splitting a bezier curve in actionscript3 - actionscript-3

I would like to "grow" a path with bezier-curves. After the path has been drawn, it should be shaking a bit: Weave-like look and feel.
visual example:
weave example
At the moment I use TweenMax.bezier, which let me move a point along this curve and at the same time (onEnterFrame) I draw lines to the current Position of the Point.
Unfortunately this approach leads to bad quality of the curve if the framerate drops(square-cut) and it is difficult to recalculate all the points in between(for the weave effect);
Recent suggestions lead me to use curves to solve the problem, but I don't know exactly how.
This example would solve my problem: split bezier
But no code-snippets.
Did anyone encounter the same problem ?
Thanks in advance

I often use Tweeners CurveModifiers._bezier_get to create bezier curves and retrieve points easily (I've tried a few and this one is actually fast).
... Quickly :
Set up two arrays (x,y) listing the control points.
Iterate each frame to modify the positions of the control points.
Redraw your curve with some similar code :
for(var i:Number=0; i <1; i += precision)
{
x = CurveModifiers._bezier_get(pathX[0], pathX[pathX.length - 1], t, pathX);
y = CurveModifiers._bezier_get(pathY[0], pathY[pathY.length - 1], t, pathY);
// ...graphics.lineTo(x,y)
}
Edit
Here you go :
import caurina.transitions.*;
import caurina.transitions.properties.CurveModifiers;
addEventListener(Event.ENTER_FRAME, onEnterFrame);
function onEnterFrame(e:Event)
{
modifyCurve();
drawCurve();
}
// Control points
var pathX:Array = new Array(50,200,600,850);
var pathY:Array = new Array(50,200,100,350);
// growth related
var growth:Number=0;
var growthSpeed:Number=0.01;
/**
* Grows and draws the curve
*/
function drawCurve():void {
const precision:Number = 0.001;
var cx:Number,
cy:Number;
// grow (avoid making it more than one)
if (growth<1) growth = Math.min(1, growth+growthSpeed);
graphics.clear();
graphics.lineStyle(1);
for (var t:Number=0; t <growth; t += precision) {
cx=CurveModifiers._bezier_get(pathX[0],pathX[pathX.length-1],t,pathX);
cy=CurveModifiers._bezier_get(pathY[0],pathY[pathY.length-1],t,pathY);
if (t==0) {
graphics.moveTo(cx,cy);
} else {
graphics.lineTo(cx,cy);
}
}
}
var motion_t:Number = 0;
var motionSpeed:Number = Math.PI * 0.1;
var motionRadius:Number = 10*motionSpeed;
/**
* Creates a movement by transforming the control points
*/
function modifyCurve():void
{
var len:int = pathX.length;
motion_t += motionSpeed;
for(var index:int = 1; index < len; index++)
{
// simple circular movement for each control point
pathX[index] += Math.cos(motion_t + Math.PI * 2 / index) * motionRadius;
pathY[index] += Math.sin(motion_t + Math.PI * 2 / index) * motionRadius;
}
}

What you're looking for is more commonly called the deCastlejau algorithm. Blossoming or polar labels are more general methods for the same thing.

Related

How to turn a bezier curve into a sinusoidal form in svg?

