how to moder in fusion 350 a cylinder that has a circle in one end and a square in the other - fusion360

I need an organic shape that morphs from a polygon in one end to a circle/ellipse in the other. I've seen that done in fusion but cannot figure out how.
I'm creating a short of a base, with more structure in the middle, but this is the basic shape I need.
Is this possible ?

As far as I understand your question you can do it with two sketches on two parallel planes. One sketch draw polygon on the other circle. Connect shapes with loft tool.

Related

Calculate length of road in a Polygon

I have this interesting challenge in my work, i have shape files of road networks, and another shape-File containing area boundaries, is there any tool that i can use to get length of roads that lies inside each polygon?
I have access to both QGIS and ArcGIS.
This is probably better asked on gis stackoverflow.
That said, this is a multi-stage problem. I'd suggest something like:
Clip the roads layer by the polygon layer, keeping the polygon id for each road.
Measure the length of the now-clipped roads.
Sum up the road lengths, grouping by the polygon_id
Join the now-measured,-summed-and-clipped roads layer back to the polygon layer.
This will give you what you want.
If you don't know how to use QGIS/ArcGIS, try googling for tutorials (or get work to splurge on training). There are plenty that cover the above functions.

html5 - How to check for shapes drawn on canvas?

I have made a webpage on which there's a canvas on which we can draw freehandly. Now I wanted to know that is there's a way to find that the user has now drawn a "square", "circle" or "rectangle"? I mean that if I draw a square on the canvas, how can I write the code to check that I have drawn a square?
Not many details to work with from you.
Also, “freehand” means very imprecise shapes.
So here’s a generic answer to determine your shape:
Determine the bounding box of a freehand shape (minX,maxX,minY,maxY).
Test#1: if (maxX-minX) is largely different from (maxY-minY), then you have a rectangle.
Test#2: Walk one of corners towards the center. If you quickly cross part of the drawing, you have a square.
By process of elimination, if Test#1 and Test#2 fail, then you have a circle.

AS3 cspline given only two points?

Ok, i'm not sure how to explain it correctly, hopefully it makes sens. What i'm trying to achieve is link 2 points but with an organic curve. I can link two points in AS3 without any problem but i'm looking for a cooler graphical way (a bit like nurbs curves for the 3d enthusiasts out there) instead of a straight line.
I have found an answer in here about cubic hermite spline which linked to http://wonderfl.net/c/pTgv , the things is, i don't know the control points, all i know is the coordinates of my two points and as my points are draggable, they can change at anytime.
So the question is, is there any algorithm out there to have an organic curve between two points ??

Merge shapes and draw border around final shape

I can't post images yet:
http://i.imgur.com/7Kci5.jpg
Using Actionscript 3 I'm drawing multiple Shapes onto a MovieClip [top drawing]. The end result I need is the bottom drawing. I originally thought it would be simple to just merge the shapes and then find a way to draw a border around the end result but I can't seem to find any way of doing this.
Is this possible or is there a better way of trying to do this?
there are 3 ways to go:
hard math. don't draw them directly, but draw through an additional abstraction layer where calculate the resulting curves and draw them.
simple abstraction layer. instead of drawing directly, draw them twice in 2 colors, an inner and an outer one, the outer being one pixel bigger (obvious in the case of circles at least). Only works if you draw into the same Graphics object.
use a GlowFilter with no blur (try what using 1 does) and knockout set to true.
greetz
back2dos

How could I reduce the complexity of an image map?

I'm using KImageMapEditor on Linux (Ubuntu) to create an image map. The shapes in the image are a little complex so I'm using the freehand tool to draw them. However, this is really the same as the polygon tool so the shapes have ended up with a lot of points, which has made the HTML pretty huge.
Does anyone know of a way to reduce the complexity of the shapes, like "smoothing out" the lines?
I should also mention the reason I want the shapes to be fairly accurate is because I'm intending to do something like this, where each shape is highlighted on mouseover: http://davidlynch.org/js/maphilight/docs/demo_usa.html
Since users aren't going to click to the pixel, give them some leeway and create a "sloppy" map which roughly outlines each shape instead of clinging to the actual pixel outline.
This is in the same way as you don't expect a click on a link to fail just because you click on the background which shines through the text. You expect the bounding box of the text to act as the click-able area instead of the "black pixels".
Algorithm: Given three consecutive points, eliminate the middle point if the angle created is less than some tolerated error e.
Polygonal path simplification with angle constraint