to get the tangential vector we flip those coordinates and negate one of them
float txOuter = -yyOuter;
float tyOuter = xxOuter;
float txInner = -yyInner;
float tyInner = xxInner;
//add the tangential vector
prevXXOuter = xxOuter;
prevYYOuter = yyOuter;
prevXXInner = xxInner;
prevYYInner = yyInner;
xxOuter += txOuter * tangetial_factor;
yyOuter += tyOuter * tangetial_factor;
xxInner += txInner * tangetial_factor;
yyInner += tyInner * tangetial_factor;
//correct using the radial factor
xxOuter *= radial_factor;
yyOuter *= radial_factor;
xxInner *= radial_factor;
yyInner *= radial_factor;
}
}
However, I would like for the arc to start off with the specified thickness on one end and gradually decrease to a thickness of zero on the other end. Any suggestions?
Edit: I am not using GL_LINE_STRIP
because I am trying to avoid having overlapping lines and gaps like so:
I would use a
line strip
with decreasingglLineWidth
.This is my implementation, it doesn't gradially reduce the
lineWidth
but it could be modified to do so. Sorry for the extra stuff, it's from my game engine.I also used these values
I'm not allowed to release the full source since I wrote it for a company but sharing a part or two wont hurt anybody :D