Adding points to Path.Circle first point is at 0,0? - paperjs

Hello in a for loop whne I add points to a circle the first point is always at 0,0? and not at the beginning of the circle? sketch
var circle= new Path.Circle({
radius: 100,
position: [200,200]
})
splat= new Path.Circle()
splat.fillColor= 'pink'
var count= 40
var length= circle.length
for(var i = 0; i <= count; i++){
var offset= i / count * length
const normal = i === 0 || i === count
? new Point(0, 0)
: circle.getNormalAt(offset) * (Math.random() * 50);
const point = circle.getPointAt(offset).add(i % 2 == 0 ? normal
: -normal);
console.log(point)
splat.add(point)
splat.smooth({ type: 'catmull-rom', factor: 0.5 });
}
splat.closed= true
Thanks in advance

Your path should be created using the generic new Path() constructor and not the specific new Path.Circle() constructor which expects a center and a radius and creates a 0 wide circle at point 0,0 when you're not passing them.
splat= new Path.Circle() => splat= new Path()

Related

Cannot read property 'add' of null

Hi all something wrong with my programming here as getting an error even though shape is drawn, but I can see it;s not quite right sketch
var circle= new Path.Circle({
radius: 100,
position: [200,200]
})
splat= new Path()
splat.fillColor= 'pink'
var count= 20
var length= circle.length
for(var i = 0; i <= count + 1; i++){
var offset= i / count * length
const normal = i === 0 || i === count
? new Point(0, 0)
: circle.getNormalAt(offset) * (Math.random() * 50);
const point = circle.getPointAt(offset).add(i % 2 == 0 ? normal
: -normal);
console.log(point)
splat.add(point)
splat.smooth({ type: 'catmull-rom', factor: 0.5 });
}
Thanks in advance
Your for loop stop condition is wrong:
i <= count + 1 should be either:
i < count + 1
i <= count
Otherwise when i is equal to count + 1, offset value is over length value and circle.getPointAt(offset) returns null.

ZigZag path onMouseDrag with paper.js

Hi im tryign to create a zigzag path using Path.js's onMouseDrag function but getting in to a bit of a muddle here is a sketch
and code
var path
var zigzag
var length
var count
var delta=[]
tool.fixedDistance= 20
function onMouseDown(event){
path= new Path()
path.add(event.point)
zigzag= new Path()
}
function onMouseDrag(event){
event.delta += 90
path.add(event.delta)
delta.push(event.delta)
}
function onMouseUp(event){
length= path.segments.length
zigzag= new Path()
zigzag.add(event.point)
console.log(delta)
delta.forEach(( zig , i) => {
zigzag.add(i % 2 == 0 ? zig + 20 : zig - 20)
})
zigzag.selected= true
}
Based on my previous answer, here is a sketch demonstrating a possible way to do it.
let line;
let zigZag;
function onMouseDown(event) {
line = new Path({
segments: [event.point, event.point],
strokeColor: 'black'
});
zigZag = createZigZagFromLine(line);
}
function onMouseDrag(event) {
line.lastSegment.point = event.point;
if (zigZag) {
zigZag.remove();
}
zigZag = createZigZagFromLine(line);
}
function createZigZagFromLine(line) {
const zigZag = new Path({ selected: true });
const count = 20, length = line.length;
for (let i = 0; i <= count; i++) {
const offset = i / count * length;
const normal = i === 0 || i === count
? new Point(0, 0)
: line.getNormalAt(offset) * 30;
const point = line.getPointAt(offset).add(i % 2 == 0 ? normal
: -normal);
zigZag.add(point);
}
return zigZag;
}

Geometry in Plan (Math)

