ActionScript 2.0 :: Plotting On A Curve - Return The X And Y Of A Point Along That Curve?
May 10, 2007
I have a curveTo an anchor point and a control point.Then I have a function that will return the x and y of a point along that curve if I give it a number as a percentage of the curve (0 to 1).It looks like this, and works perfectly..
x0,y0 are the start point, x1,y1 the control point and x2,y2 the final anchor point.But... I want to give it a _y value instead of a percentage (interval) and it return where on the curve that would intersect.
I want to curve a dynamic text from a straight line to circular curve (using a slider). I have placed the characters of the string in each textfield created at runtime.
I was hoping someone could help me working out some advanced data reformatting. What I'm hoping for is a function where I can input a value along with an array of key positions like so:
function remap(percentage:Number, keypoints:Array) { ...
The array would start with the minimum and end with the maximum point, with nested key points along the way. For example, I would input something like remap(0.25, [0:0,80:50,100:100] ) and the function would 'imagine' a spline curve graph from (0,0)-(100,100) with a key point of (80,50), then return the y value that is 25% along that graph.
I am trying to develop a Quadratic Bezier Curve using the graphics.curveTo() method. Initially when i drag mouse to draw the shape, i use start point and end point of mouse to draw the curve line. I assume control point at any position below or up to the line. An draw the curve using this control point. some what like:-
[Code]...
Now i add a tip on this curve segment. I have x and y position of tip. I want to change the curve segment by dragging tip. but now i don't have the exact control point according to tip position. If i use tip coordinate as control point it reduce the height of curve and now tip does not lie on the curve segment. What i have to do is calculate the exact control point on the basis of tip coordinate. But i failed to get this point.
From the Robert Penner code given in this tutorial: [URL] i was wondering why controlx and controly has to be so complicated. I've tried changing it to just _root._xmouse but it messes up. I don't get this, shouldn't the curve point be the same point as the mouse?
I'm attempting to make a curve drawing tool a bit easier to use.Rather than drawing a basic curve and then clicking on the control point to change it, I would like the user to be able to click on the curve itself to change it, much as you do in the FlashIDE.So, given start and end points, and a point on the curve, how do you determine the control point for use with the MX API?(I googled this, but found mostly info on cubic rather than quadratic curves)
I'm attempting to make a curve drawing tool a bit easier to use. Rather than drawing a basic curve and then clicking on the control point to change it, I would like the user to be able to click on the curve itself to change it, much as you do in the FlashIDE.
So, given start and end points, and a point on the curve, how do you determine the control point for use with the MX API?
I want the text to scroll from this point changing perspective along with curve. I know how to do it in AI, PS but without doing like 100 pictures of it slowly moving and putting them in flash like an old style cartoon I have no idea how to do this... Basically when someone rolls over the button I want This to come from nothing and scroll up onto the arc and stay till they roll off... I know how to do the simple button... it's designing a movie clip that does this on an arc that i cannot figure out
I am trying to bend 2 parallel lines into a circle, but with a motion tween, it curves under eachother... (see att)how would I make them curl to a circle
How can I animate a curve being drawn with as3 drawing api.I am not interested in masking it out or other tricks. I am interested in drawing it whith the api.This would be the equivalent, but only a straight line:
var steps:Number = 30; var currentStep:Number = 0; var startPoint:Point = new Point(100,100);
I use Loader class to load a picture,such as example.jpg,and I know if I want to realize fade in effect,I can use following code in Event.ENTER_FRAME:sprite.alpha+=0.05.When I run above code,I can get a fade in effect of example.jpg. But the fade in effect is for the whole example.jpg, now I want to fade in the example.jpg with a special curve,such as number 9,the example.jpg fade in along number 9 curve. I guess it shoud have a mathematical model can realize this special fade in effect,anyone could give me the model of fade in along special curve?
The curve decided by the width(X on the picture) and height(Y on the picture) properties of a movieclip.The distance between each green point on curve is the same.
what I am trying to do is calculate the position of a point along a curve, what I want to do is create a function where i am able to determine where a point intersects the curve when I provide an X value.I have created a simple diagram to illustrate what I am looking for:So assuming I know the x,y of each black dot, and the x of the red dot, how do I calculate it's y value?
posed by some points( an array) with a predefined length( in pixels) from position 0 to X(final) on stage. Now, i modify the points moving on the stage, making new arcs, including the point 0 and x points...So, i need to calculate the length of the new path to make another calcs..
I've created a Flex LineChart that shows high and low tide predictions over time. I'm using the LineSeries with form="curve", which produces a nice sinusoidal wave graph, representing water level over time. The X-axis represents time, and the Y-axis represents water level. The only data points I have to work with are high and low tide values, but I would like to figure out how to determine the y-values of arbitrary x-values along the line.[code]
I need to detect collision between my bezier curve (drawn using curveTo method) and a object, the curve is dyanamic and hence the equation changes every frame. I am looking for a efficient method to detect collision between curve and the object.
i have a bezier curve that is generated dynamically now i want to mask an image with it to produce a cut of face functionality just like in elfyourself.com or in jibjab.
I can't pinpoint or make up a set of calculus to determine the right formula which describes a curve that goes through 3 specific points...I'll try to say it with a more hand-on approach. I have a spaceship which can move vertically,located to the left.The enemies, obviously, arrive from the right. Now, when i click anywhere on the scene,I want a missile/plasma orb/projectile to be shot from the spaceship, but doing more than going in a straight line: imagine 3 points, one at the spaceship, one in front (therefore to the right) of the spaceship (5/10 units in front) and the third at the click location. How do I determine the formula of the curve that goes along these three points?
With the select tool, I placed my mouse over the edge & it changed to the little curve sign, but when I dragged it, it just moved the rectangle. Same thing when using the transform tool.