the points of graphic
Roger Eller
roger.e.eller at sealedair.com
Sat Jan 18 11:20:02 EST 2014
Jim (aka Mr. graphics wizard),
Here's a challenge for you:
Create the outline of an odd geometric shape using several of the existing
tools (an L shape, but with round ends, by using circles).
Then, with math wizard code, trace the outer overall shape into the points
of a single new polygon.
THAT would be uber-useful!
~Roger
On Jan 18, 2014 11:04 AM, "Jim Hurley" <jhurley0305 at sbcglobal.net> wrote:
> >
> > Message: 2
> > Date: Fri, 17 Jan 2014 16:00:43 +0200
> > From: jbv at souslelogo.com
> > To: use-revolution at lists.runrev.com
> > Subject: the points of graphic
> > Message-ID: <b058292c0d6ba33b59b2906da17e9271.squirrel at 185.8.104.234>
> > Content-Type: text/plain;charset=iso-8859-1
> >
> > Hi list,
> >
> > Is there a way to get the points of a Regular Polygon
> > graphic, or do I have to compute it myself using the
> > loc, width, height and number of sides of the graphic ?
> >
> > Thanks,
> > jbv
> >
> >
>
> This script will provide the individual points.
>
> on mouseUp
> put the width of this card/2 into x0
> put the height of this card/2 into y0
> put 6 into n
> put 50 into L
> put 360/n into tAngle
> put x0,y0 & cr after tPoints
> set the points of grc "polygon" to tPoints
> repeat with i = 1 to n+1 -- plus 1 to close
> --Calculate each line segment individually
> --dx and dy and the x and y projections of the line segment
> repeat with j = 1 to i
> add L * cosine(j*tAngle) to dx
> subtract L * sine(j*tAngle) from dy
> end repeat
> put x0 + dx , y0 + dy into theCoord[i] --if you want the coordinates
> of each vertex
> put (x0 + dx), ( y0 + dy) & cr after tPoints
> set the points of grc "polygon" to tPoints--if you want to see the
> polygon evolve
> put 0 into dx
> put 0 into dy
> end repeat
> end mouseUp
>
> Given the individual points (theCoord[i]), it would be possible to do
> things line draw all diagonals, connect each vertex with all the others.
> When n is large, it is a pretty picture.
>
> But, of course, there is always the much simpler Turtle Graphics.
>
> To poly n, L
> repeat n
> forward L
> left 360/n
> put xycor() into theVertex[i]
> end repeat
> end poly
>
>
>
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