ActionScript 3.0 :: Drawing In Complex Coordinate Plane With Negative Values?
Sep 13, 2009
i am trying to draw in flex in all four quardrants!i mean i have a 2-d plane,and i have values that i have calculated now i need to draw these in a plane! i tried the plotchart, but it only works in first quadrant,it doesnt take negative values!
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´d like to know if it´s possible to find a minimum y point (where the shape ends) of a shape, in a given x coordinate.
Example: I have a complex shape like a big "S". Suppose the "S" minimum x coordinate is 0. How can I find the minimum y point of the "S" (again, where the shape ends) in the x coordinate of 14?
Here is the image: I need to find the y coordinate (or point) of the blue point in the image.
Is there a way to change the style of Flex Chart according to the values.For example, in column chart, set green for positive value and red for negative value?
I have a bar chart where I'm trying to get the data labels to show. When the values are all positive the data labels appear fine. When I mix in some negative values, the datalabels don't show:
I have a Flex Column Chart, which shows bars with each positive and negative values.I only want to have a horizontal line at 0 to distinguish between positive and negative values.I turned off all the axis.How could I achieve to get this line?
our collaborators misposition the registration points of MCs.Here's the deal: we need to recover the REAL MC's coordinates (not the ones based on registration point). Is it possible? How? I've tried some code already (like getBounds and getRect functions) but all of 'em consider the registration point.
I expected the trace command at the end of this code to return 0, but it returns 100. Does anyone know why mc's y coordinate value is not updated after adding it a child?[code]...
I'm having a little difficulty getting to grips with the getBounds() Movie Clip function. I assumed the getbounds() method simply got the boundary coordinates for the movie Clip, that one could use to draw a rectangle. This is what I'm trying to do;I'm trying to get a movie clips coordinate bounds, and use the min and max values of x and y to draw rectangle around the object. Simple right? But in my case, I'm getting some unexpected results. I wonder does ther registration point of the object determine the coordinate values? Also are the coordinate values local to the clip instance or global to the stage?
I have 3 square. smallest square s3 is inside s2. s2 is in side s1. each is 10px larger [code]how can I find the coordinate of child in its parent's coordinate system?
check if a negative number is less than another negative number. The if condition logic seems to be in order as far as i can tell but it doesent work for some reason :
Code: public function minuscheck(testnumber:int):void { if (testnumber < -1)
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 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 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.