Closed
Description
TEST_F(EntityTest, BezierCircleScaled) {
Entity entity;
auto path = PathBuilder{}
.MoveTo({97.325, 34.818})
.CubicCurveTo({98.50862885295136, 34.81812293973836},
{99.46822048142015, 33.85863261475589},
{99.46822048142015, 32.67499810206613})
.CubicCurveTo({99.46822048142015, 31.491363589376355},
{98.50862885295136, 30.53187326439389},
{97.32499434685802, 30.531998226542708})
.CubicCurveTo({96.14153655073771, 30.532123170035373},
{95.18222070648729, 31.491540299350355},
{95.18222070648729, 32.67499810206613})
.CubicCurveTo({95.18222070648729, 33.85845590478189},
{96.14153655073771, 34.81787303409686},
{97.32499434685802, 34.81799797758954})
.Close()
.TakePath();
entity.SetPath(path);
entity.SetTransformation(Matrix::MakeScale({20.0, 20.0, 1.0}).Translate({-80, -15, 0}));
entity.SetContents(SolidColorContents::Make(Color::Red()));
ASSERT_TRUE(OpenPlaygroundHere(entity));
}
At the current values for SmoothingApproximation
:
If I change SmoothingApproximation.scale
to 0.01
it looks much better, but also is more expensive to calculate.
We should probably have this be adaptive so that when people scale into paths they still look good.
@chinmaygarde @bdero fyi