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Trigonometry is windows publisher discount an easily overlooked topic until you want to create interactive interface solutions relying on spacial relationships. In theory, the windows publisher discount concept of trigonometry doesn’t require much to windows publisher discount grasp yet still requires enough specialized and simple formulas which are windows publisher discount better served as reference material.
So like any interaction developer, I’ll need a trig toolbox, and this will be it.
Note: This is currently a work in progress
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The Flash Cartesian coordinate system is windows publisher discount slightly different than a normal Cartesian system in that the windows publisher discount y axis is flipped. A normal coordinate x=2, y=2 would be x=2, y=-2 in Flash. This is windows publisher discount because the visible Stage area starts in the upper left of the windows publisher discount screen and continues to the bottom right, therefore you want to windows publisher discount work top down.
It’s important to note movieClips in flash use degrees for _rotation, but most of the math involves radians.
360 degrees is equal to PI*2 or 6.28… radians
180 degrees is equal to PI or 3.14… radians
90 degrees is equal to PI/2 or 1.57… radians
Ok, So now on the windows publisher discount to the nitty gritty. Before you can begin to calculate distance and windows publisher discount angles you you’ll need the kit of parts for conversions and formulas.
Flash Class Methods
- Math.Atan2(y, x)
Calculates the angle (in radians) from the x-axis to a point on the y-axis - Math.cos(angle)
Calculates the cosine of an angle in radians - Math.sin(angle)
Calcualtes the sine of an angle in radians - Math.round(number)
Rounds the number to the nearest interger Ex. math.round(5.16) returns 5 - Math.Sqrt(number)
Calcuates the square root - Math.PI( ) best prices on CS5 Web Premium
The circumference of a circle divided by its diameter
Formulas
-
function distance ( x1, y1, x2, y2 ):Number
{
// distance between two points
return Math.sqrt(((x2-x1)*(x2-x1)) + ((y2-y1)*(y2-y1)));
} -
var degreesToRadians:Number = Math.PI/180;
-
var radiansToDegrees:Number = 180/Math.PI;
-
function degreesToRadians ( degrees ):Number
{
// returns degrees -> radians
return degrees * Math.PI / 180;
} -
function radiansToDegress ( radians ):Number
{
// returns radians -> degrees
return radians * 180 / Math.PI;
} -
function getAngle( x1, y1, x2, y2 ):Number
{
// angle from point2 to point1
// returns -179 to 180, 0 is east
// + clockwise, - counter clockwise
return Math.atan2((y1-y2), (x1-x2))*radiansToDegrees;
} -
function midpoint ( pt1, pt2 )
{
// returns the mid point of two vectors
var x = (pt1.x + pt2.x) /2;
var y = (pt1.y + pt2.y) /2;
return {x:x, y:y};
} -
function perpoint ( pt1, pt2, xper, yper )
{
// FIND THE POINT BETWEEN TO POINTS
// BASED ON THE PERCENTAGE OF DISTANCE
var x = ((pt2.x - pt1.x)*(xper||0))+ pt1.x
var y = ((pt2.y - pt1.y)*(yper||xper||0))+ pt1.y
return {x:x, y:y};
}
Examples
-
// USING ROTATION TO FOLLOW A POINT
onMouseMove = function()
{
// arrow points to mouse
var pt1 = {x:arrow._parent._xmouse, y:arrow._parent._ymouse };
var pt2 = {x:arrow._x, y:arrow._y };
arrow._rotation = getAngle ( pt1.x, pt1.y, pt2.x, pt2.y );
} -
// GETTING DISTANCE
var pt1 = { x:0, y:0 };
var pt2 = { x:0, y:10 };
var pt3 = { x:10, y:10 };
var dist1 = distance ( pt1.x, pt1.y, pt2.x, pt2.y );
var dist2 = distance ( pt1.x, pt1.y, pt3.x, pt3.y );
trace( ‘dist1: ‘ + dist1 ); // 10
trace( ‘dist2: ‘ + dist2 ); // 14.142135623731 -
// GETTING THE POINT BETWEEN TWO POINTS
var pt1 = { x:10, y:10 };
var pt2 = { x:20, y:20 };
var midpt = midpoints ( pt1, pt2 );
trace( ‘x: ‘ + midpt.x + ‘ y: ‘ + midpt.y ); // x: 15 y: 15
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Flash 9 - Drawing lines using Circle-Circle Intersection
http://www.nocircleno.com/experiments/circle_intercepts/index.html
Circle-Circle Intersection
http://mathworld.wolfram.com/Circle-CircleIntersection.html
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// DIRECTION
var b:Number = 0;
addEventListener ( Event.ENTER_FRAME, loop );
function loop ( e:Event )
{
b-= 3
var rad:Number = b * Math.PI / 180;
var sin:Number = Math.sin ( rad );
var cos:Number = Math.cos( rad );
var d:String = ( ( sin > 0 && cos > 0 ) || ( cos > 0 && sin < 0 ) ) ? "r" : "l";
trace( d+ " : " + (b)+ " > ” + cos + ” > ” +sin)
}