ActionScript 3.0 :: Draw A Plane Between The Known Points?
Jun 22, 2010
I have an array of points and I need square planes to be drawn between these points and distorted if points change their coordinates (see what I mean in the attached file).So what is the best practice I should use to create such set of planes knowing just coordinates of the points (planes vertices)?
I have a program to draw straight lines in a coordinate plane.i create a movie clip ans input ywo pints of the first line and the line is drawn.But when i input the second data of the second line, the new line is drawn but the first line disappears.
I am looking to draw a curve through N points. The control points will be constantly moving so ill need to keep updating the line ON_ENTER_FRAME.I have looked on Google, and i found some dedicated libraries,URL...But i dont have a clue how to use it.Does anyone have any advice for me on how to draw the curve?
I'm projecting some vectors using the Utils3D.projectVectors() method. This gives me the (x,y) screen points. Then I'm using graphics.drawGraphicsData(); to draw a GraphicsTrianglePath containing these points.
The points are drawn at the top left (0,0) of the stage, but I want them to be at the middle (275,200). I know there are several ways of doing this, like for instance, adding 275 to all the screen points x values, and adding 200 to the y values, but I think that would be a massive operation.I can also set the sprite containers x and y, but I want its position to stay in the top left.
I am trying to draw a continuous curved line in flash. There are many methods but none of the ones I have found so far quite fit my requirements. First of all, I want to use the flash graphic api's curveTo() method. I DO NOT want to simulate a curve with hundreds of calls to lineTo() per curved line segment. It is my experience and understanding that line segments are processor heavy. Flash's quadratic bezier curve should take less CPU power. [code]...
I'm having issues with drawing a circle. The code seems to work for drawing all the required segments except one, but tracing the points of the drawing looks correct.This is the class that generates the segments:
I am struggling with an issue where I want to create a function that draws an outline of any object and I want to use this outline as curve path so I can animate objects on this path using Tweener. Like that:
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 am facing a real nightmare. I have many Assets which use strange origin points. I need to essentially draw these assets to a BitmapData, but the origin point causes all kinds of problems. StackOVerflow does not let me attach an image so I will try to describe. Imagine you have the shape of a digit "8". You have 3 of these shapes.... Each shape has a different origin:
1) The middle of the "8" shape
2) The centre of the top "o" part of the "8" shape
3) The centre of the bottom "o" part of the "8" shape
How, with a single drawing routine, can I correctly draw each of these instances to a BitmapData? Ideally I want to find the top left part of any Sprite bounding box, and bitmapdata.draw() from there. But after 2 days, all of my attempts either get clipped.... or using matrices, they do not work for every origin point and different drawings get clipped in different locations.
I have been tasked with trying to create a drawing tool that draws dotted lines as you drag the mouse across the stage. I can easily capture the points on MouseEvent.MOUSE_MOVE and store them in a vector and then draw the points as dots:
The problem is that I need to calculate evenly distributed points on an ever growing Vector of points so I can only draw the line between say every 5th point (say using modulus). I have been battling away with Bezier curve equations both Quadratic and Cubic but still can't quite figure out how to convert my Vector of points into an evenly distributed Vector of Points without sucking the life from the CPU.
Im trying to figure out how to travel along a plane to a point in 3d space. It needs to feel as though travelling down a road. I have attached a swf with the desired effect. Im using the formula scale = fl/(fl + z);the problem im having is it looks fine until scale is > 1. I need the plane to stay central to the screen.
how to rotate a 2d plane in 3d? for example... i want to load a jpeg in to a movieclip, and then, using actionscript, flip the photo around so essenitally you're looking at the back of it.i've seen the Scripting 3D in Flash kirupa resource, but it's a bit advanced for what i need. i only want to flip a 2d plane 180 degrees.
I'm basically trying to emulate Photoshop's Vanishing Point tool where you can define the 4 2D points and the 3D plane is calculated from that information, in terms of the rotation of the plane relative to x y and z axes.
