Re: Importing ( streamlining) EPS

2003-06-08 Thread jbv


Alejandro,

 Tonight, I test your handler and I'm getting
 two list of points. But in the first list,
 the X coordinate is the same for all the
 numbers of the list!

 What I'm doing wrong?

 Maybe this part is the problem. It returns the
 same number.

 -- INITIALIZES step value AND fixed x values

 put trunc(abs(item 1 of last line of variablezxc-item
 1 of first line of variablezxc)/Nsteps) into v
   put  into Vsteps
   repeat with i=1 to Nsteps
 put item 1 of first line of variablezxc+(i*v) into
 item 1 of line i of Vsteps
   end repeat
   put item 1 of first line of variablezxc  cr before
 Vsteps

WHOOOPS !!!  I didn't send the very last version...

The part of the handler quoted above should be replaced
with the following :

  put trunc(abs(item 1 of a-item 1 of d)/Nsteps) into v
  put 0 into n
  put  into Vsteps
  repeat with i=1 to Nsteps
put item 1 of a+(i*v) into item 1 of line i of Vsteps
  end repeat
  put a  cr before Vsteps

I just tested it and it works.
Sorry for the mistake,

JB


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Importing ( streamlining) EPS

2003-06-06 Thread Alejandro Tejada
on Thu Jun 5 04:26:00 2003 
jbv wrote:

 in the EPStoMetacard stack (I'm not sure
I'm using the last version though), and more
specifically in the bezier handler, is there a way
to modify the equations used to get x values (and
the corresponding y values) EQUALLY SPACED
on the x axis ?

There are other formulas to calculate the bezier
points. I'll check my files to see if I find them.

I know I could use the handler as it is and then
perform linear interpolation, but I'd like to 
compute the values on 1 single pass...

Can you give us an example of this linear
interpolation?

By the way jbv, you made a demostration of openGL
in MetaCard. Are you going to keep working in
this demo? or Abandoned the idea?

Alejandro







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http://www.google.com/advanced_search?q=site:lists.runrev.com

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Importing ( streamlining) EPS

2003-06-06 Thread Alejandro Tejada
on Thursday Jun 5 04:26:00 2003 
jbv wrote:

 [snip] 
 in the bezier handler, is there a way
 to modify the equations used to get x values (and
 the corresponding y values) EQUALLY SPACED
 on the x axis ?

Here is an answer:

http://www.tinaja.com/text/bezchord.html

The description is:

(C) The CONSTANT CHORD method uses 
successive approximations of method (B)
to break the spline up into chords of 
virtually identical length. This method 
is non obvious and computationally intensive. 
But the results are easily distilled and compiled.

If some of the participants in this list have
a reading knowledge of postscript languaje, 
then this is the solution.

on Fri Jun 6 03:06:00 2003 
Xavier Bury wrote:

 [snip]
 here is a web page that describes another approach
 which is more formal and probably
 more correct for other applications where time 
 is involved for example...

http://www.cs.brown.edu/stc/outrea/greenhouse/
nursery/interpolation/formal.html

Thanks Xavier, Do you have a working example?
The list of coordinates that produces the
bezier handler is uneven. Short segments in
the extreme and long segments in the middle
of the list of coordinates.
I'm not sure how the curve will look like
if you made all segments of the same longitude.
But Don Lancaster has code for this. So lets
wait for an explanation... or translation
to MetaTalk code. 

Alejandro




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Re: Importing ( streamlining) EPS

2003-06-06 Thread jbv
Alejandro,

 Can you give us an example of this linear
 interpolation?

At the end of this message you'll find the Bezier
handler I'm using. The linear interpolation works
although it's still a bit crude and needs some more
fine tuning.
I haven't had a look yet at the other approach you
mentioned in your last email, but if that new
solution is really computationally intensive,
I guess I'll stick with linear interpolation which
isn't too slow after all...



 By the way jbv, you made a demostration of openGL
 in MetaCard. Are you going to keep working in
 this demo? or Abandoned the idea?

Well, it's a long story. About 6 months ago, I was
planing to develop this openGL thing within a project
for a client. It seemed like a good opportunity to make
some applied research financed by a real life project.

Unfortunately, the client abandonned the project and I
found myself overflooded with other things to do and
had to put the idea on a shelf for a while.
Now I'm working on it at home in my spare time (using
Code Warrior on a Mac), and of course things have been
slowed down by several orders of magnitude. It's quite
irritating because it opens a fantastic new world...

Anyway, if anyone is willing to sponsor this research,
please contact me off-list...

Thanks,
JB


--


on bezier
  global variablezxc,a,b,c,d,Vsteps
  put a cr b cr c cr d
  put the first item of a into x1 -- red dot the first item of the loc of
grc startpoint
  put the first item of d into x2 -- blue dot the first item of the loc of
grc endpoint
  put the first item of b into xa -- green dot the first item of the loc
of grc control1
  put the first item of c into xb -- yellow dot the first item of the loc
of grc control2
  put the second item of a into y1
  put the second item of d into y2
  put the second item of b into ya
  put the second item of c into yb

  put 20 into Nsteps
  put 0 into v1
  put(1/Nsteps)into j
  put  into n
  put  into nv

  Repeat with i = 1 TO Nsteps
put i*j into v1
put v1 into line i of n
put 1-v1 into v2
put v1*v1*v2 into v11
put v1*v2*v2 into v22
put(v2^3)into v3
put(v1^3)into v13

put (x1*v3+(3*xa*v22)+(3*xb*v11)+(x2*v13))into x
put (y1*v3+(3*ya*v22)+(3*yb*v11)+(y2*v13))into y
put x div 1,y div 1  return after variablezxc
  end repeat


