Regarding those curve math questions... I truly appreciated everyone's help!
Here is the result (clothesline navigation!)
http://www.nfb.ca/cannes/
Many thanks!
On 5/2/07 5:14 AM, Ivan Dembicki [EMAIL PROTECTED] wrote:
Hello,
Thank you, I redid my whole thing using your classes!
Really
Hello,
Thank you, I redid my whole thing using your classes!
Really super, more flexibility + less code !
Is there any doc online ?
http://www.bezier.ru/eng/AS2/ru/bezier/geom/Bezier.html
--
iv
___
Flashcoders@chattyfig.figleaf.com
To change your
Hello leolea
I'm trying to figure out a way to have objects snap to this curved line. I
would distribute them over the _x axis, and I need a formula to get their _y
position on the curved line.
- you need to find an intersections between 2D Bezier curve and vertical lines.
Uou can use our
Hello leolea
I'm trying to figure out a way to have objects snap to
this curved
line. I would distribute them over the _x axis, and I need
a formula
to get their _y position on the curved line.
- you need to find an intersections between 2D Bezier curve
and vertical lines.
Hello,
a little demo:
http://www.bezier.ru/tmp/answer_demo/
--
iv
___
Flashcoders@chattyfig.figleaf.com
To change your subscription options or search the archive:
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Brought to you by Fig Leaf
Thank you very much for this.
The function you provided works super fine, but only once!
If I call it in an onEnterFrame, here's what happens:
http://pages.videotron.com/poubou/flash/cannes01.html
Strange... or is it ?
On 4/25/07 6:13 PM, Joshua Sera [EMAIL PROTECTED] wrote:
Actually,
Okay no ... It was the way I calculated my ratio that wasn't good. Works
perfectly !
Instead of calculating the ratio on each loop using the actual _x, I use an
initx variable...
// init
var initx:Number = some_random_x;
mc._x = initx;
//onEnterFrame
ratio = (mc.initx -
On 4/26/07 5:50 AM, Danny Kodicek [EMAIL PROTECTED] wrote:
Be aware, though, that the vertical line might well not give you the closest
point on the curve. If you want to find the closest point on the bezier to a
given point, that's a slightly different problem (for a quadratic bezier it
Thank you, I redid my whole thing using your classes!
Really super, more flexibility + less code !
Is there any doc online ?
On 4/26/07 7:10 AM, Ivan Dembicki [EMAIL PROTECTED] wrote:
Hello,
a little demo:
http://www.bezier.ru/tmp/answer_demo/
Leolea,
Is there any doc online ?
- now in russian only. translation in progress.
--
iv
___
Flashcoders@chattyfig.figleaf.com
To change your subscription options or search the archive:
http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
Hi,
I have a dynamically drawn curve. It's a simple curve, with 2 end points,
and its yfactor will vary.
I'm trying to figure out a way to have objects snap to this curved line. I
would distribute them over the _x axis, and I need a formula to get their _y
position on the curved line.
Here is a
: leolea [EMAIL PROTECTED]
To: Flashcoders mailing list flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 25, 2007 3:34 PM
Subject: [Flashcoders] Curves question for math gurus
Hi,
I have a dynamically drawn curve. It's a simple curve, with 2 end points,
and its yfactor will vary.
I'm
Hi, thanks for your reply!
My curve isn't exactly a circle. Here's what my animated curve would look
like:
http://pages.videotron.com/poubou/flash/cannes01.html
The curve is drawn using the drawing API:
example:
mc.moveTo(0,0);
mc.curveTo(400,900,0,800);
So, I know the 3 bezier points that
Message -
From: leolea [EMAIL PROTECTED]
To: flashcoders@chattyfig.figleaf.com
Sent: Wednesday, April 25, 2007 4:28 PM
Subject: Re: [Flashcoders] Curves question for math gurus
Hi, thanks for your reply!
My curve isn't exactly a circle. Here's what my animated curve would look
like:
http
On 4/25/07 4:43 PM, Jobe Makar [EMAIL PROTECTED] wrote:
Another trick is to position the clips on the line where they need to be
when the line is at rest. Then displace them vertically based on the
amplitude of the center displacement.
I thought about this method... I could go with it.
I
A bezier curve would be one way to go about it.
Flash's curveTo method uses a quadtratic curve though,
so using a cubic curve won't give you an accurate
curve.
If you know that the two endpoints of the curve are
always going to have an equal x or y value, the you
can just use the quadratic
On 4/25/07 5:31 PM, Joshua Sera [EMAIL PROTECTED] wrote:
If you know that the two endpoints of the curve are
always going to have an equal x or y value, the you
can just use the quadratic formula, and get the right
Y value.
The two endpoints will never move. The middlepoint will be the only
Actually, you're right. if your endpoints will never
move, you can still use a quadratic bezier.
The percentage would be
(mc._x - firstpoint.x)/(lastpoint.x - firstpoint.x)
Since you're using curveTo, you already have all the
points you need for the formula Here's a function for
you:
import
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of leolea
Sent: Wednesday, April 25, 2007 12:34 PM
To: Flashcoders mailing list
Subject: [Flashcoders] Curves question for math gurus
Hi,
I have a dynamically drawn curve. It's a simple curve, with 2 end
points
x214
-Original Message-
From: Patrick Matte | BLITZ
Sent: Wednesday, April 25, 2007 4:04 PM
To: 'flashcoders@chattyfig.figleaf.com'
Subject: RE: [Flashcoders] Curves question for math gurus
A quadratic curve is made of 3 points.
The first point is beginning of the curve, the second point
20 matches
Mail list logo