Actionscript 3 :: Rotate An External Png Image Using A Matrix?
Aug 25, 2010
Okay so I have two import pieces of code involved in this. This first tiny bit is what creates an object called OBJECT_arrow. It is located in the main function of my main class[code]...
It isn't really all that important. Now this next bit is the OBJECT_arrow class. What it does is loads an external png image and draws it. [code]...
How can I rotate an Image eg. 180 degrees clockwise using the Matrix. I can use the following code to rotate the image 90 degrees, but it is incremental, meaing
var matrix:Matrix = new Matrix(); matrix.rotate(Math.PI/2); matrix.tx = imgControl.content.height; var bitmapData:BitmapData = new BitmapData(imgControl.content.height, imgControl.content.width); bitmapData.draw(imgControl.content, matrix); imgControl.source = new Bitmap( bitmapData);
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?
I have the starting point of a rectangle, and the rotation of the line that I would like this rectangle to be parallel to. My initial thought was to create a Rectangle() then rotate it, but there doesn't seem to be an easy method rotate a rectangle. From this rectangle I create I can obviously get the four points, but I need these to be adjusted based on an angle of rotation that I pass it.
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 want to rotate 3D an Image called img1 in Flex. I want to rotate it around y axis 180 degree. I can do this by using 3D effect already built in Flex but i want to do a bit more different. I want during rotating, there's another image called img2 appear on back of img1 (in default case, the image appear on the back is img1) and when rotating finish, the image will be img2.
I am trying to use a matrix to stretch an image along its X and Y axis. My code looks like this:
Mat = new Matrix(); Mat.createBox(MyScaleX, MyScaleY); MyBitmapData.draw(MyDisplayObject, Mat);
When I change MyScaleX, there is no change to the scale. However, the image location gets shifted. When I change MyScaleY, both x and y get scaled. I have also tried to use:
Mat = new Matrix(); Mat.scale(MyScaleX, MyScaleY); MyBitmapData.draw(MyDisplayObject, Mat);[ code]....
i'm newbie to flash and cs5.5, i'm trying to understand the matrix class usage and trying to follow an example given in the below site,I'm following the steps given in the site but still getting an error saying"...Flash_SamplesTaglio.as, Line 341120: Access of undefined property image_mc."i've an *.jpg in the library and dragged an instance on the stage, converted into movie clip, named that instance as "image_mc". Also linked "Taglio.as" document class to that movie clip but still showing the same error.
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 am trying to skew an spark Image object using a matrix. The problem I am having is that it only effects the top angle. I think it may be related to the position of the image (x and y). The top angle is prefect but the bottom is flat!
Here is a bit of code:
//imgA = pixles down from top left coord, I used arctan with oposite over adjacent to get a radian angle //size openImage.width = imgW; //say 200 openImage.height = imgH; //say like 300
I'm a Web designer from London and although I have good Photoshop skills, I can't put together my designs for animation
Description:
I would like to know how I can make an image invisible until I hover the mouse over it. Once the image becomes visible how can I make an image behind it (on a different layer) rotate until I move the mouse away.
1. How do I make image invisible until I hover mouse over it?
2. Once image is displayed how do I make an image rotate 90 degrees behind it?
3. Once I move the mouse off, how do I make the button become invisible again, and the rotated image to be restored to it's original rotation.
In actionscript 3.I have an image which rotates an amount _angle.Then I want to move that image in the _angle direction. The angles below are the same but it moves in some odd direction.I have already tried -_angle and also 360-_angle. If I rotate an image 45 deg clockwise then i want it it move in the 45 clockwise direction img1.rotation=_angle; _y-=(speedfire*Math.sin(_angle*(Math.PI/180)));_x+=(speedfire*Math.cos(_angle*(Math.PI/180))); BTW the image is moving from top to down the screen down like a missile.
How or where I could find the code to rotate an image or a movie clip just using code. I use MCtween to move them on the X and Y but I don't know how or even if you can rotate with that add on. I don't need it to be a smooth animation I just need it to turn on its side when a btn is clicked.
I want to rotate an image continuously on page load. Code works fine for 1 rotation on page load but to achieve the same effect continuously I have included the .play() statement in an infinite while loop as shown below. But it causes the page to hang and nothing shows up.
I have an image that I want to rotate in 3D space when you move the mouse. This seems easy enough, and I have it mostly working. The problem is, it seems like Flash's 3D camera isn't oriented towards the image. The image is inside a MovieClip so that the center of the image is at 0,0 in the MovieClip, and the MovieClip is located at stageWidth/2,stageHeight/2 -- so it's in the centre of the stage. But if you move the image backwards in z-space, the image doesn't look like it's scaling down, which is what you'd expect -- since it's moving away from the camera -- but instead, it moves up and to the left as it moves backwards.
