learn more...Create a custom MovieClip.drawTriangle( ) method using the Drawing API and invoke it on a movie clip. You can determine and plot the vertices of a triangle given the lengths of two sides and the angle between them. This is a better approach than specifying the lengths of the three sides because knowing the lengths of two sides and the angle between them always determines a triangle, whereas three arbitrary sides may not fit together to make a triangle. The custom drawTriangle( ) method accepts six parameters: ab ac angle rotation x y Define the custom drawTriangle( ) method on MovieClip.prototype to make it available to all movie clip instances: // Include the custom Math library to access Math.degToRad( ). #include "Math.as" MovieClip.prototype.drawTriangle = function (ab, ac, angle, rotation, x, y) {
// Convert the angle between the sides from degrees to radians. angle = Math.degToRad(angle); // Convert the rotation of the triangle from degrees to radians. rotation = Math.degToRad(rotation); // Calculate the coordinates of points b and c. var bx = Math.cos(angle - rotation) * ab; var by = Math.sin(angle - rotation) * ab; var cx = Math.cos(-rotation) * ac; var cy = Math.sin(-rotation) * ac; // Calculate the centroid's coordinates. var centroidX = (cx + bx)/3 - x; var centroidY = (cy + by)/3 - y; // Move to point a, then draw line ac, then line cb, and finally ba (ab). this.moveTo(-centroidX, -centroidY); this.lineTo(cx - centroidX, cy - centroidY); this.lineTo(bx - centroidX, by - centroidY); this.lineTo(-centroidX, -centroidY); } There are a few points about this method that bear further discussion. Point a will always be the point of rotation, so you don't need to calculate it's coordinates. However, points b and c need to be calculated (using basic trigonometric ratios). We define point b at the end of line ab at an angle of angle in an unrotated triangle. To factor in rotation we subtract rotation from angle. We define point c to be at the end of line ac. In an unrotated triangle, point c is on the same x axis as point a, but to factor in rotation you should subtract rotation from the angle between line ac (and itself, which is, of course, 0). This leads us to: var bx = Math.cos(angle - rotation) * ab; var by = Math.sin(angle - rotation) * ab; var cx = Math.cos(-rotation) * ac; var cy = Math.sin(-rotation) * ac; The x coordinate of the centroid of a triangle is calculated by adding together the x coordinates of the vertices and dividing by three. The y coordinate is found in an analogous manner. In our drawTriangle( ) method, the coordinates of point a are always (0, 0), so it doesn't factor into the equation. We subtract the x and y inputs from the centroid coordinates to account for any user-defined offset: var centroidX = (cx + bx)/3 - x; var centroidY = (cy + by)/3 - y; Here is an example of how to use the drawTriangle( ) method. Notice that you still have to define the line style before invoking the drawTriangle( ) method. // Draw a triangle with sides of 100 and 200 pixels and an angle of 30 degrees.
this.createEmptyMovieClip("triangle_mc", 1);
triangle_mc.lineStyle(1, 0x000000, 100); // Use a one-pixel, black, solid border
triangle_mc.drawTriangle(100, 200, 30);
|
||||||
Disclaimer
1) E-articles is not responsible for the information contained by this article as well for any and all copyright infringements by authors and writers. E-articles is a free information resource. If you suspect this article for any copyright infringement, please read the terms of service and contact us to investigate the problem.
2) E-articles is not responsible for inaccuracies, falsehoods, or any other types of misinformation this article may contain and will not be liable for any loss or damage suffered by a user through the user's reliance on the information gained here. link to this article |