So if you have an image like this one: And you define the points of the four corners, maybe like this:
It would define the 3D plane that the surface must live on relative to the x y and z axes. Researching this has led me to some tutorials on drawTriangles and Homographies, but they all seem to be focused on mapping bitmap data and I can't seem to find anything that defines a 3D plane itself.
I have a 2d plane rotated on its x axis, with 2d display objects I want to move around on the plane. Its pretty similar to a chess board [URL]..
The board is a rotated rectangle, and the pieces are just 2d display objects. Whats the easiest way to manipulate those objects so they appear to be moving on the board?
I am having trouble getting a spaceship to fly through space in 3 dimensions. I was wondering if anyone knows of like some good example source code for 3D plane flying movement?
Or if someone could point me in the right direction for the Trigonometry equations,
I add an FLVPlayback component on to a Papervision Plan. So far so good. Video plays, 3d works. But I am facing two issues:
1. Even though I set my MovieMaterial to interactive, I canot click on the controls. I have found someone else that stumbled onto something similar (link 1, link 2), but since they did not have answer, I though of asking here.
2. The FLVPlayback is jittery. What I mean is that the component's x position moves all the time from something like 0 to 10 or 20, then back to zero. Remember in the old days of analog television (if you're old enough) when you had to play with the tracking? It looks like that.
if I take a square, turn into a Movie Clip, addjust the Perspective Angle, and the Vanishing Points. Then I rotate the square along the x axis so that the square is now a plane laying on the z axis. How do I get the length of the Movie Clip? I need to know when a plane starts and ends on the z axis. I also need to get the width.
if I take a square, turn into a Movie Clip, addjust the Perspective Angle, and the Vanishing Points. Then I rotate the square along the x axis so that the square is now a plane laying on the z axis. How do I get the length of the Movie Clip? I need to know when a plane starts and ends on the z axis. I also need to get the width.
I have a wall of Planes at different angles and positions. I'd like to get the camera to rotate and look straight at the focused plane. I have created a dummy Plane (lookAtMe) that tweens to the Plane I click on as follows:
private function planeClicked(e:InteractiveScene3DEvent):void { lookAtTarget.copyTransform(this);
[Code]....
The camera centers on the looAtMe Plane but doesn't rotate so that the selected Plane is straight on.
I want to the badguy plane to hit the player's plane and take a subtraction from the player's heath. I've fiddled around with using "this" instead of the full path of the playerMC - no success. My hitTest is working fine for the bullets!
A longtime AS2 developer finally making the transition to AS3 and Papervision all in one big leap.Working from Lee Brimelow's awesome pv2 tutorial as a base I've been able to create a plane with a movieclip mapped to it. What I'd ideally like to do is limit the rotation of the plane to maximum of -45 to 45 degrees on the X and Y.[code]I've tried using basic conditionals to restrict p.rotationX and p.rotationY but they seem to be ignored.
don't know what trigger this on my Flash CS4, suddenly i cant see any object on my stage it just plane background and i can change its color, but when i start to draw i can see the initial drawing but when i release the mouse the object is gone, try to test the movie and the object is there. i try to close the program and open again but still the same until i discover that this behavior happen when my publish setting is set to action script 3.0 changing it to 2.0 and the problem goes away. i did not encounter this kind of behavior with as3 before.
I am using the draw() method of the BitmapData to encode a jpeg of part of the image. Now this should be easy enough given the object I want to draw to the bitmap is on the stage at design time so I know its location and dimetions exactly! Heres the code I have in place.
Code: var myBitmapSource:BitmapData = new BitmapData ( street.width, street.height, false, 0x333333); myBitmapSource.draw(street, null, null, null, new Rectangle( 96, 5, 571, 450 ), true );
I know for a FACT that no part of the street clip I am drawing out is in negative space, and it's registration is (0,0). However, it cuts off A lot of the top of my image. y=5 in the above rectangle is where I need the top to be, but it cuts the top off of the image... even if I change it to 0, it has no effect.