I ran into an issue with an app that I have been working on.The application lets a user draw a rectangle, which base class is UIComponent, on an SVG Canvas. The user can rotate, skew, scale,flip horizontal and flip vertical the rectangle. Then they can drop an image into the rectangle.We just cloned the rectangles matrix and applied it to the image and the image would transform the same as the rectangle. Well now we have changed the way the app works.
Now we don't want the image rotated or flipped on the initial drop, and this is where I'm having trouble.I was wondering if there is a way to always find the true top left of any rectangle no matter what kind of matrix is placed on it. I can find the center of the rectangle but when a user flips the rectangle the center point is outside the rectangle.Instead of finding the center I would like to find the topLeft.I have tried several things. Like transform.pixelBounds, but this gives me big numbers like 2200 instead of 400. I have also looked at senocular.com but not sure that I understand it.I just need a dynamic way to always find the top left.
i want to assign a transform matrix to an object, but i want to assign the values myself (as in, no 'rotate, scale etc'), but for example, set a matrix like
[Code]...
which if applied, would have no effect, but would be valid (actually not exactly that matrix, but you get the idea). i want to set the values of the matrix and the object should be affected by those values that i set by myself, no scale rotate or any predefined operations. how can i set my own matrix?
I have a class which extends the Sprite object in as3. I need to be able to override the transform.matrix setter in this class but haven't been successful in doing so.
I've tried many things, along with creating my own separate class which extends the Transform class and then overrides its set matrix function, and set my transform = new CustomTransform(). Sadly this didn't work.
In code this is what i tried:
public class MyClass extends Sprite { public function MyClass() {
Im using Daniel Gasienica's Zooming in Flash where he uses the transform matrix to calculate the mouse position so the zooming reference point is the same. Its pretty handy, but i need the zoom to more smooth. I've tried almost everything (mainly the TweenLite engine), but with no luck.
I am having quite a bit of trouble with one of my classes not working with the custom PixelPerfect-Class. Looking into it I found the error occurring in this line:
It's throwing a 1009. Playing arounf with trace I have come to the point, that the hero in my little game has no transform.matrix (it's null). This is not related to the CollisionClass, i traced it independently of that.
I have a UI component that I wish to relocate and scale, but in a rather complex way. I've figured out the necessary transformations using the transform matrix, to which I applied several translate and scale operations. I can set the new transform matrix for this UI component to be the above calculated matrix, and the results are accurate; but I need to animate the transition. I can't use the Scale/Move effects alone because they aren't as powerful when it comes to calculating the necessary transformation as the matrices are.So how can I animate the transition of an object given a source and a target transform matrix?Figured it outUsing a tweener and its onUpdate event to reassign the matrix with each intermediate value:
var animMatrix : Matrix = gi.transform.matrix; TweenMax.to(animMatrix, 1, { a : m.a,
I'm working on a project wherein a user can take a snapshot of themselves using their webcam and then edit this image by transforming scale and rotation and save the result.
I've got most of it working, the user can take a snapshot of themselves, transform the object using Senocular's Transform Tool and i'm using .draw() to then save this transformed object. The problem is .draw() is only grabbing data from the top left corner of the stage. It is drawing the transformed object but only from the top left corner.
Why does it only draw from the top left corner and how can i get set the coordinates to only draw from the area where the captured image is set?
You can view the file as is at: [URL]
And i've zipped the FLA and relevant classes at [URL]
someone could tell me how I can zoom a Canvas, with transform.matrix, so that the content of the component fits into the parent container (application), either inward or outward
this function is called Zoomfit(), I have this code:
Long time since i've been on here. I'm working on a project wherein a user can take a snapshot of themselves using their webcam and then edit this image by transforming scale and rotation and save the result. I've got most of it working, the user can take a snapshot of themselves, transform the object using Senocular's Transform Tool and i'm using .draw() to then save this transformed object. The problem is .draw() is only grabbing data from the top left corner of the stage. It is drawing the transformed object but only from the top left corner. Why does it only draw from the top left corner and how can i get set the coordinates to only draw from the area where the captured image is set?
I found the function: rotateAroundExternalPoint(m:Matrix, x:Number, y:Number, angleDegrees:Number) to rotate an object around an external point. The top of the object will always point at the center point which is exactly what I want.