I have been trying to make this shape in svg. Problem is, I want to manipulate it with the blue handles. I have already made a simple arrow and am able to change its shape with quadratic bezier curves. But I am unable to figure out how to do it for this kind of shape. Is there some way to transform a line into this squiggly form?
You can use the getPointAtLength and getTotalLength APIs to "ride" along any arbitrary SVG geometry, and generate your sine wave.
Here's an example in plain TypeScript (find an interactive React CodeSandbox with a couple extra bells and whistles here).
function computeWave(
path: SVGPathElement,
freq: number,
maxAmp: number,
phase: number,
res: number
) {
// Get the points of the geometry with the given resolution
const length = path.getTotalLength();
const points = [];
if (res < 0.1) res = 0.1; // prevent infinite loop
for (let i = 0; i <= length + res; i += res) {
const { x, y } = path.getPointAtLength(i);
points.push([x, y]);
}
// For each of those points, generate a new point...
const sinePoints = [];
for (let i = 0; i < points.length - 1; i++) {
// Numerical computation of the angle between this and the next point
const [x0, y0] = points[i];
const [x1, y1] = points[i + 1];
const ang = Math.atan2(y1 - y0, x1 - x0);
// Turn that 90 degrees for the normal angle (pointing "left" as far
// as the geometry is considered):
const normalAngle = ang - Math.PI / 2;
// Compute the sine-wave phase at this point.
const pointPhase = ((i / (points.length - 1)) * freq - phase) * Math.PI * 2;
// Compute the sine-wave amplitude at this point.
const amp = Math.sin(pointPhase) * maxAmp;
// Apply that to the current point.
const x = x0 + Math.cos(normalAngle) * amp;
const y = y0 + Math.sin(normalAngle) * amp;
sinePoints.push([x, y]);
}
// Terminate the sine points where the shape ends.
sinePoints.push(points[points.length - 1]);
// Compute SVG polyline string.
return sinePoints
.map(([x, y], i) => `${i === 0 ? "M" : "L"}${x},${y}`)
.join(" ");
}
which generates the blue line following the orange one (which is described as M100,100 C150,100,150,250,200,200):
You can of course adapt this to e.g. "pinch" the wave at the ends, to avoid any abrupt ends with an arbitrary phase, etc.
There is are no such transformations in SVG. So you have to find equally spaced points on the bezier curve and offset them according to the sinusuidal equation.
This is a great video to explaining bezier curves and using a look up table to find equally spaced points on the arc: https://www.youtube.com/watch?v=aVwxzDHniEw
To understand how to offset the points, you need a bit co-ordinate geometry. I have created a Desmos graph to help you out: https://www.desmos.com/calculator/4lbhfcro8t
Notice that the sine curve in the above graph is not uniform. That is because the points used for offsetting are equally spaced 't' values. You have to use equally spaced arc lengths as demonstrated in the video.

As3 Trigonometry and math

i'm trying to create a minigame with circles rotating around circles
however, i have a problem when i shoot the circle and it hits the second circle it doesnt continue the angle but "jumping" to the other side i'm sure it something with the angle var that should reset or something. can you help me im getting nervous around here... :(
check the example
This is my code for the enter frame function that deals with the circles
public function UpdateCircles(e:Event):void
{
for (var i:int = 0; i < EnemySpriteVector.length; i++)
{
EnemySpriteVector[i].rotation += EnemySpriteVector[i].enemyspeed;
}
var rad:Number = angle * (Math.PI / 180); // Converting Degrees To Radians
if (IsplayerShoot)
{
playerSprite.x += Math.cos(rad) * PlayerCircleShootSpeed;
playerSprite.y += Math.sin(rad) * PlayerCircleShootSpeed;
for (var j:int = 0; j < EnemySpriteVector.length; j++)
{
if (EnemySpriteVector[j].hitTestPoint(playerSprite.x,playerSprite.y) && (EnemySpriteVector[j].IsCircleHit == false))
{
trace("hit");
EnemySpriteVector[j].IsCircleHit = true;
removeChild(EnemySpriteVector[0]);
EnemySpriteVector.splice(0, 1);
var EnemySprite:Sprite = new EnemySpriteClass();
EnemySpriteVector.push(EnemySprite);
addChild(EnemySprite);
EnemySprite.x = Math.random() * stage.stageWidth;
EnemySprite.y = Math.random() * stage.stageHeight;
IsplayerShoot = false;
}
}
}
else
{
playerSprite.x = EnemySpriteVector[0].x + EnemySpriteVector[0].radius * Math.cos(rad); // Position The Orbiter Along x-axis
playerSprite.y = EnemySpriteVector[0].y + EnemySpriteVector[0].radius * Math.sin(rad); // Position The Orbiter Along y-axis
angle += EnemySpriteVector[0].enemyspeed; // Object will orbit clockwise
playerSprite.rotation = (Math.atan2(playerSprite.y - EnemySpriteVector[0].y, playerSprite.x - EnemySpriteVector[0].x) * 180 / Math.PI); //only rotates the player circle itself
}
}
Looks like when the pink circle hits the green one it simply continues its rotation from where it left of. A quick solution would be to add 180 degrees to the angle. Keep in mind this will only work for static objects. If you want a more dynamic environment I would recommend using vectors (linear algebra). Vector math is really easy to understand and it hides a lot of complex trigonometry. You can start here :)