  -- REMOVES similar successive pairs of values

  repeat with i=(number of lines of variablezxc) down to 2
if line i of variablezxc is not  then
  if line i of variablezxc = line i-1 of variablezxc then
delete line i of variablezxc
  end if
end if
  end repeat



  -- INITIALIZES step value AND fixed x values

  put trunc(abs(item 1 of last line of variablezxc-item 1 of first line of
variablezxc)/Nsteps) into v
  put  into Vsteps
  repeat with i=1 to Nsteps
put item 1 of first line of variablezxc+(i*v) into item 1 of line i of
Vsteps
  end repeat
  put item 1 of first line of variablezxc  cr before Vsteps



  -- COMPUTES linear interpolation on y values according to new x values

  repeat with j=1 to (number of lines of Vsteps)-1
repeat with i=1 to number of lines of variablezxc
  if item 1 of line i of Vsteps = item 1 of line j of variablezxc then

put item 2 of line i of variablezxc into item 2 of line i of
Vsteps
next repeat
  else
if (item 1 of line i of Vsteps  item 1 of line j of variablezxc)
and (item 1 of line i of Vsteps  item 1 of line (j+1) of variablezxc)
then
  put item 1 of line j of variablezxc into x1
  put item 1 of line (j+1) of variablezxc into x2
  put item 2 of line j of variablezxc into y1
  put item 2 of line (j+1) of variablezxc into y2
  put trunc(y1+((y2-y1)*((item 1 of line i of
Vsteps-x1)/(x2-x1 into item 2 of line i of Vsteps
end if
  end if
end repeat
  end repeat
  put item 2 of last line of variablezxc into item 2 of last line of
Vsteps
  put Vsteps  cr  cr  variablezxc

end bezier


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Re: Importing ( streamlining) EPS

2003-06-05 Thread jbv
BTW in the EPStoMetacard stack (I'm not sure
I'm using the last version though), and more
specifically in the bezier handler, is there a way
to modify the equations used to get x values (and
the corresponding y values) EQUALLY SPACED
on the x axis ?
Oviously, it has to do with the way v1 and v2 are
incremented in the loop, but my maths are too
limited to figure out how to do that...

I know I could use the handler as it is and then
perform linear interpolation, but I'd like to compute
the values on 1 single pass...

Thanks,
JB



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Re: Importing ( streamlining) EPS

2003-06-04 Thread Alejandro Tejada
on Mon Jun 2 23:52:00 2003 
Karl Becker wrote:

I'm wondering if there's a way  
to intelligently trim the number of points 
each of these graphics occupies?  

In the epsImport stack there is an field named
bezier resolution. This field determines
the number of straight line segments used to
draw the curves in Adobe Illustrator files.

Test with low numbers (16 to 32) and high (128 to 256)
and take note of the effect on the appareance and
the redraw of the graphics.

I know about your Golf game. Are you making your
Golf courses as vector drawings?

I have a feeling if I have fifty graphic 
objects each with 300 points or so 
that MetaCard will crawl when I try to move 
a group containing all fifty.  
Anyone have experience with this?

I have not notice delays when the graphics are
grouped.
Anyway, it could be more interesting if you compare
the scroll of big groups of graphics, with the
scroll of big groups of images.

Newer versions of Adobe Illustrator are scriptables
with applescript in mac and another language in
windows. You could export every graphic as an image 
with a series of commands. I still had to learn how
to take full advantage of this extraordinary
capability.

Alejandro

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Re: Importing ( streamlining) EPS

2003-06-03 Thread Karl Becker
I may have to answer my own question this time.

I found the EPS to MetaCard thing mentioned below on a Revolution  
downloads page:
http://www.runrev.com/Revolution1/developercentral/ 
usercontributions.html

I should maybe email Alejandro, but what I'm wondering if there's a way  
to intelligently trim the number of points each of these graphics  
occupies?  I have a feeling if I have fifty graphic objects each with  
300 points or so that MetaCard will crawl when I try to move a group  
containing all fifty.  Anyone have experience with this?

Looks like some very great tools on that page, too!

Karl

On Monday, June 2, 2003, at 07:22 PM, Karl Becker wrote:

I think it would help me out, yes, but that link gives a 404 error.   
If someone wants to send me a copy of that stack off-list, I'd really  
appreciate it.

Thanks,
Karl
On Monday, June 2, 2003, at 06:16 PM, Ken Ray wrote:

Karl,

Alejandro Tejada has some sample code for importing EPS as polygons:

http://ffc.virtualave.net/EPStoMetaCard.zip
http://ffc.virtualave.net/EPStoMetaCard.sit
I don't know if it will help you in your case, but you might want to
check it out. Otherwise you'll need to find some way to convert your  
EPS
graphics to JPEG, PNG, etc.

Ken Ray
Sons of Thunder Software
Email: [EMAIL PROTECTED]
Web Site: http://www.sonsothunder.com/
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Karl Becker
Sent: Monday, June 02, 2003 4:48 PM
To: [EMAIL PROTECTED]
Subject: Importing EPS
Is there any way to import EPS files as actual graphic objects in
MetaCard?
I was under the impression this could be done, as I always saw the
EPS tab on the Import stack.  However, I just tried it out, and it
doesn't really import anything from an EPS file created with
Illustrator 8.  This happens on Mac OS X 10.2.6.
After reading the documentation, it says only UNIX/X11 systems can
display EPS.  Is this true?  If so, I'm a bit worried about a
project I
have to do where I was almost positive I could import EPS objects as
graphics objects.
Has anyone developed an alternate way of creating graphic objects out
of EPS files?
Karl

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