My problem is to know whether or not a point is contained in a polygon (sets of points) on the same surface.
Simple example in my favorite language DART
Point myPoint = new Point(10, 12);
List<Point> myPolygon = [ // The Polygon, for example is simple rect
new Point(2, 7),
new Point(15,7),
new Point(15, 18),
new Point(2, 18)
];
bool pointIsContainedInPolygon(List Polygon){
// .. data processing ...
}
I need to know what is the function: pointIsContainedInPolygon(myPolygon)
I have resumed the code data in the How can I determine whether a 2D Point is within a Polygon? post in dart, here is the result (tested)
bool pnpoly(Point point, List<Point> polygon){
// Step 1: Cut and detail
int nvert = polygon.length;
List<int> vertx = [];
List<int> verty = [];
for(Point vert in polygon){ // Listing x and y pos of all vertices
vertx.add(vert.x);
verty.add(vert.y);
}
// Step 2: Calcul..
bool c = false;
int j = nvert-1;
for (int i = 0; i < nvert; j = i++){
if( ((verty[i]>point.y) != (verty[j]>point.y)) && (point.x < (vertx[j]-vertx[i]) * (point.y-verty[i]) / (verty[j]-verty[i]) + vertx[i]) ){
c = !c;
}
}
return c;
}
Here is my test
List<Point> myPolygon = [ // classic rectangle
new Point(2,2),
new Point(52,2),
new Point(52,41),
new Point(2,41)
];
Point myPoint = new Point(53,40);
print( pnpoly(myPoint, myPolygon) ); // false

Group an Array of Vectors according to certain Floors in Three.js

I have a list of Vectors which represent points on three different floors in three.js.
I am trying to group these vectors according to the floor they belong to. Is there a good formula to do this? Perhaps find height from on vector or something. Not sure how to go about this. Any help would be appreciated.
Thanks,
Rob
As Wilt said... Can't really help you without more info.
Still, if your floors are even and all stand on the xz plane (in my example), You may indeed check the points' height (position.y) against the floors'.
var container, renderer, scene, camera, controls;
var floors = [];
var points = [], materials = [], heights = [];
init();
animate();
function init() {
// renderer
renderer = new THREE.WebGLRenderer({
antialias: true,
alpha: true
});
renderer.setSize(window.innerWidth, window.innerHeight);
container = document.createElement('div');
document.body.appendChild(container);
container.appendChild(renderer.domElement);
// scene
scene = new THREE.Scene();
// camera + controls
camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 10000);
camera.position.set(0, 50, 750);
camera.lookAt(scene.position);
controls = new THREE.OrbitControls(camera, renderer.domElement);
controls.autoRotate = true;
//floors
for(i=0; i<3; i++) {
var planeGeometry = new THREE.BoxGeometry(500, 500, 10, 10);
var planeMaterial = new THREE.MeshBasicMaterial({
color: 0xffffff * Math.random(),
side: THREE.DoubleSide,
transparent: true,
opacity : 0.3,
depthWrite : false //get rid of coplanar glitches wall/floor
});
materials.push(planeMaterial);
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.rotation.x = Math.PI / 2;
//plane.rotation.y = Math.PI / 8; //Uncomment to see this doesn't work if the floors move, i.e. changing rotation/position. If this is what you need, just raycast from point to floor in the animation loop and count how many floors the ray goes through (intersects.length)
plane.position.y = 75*i;
heights.push(plane.position.y);
floors.push(plane);
scene.add(plane);
}
//wall
var height = heights[2];
var planeGeometry = new THREE.BoxGeometry(500, height+100, 10, 10);
var planeMaterial = new THREE.MeshBasicMaterial({
color: 0xffffff * Math.random(),
side: THREE.DoubleSide,
transparent: true,
opacity:0.3,
depthWrite : false //get rid of coplanar glitches wall/floor
});
materials.push(planeMaterial);
var plane = new THREE.Mesh(planeGeometry, planeMaterial);
plane.position.y = heights[1]+45;
plane.position.z = -510/2;
scene.add(plane);
// points
for (i=0; i<200; i++) {
var sphereGeometry = new THREE.SphereGeometry(3, 32, 16);
var sphere = new THREE.Mesh(sphereGeometry);
sphere.position.x = Math.random() * 500 - 250;
sphere.position.y = Math.random() * 300 - 100;
sphere.position.z = Math.random() * 500 - 250;
scene.add(sphere);
points.push(sphere);
}
// events
window.addEventListener('resize', onWindowResize, false);
}
function onWindowResize(event) {
camera.aspect = window.innerWidth / window.innerHeight;
camera.updateProjectionMatrix();
renderer.setSize(window.innerWidth, window.innerHeight);
}
function addSpheres() {
//addSpheres
for (i=0;i<200;i++) {
var that = points[i].position.y;
points[i].position.y = ( that < heights[0] ) ? 200 : that - 0.5;
if ( that > heights[0] && that < heights[1] ) points[i].material = materials[0];
if ( that < heights[2] && that > heights[1] ) points[i].material = materials[1];
if ( that > heights[2] ) points[i].material = materials[2];
points[i].material.needsUpdate = true;
}
}
function animate() {
controls.update();
addSpheres();
renderer.render(scene, camera);
requestAnimationFrame(animate);
}
<script src="http://threejs.org/build/three.min.js"></script>
<script src="http://threejs.org/examples/js/controls/OrbitControls.js"></script>
Now, feel free to "group" these points according to your needs.
Please note that "vectors" are different from "points". Read more about the difference.
Raycasting would be the way to go if you had a more complex scene (moving floors/different planes, points moving in different directions).