AS3 Missile Logic

I want to create a simple missile object, which moves at a set speed and rotates towards a specific target at a given rotation speed. However, I'm having trouble figuring out the math of it. This is my code so far:
private function enterFrame(e:Event):void {
// Rotate the missile towards the target.
var targetAngle:Number = getAngle(target.x, target.y, x, y);
if (targetAngle < 0) {
targetAngle += 360;
}
if (targetAngle - turnSpeed > rotation) {
rotation += turnSpeed;
} else if (targetAngle + turnSpeed < rotation) {
rotation -= turnSpeed;
} else {
rotation = targetAngle;
}
// Set the target point to move to based on angle and speed.
var newX:Number = x + Math.sin(degreesToRadians(rotation)) * speed;
var newY:Number = y + Math.cos(degreesToRadians(rotation)) * speed;
// Move to new location
x = newX;
y = newY;
}
private function getAngle (x1:Number, y1:Number, x2:Number, y2:Number):Number {
var dx:Number = x2 - x1;
var dy:Number = y2 - y1;
return (Math.atan2(dy,dx) * 180) / Math.PI;
}
private function degreesToRadians(degrees:Number):Number {
return degrees * Math.PI / 180;
}
I've been trying to debug it using trace and such, but I can't seem to figure out where the problem is, most likely because there are many problems and I can't tell if I've fixed one because the others are masking it. I suspect that the issue(s) lie somewhere in the rotation calculations, since I'm pretty sure that the movement part is working as it should, but I can't say for sure.
At any rate, whatever I do, the missiles always seem to fly off in random directions, sometimes tracking towards straight up, or straight down, or just looping around after nothing in particular.

How to have an object hover back and forth constrained within a specific radius?

I have a sprite in a movie symbol that I would like to hover back and forth within a 360 radius. I was hoping to make it smooth and random. Never really venturing from its original xy cordinates.
I've tried to create some stipulations with if statements and a starting momentum. Like this:
var num = 2;
stage.addEventListener(Event.ENTER_FRAME, hover);
function hover(evt:Event):void{
//start it moving
cloudWhite.y += num;
cloudWhite.x += num;
//declare these variables
var cX = cloudWhite.x;
var cY = cloudWhite.y;
// object travels 10 pixels
var cXP = cX + 10;
var cXN = cX - 10;
var cYP = cY + 10;
var cYN = cY - 10;
// if object goes 10 pixels reverse direction of momentum (maybe)
if (cX >= cXP) {
num = -2;
}
if (cX <= cXN){
num = 2;
}
if (cY >= cYP) {
num = 2;
}
if (cY <= cYN){
num = 2;
}
Clearly this is super wrong because when it runs the object just either goes to 0,0 or to some place that only the math gods know of.
I am clearly a noob at this kind of math so i apologize but I am very excited to learn the trig behind this.
Thank you for your help and thank you for reading.
You are setting all your variables inside the ENTER_FRAME loop, so none of your conditions ever evaluates to true. On every single frame you are doing this:
cloudWhite.x += 2;
cX = cloudWhite.x;
cXP = cX + 10; // Must == cloudWhite's previous x + 10 + 2;
cXN = cX - 10; // Must == cloudWite's previous x -10 + 2;
if(cX > cXP)... // Can never be true.
if(cX < cXN)... // Can never be true.
What you need to do is:
1) Store the original position of cloudWhite somewhere outside the loop, and store it before the loop begins.
2) Define your bounds relative to the original position of cloudWhite, again before your loop begins. Also define the amount you are going to change the position with each iteration.
3) Start your loop.
4) Increment the current position of cloudWhite on each iteration. Add a little random in here if you want the shape to move in a random manner.
5) Check if the new position of cW is outside your bounds and adjust the direction if it is.
The sample below is crude and jerky but I don't know exactly what effect you're looking for. If you want smoother, longer movements in each direction, consider using the Tween class or a Tween library such as the popular Greensock one, instead of incrementing / decrementing the position manually. There's a useful discussion of this here: http://www.actionscript.org/forums/archive/index.php3/t-163836.html
import flash.display.MovieClip;
import flash.events.Event;
// Set up your variables
var original_x:Number = 100; // Original x
var original_y:Number = 100; // Original y
var x_inc:Number = 5; // X Movement
var y_inc:Number = 5; // Y Movenent
var bounds:Number = 50; // Distance from origin allowed
// Doesn't take into account width of object so is distance to nearest point.
// Create an MC to show the bounds:
var display:MovieClip = addChild(new MovieClip()) as MovieClip;
display.graphics.lineStyle(1, 0x0000FF);
display.graphics.beginFill(0x0000FF, 0.5);
display.graphics.drawRect(0-bounds, 0-bounds, bounds * 2, bounds *2);
display.x = original_x;
display.y = original_y;
addChild(display);
// Create our moving mc:
var mc:MovieClip = addChild(new MovieClip()) as MovieClip;
mc.graphics.beginFill(0xFF0000, 1);
mc.graphics.drawCircle(-10, -10, 20);
// Position it:
mc.x = original_x;
mc.y = original_y;
addChild(mc);
// Loop:
function iterate($e:Event = null):void
{
// Move the mc by a random amount related to x/y inc
mc.x += (Math.random() * (2 * x_inc))/2;
mc.y += (Math.random() * (2 * y_inc))/2;
// If the distance from the origin is greater than bounds:
if((Math.abs(mc.x - original_x)) > bounds)
{
// Reverse the direction of travel:
x_inc == 5 ? x_inc = -5 : x_inc = 5;
}
// Ditto on the y axis:
if((Math.abs(mc.y - original_y)) > bounds)
{
y_inc == 5 ? y_inc = -5 : y_inc = 5;
}
}
// Start the loop:
addEventListener(Event.ENTER_FRAME, iterate);
This should get you started. I'm sure there are any number of other ways to do this with formal trig, but this has the benefit of being very simple, and just an extension of your existing method.