Does anyone know why the camera isn't oriented towards stageWidth/2,stageHeight/2? How do I make the image move directly away from the camera in z-space? Or am I just stupid for not giving up and trying to learn PaperVision?
I'm doing a mini app in AS2 where the user can upload an image into Flash and be able to crop, scale, and rotate and image, and after they're done, save the edited image to the server.I know I have to load an image into the BitmapData, after that I'm lost.
I'm doing a mini app in AS2 where the user can upload an image into Flash and be able to crop, scale, and rotate and image, and after they're done, save the edited image to the server.I know I have to load an image into the BitmapData, after that I'm lost.
I'm trying to animate (rotate) an image in flex4 but it seems that flex is adding easing to my animation by default. How can I over ride this so my rotate doesn't have any easing. Here the line of code I'm using
Jeez how hard can this be? I am giving up for now, but perhaps one of you can tell me why I can't simply load an image into flash and rotate it using AS...[note: image is 700x700 pixels in size]Oh it loads all right, but it will not rotate around its center. I know it loads the image in at the top left corner, but I thought the following code would fixt that:
I am trying to use rotationY,X,Z on an externally loaded image. The image is displayed properly when no 3D rotation is applied, but does not appear afterwards. I have tried various things: loading the image into a bitmap, loading that bitmap into a Sprite/MC. What am I missing?Just to be sure, regular rotation works fine, e.g
PHP Code: pic.rotation = 2; ....axis rotation does not
I am trying to rotate a image using rotationY but it always rotates based off of the left side of the image is there a way to change the rotation point to be the center of the image? Is seems like you should be able to use the transformAround() method but I am having problems finding a example of the transformAround that has to do with images. Does anyone have any examples of how do this or am a going about this the wrong way? What i am trying to do is build a slide show that rotates around and you tap on the images to enlarge.
I am updating source code I came across to AS 2.0 and I am having problems with the tweens. Here is what I am trying to accomplish in AS2.0:[URL] Here is the part of my updated code I am having problems with:
[Code]...
This is my problem: (1) I want the top image to tween to the right and up in X and Y direction and also slightly rotate. THEN I want it to tween back underneath the other stack of pictures in center of swf. However what is happening is that the depth of the topimage is being set under all the pics right away and the tween takes place under all the pics and not ontop. Is there a way for me to wait until the tweens are done and then execute my swapDepths line? Here are problem lines in detail:
I'm trying to apply a GlowFilter (border) to a image and then rotate+skew it. Unfortunately, doing this makes the filter look bad (jagged edges) even though the image itself is smooth. I've tried a few things, including using different filters (like the DropShadowFilter). Here's a rough example of what I'm doing...
The idea is I have 3x3 containers(Sprites) - each one holds 2 tiles of 2 two images (shown one and unvisible - laying behind) . So there are 9containers and 18 tiles. When I click on the image I get rotation of the containers, and when every container is about 90 degrees, its childs swap each oher. So in result I get second image shown. But unfortunely then, shown image is rotated by 180 degrees, that means its left side is on the right. Pre rotating containers ( of tiles gives total mess, as middle tiles seem to be right, but left side of the image and right doesnt match to rest.So I need to rotate tiles, which are bitmapData - parts of Bitmap. But I can not rotate them - there is no property .rotationY for bitmapData, and I can not use matrix's rotate() method as it traits only angle rotation and not axis rotation.If I rotate by Y axis the bitmap before slicing it to tiles nothing happens, so I guess draw method relies on default Bitmap.
So Q : How can I rotate on Y axis a bitmap to have mirror reflection of the image and then apply it reflected to the as a .bitmapData property and slice it to small pieces.
making my image gallery, but it only works as each image in the array is clicked. Now I am trying to make the gallery move automatically to the next image in the array every 5 seconds while still giving the user the ability to click on an image to view the one that they want.Here is my code so far (like i said it works great, but only as a click-able gallery):
I am having some dificulty making a path for this enemy i'm trying to create... cause i want him to rotate + move, then stop, then shoot, then rotate back and move off screen... Its easier if you see it.. you can download the swf file in the zipped archive to demonstrate what i mean. I did it there with tweens. Anyway.. i tried and make it but i'm a little stuck on the stopping part... you can also see what i did in the fla file attatched...
This shouldn't be too difficult, but what I have is a button, which in the 'over' state I want to load an external image, and then have the image disappear when the users mouse hovers off the button