Rotate point from a given center in Flex

I'm trying to rotate a point in my Canvas from a given point (center). In my MouseDown handler, I save the point where user click (oldPos), and in my MouseMove handler, I'm doing this:
private function onMouseMove(event:MouseEvent):void
{
// Where the user pointer right now
var endPoint:Point = new Point(event.localX,event.localY);
// Calculate angle in radians from the user pointer
var angle:Number = getLineAngleFromHorizontal(oldPos,endPoint);
var rad:Number = Math.PI * (angle / 180);
// Point which I want to rotate
pTop = new Point(oldPos.x,oldPos.y - 30);
var distance:Number = Point.distance(oldPos,pTop);
// Calculate the translation point from previously distance and angle
var translatePoint:Point = Point.polar(distance, rad);
// New point coordinates (in theory)
pTop.x += translatePoint.x;
pTop.y += translatePoint.y;
// Then, draw the line...
}
Where getLineAngleFromHorizontal is a function that returns the angle formed by a center and a give point:
private function getLineAngleFromHorizontal(p1:Point,p2:Point):Number
{
var RotVecOrigen:Point = new Point((p2.x-p1.x),(p2.y-p1.y));
var ModRot:Number = Math.sqrt((RotVecOrigen.x*RotVecOrigen.x)+(RotVecOrigen.y*RotVecOrigen.y));
var ret:Number;
if(((RotVecOrigen.x < 0) && (RotVecOrigen.y <= 0))||((RotVecOrigen.x >= 0) && (RotVecOrigen.y < 0)))
{
ret = Math.round((180.0*(Math.acos(RotVecOrigen.x/ModRot))/Math.PI));
}else{
ret = Math.round((180.0*(-Math.acos(RotVecOrigen.x/ModRot))/Math.PI));
}
return ret;
}
To see an example, watch the image below:
But I don't know why isn't work. I mean, pTop point isn't move where I want, and I think that my calcs are correct.
Can anybody help me? (maybe someone with Math knowledge)
I'm not entirely sure what you want to accomplish. Do you want your new point to be at an 330 degree offset from your center point?
If you want to move your point 330 degrees, use this:
function directionalDistance($start:Point, $direction:Number, $distance:Number, $zeroDegreesUp:Boolean = false):Point{
if($zeroDegreesUp) $direction = ( $direction + 270)%360;
var x:Number = Math.cos($direction * Math.PI / 180) * $distance;
var y:Number = Math.sin($direction * Math.PI / 180) * $distance;
return new Point($start.x +x, $start.y + y);
}
//
var newPoint:Point = directionalDistance(new Point(event.localX,event.localY), 330, 50, true);

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