Algorithm to solve the points of a evenly-distributed / even-gaps spiral?

First, just to give a visual idea of what I'm after, here's the closest result (yet not exactly what I'm after) image that I've found:
Here's the entire site-reference: http://www.mathematische-basteleien.de/spiral.htm
BUT, it doesn't exactly solve the problem I'm after. I would like to store an array of points of a very specific spiral algorithm.
The points are evenly distributed
The 360 degree cycles have an even gap
If I'm not mistaken, the first two points would be:
point[ 0 ] = new Point(0,0);
point[ 1 ] = new Point(1,0);
But where to go from here?
The only arguments I'd like to provide are:
the quantity of points I wish to resolve (length of array).
the distance between each points (pixels gap).
the distance between cycles.
It almost sounds, to me, that I have to calculate the "spiral-circumference" (if there's such a term) in order to plot the evenly distributed points along the spiral.
Can 2*PI*radius be reliably used for this calculation you think?
If it's been done before, please show some code example!
Fun little problem :)
If you look at the diagram closer, the sequence is clearly stated:
There are probably many solutions to drawing these, maybe more elegant, but here's mine:
You know the hypotenuse is square root of the current segment count+1
and the opposite side of the triangle is always 1.
Also you know that Sine(Math.sin) of the angle is equal to the opposite side divided by the hypotenuse.
from the old mnenonic SOH(Sine,Opposite,Hypotenuse),-CAH-TOA.
Math.sin(angle) = opp/hyp
You know the value of the sine for the angle, you know the two sides, but you don't know the angle yet, but you can use the arc sine function(Math.asin) for that
angle = Math.asin(opp/hyp)
Now you know the angle for each segment, and notice it increments with each line.
Now that you have an angle and a radius(the hypotenuse) you can use for polar to cartesian formula to convert that angle,radius pair to a x,y pair.
x = Math.cos(angle) * radius;
y = Math.sin(angle) * radius;
Since you asked for an actionscript solution, there Point class already provides this function for you through the polar() method. You pass it a radius and angle and it returns your x and y in a Point object.
Here's a little snippet which plots the spiral. You can control the number of segments by moving the mouse on the Y axis.
var sw:Number = stage.stageWidth,sh:Number = stage.stageHeight;
this.addEventListener(Event.ENTER_FRAME,update);
function update(event:Event):void{
drawTheodorus(144*(mouseY/sh),sw*.5,sh*.5,20);
}
//draw points
function drawTheodorus(segments:int,x:Number,y:Number,scale:Number):void{
graphics.clear();
var points:Array = getTheodorus(segments,scale);
for(var i:int = 0 ; i < segments; i++){
points[i].offset(x,y);
graphics.lineStyle(1,0x990000,1.05-(.05+i/segments));
graphics.moveTo(x,y);//move to centre
graphics.lineTo(points[i].x,points[i].y);//draw hypotenuse
graphics.lineStyle(1+(i*(i/segments)*.05),0,(.05+i/segments));
if(i > 0) graphics.lineTo(points[i-1].x,points[i-1].y);//draw opposite
}
}
//calculate points
function getTheodorus(segments:int = 1,scale:Number = 10):Array{
var result = [];
var radius:Number = 0;
var angle:Number = 0;
for(var i:int = 0 ; i < segments ; i++){
radius = Math.sqrt(i+1);