It works fine but its possible to rotate it in an oval instead of in a perfect circle...I think it should be something with the angleDegrees Parameter but im not sure what to do with it. I also tried to set up an own matrix but I failed. Any right direction to orbit an object in an oval, and where the top of the object always point at the rotation center?
my problem is that if i scale, rotate or translate a display object using its transform.matrix i am not getting the value in the display object but the transform is happening like displayObject.scaleX or displayObject.scaleY etc. i get this new transform value using the dislayobject? as i am using a matrix transform manager which actually changing the transform matrix of the display object.
I have an odd problem in CS4/AS3 with one of my flash files where text is incorrectly rendered if the movieclip containing the text has a 3d matrix transform and quality is set to medium or low. It is easy to reproduce:
Has anyone here ever developed a function (or general library of relevant functions) that will allow one to find the inverse of a matrix? I've searched the forum archives, as well as the internet more generally, but haven't found anything. If anyone has some leads, I hope you'll pass them along.
If I don't hear anything within the next few days, I might try to develop something on my own, but I'd hate to do so if someone has already done the dirty work.
A solution to this problem would be very useful for 3-D work or anyone doing mathematical programming more generally.
I'm having trouble with loading in an external image that I can transform with the Senocular Transform Tool class. I have managed to load in the picture but the transform class doesn't seem want to grab it. Eventually I want to us the FileRef to upload the image but I just need to figure out how it works first. Here my code to load in the external image
[Code]...
The transform class can grab the other movieclips but it doesn't want to grab the new image loaded in from the code above.
When rotating a display object (around its center) the visual corner of the element moves (the actual x and y of the "box" remains the same). For example with 45 degrees of rotation the x coordinate will have increased and the y coordinate will have decreased as the top left corner is now at the top center of the "box".
I've tried to use displayObject.getBounds(coordinateSpace).topLeft however this method is simply returning the x and y of the box and thus doesn't change after an object has been rotated.
So, how do you get the x and y of a visual corner of a rotated display object?
Update: this is what I mean with the position of a visual corner after rotation -->
Here is the flash file I am referring to: [URL] You can view it online here: [URL] Notice how when the navigation loads in on the left, the WhipSmart logo Goes to the topleft? Well I don't want it to do that. I want that to happen ONLY when a user clicks on a navigation link.
So how it should looks is: The whipsmart logo appears big (as it does), the mid text loads and WhipSmart logo gets a bit smaller (as it does) and THEN it needs to stay like that until a user clicks on a menu item (it doesn't do that now, right now it automatically goes up to the topleft without the user making an action).
I followed the tutorial for the Matrix Bitstream Effect here - [URL] utorials/Sp...ndex.shtml - like a slave, downloaded her code and compared, and I still can't see why my matrix will not become random. I put a bunch of copies of the movie clip of the "random" 0s and 1s on Scene 1, and they all slavishly turn to 1s and 0s at the same time, no randomness. Can anyone tell me what I'm doing wrong?
I'm really new to flash, with my background mainly in C++ and Java. But what I'm wanting to do is create a 5x5 button matrix to make a game.I've tried using the visual style of drawing the button and what not, but I really don't like it. I'd like to have like an array of button of object where I can track things like click count for each object. Is this possible with action script?
After reading over the Flash 10 file spec I want to play a bit with transformational matricies.If you have multiple MATRIX records in an SWF do the transforms compound each other?Or is the matrix a complete replacement of the previous matrix?Does flash operate similar to Postscript with gsave grestore like operators which allow the transformational matrics to be saved & restored?
I'm trying to use the MatrixTransform class to RotateAroundInternalPoint but it requires that the object I'm trying to rotate has matrix points defined. My question is, is there a way to add Matrix points to a non Shape object so I can rotate it, or is there another class that is used to rotate movie clips around internal points?
Most often, questions are asked about how to scale a DisplayObject, and the answer is usually to use a Matrix.
My question is, how to you GET the scale of a Matrix (scaleX and scaleY)?
There's a Matrix.scale method to set the scaleX and scaleY, but it doesn't return a value, and no other properties exist to read it back.
The reason I ask, I'm using object burried deep down into a Display list, and each may be transformed. So I use the child object's sprite.transform.concatenatedMatrix getter, but am stuck at this point on how to read the scale from it.
I have to use Flash CS3, so I can't use the properties rotationX, roationY and rotationZ.I have a movieclip, that looks like this. It is now flat, no 3D rotation or shearing But what I want is that this movieclip has a rotationX, or that it is a bit in perspective like this: As I said, I can't use rotationX, so I have been playing around with Matrix. But I can not get it right.Here is how I try to do it
myMC.transform.matrix = new Matrix(1,0.15,0.35, 1, 0, 0);
And this is the result get the matrix right, or is there another way?