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    <p>First compute the four corners of the shape. </p> <pre><code>x1 = cx + radialScale*radiusStep*cos(rotationScale * rotationStep) y1 = cy + radialScale*radiusStep*sin(rotationScale * rotationStep) x2 = cx + radialScale*(radiusStep+1)*cos(rotationScale * rotationStep) y2 = cy + radialScale*(radiusStep+1)*sin(rotationScale * rotationStep) x3 = cx + radialScale*radiusStep*cos(rotationScale*(rotationStep+1)) y3 = cy + radialScale*radiusStep*sin(rotationScale*(rotationStep+1)) x4 = cx + radialScale*(radiusStep+1)*cos(rotationScale*(rotationStep+1)) y4 = cy + radialScale*(radiusStep+1)*sin(rotationScale*(rotationStep+1)) </code></pre> <p>Where (cx, cy) is the center point - In your case (maxX/2, maxY/2).</p> <p>The constants rotationScale and radialScale are just to scale up the steps to the full range. For example the rotationScale is 2PI/n if you have n sectors. And the radialScale is R/m if you have m "bands" and the outermost circle in the net has radius R. Hope that makes sense.</p> <p>The idea here is just like in a regular grid.</p> <ul> <li>One starting point</li> <li>One point to "the right" (x+1 in a regular grid, rotationStep+1 here)</li> <li>One point "down2 (y+1 in a regular grid, radiusStep+1 here)</li> <li>And then one point right <em>and</em> down.</li> </ul> <p>Now just draw the four lines between the points and voilá!</p> <p>Most graphics packages also has a <code>DrawArc</code> method of sorts. This can be used to draw the two circle arcs with very high performance while at the same time make it look even more pretty!</p>
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