angle += Math.asin(1/radius);//sin(angle) = opposite/hypothenuse => used asin to get angle
result[i] = Point.polar(radius*scale,angle);//same as new Point(Math.cos(angle)*radius.scale,Math.sin(angle)*radius.scale)
}
return result;
}
This could've been written in less lines, but I wanted to split this into two functions:
one that deals only with computing the numbers, and the other which deals with drawing the lines.
Here are some screenshots:
For fun I added a version of this using ProcessingJS here.
Runs a bit slow, so I would recommend Chromium/Chrome for this.
Now you can actually run this code right here (move the mouse up and down):
var totalSegments = 850,hw = 320,hh = 240,segments;
var len = 10;
points = [];
function setup(){
createCanvas(640,480);
smooth();
colorMode(HSB,255,100,100);
stroke(0);
noFill();
//println("move cursor vertically");
}
function draw(){
background(0);
translate(hw,hh);
segments = floor(totalSegments*(mouseY/height));
points = getTheodorus(segments,len);
for(var i = 0 ; i < segments ; i++){
strokeWeight(1);
stroke(255-((i/segments) * 255),100,100,260-((i/segments) * 255));
line(0,0,points[i].x,points[i].y);
// strokeWeight(1+(i*(i/segments)*.01));
strokeWeight(2);
stroke(0,0,100,(20+i/segments));
if(i > 0) line(points[i].x,points[i].y,points[i-1].x,points[i-1].y);
}
}
function getTheodorus(segments,len){
var result = [];
var radius = 0;
var angle = 0;
for(var i = 0 ; i < segments ; i++){
radius = sqrt(i+1);
angle += asin(1/radius);
result[i] = new p5.Vector(cos(angle) * radius*len,sin(angle) * radius*len);
}
return result;
}
<script src="https://cdnjs.cloudflare.com/ajax/libs/p5.js/0.4.4/p5.min.js"></script>
George's answer was excellent! I was looking for the solution for quite a while.
Here's the same code adjusted for PHP, in case it helps someone. I use the script to draw dots (= cities) for a map with X, Y coordinates. X starts from left, Y starts from bottom left.
<?
/**
* Initialize variables
**/
// MAXIMUM width & height of canvas (X: 0->400, Y: 0->400)
$width = 400;
// For loop iteration amount, adjust this manually
$segments = 10000;
// Scale for radius
$radiusScale = 2;
// Draw dot (e.g. a city in a game) for every N'th drawn point
$cityForEveryNthDot = 14;
/**
* Private variables
**/
$radius = 0;
$angle = 0;
$centerPoint = $width/2;
/**
* Container print
**/
print("<div style=\"width: ${width}px; height: ${width}px; background: #cdcdcd; z-index: 1; position: absolute; left: 0; top: 0;\"></div>");
/**
* Looper
**/
for($i=0;$i<$segments;$i++) {
// calculate radius and angle
$radius = sqrt($i+1) * $radiusScale;
$angle += asin(1/$radius);
// skip this point, if city won't be created here
if($i % $cityForEveryNthDot != 0) {
continue;
}
// calculate X & Y (from top left) for this point
$x = cos($angle) * $radius;
$y = sin($angle) * $radius;
// print dot
print("<div style=\"width: 1px; height: 1px; background: black; position: absolute; z-index: 2; left: " . round($x+$centerPoint) . "; top: " . round($y+$centerPoint) . ";\"></div>");
// calculate rounded X & Y (from bottom left)
$xNew = round($x+$centerPoint);
$yNew = round($width - ($y+$centerPoint));
// just some internal checks
if($xNew > 1 && $yNew > 1 && $xNew < $width && $yNew < $width) {
/**
* do something (e.g. store to database). Use xNew and yNew
**/
}
}